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Author by : James Paul Gee
Languange Used : en
Release Date : 2007
Publisher by : Peter Lang
ISBN : 0820497037
Textbook...
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Author by : James Paul Gee
Languange Used : en
Release Date : 2007
Publisher by : Peter Lang
ISBN : 0820497037
Textbook...
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Author by : James Paul Gee
Languange Used : en
Release Date : 2013
Publisher by : New Literacies and Digital Epistemologies
ISBN : 1433123932
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....
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Author by : James Paul Gee
Languange Used : en
Release Date : 2005
Publisher by : Common Ground
ISBN : 9781863355742
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....
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Author by : James Paul Gee
Languange Used : en
Release Date : 2014-12-02
Publisher by : Macmillan
ISBN : 9781466886421
Cognitive Development in a Digital Age 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. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life....
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Author by : James Paul Gee
Languange Used : en
Release Date : 2013
Publisher by :
ISBN : 1453911626
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Author by : Nicola Whitton
Languange Used : en
Release Date : 2012
Publisher by : Routledge
ISBN : 9780415897723
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....
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Author by : Karen Schrier
Languange Used : en
Release Date : 2019-11-18
Publisher by : Lulu.com
ISBN : 9780359984015
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....
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Author by : Canadian Council on Learning
Languange Used : en
Release Date : 2009
Publisher by :
ISBN : OCLC:1062813970
In 2001, the Canadian Education Association concluded that "technology has become an accepted fact of life and education." Nearly a decade later, digital technologies continue to evolve rapidly and video games are no exception. While the popularity of video games among children is undeniable, the debate about the risks and benefits of gaming remains unresolved. Increasingly though, research suggests that appropriate use of recreational and educational video games can facilitate learning and the development of important skills....
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Author by : Douglas A. Gentile
Languange Used : en
Release Date : 2021-12-23
Publisher by : Cambridge University Press
ISBN : 9781108967679
Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed....
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Author by : Sheila A. Urednick
Languange Used : en
Release Date : 2020
Publisher by :
ISBN : OCLC:1282303199
"In Good video Games + good learning, Professor James Paul Gee argues that good games achieve good learning because they do not set out, first and foremost, to teach.They set out to assess, and their approach to assessment leads to good teaching and learning. Despite my negative interactions with gaming, Gee's theory did intrigue me, and I felt that I needed to gain more insight before closing my mind off to his theory. In order to test Gee's theory, I interviewed two gamers to discover what their mindset was and to see if they actually acquired the skills Gee wrote about."--pages 1-2...