Good Video Games and Good Learning
Collected Essays on Video Games, Learning and Literacy, 2nd Edition
Seiten
2013
|
2nd Revised edition
Peter Lang Publishing Inc (Verlag)
978-1-4331-2393-1 (ISBN)
Peter Lang Publishing Inc (Verlag)
978-1-4331-2393-1 (ISBN)
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.
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.
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.
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.
Erscheint lt. Verlag | 18.10.2013 |
---|---|
Reihe/Serie | New Literacies and Digital Epistemologies ; 27 | New Literacies and Digital Epistemologies ; 27 |
Mitarbeit |
Herausgeber (Serie): Chris Bigum, Michele Knobel, Colin Lankshear, Michael Adrian Peters |
Verlagsort | New York |
Sprache | englisch |
Maße | 150 x 225 mm |
Gewicht | 260 g |
Themenwelt | Sachbuch/Ratgeber ► Beruf / Finanzen / Recht / Wirtschaft ► Briefe / Präsentation / Rhetorik |
Schulbuch / Wörterbuch ► Wörterbuch / Fremdsprachen | |
Geisteswissenschaften ► Psychologie | |
Informatik ► Weitere Themen ► Computerspiele | |
Sozialwissenschaften ► Pädagogik ► Allgemeines / Lexika | |
Sozialwissenschaften ► Pädagogik ► Bildungstheorie | |
ISBN-10 | 1-4331-2393-2 / 1433123932 |
ISBN-13 | 978-1-4331-2393-1 / 9781433123931 |
Zustand | Neuware |
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