Search Results for "what-video-games-have-to-teach-us-about-learning-and-literacy-second-edition"

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

  • Author: James Paul Gee
  • Publisher: Macmillan
  • ISBN: 1466886420
  • Category: Education
  • Page: 256
  • View: 8329
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James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Good Video Games Plus Good Learning

Good Video Games Plus Good Learning

  • Author: James Paul Gee
  • Publisher: Peter Lang
  • ISBN: 9780820497037
  • Category: Education
  • Page: 194
  • View: 4040
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Textbook

Why Video Games are Good for Your Soul

Why Video Games are Good for Your Soul

Pleasure and Learning

  • Author: James Paul Gee
  • Publisher: Common Ground
  • ISBN: 186335574X
  • Category: Computers
  • Page: 122
  • View: 5806
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Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.

Games, Learning, and Society

Games, Learning, and Society

Learning and Meaning in the Digital Age

  • Author: Constance Steinkuehler,Kurt Squire,Sasha Barab
  • Publisher: Cambridge University Press
  • ISBN: 1139510215
  • Category: Psychology
  • Page: N.A
  • View: 3816
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This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.

Women and Gaming

Women and Gaming

The Sims and 21st Century Learning

  • Author: J. Gee,Elisabeth R. Hayes
  • Publisher: Springer
  • ISBN: 0230106730
  • Category: Education
  • Page: 208
  • View: 7193
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The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.

How Computer Games Help Children Learn

How Computer Games Help Children Learn

  • Author: David Williamson Shaffer,James Paul Gee
  • Publisher: Macmillan
  • ISBN: 9780230602526
  • Category: Education
  • Page: 242
  • View: 340
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Evaluates a controversial theory about the educational potential of computer games, revealing how specific games can teach children how to develop creative thinking processes akin to those of today's successful professionals. Reprint. 15,000 first printing.

The Anti-Education Era

The Anti-Education Era

Creating Smarter Students through Digital Learning

  • Author: James Paul Gee
  • Publisher: St. Martin's Press
  • ISBN: 1137324112
  • Category: Education
  • Page: 256
  • View: 2730
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One of the first champions of the positive effects of gaming reveals the dark side of today's digital and social media Today's schools are eager to use the latest technology in the classroom, but rather than improving learning, the new e-media can just as easily narrow students' horizons. Education innovator James Paul Gee first documented the educational benefits of gaming a decade ago in his classic What Video Games Have to Teach Us About Learning and Literacy. Now, with digital and social media at the center of modern life, he issues an important warning that groundbreaking new technologies, far from revolutionizing schooling, can stymie the next generation's ability to resolve deep global challenges. The solution-and perhaps our children's future-lies in what Gee calls synchronized intelligence, a way of organizing people and their digital tools to solve problems, produce knowledge, and allow people to count and contribute. Gee explores important strategies and tools for today's parents, educators, and policy makers, including virtual worlds, artificial tutors, and ways to create collective intelligence where everyday people can solve hard problems. By harnessing the power of human creativity with interactional and technological sophistication we can finally overcome the limitations of today's failing educational system and solve problems in our high-risk global world. The Anti-Education Era is a powerful and important call to reshape digital learning, engage children in a meaningful educational experience, and bridge inequality.

Video Games and Learning

Video Games and Learning

Teaching and Participatory Culture in the Digital Age

  • Author: Kurt Squire
  • Publisher: N.A
  • ISBN: 9780807751992
  • Category: Education
  • Page: 253
  • View: 2588
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Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation"? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analysis of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education.

Learning by Playing

Learning by Playing

Video Gaming in Education

  • Author: Fran C. Blumberg,Fran Blumberg
  • Publisher: Oxford University Press, USA
  • ISBN: 019989664X
  • Category: Psychology
  • Page: 358
  • View: 5978
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There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

Rhetoric/Composition/Play through Video Games

Rhetoric/Composition/Play through Video Games

Reshaping Theory and Practice of Writing

  • Author: R. Colby,M. Johnson
  • Publisher: Springer
  • ISBN: 1137307676
  • Category: Education
  • Page: 239
  • View: 2121
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An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.

