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This is the 1st edition with a publication date of 12/26/2007.
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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, 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.
James Paul Gee has been featured in a variety of publications from Redbook, Child, Teacher, and USA Today to Education Week, The Chicago Tribune, and more. He is Professor of Education at the University of Wisconsin-Madison. Described by the Chronicle of Higher Education as "a serious scholar who is taking a lead in an emerging field" he has become a major expert in game studies today.
Table of Contents
|Introduction: 36 Ways to Learn a Video Game Semiotic Domains|
|Is Playing Video Games a 'Waste of Time'?|
|Learning and Identity: What Does It Mean to Be a Half-Elf?|
|Situated Meaning and Learning: What Should You Do after You Have Destroyed the Global Conspiracy?|
|Telling and Doing: Why Doesn't Lara Croft Obey Prof. Von Croy?|
|Cultural Models: Do You Want to be the Blue Sonic or the Dark Sonic?|
|The Social Mind: How Do You Get Your Corpse Back after You've Died?|
|Conclusion: Duped or Not?|
|Appendix: The 36 Learning Principles|
|Table of Contents provided by Publisher. All Rights Reserved.|