What Video Games Have To Teach Us About Learning And Literacy

The pedagogic and cognitive character of digital games has been long in the interests of academic educators, but recent years have seen strong rise in the study of so-called ‘serious games’. James Paul Gee points out in his book that we should turn our attention to entertainment games in order to learn about effective pedagogic in interactive media.

Gee, James Paul (2003) What Video Games Have To Teach Us About Learning And Literacy. New York: Palgrave Macmillan. Amazon.com preview into the revised edition here.

One Response to “What Video Games Have To Teach Us About Learning And Literacy”

  1. hasserved Says:

    I’m interested in seeing where this goes. For me I find video games to be a sort of either/or industry, but one that has limitless capabilities. For those people I know who enjoy adventure games and RPGs, I sort of see why. The complex storylines that comprise most of today’s adventure games are oftentimes creative and engaging, and there’s the added bonus of being able to physically see and virtually interact in a beautiful environment that most of us will never be fortunate enough to glimpse in real life.

    I’m not too sure about video games such as Halo, which I find to be one-sided in a sense. Games as such probably really help in increasing cognitive ability in some strange sort of way–deciding which gun to load helps critical or strategic thinking, for instance. Hand-eye coordination, etc. etc.

    But I suppose my bottom line is that yeah, that book seems sort of cool, and really truthful. Let’s see what else you pump out.

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