Good Video Games and Good Learning presents the most important essays by James Paul Gee devoted to the ways in which good video games create good learning. The chapters in this book argue that good games teach through well-designed problem-solving experiences. They also prove that game-based learning must involve more than software and technology and engage with the design of passionate-affinity spaces where people mentor each other’s learning and engagement. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.
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James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies. A linguist by training he has currently works in the area of digital media and learning. He is the author of What Video Games Have to Teach Us about Literacy and Learning and The Anti-Education Era, among other books.
Good Video Games and Good Learning presents James Paul Gee's most important essays devoted to the ways in which good video games enable good learning. The chapters in this book argue that good games teach through well-designed problem-solving experiences. They also affirm that game-based learning must involve more than software and technology and contribute to the design of passionate-affinity spaces where people mentor each other's learning and engagement. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games and can be accomplished in many different ways.
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Paperback. Condition: New. Good Video Games and Good Learning presents the most important essays by James Paul Gee devoted to the ways in which good video games create good learning. The chapters in this book argue that good games teach through well-designed problem-solving experiences. They also prove that game-based learning must involve more than software and technology and engage with the design of passionate-affinity spaces where people mentor each other's learning and engagement. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games. Seller Inventory # LU-9781433123931
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