Preview

What Video Games Have to Teach Us About Learning and Literacy

Best Essays
Open Document
Open Document
1305 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
What Video Games Have to Teach Us About Learning and Literacy
Researched Argument Paper
In his What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee strives to prove that video games lead to “good learning of hard and challenging things”(Gee 4), and does so rather successfully. He supports his claims with many examples from his own personal experiences as well as a few research experiments he has done in classrooms. The results of these examples in addition to other professional journals clearly agree with his main assertions.
When it comes to credibility of this book, James Paul Gee is very qualified to be speaking about the topics he addresses. Not only has he studied linguistics and philosophy in college, but he has also taught for many years in classrooms. This background is evident in What Video Games Have to Teach Us About Learning and Literacy and his first book, which relates more to language. He makes many literary references throughout this novel, which were influenced by his college studies and his previous book. Gee has played many different kinds of video games as well, so he has first hand experience with the ideas he discusses in his book. With all of the examples of different video games he said he enjoyed playing, he could have an ulterior motive of advertising these particular games. However, this doesn’t seem to be the case since these games are very diverse in genres, brands, and creators.
In his What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee uses logical reasoning and explanations of ethical issues as his main strategies to convince people today that video games are a good source to learning challenging concepts. The logical points Gee focuses on are also supplied with detailed examples of his own experiences, what he has learned when teaching, and what he has learned while studying linguistics. He starts off by explaining that people are “learning a new literacy” when they play video games (Gee 17). He then moves on to “semiotic



Cited: "Boys play Grand Theft Auto IV." Image. AP Photo/Paul Sakuma. Issues: Understanding Controversy and Society.ABC-CLIO, 2013. Web. 19 May 2013 Gee, James. "James Paul Gee." CGPublisher. n. page. Web. 19 May. 2013. . Ivory, James, D. "Violent Video Games: If You’re Looking for the Causes of Serious Aggression and Violence in Society, Stop Playing Around with Video Games." Issues: Understanding Controversy and Society. ABC-CLIO, 2013. Web. 19 May 2013. Reutter, Vicki. "Morality play: cheating is good and sharing is bad. No wonder digital ethics have kids confused." School Library Journal Aug. 2006: 36+. Academic OneFile. Web. 19 May 2013. Sparrow, Norbert. "From call of duty to surgical simulators." European Medical Device Technology. 4.2 (2013): n. page. Web. 19 May. 2013. . Stager, Gary. "Edugaming--a bad idea for all ages: the edugaming craze is based on ignorance." District Administration May 2007: 80. Academic OneFile. Web. 19 May 2013. Gee, James . What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave MacMillan, 2007. Print.

You May Also Find These Documents Helpful

  • Good Essays

    Kurt Squire, a writer for “Game Studios”, in his article “Cultural Framing of Computer/Video Games”(2002) explores the role of video game in society that proposes that video games are the next generation of media with a variety of uses. He focuses on the history of games-media and compares the platform to other media such as film and television, in order to counter arguments critical of games, then he explores the beneficial implementation of games for learning purposes by providing evidence supporting games as learning tools. Squire develops this evidence in order to persuade the audience to favor video and computer games as a “next-generation” social tool. Squire seems to intend his audience to be either business or media leaders by presenting…

    • 172 Words
    • 1 Page
    Good Essays
  • Good Essays

    In Linda Bernstein’s informative article “Gaming the Console” she presents both sides to the ongoing debate about the possible consequences associated with playing video games. Some experts have concluded that gaming leads to negative outcomes such as an increase in violent behavior, or a decrease in academic and social skills. On the other hand, there is a belief that some video games can have positive educational and physical benefits. Bernstein touches on all of these aspects of gaming and leaves the ultimate decision up to the reader to form his or her own opinion on the matter. Throughout the article, there are three images displayed that effectively support the text and help develop the arguments presented.…

    • 727 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Digital Migrants Summary

    • 1593 Words
    • 7 Pages

    V. (2006). Digital game-based learning: It 's not just the digital natives who are restless. EDUCAUSE Review, 41(2), 1-16. Retrieved from http://edergbl.pbworks.com/w/file/fetch/47991237/digital%20game%20based%20learning%202006.pdf…

    • 1593 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    Although some video games are violent, people should know some games are also educational and beneficial because they assist with self – expression, stimulate the brain and teach problem solving skills.…

    • 421 Words
    • 2 Pages
    Good Essays
  • Good Essays

    There are often times debate about criticism of children who spend too much time inside the home playing video games and being consumed by stimulation, but what society fails to realize is that there are actually many beneficial factors to video gaming. “Pro of Reality” by James Paul Gee is the strongest factor to prove that video games help to develop literacy skills in children. Gee makes very valid points throughout his paper and gives numerous examples. He supports his opinions and thoughts which favor the argumentative side supporting gaming to enhance literacy skills. There are actually many benefits to playing video games that many overlook in the media. Video games are often times used in educational settings and aid in literacy. They can help in literacy skills because they hold features that exercise the brain improving pattern recognition/memory, enhance and enlarge the brain, and improve and promote creativity.…

