What Video Games Have to Teach Us About Learning and Literacy

What Video Games Have to Teach Us About Learning and Literacy

Paperback - 2007 | Rev. and updated ed.
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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.

Publisher: New York : Palgrave Macmillan, 2007.
Edition: Rev. and updated ed.
ISBN: 9781403984531
Branch Call Number: 794.8019
Characteristics: 249 pages ; 24 cm


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Aug 11, 2015

For any policy maker who would like to realize the potential that already exists, Gee’s book is an excellent guidebook through the world of gaming and its potential for learning. For any educator who is interested in a set of new principles of learning, Gee’s book is an excellent resource. For any gamer who would like to understand how gaming is good, Gee’s book is an excellent read.


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Sadia Kanwal
Feb 17, 2019

Sadia Kanwal thinks this title is suitable for 18 years and over


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