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What Video Games Have to Teach Us About Learning and Literacy

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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
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Computerspiele fördern Lernen

Begriffe
KB IB clear
Computercomputer, Computerspielecomputer game, Lernenlearning, Spielgame
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Bücher
Jahr  Umschlag Titel Abrufe IBOBKBLB
1930Mind in Society (Lew Semjonowitsch Vygotsky) 8, 7, 11, 14, 5, 12, 11, 5, 5, 7, 6, 1014818101698
1986Risikogesellschaft (Ulrich Beck) 8, 3, 8, 6, 4, 8, 7, 4, 6, 4, 3, 95459258
1991Situated Learning (Jean Lave, Etienne Wenger) 8, 4, 13, 4, 5, 9, 12, 3, 1, 5, 2, 9139291180
1999Communities of practice (Etienne Wenger) 5, 7, 10, 2, 5, 5, 9, 2, 1, 3, 3, 49134747
2000  local secure Access (Jeremy Rifkin) 5, 4, 9, 7, 5, 10, 9, 7, 7, 7, 4, 9237192500
2001Changing Minds (Andrea DiSessa) 1, 6, 6, 4, 1, 4, 10, 3, 4, 5, 2, 623561196
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Texte
Jahr  Umschlag Titel Abrufe IBOBKBLB
1989 local secure web Situated Cognition and the Culture of Learning (John Seely Brown, Allan Collins, P. Duguid) 6, 3, 7, 9, 2, 7, 10, 2, 3, 9, 8, 7601171357

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icon34 Erwähnungen  Dies ist eine nach Erscheinungsjahr geordnete Liste aller im Biblionetz vorhandenen Werke, die das ausgewählte Thema behandeln.

iconCo-zitierte Bücher

Buchcover

Mindstorms

Kinder, Computer und neues Lernen

(Seymour Papert) (1982) local secure web 
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Oversold and Underused

Computers in the Classroom

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

How Popular Culture Is Making Us Smarter

(Steven Johnson) (2005)  local secure 
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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)  local secure 
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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) local secure web 
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Situated Language and Learning

A Critique of Traditional Schooling (Literacies)

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

Where Old and New Media Collide

(Henry Jenkins) (2006) local secure 
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The Future of Learning Institutions in a Digital Age

(Cathy N. Davidson, David Theo Goldberg) (2009) local secure web 
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Confronting the Challenges of Participatory Culture

Media Education for the 21st Century

(Henry Jenkins, Katie Clinton, Ravi Purushotma, Alice J. Robison, Margaret Weigel) (2006)  local secure web 
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Living and Learning with New Media

Summary of Findings from the Digital Youth Project

(Mizuko Ito, Heather Horst, Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C.J. Pascoe, Laura Robinson) (2008) local secure web 
Buchcover

Motivation und Handeln

(Jutta Heckhausen, Heinz Heckhausen) (2010) local secure 
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Reality Is Broken

Why Games Make Us Better and How They Can Change the World

(Jane McGonigal) (2011) local secure 
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The Network Society

A Cross-Cultural Perspective

(Manuel Castells) (2004) local secure 
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Risks and safety on the internet

The perspective of European children

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

Handbook of Research on Educational Communications and Technology

A Project of the Association for Educational Communications and Technology

(David H. Jonassen)
Buchcover

Schools and Schooling in the Digital Age

A Critical Analysis

(Neil Selwyn) (2010)  local secure 
Buchcover

Learning Futures

Education, Technology and Social Change

(Keri Facer) (2011) local secure 
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In the Age of the Smart Machine

The Future of Work and Power

(Shoshana Zuboff) (1988) local secure 
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The ICT Impact Report

A review of studies of ICT impact on schools in Europe

(Anja Balanskat, Roger Blamire, Stella Kefala) (2006) local secure web 

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Titel FormatBez.Aufl.Jahr ISBN      
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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Beat war Co-Leiter des ICT-Kompetenzzentrums TOP während er dieses Buch ins Biblionetz aufgenommen hat. Die bisher letzte Bearbeitung erfolgte während seiner Zeit am Institut für Medien und Schule. Beat besitzt ein physisches, aber kein digitales Exemplar.

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