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What Video Games Have to Teach Us About Learning and Literacy

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What Video Games Have to Teach Us About Learning and LiteracyA 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)
What Video Games Have to Teach Us About Learning and LiteracyJames 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
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Bücher
Jahr  Umschlag Titel Abrufe IBOBKBLB
1930 local  Mind in Society (Lew Semjonowitsch Vygotsky) 180, 197, 131, 5, 3, 5, 9, 17, 6, 10, 12, 9 186 39 9 2739
1986  local  Risikogesellschaft (Ulrich Beck) 10, 2, 4, 9, 2, 1, 1, 9, 3, 3, 9, 14 84 7 14 644
1991 Situated Learning (Jean Lave, Etienne Wenger) 1, 7, 7, 19, 4, 1, 3, 14, 2, 6, 9, 10 185 2 10 1599
1999 local  Communities of practice (Etienne Wenger) 5, 10, 21, 2, 1, 4, 3, 6, 3, 10, 8, 5 119 24 5 1276
2000  local  Access (Jeremy Rifkin) 5, 6, 5, 16, 11, 4, 3, 11, 3, 7, 12, 3 26 75 3 2932
2001 local  Changing Minds (Andrea diSessa) 4, 1, 10, 10, 2, 1, 6, 10, 3, 1, 5, 6 33 7 6 1516
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Texte
Jahr  Umschlag Titel Abrufe IBOBKBLB
1989 local web  Situated Cognition and the Culture of Learning (John Seely Brown, Allan Collins, P. Duguid) 2, 11, 15, 1, 2, 1, 6, 9, 3, 3, 5, 6 74 11 6 1798

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icon47 Erwähnungen  Dies ist eine nach Erscheinungsjahr geordnete Liste aller im Biblionetz vorhandenen Werke, die das ausgewählte Thema behandeln.

iconCo-zitierte Bücher

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Oversold and Underused

Computers in the Classroom

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Being and Time

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Teachers and Machines

The Classroom Use of Technology Since 1920

(Larry Cuban) (1986)
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Everything Bad is Good for You

How Popular Culture Is Making Us Smarter

(Steven Johnson) (2005)  local 
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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

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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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Rules of Play

Game Design Fundamentals

(Katie Salen, Eric Zimmerman) (2003)  local 
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Writing, Technology and Teens

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Here Comes Everybody

The Power of Organizing Without Organizations

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Situated Language and Learning

A Critique of Traditional Schooling (Literacies)

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

Where Old and New Media Collide

(Henry Jenkins) (2006) local 
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Rethinking Education in the Age of Technology

The Digital Revolution and Schooling in America

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The Future of Learning Institutions in a Digital Age

(Cathy N. Davidson, David Theo Goldberg) (2009) local 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 web 
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Living and Learning with New Media

Summary of Findings from the Digital Youth Project

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The Printing Press as an Agent of Change

(Elizabeth Eisenstein) (1979) local 
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Cutting Code

Software and Sociality

(Adrian Mackenzie) (2006) local 
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A New Culture of Learning

Cultivating the Imagination for a World of Constant Change

(Douglas Thomas, J. S. Brown) (2011)  local 
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The Googlization of Everything

(And Why We Should Worry)

(Siva Vaidhyanathan) (2011) local 
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Reality Is Broken

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

(Jane McGonigal) (2011) local 
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The Digital Sublime

Myth, Power, and Cyberspace

(Vincent Mosco) (2005) local 
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The Network Society

A Cross-Cultural Perspective

(Manuel Castells) (2004) local 
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Hanging Out, Messing Around, and Geeking Out

kids living and learning with new media

(Mizuko Ito, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody, Becky Herr-Stephenson, Heather Horst, Patricia G. Lange, Dilan Mahendran, Katynka Z. Martínez, C.J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims, Lisa Tripp) (2010)  local web 
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A Networked Self

Identity, Community, and Culture on Social Network Sites

(Zizi Papacharissi) (2010) local 
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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 web 

Handbook of Research on Educational Communications and Technology

A Project of the Association for Educational Communications and Technology

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Learning Futures

Education, Technology and Social Change

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

The Future of Work and Power

(Shoshana Zuboff) (1988) local 

Beyond Technology

Children's Learning in the Age of Digital Culture

(David Buckingham) (2007)
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Wikiworld

(Juha Suoranta, Tere Vadén) (2010) local 

iconVolltext dieses Dokuments

What Video Games Have to Teach Us About Learning and Literacy: Gesamtes Buch als Volltext (lokal: PDF, 9232 kByte)

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BeatFalsch ( 01.03.2007)

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Titel   Format Bez. Aufl. Jahr ISBN          
What Video Games Have to Teach Us About Learning and Literacy E Paperback - 1 2004 1403965382 Swissbib Worldcat Bestellen bei Amazon.de Buy it now!
What Video Games Have to Teach Us About Learning and Literacy E Gebunden - 1 2003 1403961697 Swissbib Worldcat Bestellen bei Amazon.de Buy it now!

iconBeat und dieses Buch

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 und ein digitales Exemplar. (das er aber aus Urheberrechtsgründen nicht einfach weitergeben darf).

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