What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition,Used
What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition,Used

What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition,Used

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SKU: SONG1403984530
Brand: St. Martin's Griffin
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James Paul Gee begins his classic book with 'I want to talk about video gamesyes, even violent video gamesand say some positive things about them.' With this simple but explosive statement, one of America's most wellrespected 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.

⚠️ WARNING (California Proposition 65):

This product may contain chemicals known to the State of California to cause cancer, birth defects, or other reproductive harm.

For more information, please visit www.P65Warnings.ca.gov.

  • Q: What is the main theme of 'What Video Games Have to Teach Us About Learning and Literacy'? A: The main theme of the book is to explore the positive aspects of video games and how they can contribute to learning and cognitive development.
  • Q: Who is the author of this book? A: The author of the book is James Paul Gee, a well-respected educator known for his work in education and literacy.
  • Q: What is the publication date of the second edition? A: The second edition was published on December 26, 2007.
  • Q: Is this book suitable for educators? A: Yes, the book is highly suitable for educators, as it provides insights into how video games can be used as effective learning tools.
  • Q: How many pages does the book have? A: The book contains 256 pages.
  • Q: What type of binding is used for this book? A: This book is available in paperback binding.
  • Q: Does this edition include new content compared to the first edition? A: Yes, the second edition includes evaluations of new games like World of WarCraft and Half Life 2, along with expanded theories of cognitive development.
  • Q: What category does this book fall under? A: The book falls under the category of Human-Computer Interaction.
  • Q: What condition is the book in when purchased? A: The book is in 'New' condition when purchased.
  • Q: Can I use this book for research on video games and education? A: Yes, this book is a valuable resource for research on the intersection of video games and education, providing theoretical frameworks and practical examples.

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