What video games have to teach us about learning and literacy

@article{Gee2003WhatVG,
  title={What video games have to teach us about learning and literacy},
  author={James Paul Gee},
  journal={Comput. Entertain.},
  year={2003},
  volume={1},
  pages={20}
}
  • J. Gee
  • Published 26 December 2007
  • Education
  • Comput. Entertain.
Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played long and hard by a great many people. This is how they and their designers survive and perpetuate themselves. If a game cannot be learned and even mastered at a certain level, it won't get played by enough people, and the company that makes it will go broke. Good learning in… 
Changing the Game: What Happens When Video Games Enter the Classroom?
Over the past few years, games have gone from social pariahs to the darlings of the media, technology, and now educational industries. E-learning educators in particular stand to learn a lot about
Learning by Design: Good Video Games as Learning Machines
TLDR
The author discusses 13 principles of learning built into successful games under the headings of ‘Empowered Learners’, ‘Problem Solving’ and ‘Understanding” and concludes that the main impediment to implementing these principles in formal education is cost.
What can be Learned From Playing Digital Games Outside School
TLDR
Findings show that most students claim that they have learned things from playing COTS as well as learning games and several students mention that skills and knowledge have been of use in non-gaming contexts.
Learning by design: Games as learning machines
, are long, complex, and difficult, especially for beginners. People are not always eager to do difficult things. Faced with the challenge of getting them to do so, two choices are often available.
Constraints and Challenges in Designing Digital Games for Learning
Many educators ponder the attraction of video and computer games and wish that students spent their time in school with the same level of intensity and concentration. Is it possible to take what
Beyond Entertainment: Games as Learning Technologies
TLDR
This paper explores what is it about today’s digital games that provide such deep learning experiences, together with how educational designers can harness the potential of games.
Adapting existing games for education using speech recognition
TLDR
Tetrilingo, a modified version of Tetris with speech recognition to help students practice and remember word-picture mappings and the extent to which various forms of memory practice impact learning and engagement is investigated, and it is found that free-recall retrieval practice was less enjoyable to slower learners despite producing significant learning benefits over alternative learning strategies.
The Boom and Bust and Boom of Educational Games
TLDR
In this era, the authors are finding that "making a game out of learning is most certainly not the way to approach the development of learning games, however, finding the fun in that learning" and devising ways to focus on and enhance that fun as a core game dynamic is a good strategy.
Getting Serious about Math: Serious Game Design Framework & an Example of a Math Educational Game
TLDR
The paper concludes with the idea that serious games need to be designed well in order to provide the immersion and collaborative active learning that most learning theories recommend.
Serious Linguistic Games as Intelligent Tutoring Systems
TLDR
Students are exposed to games that are not commercial successes, so they will become bored or frustrated unless the game is presented in a genre format that invites favourable comparisons with commercial games.
...
1
2
3
4
5
...

References

SHOWING 1-10 OF 92 REFERENCES
Explaining Science in the Classroom
Many of us recall, nostalgically, the halcyon days of Nuffield Physics which emphasized direct learning through hands-on activities - `do and understand!'. And the role of the teacher changed.
Begining to Read: Thinking and Learning about Print
A few years ago a wealthy individual who had a reading-disabled child decided to form a foundation to fund research on how children learn t o read, on why so many encounter difficulty, and on what to
A multimedia literacy series: the cognition and technology group at Vanderbilt
The Little Planet Literacy Series is a multimedia language and literacy program for beginning readers. Its no-floor, no-ceiling design is learner-centered, based on five years of research with a
Schools for Thought: A Science of Learning in the Classroom
Schools for Thought provides a straightforward, general introduction to cognitive research and illustrates its importance for educational change. If we want to improve educational opportunities and
Teaching, as Learning, in Practice
Why pursue a social rather than a more familiar psychological theory of learning? 'To the extent that being human is a relational matter, generated in social living, historically, in social
Trigger Happy: Videogames and the Entertainment Revolution
From the Publisher: Videogames first came on the market 30 years ago as a marginal technological curiosity. Now they are virtually everywhere. Videogame sales have equaled movie sales. They are
Knowing What Students Know: The Science and Design of Educational Assessment
Education is a hot topic. From the stage of presidential debates to tonight's dinner table, it is an issue that most Americans are deeply concerned about. While there are many strategies for
Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence
From the Publisher: In Natural-Born Cyborgs, Clark argues that what makes humans so different from other species is our capacity to fully incorporate tools and supporting cultural practices into our
Symbolizing and Communicating in Mathematics Classrooms: Perspectives on Discourse, Tools, and Instructional Design
Symbolizing and Communicating in Mathematics Classrooms: Perspectives on Discourse, Tools, and Instructional Design, is a collection of chapters by various researchers and theorists interested in
Our Labeled Children: what Every Parent And Teacher Needs To Know About Learning Disabilities
A hard-hitting look at the problems ofand solutions fordiagnosing and teaching children with learning disabilities. }Twenty percent of all school aged children in this country have been labeled
...
1
2
3
4
5
...