Good video games and good learning
By James Paul Gee. 2007
760 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/e294311dd4497f9a1e5fa342547b89b98b5282d1
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Rebecca W. Black
- Julie M. Sykes
- S. Thorne
- Teena Willoughby
- Paul J. C. Adachi
- Jale Aldemir
- Hengameh Kermani
- Julie A. Belz
Citations in the corpus
- Preparing children for success: integrating science, math, and technology in early childhood classroom (2015, background): “With regard to children’s reading and writing performance, Gee (2006) postulates that age-appropriate computer games can help children better understand and retain the meanings of the words when they relate the words with their corresponding actions in the game environment.”
- Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009, background): “As Gee (e.g., 2003, 2007) has suggested, MMOs, and video games more broadly, are engineered to enhance human experience in the realms of “control, agency, and meaningfulness” (Gee, 2007, p.10), a fact that helps to explain why players invest such significant amounts of time engaged in MMO play.”
- Do Video Games Promote Positive Youth Development? (2013, background): “Furthermore, information regarding new strategies or the opportunity to learn new skills in video games tends to occur “on demand” and “just in time” (Gee, 2008), which encourages players to persist in the face of adversity and challenge. Indeed, instead of having to learn every skill and strategy s”