May 26, 2014
James Paul Gee is i of the renowned scholars as well as authors inwards the champaign of New Literacies Studies. Most of Gee's operate over the final few years focused on the report as well as analysis of digital as well as video games. His majority " What Video Games Have to Teach Us About Learning as well as Literacy" is a culmination of his operate inwards this field.
In this book, Gee analyses around pop games such as first-person shooter games, fantasy role-playing games, real-time strategy games, as well as simulation games as well as draws out a gear upwards of learning principles that are embedded inside these games as well as which brand them more engaging, challenging, as well as ultimately fun to play. Comparing the sort of learning that takes house inwards these gaming affinity spaces to the i that lead keep house inwards schoolhouse environments, Gee works life out that the "levels of textual as well as cognitive interaction inwards traditional schooling are decidedly wanting" (Kalantzis & Cope, "Literacies" ).
Gee contends that gaming affinity spaces where gamers acquire to close run across as well as hash out the content of their games, attention each other solve game-related problems, these spaces are multimodal sites of literacy inwards which students navigate narratives every bit powerful every bit whatever inwards the literary canon." They produce this every bit character, every bit players, every bit actors inwards the narrative. They negotiate text as well as image."
Upon the analysis of several video games , Gee sketched out around of the principal benefits these games lead keep for learning as well as literacy. The tabular array below taken from Literacies(a majority I am reading this week) features some of them.
James Paul Gee is i of the renowned scholars as well as authors inwards the champaign of New Literacies Studies. Most of Gee's operate over the final few years focused on the report as well as analysis of digital as well as video games. His majority " What Video Games Have to Teach Us About Learning as well as Literacy" is a culmination of his operate inwards this field.
In this book, Gee analyses around pop games such as first-person shooter games, fantasy role-playing games, real-time strategy games, as well as simulation games as well as draws out a gear upwards of learning principles that are embedded inside these games as well as which brand them more engaging, challenging, as well as ultimately fun to play. Comparing the sort of learning that takes house inwards these gaming affinity spaces to the i that lead keep house inwards schoolhouse environments, Gee works life out that the "levels of textual as well as cognitive interaction inwards traditional schooling are decidedly wanting" (Kalantzis & Cope, "Literacies" ).
Gee contends that gaming affinity spaces where gamers acquire to close run across as well as hash out the content of their games, attention each other solve game-related problems, these spaces are multimodal sites of literacy inwards which students navigate narratives every bit powerful every bit whatever inwards the literary canon." They produce this every bit character, every bit players, every bit actors inwards the narrative. They negotiate text as well as image."
Upon the analysis of several video games , Gee sketched out around of the principal benefits these games lead keep for learning as well as literacy. The tabular array below taken from Literacies(a majority I am reading this week) features some of them.
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