The authors consider games as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educat
This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demon
The chapters in this book argue that good games teach through well-designed problem-solving experiences. In the end, the book offers a model of collaborative, i
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say s