What Video Games Have to Teach Us About Learning and Literacy

What Video Games Have to Teach Us About Learning and Literacy

3.87 (1,259 ratings by Goodreads)
By (author) 
Free delivery worldwide Expected delivery to the United States in 15-20 business days.
Not ordering to the United States? Click here.
Not expected to be delivered to the United States by Christmas Not expected to be delivered to the United States by Christmas


The issue of video games and their harmful/helpful effects on children and young adults is a hot topic. The Hardback sold very well. The book does not shy away from controversy, even finding good news in shooter games vis a vis adolescent cognitive development. "The Observer" newspaper recently called Gee 'One of the worlds leading educational experts'.This title provides 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 video 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 such as: how individuals develop a sense of identity; how one grasps meaning; how one evaluates and follows a command; how one picks a role model; and, 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.
show more

Pearson Programming and Web Development

Product details

  • Paperback | 256 pages
  • 156 x 234 x 18mm | 283g
  • Gordonsville, United States
  • English
  • Revised
  • 2nd Revised edition
  • black & white illustrations
  • 1403984530
  • 9781403984531
  • 118,808

Table of contents

Introduction: 36 Ways to Learn a Video Game Semiotic Domains: Is Playing Video Games a 'Waste of Time'? Learning and Identity: What Does It Mean to Be a Half-Elf? Situated Meaning and Learning: What Should You Do after You Have Destroyed the Global Conspiracy? Telling and Doing: Why Doesn't Lara Croft Obey Prof. Von Croy? Cultural Models: Do You Want to be the Blue Sonic or the Dark Sonic? The Social Mind: How Do You Get Your Corpse Back after You've Died? Conclusion: Duped or Not? Appendix: The 36 Learning Principles
show more

Review quote

'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
show more

About James Paul Gee

JAMES PAUL GEE is one of the most well-known professors of education in the United States. He teaches at the University of Wisconsin, Madison and is the author of several books.
show more

Rating details

1,259 ratings
3.87 out of 5 stars
5 32% (409)
4 35% (435)
3 24% (305)
2 5% (68)
1 3% (42)

Our customer reviews

James Paul Gee is a smart man. That's for sure. Through this book he explains various topics related to game design and teaching. He brings up school, and mentions what could and should be done better in education. He talks about his first encounters with online games, how the human mind interacts with the player on the screen, how our mental selves communicate with the character, and how the character relates to the rest of the game world. And now I'm just scratching the tip of the iceberg! I reccommend this book to anyone interested in game design AND learning. If you are purely after 100% game design, this might not be the book for you. Paul Gee is not a game designer, he is a professor who now has taken interest in games. allthough new to the genre, this man truly shines in research and literacy. Definitively worth the read!show more
by Mikael Lindberg
Book ratings by Goodreads
Goodreads is the world's largest site for readers with over 50 million reviews. We're featuring millions of their reader ratings on our book pages to help you find your new favourite book. Close X