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.
To view this DRM protected ebook on your desktop or laptop you will need to have Adobe Digital Editions installed. It is a free software. We also strongly recommend that you sign up for an AdobeID at the Adobe website. For more details please see FAQ 1&2. To view this ebook on an iPhone, iPad or Android mobile device you will need the Adobe Digital Editions app, or BlueFire Reader or Txtr app. These are free, too. For more details see this article.
|Size: ||376 KB|
|Publisher: ||Palgrave Macmillan Trade|
|Date published: || 2014|
|ISBN: ||9781466886421 (DRM-EPUB)|
|Read Aloud: ||not allowed|
|This ebook will NOT be sold to customers with a billing address in:|
|American Samoa, Canada, Guam, Northern Mariana Islands, Philippines, Puerto Rico, United States, United States Minor Outlying Islands, Virgin Islands (U.S.)|