or
Sign in to turn on 1-Click ordering.
or
Amazon Prime free trial required. Sign up when you check out. Learn more
More Buying Choices
Have one to sell? Sell yours here
or
Get a £2.30 Amazon.co.uk Gift Card
What Video Games Have to Teach Us About Learning and Literacy: Revised and Updated Edition
 
 
Tell the Publisher!
I’d like to read this book on Kindle

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

What Video Games Have to Teach Us About Learning and Literacy: Revised and Updated Edition [Paperback]

James Paul Gee
4.8 out of 5 stars  See all reviews (4 customer reviews)
RRP: £14.99
Price: £12.74 & this item Delivered FREE in the UK with Super Saver Delivery. See details and conditions
You Save: £2.25 (15%)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
In stock.
Dispatched from and sold by Amazon.co.uk. Gift-wrap available.
Only 2 left in stock--order soon (more on the way).
Want guaranteed delivery by Thursday, June 7? Choose Express delivery at checkout. See Details

Formats

Amazon Price New from Used from
Hardcover --  
Paperback £12.74  
Trade In this Item for up to £2.30
Get an extra £5 when you trade in books worth £10 or more until June 30, 2012. Trade in What Video Games Have to Teach Us About Learning and Literacy: Revised and Updated Edition for an Amazon.co.uk gift card of up to £2.30, which you can then spend on millions of items across the site. Trade-in values may vary (terms apply). Find more products eligible for trade-in.

Frequently Bought Together

What Video Games Have to Teach Us About Learning and Literacy: Revised and Updated Edition + Reality is Broken: Why Games Make Us Better and How They Can Change the World + Fun Inc.: Why games are the 21st Century's most serious business
Price For All Three: £27.42

Show availability and delivery details

Buy the selected items together


Product details

  • Paperback: 256 pages
  • Publisher: Palgrave Macmillan; 2 edition (13 Mar 2008)
  • Language English
  • ISBN-10: 1403984530
  • ISBN-13: 978-1403984531
  • Product Dimensions: 23.2 x 16.2 x 1.7 cm
  • Average Customer Review: 4.8 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Bestsellers Rank: 270,251 in Books (See Top 100 in Books)
  • See Complete Table of Contents

More About the Author

James Paul Gee
Discover books, learn about writers, and more.

Visit Amazon's James Paul Gee Page

Product Description

Review

'What Video Games Have to Teach us About Learning and Literacy is an important volume in a field that is currently growing significantly. - Ben Williamson, NESTA Futurelab

'...an astoundingly insightful manifesto on teaching and learning...' - Michael Hoechsmann, McGill Journal of Education

'[Gee is] a serious scholar who is taking a lead in an emerging field.' - Scott Carlson, Chronicle of Higher Education

'[Gee is] one of the worlds leading educational experts.' - The Observer

'These games succeed because, according to Gee, they gradually present information that is actually needed to perform deeds.' - Norman A. Lockman, USA Today

'Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option.' - Terrence Hackett, Chicago Tribune

'Gee...says the most challenging games prod players to push the boundaries of their skills and to adapt...' - Shannon Mullen, Asbury Park Press

'...'good' computer games...use critical learning principles to quickly teach kids to play extremely complex virtual reality games.' - Norman Lockman, Jackson Clarion-Ledger

'Rather than be reined in, today's successful game designers should be recognized as modern masters of learning theory...' - Mike Snider, Cincinnati Enquirer

'Am I a bad parent for letting [my child] play video games at 4? Not at all, according to Gee.' - Jim Louderback, USA Weekend Magazine

'...Gee suggests that...schools...are 'in the cognitive-science dark ages.' - Jeffery Kurz, Meriden-Wallingford Record-Journal

Product Description

A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting 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:
* How individuals develop a sense of identity
* How one grasps meaning
* How one evaluates and follows a command
* How one picks a role model
* How one perceives the world
This is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning.

Inside This Book (Learn More)
Browse and search another edition of this book.
First Sentence
"I WANT TO TALK ABOUT VIDEO GAMES-YES, EVEN VIOLENT VIDEO games-and say some positive things about them." Read the first page
Explore More
Concordance
Browse Sample Pages
Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
Search inside this book:

Tags Customers Associate with This Product

 (What's this?)
Click on a tag to find related items, discussions, and people.
 

Your tags: Add your first tag
 

Sell a Digital Version of This Book in the Kindle Store

If you are a publisher or author and hold the digital rights to a book, you can sell a digital version of it in our Kindle Store. Learn more

What Other Items Do Customers Buy After Viewing This Item?