Gaming Matters

Gaming Matters

Art, Science, Magic, and the Computer Game Medium

  • Author: Judd Ethan Ruggill,Ken S. McAllister
  • Publisher: University of Alabama Press
  • ISBN: 0817317376
  • Category: Games
  • Page: 155
  • View: 2072
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Explores the essence of video games, delineating the fundamental characteristics of the medium. Co-written by the author of Game Work.

Situated Language and Learning

Situated Language and Learning

A Critique of Traditional Schooling

  • Author: James Paul Gee
  • Publisher: Routledge
  • ISBN: 1134369638
  • Category: Language Arts & Disciplines
  • Page: 144
  • View: 4968
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Why do poor and minority students under-perform in school? Do computer games help or hinder learning? What can new research in psychology teach our educational policy-makers? In this major new book, Gee tackles the 'big ideas' about language, literacy and learning, putting forward an integrated theory that crosses disciplinary boundaries, and applying it to some of the very real problems that face educationalists today. Situated Language and Learning looks at the specialist academic varieties of language that are used in disciplines such as mathematics and the sciences. It argues that the language acquisition process needed to learn these forms of language is not given enough attention by schools, and that this places unfair demands on poor and minority students. The book compares this with learning as a process outside the classroom, applying this idea to computer and video games, and exploring the particular processes of learning which take place as a child interacts with others and technology to learn and play. In doing so, Gee examines what video games can teach us about how to improve learning in schools and engages with current debates on subjects such as 'communities of practice' and 'digital literacies'. Bringing together the latest research from a number of disciplines, Situated Language and Learning is a bold and controversial book by a leading figure in the field, and is essential reading for anyone interested in education and language.

Minds, Brains, and Learning

Minds, Brains, and Learning

Understanding the Psychological and Educational Relevance of Neuroscientific Research

  • Author: James P. Byrnes
  • Publisher: Guilford Press
  • ISBN: 9781572306523
  • Category: Education
  • Page: 214
  • View: 5250
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Why should psychologists and educators study the brain? Can neuroscientific research advance our understanding of student learning and motivation? What do informed readers need to know to tell the difference between plausible applications of brain research and unfounded speculation? This timely volume considers the benefits of incorporating findings from cognitive neuroscience into the fields of educational, developmental, and cognitive psychology. The book provides a basic foundation in the methodology of brain research; describes the factors that affect brain development; and reviews salient findings on attention, memory, emotion, and reading and mathematics. For each domain, the author considers the ways that the neuroscientific evidence overlaps with or diverges from existing psychological models. Readers gain skills for assessing the credibility of widely publicized claims regarding critical periods of learning, the effects of stress hormones on the brain, the role of music training in boosting academic performance, and more. Also elucidated are the possible neuroscientific bases of attention deficits, reading problems, and mathematical disabilities in children. The volume concludes by suggesting areas for future investigation that may help answer important questions about individual and developmental differences in learning.

Teaching, Learning, Literacy in Our High-Risk High-Tech World

Teaching, Learning, Literacy in Our High-Risk High-Tech World

A Framework for Becoming Human

  • Author: James Paul Gee
  • Publisher: Teachers College Press
  • ISBN: 0807775959
  • Category: Language Arts & Disciplines
  • Page: N.A
  • View: 1579
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This is a profound look at learning, language, and literacy. It is also about brains and bodies. And it is about talk, texts, media, and society. These topics, though usually studied in different narrow academic silos, are all part of one highly interactive process—human development. Gee argues that children will need to be resilient, imaginative, hopeful, and deliberate learners to survive the deeply complex and unpredictable world in which they live. In a world beset by conflicting ideologies that give rise to hatred, violence, and war, Gee urges us to look to a broader set of ideas from seemingly unrelated disciplines for a viable vision of education. This book proposes a framework of principles that can be used to reconceptualize education, specifically literacy education, to better prepare students to be collaborators toward peace and sustainability. “A highly readable tour de force on development, teaching, and learning in the digital age; I think of Gee as an heir to Dewey.” —David C. Berliner, Arizona State University “This is the boldest and broadest of Gee’s already expansive and influential body of work—a must-read for citizens, parents, educators, and academics.” —Glynda A. Hull, University of California, Berkeley “The world would be a better place if all educators took seriously Gee’s recommendations to keep the ‘long battle for human dignity going’.” —Diana Hess, University of Wisconsin–Madison

Don't Bother Me Mom--I'm Learning!

