World Famous Comics NetworkWorld Famous Comics Network World Famous Comics CommunityComic Book ClassifiedsSketchCards.com
WFC Home | About | Columns | Comics | Contests | Features | Freebies | Gallery | Links | News | Shop
SHOP >> David Mack | Andy Lee | Amy Allen | Michonne | Dean Haglund | Virginia Hey | WFC Published | WFC Auctions



ScheduleUPDATED TODAY! Sun, 5-Jul-2009
Anything Goes TriviaAnything Goes Trivia
Bob Rozakis
Megaton ManMegaton Man
Don Simpson
TrevorTrevor
Piper & Lee


NewsNEWS 4-Jul-2009 9:19pm
Summer heroes still find time to save th...
3 Days of Comics, Cards and Toys
10 Best Ongoing Comics
Top 10 Most Delayed Modern Comics

Comic Book - Movie - Video Game - Anime 

Please Support
CBLDF
Hero Initiative

Friends & Affiliates
Adobe Store
Amazon.com
Anime Studio
Apple Store
Dick Blick Art Materials
eBay
GoDaddy.com

StarWarsShop.com
TFAW
World Famous Comics: What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
By: James Paul Gee
Publisher: Palgrave Macmillan
Average Rating:4.00 out of 5.00 stars
Binding: Paperback
Label: Palgrave Macmillan
Number of Items: 1
Number of Pages: 240
Publication Date: May 07, 2004

Enlarge Image
What Video Games Have to Teach Us About Learning and Literacy
Used Price: $3.63
3rd Party New: $8.91
Amazon's Price: $17.95

Usually ships in 24 hours


Similar Items

How Computer Games Help Children Learn

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

Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies)

Everything Bad is Good for You

Convergence Culture: Where Old and New Media Collide
More Similar Items...

Editorial Comments

Product Description:
One of America's most well-respected professors of education looks at the good that can come from playing video games-even violent ones. James Paul Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blast away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities, from how individuals develop a sense of identity, to how one grasps meaning, picks a role model, or perceives the world. This is a ground-breaking book that takes up a new electronic method of education and shows the positive application it has for learning.


Customer Reviews
Average Rating:4.00 out of 5.00 stars

2 out of 5 starsnot fun.
assigned this book for class and not having a good time reading it. have no interest in the subject whatsoever, book is over-repetitive and redundant. get to the point! i agree that learning should be active though, but this book could be a lot shorter.



4 out of 5 starsI'm buying everything Gee is selling here
What Video Games Have to Teach Us About Learning and Literacy (2007) by James Paul Gee might be one of the most valuable and timely titles I have read in recent years. Coming to video games late in life, initially to "help" his son with gaming, Gee began to see connections to his professional life as an educator in the virtual worlds created by video games.

Specifically, Gee identified 36 learning principles often found in the best (most challenging, most fun, best designed, most popular) video games that are often lacking in contemporary schools that favor the skill-and-drill approach to deeper, more immersive learning. In discrete chapters, Gee identifies individual games (Tomb Raider, Half-Life, World of Warcraft, Sonic the Hedgehog to name a few) and the principles found in those games that could be applied to school learning.

The ideas Gee outlines in What Video Games Have to Teach Us will not be shocking or revolutionary to anyone who already plays video games. Gamers know that it takes more to play a video game than hand-eye coordination. As Gee underscores throughout this book, gaming is a multifaceted process that requires planning, reflection, strategizing, and even community interaction. In other words, it's impossible to play a video game without learning how to do so.

The key difference in learning a video game is that the learning is more strategic and immersive. Gamers learn by doing and through experimentation. They also learn in strategically effective ways. Instead of having adjust to the difficulty level of a game, the game--through its very design--often adjusts to the competency of the gamer. Schools have not found an effective way to do that yet. The main argument of this book is that video games create active, critical learners while schools often create passive learners.

There is a lot to like about this book. Gee keeps the book grounded in actual anecdotes and experiences and carefully avoids the hypothetical by using his own life as a gamer to explain the principles found within the book. The game play is described as carefully as the learning principles to create a book that gamers and non-gamers will be able to embrace--and understand.

Finally, this book isn't just about playing video games in isolation or even about schools. Rather Gee also looks at the community aspect of video games through their use of shared knowledge and, especially, through the creation of game related affinity groups (communities of sorts formed organically around shared interests). This multi-faceted approach to the subject creates a well-informed and thorough examination of video games, players, and how the ideas found in good video game play and design can be adapted to traditional learning environments to create a more engaging and enriching learning environment for every student.



