Good Video Games and Good Learning presents the most important essays by James Paul Gee devoted to the ways in which good video games create good learning. The chapters in this book argue that good games teach through well-designed problem-solving experiences. They also prove that game-based learning must involve more than software and technology and engage with the design of passionate-affinity spaces where people mentor each other's learning and engagement. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.

eBook - PDF
Good Video Games and Good Learning
Collected Essays on Video Games, Learning and Literacy, 2nd Edition
- 176 pages
- English
- PDF
- Available on iOS & Android
eBook - PDF
Good Video Games and Good Learning
Collected Essays on Video Games, Learning and Literacy, 2nd Edition
About this book
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Information
Edition
2Table of contents
- Cover
- Contents
- Chapter 1: Games and Learning: An Interview Overview
- Chapter 2: Good Video Games, the Human Mind, and Good Learning
- Chapter 3: Pleasure and Being a Professional: Learning and Video Games
- Chapter 4: Stories, Probes, and Games
- Chapter 5: The Old and the New in the New Digital Literacies
- Chapter 6: Can Technology-rich Learning Close the Digital Participation Gap?
- Chapter 7: Looking Where the Light Is Bad: Video Games and the Future of Assessment
- Chapter 8: Affinity Spaces: From Age of Mythology to Today’s Schools
- Chapter 9: Nurturing Affinity Spaces and Game-Based Learning
- Chapter 10: Our New Out-of-School “Schools of Choice and Passion”
- Chapter 11: “Surmise the Possibilities”: Portal to a Game-Based Theory of Learning for the 21st Century
- References
- Index