Don't Bother Me Mom--I'm Learning!

How Computer and Video Games are Preparing Your Kids for 21st Century Success - and How You Can Help!

  • Author: Marc Prensky
  • Publisher: Paragon House
  • ISBN: N.A
  • Category: Family & Relationships
  • Page: 350
  • View: 7500
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The POSITIVE Guide for Parents Concerned About Their Kids' Video and Computer Game Playing"Marc knows it all depends on how we use our games. He knows that if parents place good video games into a learning system in their homes they can reap major benefits for their children and themselves. They can accelerate their children's language and cognitive growth." --James Paul Gee, Tashia Mogridge Professor of Reading, University of Wisconsin-Madison Marc Prensky presents the case--profoundly counter-cultural but true nevertheless--that video and computer game playing, within limits, is actually very beneficial to today's "Digital Native" kids, who are using them to prepare themselves for life in the 21st century. The reason kids are so attracted to these games, Prensky says, is that they are learning about important "future" things, from collaboration, to prudent risk taking, to strategy formulation and execution, to complex moral and ethical decisions. Prensky's arguments are backed up by university PhD's studying not just violence, but games in their totality, as well as studies of gamers who have become successful corporate workers, entrepreneurs, leaders, doctors, lawyers, scientists and other professionals. Because most adults (including the critics) can't play the modern complex games themselves (and discount the opinions of the kids who do play them) they rely on secondhand sources of information, most of whom are sadly misinformed about both the putative harm and the true benefits of game-playing. This book is the antidote to those misinformed, bombastic sources, in the press and elsewhere. Full of common sense and practical information, it provides parents with a large number of techniques approaches they can use--both over time and right away--to improve both their understanding of games and their relationships with their kids. What You Will Learn The aim of this book is to give you a peek into the hidden world into which your kids disappear when they are playing games, and to help you as an adult--especially if you are a concerned parent or teacher--understand and appreciate just how much your kids are learning that is POSITIVE from their video and computer games. In the few short hours it takes to read this book, you will learn: What it feels like to be in the world of computer and video games; How to appreciate the breadth and depth of modern computer and video games and the ways they make your kids learn; How to understand the various USEFUL skills your game-playing your kids are acquiring; How to understand your own kids better and build better relationships using games as a base; And, most importantly, How to augment and improve what your kids are learning by HAVING CONVERSATIONS THAT THEY WANT TO HAVE about their games.

Reality Is Broken

Reality Is Broken

Why Games Make Us Better and How They Can Change the World

  • Author: Jane McGonigal
  • Publisher: Penguin
  • ISBN: 9781101475492
  • Category: Psychology
  • Page: 416
  • View: 1779
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A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. From the Trade Paperback edition.

The Game Believes in You

The Game Believes in You

How Digital Play Can Make Our Kids Smarter

  • Author: Greg Toppo
  • Publisher: St. Martin's Press
  • ISBN: 1466879459
  • Category: Computers
  • Page: 256
  • View: 2862
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What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.

Handbook of Research on Effective Electronic Gaming in Education

Handbook of Research on Effective Electronic Gaming in Education

  • Author: Ferdig, Richard E.
  • Publisher: IGI Global
  • ISBN: 1599048116
  • Category: Technology & Engineering
  • Page: 1762
  • View: 4464
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"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Gaming the System

Gaming the System

Designing with Gamestar Mechanic

  • Author: Katie Salen Tekinbas,Melissa Gresalfi,Kylie Peppler,James Paul Gee,Rafi Santo
  • Publisher: MIT Press
  • ISBN: 026202781X
  • Category: Computers
  • Page: 304
  • View: 2615
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Understanding games as systems, with complex interactions of game elements and rules.

The Multiplayer Classroom: Designing Coursework as a Game

The Multiplayer Classroom: Designing Coursework as a Game

  • Author: Lee Sheldon
  • Publisher: Cengage Learning
  • ISBN: 1435458451
  • Category: Education
  • Page: 304
  • View: 3629
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Discover how to engage your students and raise their grades and attendance in your classroom. THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professio