Download What Video Games Have to Teach Us About Learning and Literacy Second Edition Revised and Updated Edition James Paul Gee 9781403984531 Books
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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.
Download What Video Games Have to Teach Us About Learning and Literacy Second Edition Revised and Updated Edition James Paul Gee 9781403984531 Books
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What Video Games Have to Teach Us About Learning and Literacy. Second Edition Revised and Updated Edition [James Paul Gee] on . 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 James Paul Gee,What Video Games Have to Teach Us About Learning and Literacy. Second Edition Revised and Updated Edition,St. Martin's Griffin,1403984530,SG_1403984530_US,EDU009000,Cognitive Psychology Cognition,Educational Psychology,Computer games - Psychological aspects,Computer games;Psychological aspects.,Learning, Psychology of,Learning, Psychology of.,Video games - Psychological aspects,Video games and children,Video games;Psychological aspects.,Visual literacy,063602 SMP Academic Trade Paperback,COGNITIVE PSYCHOLOGY,COMPUTER GAMES,COMPUTERS / Human-Computer Interaction (HCI),Computer Applications,Computers - General Information,Computers / Social Aspects / Human-Computer Interaction,Computers/Computer Literacy,Developmental / Child,EDUCATION / Computers Technology,EDUCATION / Educational Psychology,Education,Education/Aims Objectives,Education/Educational Policy Reform,Educational Policy Reform / General,Educational Psychology,Educational resources technology,Family Relationships General,Family Relationships/General,GENERAL,Games Video Electronic - General,Games/Video Electronic - General,General Adult,Human-Computer Interaction (HCI),Learning, Psychology of,Learning, Psychology of.,Non-Fiction,PSYCHOLOGY / Cognitive Psychology Cognition,Philosophy of education,Popular culture,Psychological aspects,Social Aspects - Human-Computer Interaction,United States,Video Electronic - General,Video games,Video games - Psychological aspects,Video games and children,Video games;Psychological aspects.,Visual literacy,video game studies; video game theory; game theory; computer games; new media; media studies; game studies; media literary; pedagogy; educational reform; educational research; psychological development; technology studies; pop culture; cultural studies; sociology books,COMPUTERS / Human-Computer Interaction (HCI),Computers / Social Aspects / Human-Computer Interaction,Computers/Computer Literacy,Developmental / Child,EDUCATION / Computers Technology,EDUCATION / Educational Psychology,Education/Aims Objectives,Education/Educational Policy Reform,Educational Policy Reform / General,Family Relationships General,Family Relationships/General,Games Video Electronic - General,Games/Video Electronic - General,General,Human-Computer Interaction (HCI),PSYCHOLOGY / Cognitive Psychology Cognition,Social Aspects - Human-Computer Interaction,Video Electronic - General,Computers - General Information,Cognitive Psychology,Computer Games,Psychological aspects,Video games,Education,Educational resources technology,Philosophy of education,Popular culture
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