This book discusses a broad range of topics concerning video games, learning and literacy. These include the ways games can marry pleasure, learning and mastery through the sense of ownership, agency and control players enjoy when gaming, as well as controversial issues surrounding games. The book explores relationships between values, identity, content and learning, and focuses on how to understand and explain many young people's differential experiences of learning in gaming and schooling respectively.
"synopsis" may belong to another edition of this title.
The Author: James Paul Gee is the Tashia Morgridge Professor of Reading at the University of Wisconsin-Madison. He received his Ph.D. in linguistics from Stanford University and has published widely in linguistics and education. Sociolinguistics and Literacies (1990) was one of the founding documents in the formation of «New Literacies Studies». An Introduction to Discourse Analysis (1999) brings together his work on a methodology for studying communication in its cultural settings. His most recent books deal with video games, language and learning. What Video Games Have to Teach Us About Learning and Literacy (2003) addresses why good video games produce better learning conditions than many of today's schools. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy in relation to thinking about school reform. Why Video Games Are Good for Your Soul (2006) shows how good video games combine pleasure and learning and have the capacity to empower people.
"About this title" may belong to another edition of this title.
Seller: PBShop.store UK, Fairford, GLOS, United Kingdom
HRD. Condition: New. New Book. Shipped from UK. Established seller since 2000. Seller Inventory # CX-9780820497341
Quantity: 15 available
Seller: GreatBookPrices, Columbia, MD, U.S.A.
Condition: New. Seller Inventory # 5140027-n
Seller: Ria Christie Collections, Uxbridge, United Kingdom
Condition: New. In. Seller Inventory # ria9780820497341_new
Quantity: Over 20 available
Seller: GreatBookPrices, Columbia, MD, U.S.A.
Condition: As New. Unread book in perfect condition. Seller Inventory # 5140027
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
Condition: New. Seller Inventory # 5140027-n
Quantity: Over 20 available
Seller: Rarewaves.com USA, London, LONDO, United Kingdom
Hardback. Condition: New. Seller Inventory # LU-9780820497341
Quantity: Over 20 available
Seller: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Ireland
Condition: New. Series: New Literacies and Digital Epistemologies. Num Pages: 194 pages. BIC Classification: CB; JN. Category: (G) General (US: Trade). Dimension: 159 x 236 x 18. Weight in Grams: 496. . 2007. 2nd Edition. hardcover. . . . . Seller Inventory # V9780820497341
Quantity: Over 20 available
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
Condition: As New. Unread book in perfect condition. Seller Inventory # 5140027
Quantity: Over 20 available
Seller: THE SAINT BOOKSTORE, Southport, United Kingdom
Hardback. Condition: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days. Seller Inventory # C9780820497341
Quantity: Over 20 available
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany
Buch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book discusses a broad range of topics concerning video games, learning and literacy. These include the ways games can marry pleasure, learning and mastery through the sense of ownership, agency and control players enjoy when gaming, as well as controversial issues surrounding games. The book explores relationships between values, identity, content and learning, and focuses on how to understand and explain many young people's differential experiences of learning in gaming and schooling respectively. 206 pp. Englisch. Seller Inventory # 9780820497341