Video, Games, Language Learning and Literacy

February 20, 2015

Recording Link :  Video games and Digital Literacy in Education: The Good, the Bad, and the Ugly

James Paul Gee, Arizona State University

11th May 2015  15:00 UK time (GMT+1)

There is an immense amount of interest in—and even hype around—video games going to school.  Some have blamed me, in part, for this, for better or worse (usually worse).  Professor Gee will discuss his view of what games mean (and don’t) for schools and society, with some comments about how This Way Evil Cometh.


James Paul Gee

“Professor Gee’s most recent books deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences.  Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools.  His most recent book is Good Video Games and Good Learning: Collected Essays on Video Games, Learning, and Literacy (2013), The Anti-Education Era: Creating Smarter Students through Digital Learning (2013), Collected Essays on Learning and Assessment in the Digital World (2014), and Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games (2015) . Professor Gee has published widely in journals in linguistics, psychology, the social sciences, and education.”

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