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Good Video Games + Good Learning: collected essays on video games, learning and literacy
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TLDR
This book argues that good games teach through well-designed problem-solving experiences and proves 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.Abstract:
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.read more
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References
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Communities of Practice: Learning, Meaning, and Identity
TL;DR: Identity in practice, modes of belonging, participation and non-participation, and learning communities: a guide to understanding identity in practice.
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What Video Games Have to Teach Us About Learning and Literacy
TL;DR: Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines as mentioned in this paper.
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Technology and Social Inclusion: Rethinking the Digital Divide
TL;DR: In this article, the authors examine the ways in which differing access to technology contributes to social and economic stratification or inclusion, and present case studies from developed and developing countries, including Brazil, China, Egypt, India, and the United States.
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Teaching, as Learning, in Practice
TL;DR: In this article, Lave argued that being human is a relational matter, generated in social living, historically, in social formations whose participants engage with each other as a condition and precondition for their existence, theories that conceive of learning as a special universal mental process impoverish and misrecognize it.
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Digital Game-Based Learning
TL;DR: This special issue of Computers in the Schools focuses on digital game-based learning and examines Nintendo Wii gaming as a tool to increase student engagement and ultimately improve student-learning outcomes.