5 out of 5 starsGreat book for the right reader!
Great book for class. Recommend to anyone interested in learning more about gaming in society and education.



5 out of 5 starsTaking games seriously
Gee's background in linguistics and current interests in education inform this discussion of video games, as he clearly outlines over thirty good learning principles that teachers can glean from the practice of gaming and apply to their classrooms. Gee's book should be commended for its detailed analysis of particular games--too often, theorists discussing games tend to shy away from minute description of their own interactions with games and go straight for lessons learned or abstract ideas garnered from gameplay. Gee also has a talent for talking openly and humorously about his development from non-gaming baby boomer to avid but still sometimes inept gamer.

If you're already convinced that video games are cultural objects worthy of study, Gee will only confirm your opinion. However, if you look at the book's title and can't contain a derisive snort, give Gee a chance. According to Gee, good video games (and yes, not all video games are good) model active, participatory, and embodied learning, a kind of learning often scarce in traditional school curricula. Good games demonstrate the effectiveness of pattern recognition over rule-based or rote learning, and they encourage players to reflect at a meta level not only about their own identity but also their practices, often via the formation of affinity groups both within and outside of the game world. At their best, gamers become producers, creatively "modding" their own gaming experiences and sharing information with others who take play seriously.



4 out of 5 starsMakes me regret not playing more video games
I'd always sort of believed the "video games are a waste of time" thing just because I'd heard it so much. This book is good but I couldn't understand all the technical stuff but I think I got the just of it. I actually had to write a persuasive essay on the HSPA (High School Profficiancy Assessment) agreeing or disagreeing with the hypothetical decision of some kind of governmental authority (I forget which one, congress maybe?) to ban all noneducational video games. I'd read the first few pages of the book and it helped. Now I regret ever believing that waste of time stuff.


Related Categories:Similar Items

How Computer Games Help Children Learn

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

Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies)

Everything Bad is Good for You

Convergence Culture: Where Old and New Media Collide
More Similar Items...

Books
 Comics
  Comic Strips
  How to Draw Comics
  How to Draw Manga

 Graphic Novels
  AiT/Planet Lar
  Alternative Comics
  Archie Comics
  Avatar Press
  DC Comics
    Batman
    Justice League
    Superman
  Dark Horse Comics
    Hellboy
    Sin City
    Star Wars
  Drawn & Quarterly
  Devil's Due Publishing
  Dreamwave
  Fantagraphics Books
  Gemstone/Gladstone
  IDW Publishing
  Image Comics
  Kitchen Sink Press
  Marvel Comics
    Fantastic Four
    Spider-Man
    Wolverine
    X-Men
  Oni Press
  SLG/Slave Labor
  TwoMorrows
  Top Shelf Productions

 Manga
  ADV Manga
  Antarctic Press
  Central Park Media
  Digital Manga
  Gutsoon
  TokyoPop
  Viz Communications

 Books
  Animation
  Antiques & Collectibles
  Art Instruction & Ref.
  Art Reference
  Arts
  Business
  Cartooning
  Children's
  Computer Graphics
  Computers & Internet
  Digital Business
  Drawing (general)
  Entertainment
  Entrepreneurship
  Figure Drawing
  Games
  Graphic Design
  Horror
  Humor
  Literature & Fiction
  Movies
  Music
  Mystery & Thrillers
  Nonfiction
  Photography
  Pop Culture Collectibles
  Popular Culture
  Publishing & Books
  Reference
  Role Playing & Fantasy
  Sci-Fi & Fantasy
  Screenwriting Film
  Screenwriting TV
  Sketchbooks/Journals
  Stationary
  Teens
  Television
  Toys
  Video Games
  Writing

 Calendars


WFC Home | About | Columns | Comics | Contests | Features | Freebies | Gallery | Links | News | Shop

Zazzle - Make people smile with customizable one-of-kind products!

World Famous Comics Network
World Famous Comics Community
ComicsCommunity.com
Comic Book Classifieds
ComicBookClassifieds.com
SketchCards.com
SketchCards.com

GO SHOPPING >>

© 1995 - 2009 World Famous Comics. All rights reserved. All other © & ™ belong to their respective owners.
Advertiser Info . Terms of Use . Privacy Policy . Contact Info
World Famous Comics Network