/ en / Traditional / help

Beats Biblionetz - Bücher

What Video Games Have to Teach Us About Learning and Literacy

,  local 
Buchcover

iconZusammenfassungen

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
icon
Bücher
Jahr  Umschlag Titel Abrufe IBOBKBLB
1930 local  Mind in Society (Lew Semjonowitsch Vygotsky) 15, 11, 11, 13, 11, 15, 22, 4, 4, 1, 3, 11623912061
1986 local  Risikogesellschaft (Ulrich Beck) 9, 17, 11, 10, 10, 9, 11, 14, 12, 3, 1, 16861516
1991 Situated Learning (Jean Lave, Etienne Wenger) 13, 15, 7, 7, 8, 9, 15, 23, 2, 2, 2, 2153221454
1999 Communities of practice (Etienne Wenger) 28, 17, 19, 19, 13, 13, 17, 24, 21, 1, 2, 10103321110
2000  local  Access (Jeremy Rifkin) 14, 13, 13, 8, 8, 13, 10, 18, 10, 1, 2, 2257122788
2001 Changing Minds (Andrea DiSessa) 7, 11, 13, 8, 9, 9, 7, 8, 14, 12, 2, 228521396
icon
Texte
Jahr  Umschlag Titel Abrufe IBOBKBLB
1989 local web  Situated Cognition and the Culture of Learning (John Seely Brown, Allan Collins, P. Duguid) 12, 9, 9, 11, 10, 17, 25, 3, 1, 1, 6, 1641111667

iconDieses Buch  erwähnt vermutlich nicht ... Eine statistisch erstelle Liste von nicht erwähnten (oder zumindest nicht erfassten) Begriffen, die aufgrund der erwähnten Begriffe eine hohe Wahrscheinlichkeit aufweisen, erwähnt zu werden.

icon
Nicht erwähnte Begriffe
Schule, Unterricht

iconZitationsgraph

Diese Grafik ist nur im SVG-Format verfügbar. Dieses Format wird vom verwendeteten Browser offenbar nicht unterstützt.

Diese Grafik fensterfüllend anzeigen (SVG)

iconZeitleiste

icon42 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 web 

Being and Time

(Martin Heidegger) (1962)
Buchcover

Access

Das Verschwinden des Eigentums

(Jeremy Rifkin) (2000)  local 
Buchcover

Oversold and Underused

Computers in the Classroom

(Larry Cuban) (2001) local 
Buchcover

Everything Bad is Good for You

How Popular Culture Is Making Us Smarter

(Steven Johnson) (2005)  local 
Buchcover

Situated Learning

Legitimate Peripheral Participation

(Jean Lave, Etienne Wenger) (1991)
Buchcover

half-real

Video Games between Real Rules and Fictional Worlds

(Jesper Juul) (2005)
Buchcover

How Computer Games Help Children Learn

(David Williamson Shaffer) (2006)  local 

The Social Life of Information

(J. S. Brown) (2000)
Buchcover

Violent Video Game Effects on Children and Adolescents

Theory, Research, and Public Policy

(Craig A. Anderson, Douglas A. Gentile, Katherine E. Buckley) (2007)
Buchcover

Rules of Play

Game Design Fundamentals

(Katie Salen, Eric Zimmerman) (2003)  local 
Buchcover

Minds in Play

Computer Game Design As A Context for Children's Learning

(Yasmin B. Kafai) (1995) local web 
Buchcover

Writing, Technology and Teens

(Amanda Lenhart, Sousan Arafeh, Aaron Smith, Alexandra Rankin Macgill) (2008) local 
Buchcover

Here Comes Everybody

The Power of Organizing Without Organizations

(Clay Shirky) (2008) local 
Buchcover

Situated Language and Learning

A Critique of Traditional Schooling (Literacies)

(J. P. Gee) (2004) local 
Buchcover

Convergence Culture

Where Old and New Media Collide

(Henry Jenkins) (2006) local 
Buchcover

Rethinking Education in the Age of Technology

The Digital Revolution and Schooling in America

(Allan Collins, Richard Halverson) (2009)  
Buchcover

The Future of Learning Institutions in a Digital Age

(Cathy N. Davidson, David Theo Goldberg) (2009) local web 
Buchcover

Tinkering Towards Utopia

(David Tyack, Larry Cuban) (1995) local 
Buchcover

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 
Buchcover

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 web 
Buchcover

Cutting Code

Software and Sociality

(Adrian Mackenzie) (2006) local 
Buchcover

Reality Is Broken

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

(Jane McGonigal) (2011) local 
Buchcover

The Digital Sublime

Myth, Power, and Cyberspace

(Vincent Mosco) (2005) local 
Buchcover

The Network Society

A Cross-Cultural Perspective

(Manuel Castells) (2004) local 
Buchcover

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 
Buchcover

A Networked Self

Identity, Community, and Culture on Social Network Sites

(Zizi Papacharissi) (2010) local 
Buchcover

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

(David H. Jonassen)
Buchcover
Buchcover

Learning Futures

Education, Technology and Social Change

(Keri Facer) (2011) local 
Buchcover

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)
Buchcover

Wikiworld

(Juha Suoranta, Tere Vadén) (2010) local 
Buchcover

Serious Games

Games that educate, train and inform

(David Michael, Sande Chen) (2006) local 

iconVolltext dieses Dokuments

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

iconStandorte  Eine Liste von Orten, wo das Objekt physisch vorhanden ist.

Beat ( 01.03.2007)

iconBibliographisches Hier finden Sie Angaben um das gewählte Werk zu kaufen oder in einer Bibliothek auszuleihen.

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).

iconBiblionetz-History Dies ist eine graphische Darstellung, wann wie viele Verweise von und zu diesem Objekt ins Biblionetz eingetragen wurden und wie oft die Seite abgerufen wurde.