Customer Reviews

3 star
0
2 star
0
1 star
0
Most Helpful Customer Reviews
18 of 18 people found the following review helpful
Epic book review 10 Sep 2003
Format:Hardcover
Gee is very much an academic, and this book, although largely readable, can be tough going in patches. He's a fan of computer games and the book extracts 36 learning principles from game playing to show us that games have much to teach us about learning. In this he succeeds, although a good third of his principles are debatable.

I warn you now; Gee is a disciple of the semiotic movement. This is the theoretical grounding for many of his 36 principles. However, if you're not a follower of 'semiotic domains' or 'text-internal relationships' you can cluster this stuff under 'media literacy'. Much is made of a new type of visual literacy in the form of symbols, images, video and so on. This is valid to a degree, but falls down somewhat when applied to the business of acquiring the skills of reading or writing, which have standard practices that must be learned in order to function in most professions and, indeed, in everyday life. However, even if you disagree with the sociological theorising, there is still much to gain from this book, as many of his principles stand alone from his semiotic theory. Gee is at least open and honest about his underpinning theory, pointing out that in three major areas 'many disagree with each one and, indeed, all three.'

The opening chapter is an excellent read as he takes the high ground on games, showing us their virtues, but few of their vices. It dips somewhat as the semiotic analysis takes hold, but if you persevere, the book is excellent in uncovering those key ingredients of computer games that have made them so successful - producing an industry that now makes more money than the film industry.

Again, like Prensky in Digital Game-Based Learning he's light on counter-arguments. Games may be wonderful, but are still unsuitable for many types of calm, reflective learning. He's also a little short on real recommendations about how games can be practically used in learning, making this a highly theoretical book with not much real, practical advice.

One thing I particularly liked, however, was the way he describes his experiences in learning how to play these games. As a digital immigrant (entered their world), rather than digital native (brought up in their world), he duly acknowledges that he finds games difficult; but his joy in mastering Deux Ex or Half Life is evident, and this voyage of discovery is accompanied by insightful reflections on their worth as learning experiences.

Another strength of the book is his observations on collaboration in games. People who do not play computer games often misunderstand this. They will never have used cheats, walkthroughs, read the magazines and visited game sites. Kids play games together online with people they have never met and engage in a rich community of practice (Gee prefers the term 'affinity group').

He handily lists his 36 principles in an appendix at the back, which is useful, and I'd recommend reading these first to get a feel for the strengths and weaknesses of the book. By abstracting out key principles he allows us to see how each can be applied in learning without committing to the full-on 3D virtual environment game. These principles cover learning to learn how to play games, lots of principles around success through failure, as well as exploding the myth that game playing is a solitary, anti-social affair.

This is an excellent, although altogether different, text from David Prensky's Digital Game Based Learning. It is essential reading along with Trigger Happy and Joystick Nation for those who are convinced, or need convincing, that games have much to offer education and training.

Comment | 
Was this review helpful to you?
1 of 1 people found the following review helpful
Wonderful 14 Sep 2010
Format:Paperback
Board games and card games were the models for creating mathematical game theory. Using game theory it is possible to investigate a large class of conflicts. With video games the list of game models becomes even longer, with lots of possibilities for understanding processes that involve interaction and conflict. Very interesting book.
Comment | 
Was this review helpful to you?
5 of 6 people found the following review helpful
Format:Hardcover
James Paul Gee's book 'What Video Games Have to Teach us About Literacy and Learning' contains a number of interesting ideas and opinions about how computer games can aid in education. This book interested me, since I am the Psychological Research Manager at Team Play Learning Dynamics (TPLD) a new company who design and develop educational computer games.
I welcome the fact that someone has taken up the challenge to examine this critical area and believe that it will be interesting for those who are new to the field of video games and for those who want to understand gaming, it is a good starting point.
However this book lacks a scientific basis and is primarily focused on Gee's individual experience of playing video games. Although Gee produces some interesting points I would like to see a more in-depth analysis of the cognitive processes that occur, from a larger sample basis. Overall I think the book is an interesting addition to its field.
Comment | 
Was this review helpful to you?

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 


Active discussions in related forums
Search Customer Discussions
Search all Amazon discussions
   
Related forums


Listmania!


Look for similar items by category


Look for similar items by subject


Feedback


Amazon.co.uk Privacy Statement Amazon.co.uk Delivery Information Amazon.co.uk Returns & Exchanges