Mehr zum Buch
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.
Buchkauf
What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee
- Sprache
- Erscheinungsdatum
- 2007
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- Preis
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- Titel
- What Video Games Have to Teach Us About Learning and Literacy
- Untertitel
- Revised and Updated Edition - Second Edition
- Sprache
- Englisch
- Autor*innen
- James Paul Gee
- Verlag
- St. Martin's Griffin
- Erscheinungsdatum
- 2007
- Einband
- Paperback
- Seitenzahl
- 256
- ISBN10
- 1403984530
- ISBN13
- 9781403984531
- Reihe
- Schlagwörter
- Sachbücher, Sozialwissenschaften, Hobby, Psychologie, Bildung, Technologie, Spiele, Videospiele
- Beschreibung
- 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.


