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Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy


reviewed by Angela McFarlane — September 25, 2007

coverTitle: Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy
Author(s): James Paul Gee
Publisher: Peter Lang Publishing, New York
ISBN: 0820497037, Pages: 173, Year: 2007
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There can be no doubt that if one thing distinguishes contemporary childhood in the English speaking world from that experienced by contemporary parents, it is the variety and availability of leisure and communications technologies.  While parents grew up in a world where radio, TV and movies where commonplace, the PC was rare and the games console unknown. The phone was a thing wired to the wall and guarded closely by parents.  How different is the experience of the 21st century child. In a recent UK survey, children asked to define poverty suggested that this meant not owning a mobile phone. The vast majority of children and young people have taken to digital technologies like the proverbial ducks to water, and one of their favorite pastimes is playing video games.  This is not, however, a practice entirely restricted to younger age groups – the ESA annual survey of the games market shows... (preview truncated at 150 words.)


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Cite This Article as: Teachers College Record, Date Published: September 25, 2007
http://www.tcrecord.org ID Number: 14621, Date Accessed: 10/24/2017 1:52:34 AM

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About the Author
  • Angela McFarlane
    University of Bristol
    E-mail Author
    ANGELA is currently Head of the Graduate School of Education at the University of Bristol. Her research interests include the role of e-learning in professional development, personal and mobile computing, computer games in learning and in particular the creative online learning communities they spawn. Angela is a member of the board of the UK government funded Teachers’ TV and Futurelab a blue skies research centre with the mission to innovate in education. She has experience of educational software development from concept to market and has designed and directed national UK research and evaluation projects on ICT and Learning. Angela also has a visiting chair at the University of Oslo. Current projects include a long term study of the effects of mobile computing in primary and secondary schools for the UK government agency for learning technology, and a study of learning in online communities with the BBC. She is a co-author of the TEEM report on games and learning, and a contributor to the Sage Handbook of E-Learning Research.
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