Faintly disappointed review of James Paul Gee's book on the relevance of computer games to traditional ideas of education. But it does do the job of outlining the six teaching priorities that computer games might enhance:
Semiotic Domains (c-games are a literacy worth learning)
Learning and Identity (c-games help you imbibe info because they immerse you in an environment)
Situated Meaning and Learning (c-games allow for educational innovation)
Telling and Doing (c-games can help you understand other domains of knowledge)
Cultural Models (c-games help you see the value frameworks of entire worlds and societies)
The Social Mind (c-games help peer learning and sociability)
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