    • 960 Words
    • 4 Pages
    Good Essays
  • Powerful Essays

    McCormick, M., 2001. (2001). “Is it wrong to play violent video games?” Kluwer Academic Publishers. 227-287.…

    • 7776 Words
    • 32 Pages
    Powerful Essays
  • Good Essays

    New forms of technology and thinking has granted us with great opportunities such as medicine and creative social interactions. The human race has taken something as small as discovering electricity for a light bulb to creating smartphones. As mankind advances, many individuals look at different ways of solving unknown mysteries. Some people look to outlets that many don't dare to look towards, one of those people being Will Wright. Will Wright discusses in his article “Dream Machines” that video games “benefit rather than denigrate culture” (212). For years, many people have blamed video games for the violence among white youth, however Will Wright presents an outstanding argument on how video games can be a positive influence on the world such as progressive new ways of thinking and new technology.…

    • 683 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    Collaterall Learning

    • 635 Words
    • 2 Pages

    The essay “Why Games Are Good for You” written by Steven Johnson, was written not to say that video games are any better or worse than reading books, but simply to clear the delusion that video games are a interruption to people who play them. For…

    • 635 Words
    • 2 Pages
    Satisfactory Essays
  • Powerful Essays

    In my most recent essay I wrote of the violence attributed to video games in light of various shootings and other tragedies that occurred in the past year or so. In this essay I argued that despite their violent content, video games are not completely to blame for acts of violence committed by children. Throughout this essay I tried to convince the reader by, first, establishing my own credibility with video games, then sharing my own experiences with violent games, and providing both empirical data and valuable insight from trusted sources.…

    • 1740 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    Video Games Cause Violence

    • 1009 Words
    • 5 Pages

    Video games have always been a great landmark in the history of the human race and how great and advanced they’ve become since their creation. Video games also have their own timeline and certain points in time in which major controversy has arisen. Newscasters have made full reports on how video games are the major contributor to thoughts and actions of violence in the minds of all who have purchased them, either being adults and all the way down to children of all ages. Even though newscasters and reporters may be seen as respected and credible sources this topic has always pinned video games as the culprit but they were never the ones to blame.…

    • 1009 Words
    • 5 Pages
    Good Essays
  • Powerful Essays

    “Currently there are more than half a billion people worldwide playing online games at least an hour a day -- and 183 million in the US alone.” (McGonigal, 2011) There is an extensive anti-game lobby that believes video games promote violence, anti-social behaviour, and zoned-out teenagers. However, there is ample evidence to support my theory that video games have been unfairly maligned. In this paper I will examine research and anecdotal evidence to illustrate why video games are good for you.…

    • 2900 Words
    • 12 Pages
    Powerful Essays
  • Good Essays

    Halo, Call of Duty, and Gears of War are just three of many grossly popular video games today, and they have one main thing in common: violence. Whether one is shooting down Nazi soldiers on the beaches of Normandy or sawing apart Locust drones on the planet Sera with his or her lancer, one is engaging in extremely violent video-game action, and probably having a lot of fun doing so. With the rapid growth of intensely violent games, parents and politicians across the nation have begun to protest against violence in video games and have even gone as far as to say it is the cause of violence in America’s youth. Is this really true? Are video games the problem? Just like the rock and roll movement of the 1950’s being blamed for youth delinquency,…

    • 1941 Words
    • 8 Pages
    Good Essays
  • Good Essays

    Brain Candy

    • 610 Words
    • 3 Pages

    Have you ever heard that too much television can ruin a child’s mind? Malcolm Gladwell proposes in his article, “Brain Candy,” that playing video games or watching television is just as important as reading a book. Gladwell is using rhetorical appeals to prove that in fact, video games are not dumbing down society. Pop culture is helping to improve test scores and knowledge. In “Brain Candy,” Malcolm Gladwell does affectively use rhetorical appeals to convince his audience that pop culture is making our society smarter.…

    • 610 Words
    • 3 Pages
    Good Essays
  • Best Essays

    Violence In Video Games

    • 2444 Words
    • 10 Pages

    The controversy surrounding violence in video games stretches back to 1976 and involved violence against stick figures. Over the years, violent imagery has increased in the frequency it appears in games and in the graphic depictions of violence against people and animals. Concerned parents, activists and researchers have long suggested that viewing such material is inherently harmful to children and adolescents and encourages criminal behavior. When people looked for reasons why two teenage boys would murder their classmates at Columbine High School, violent video games were blamed in the press (McKibben,…

    • 2444 Words
    • 10 Pages
    Best Essays
  • Satisfactory Essays

    Essay about gaming

    • 523 Words
    • 3 Pages

    The world of gaming is a complex world; different levels, stories and characters. It takes a while before you can fully understand the world of gaming and what’s attracting people to begin with gaming. There are so many different games and terms that it is easy to get them mixed up with each other. So why is there so many people that like’s gaming? And is it really good way of learning? In this essay I will investigate why some people think that gaming is a good way of learning and what effects it has on the body and mind. I will also explain why I am against gaming.…

    • 523 Words
    • 3 Pages
    Satisfactory Essays