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What Video Games Have to Teach Us About Learning and Literacy

J. P. Gee ,  
Buchcover
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iconZusammenfassungen

A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about vide games yes, even violent video games and say some positive things about them'. With this simple but explosive beginning, one of America's most well respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high powered rifle. Talking about his own video gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity How one grasps meaning How one evaluates and follows a command How one picks a role model How one perceives the world This is a ground breaking book that takes up a new electronic method of education and shows the positive upside it has for learning.
Von Klappentext im Buch What Video Games Have to Teach Us About Learning and Literacy (2003)
James Paul Gee begins his new book with "I want to talk about video games - yes, even violent video games and say some positive things about them". With this beginning, one of America's most well respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high powered rifle. Talking about his own video gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: how individuals develop a sense of identity, how one grasps meaning, how one evaluates and follows a command, how one picks a role model and how one perceives the world. This book takes up a new electronic method of education and shows the positive upside it has for learning. The audience for this book will be parents and teachers interested in finding out just what the hell is going on in their son or daughter's head while they're playing video games.
Von Klappentext im Buch What Video Games Have to Teach Us About Learning and Literacy (2003)

iconDieses Buch erwähnt...


Personen
KB IB clear
Ulrich Beck, John Seely Brown, Allan Collins, Andrea DiSessa, P. Duguid, Jean Lave, Jeremy Rifkin, Lew Semjonowitsch Vygotsky, Etienne Wenger

Aussagen
KB IB clear
Computerspiele fördern Lernen

Begriffe
KB IB clear
Computercomputer, Computerspielecomputer game, Lernenlearning, Spielgame
icon
Bücher
Jahr UmschlagTitelAbrufeIBOBKBLB
1930Mind in Society (Lew Semjonowitsch Vygotsky) 5, 4, 7, 11, 5, 4, 5, 3, 17, 4, 8, 1213718121367
1986Risikogesellschaft (Ulrich Beck) 4, 2, 1, 2, 1, 1, 1, 1, 2, 2, 4, 44654134
1991Situated Learning (Jean Lave, Etienne Wenger) 2, 5, 3, 3, 2, 6, 4, 1, 6, 2, 4, 613126913
1999Communities of practice (Etienne Wenger) 6, 3, 1, 5, 2, 3, 4, 1, 1, 3, 6, 48834619
2000    Access (Jeremy Rifkin) 5, 1, 7, 3, 3, 4, 7, 5, 6, 2, 4, 102469102317
2001Changing Minds (Andrea DiSessa) 1, 1, 1, 1, 2, 1, 2, 2, 3, 3, 2, 420541077
icon
Texte
Jahr UmschlagTitelAbrufeIBOBKBLB
1989    Situated Cognition and the Culture of Learning (John Seely Brown, Allan Collins, P. Duguid) 4, 3, 4, 3, 2, 7, 6, 3, 8, 3, 10, 125911121092

iconZitationsgraph

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iconErwähnungen Dies ist eine nach Erscheinungsjahr geordnete Liste aller im Biblionetz vorhandenen Werke, die das ausgewählte Thema behandeln.

iconCo-zitierte Bücher

Buchcover

Oversold and Underused

Computers in the Classroom

(Larry Cuban) (2001)   
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Everything Bad is Good for You

How Popular Culture Is Making Us Smarter

(Steven Johnson) (2005)    
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Situated Learning

Legitimate Peripheral Participation

(Jean Lave, Etienne Wenger) (1991)
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half-real

Video Games between Real Rules and Fictional Worlds

(Jesper Juul) (2005)
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How Computer Games Help Children Learn

(David Williamson Shaffer) (2006)    

The Social Life of Information

(J. S. Brown) (2000)
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Violent Video Game Effects on Children and Adolescents

Theory, Research, and Public Policy

(Craig A. Anderson, Douglas A. Gentile, Katherine E. Buckley) (2007)
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Minds in Play

Computer Game Design As A Context for Children's Learning

(Yasmin B. Kafai) (1995)    
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Situated Language and Learning

A Critique of Traditional Schooling (Literacies)

(J. P. Gee) (2004)   
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Convergence Culture

Where Old and New Media Collide

(Henry Jenkins) (2006)   
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Motivation und Handeln

(Jutta Heckhausen, Heinz Heckhausen) (2010)   
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Der Aufstieg der Netzwerkgesellschaft

The Rise of the Network Society

The Information Age: Economy, Society, and Culture, Volume 1

(Manuel Castells) (1996)   
Buchcover

Risks and safety on the internet

The perspective of European children

(Sonia Livingstone, Leslie Haddon, Anke Görzig, Kjartan Ólafsson) (2011)    

Handbook of Research on Educational Communications and Technology

A Project of the Association for Educational Communications and Technology

(David H. Jonassen)
Buchcover

In the Age of the Smart Machine

The Future of Work and Power

(Shoshana Zuboff) (1988)   

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PH Schwyz (756 ), Beat ( 01.03.2007)

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Titel FormatBez.Aufl.JahrISBN      
What Video Games Have to Teach Us About Learning and LiteracyEPaperback-120041403965382SwissbibWorldcatBestellen bei Amazon.deBuy it now!Bestellen bei ebook.de
What Video Games Have to Teach Us About Learning and LiteracyEGebunden-120031403961697SwissbibWorldcatBestellen bei Amazon.deBuy it now!Bestellen bei ebook.de

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