Good Video Games + Good Learning

Good Video Games + Good Learning

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  • Author: James Paul Gee
  • Publisher: Peter Lang
  • ISBN: 9780820497037
  • Category : Computer games
  • Languages : en
  • Pages : 212

Textbook


Good Video Games + Good Learning

Good Video Games + Good Learning

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  • Author: James Paul Gee
  • Publisher: New Literacies and Digital Epistemologies
  • ISBN: 9781433123931
  • Category : Apprentissage cognitif
  • Languages : en
  • Pages : 0

The chapters in this book argue that good games teach through well-designed problem-solving experiences. 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.


Why Video Games are Good for Your Soul

Why Video Games are Good for Your Soul

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  • Author: James Paul Gee
  • Publisher: Common Ground
  • ISBN: 186335574X
  • Category : Computers
  • Languages : en
  • Pages : 132

Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.


Good Video Games and Good Learning

Good Video Games and Good Learning

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  • Author: James Paul Gee
  • Publisher:
  • ISBN: 9781453911624
  • Category : Computer games
  • Languages : en
  • Pages : 167


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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  • Author: James Paul Gee
  • Publisher: Macmillan
  • ISBN: 1466886420
  • Category : Education
  • Languages : en
  • Pages : 256

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 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.


Videogames and Education

Videogames and Education

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  • Author: Harry J. Brown
  • Publisher: Routledge
  • ISBN: 1317452666
  • Category : Business & Economics
  • Languages : en
  • Pages : 248

Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.


Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching

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  • Author: Nicola Whitton
  • Publisher: Routledge
  • ISBN: 0415897726
  • Category : Education
  • Languages : en
  • Pages : 234

Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.


Situated Language and Learning

Situated Language and Learning

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  • Author: James Paul Gee
  • Publisher: Psychology Press
  • ISBN: 9780415317771
  • Category : Education
  • Languages : en
  • Pages : 152

Tackles the big ideas about language, literacy and learning. Why do poor and minority students under-perform in school? Do computer games help or hinder learning? What can new research in psychology teach our educational policy makers?


Learning by Playing

Learning by Playing

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  • Author: Fran Blumberg
  • Publisher: Oxford University Press, USA
  • ISBN: 019989664X
  • Category : Education
  • Languages : en
  • Pages : 386

There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.


Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

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  • Author: Karen Schrier
  • Publisher: Lulu.com
  • ISBN: 0359984010
  • Category : Education
  • Languages : en
  • Pages : 584

Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.