Reimagine Learning

Games and Active Learning (J. Gee Retrospective Part 3)

Annie

by Annie on Feb 17, 2015 7:07:00 AM

Welcome to Part 3 of our James Paul Gee retrospective, where we reflect on quotes from Gee's book, What Video Games Have to Teach Us about Learning and Literacy, first published in 2003.

We are proud to be sponsoring edWeb's 50th webinar, featuring Professor Gee, who will be discussing game-based learning. To learn more and register, visit: http://www.instantpresenter.com/AccountManager/RegEv.aspx?PIID=ED56DF82884D


 

Celebration screen from Martha Madison: Forces

“Video games have the potential to lead to active and critical learning.” – p. 46

The idea of "hands-on" or "active" learning may sound like just another educational buzzword or fad - a new approach that's different or flashier or newer than traditional methods such as lecture or textbook assignments.

In truth, active learning is an ancient method of teaching, one that we often engage in without even knowing it. Paul Corrigan argues in this clever post that in reality, "active" learning as an approach is as old as the act of human learning itself. Humans have always learned very well by engaging in tasks and reflecting on their actions; this has been shown time and again across countless domains.

Topics: Blog, learning, Education, Gee, preparation, webinar, Game-based learning

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12 years later: A James Paul Gee Retrospective (Part 1)

Annie

by Annie on Feb 11, 2015 4:00:00 AM

In 2003, a now-famous book, What Video Games Have to Teach Us About Learning and Literacy was first published by a linguistics researcher named James Paul Gee. In this book, Gee argued that good video games utilize good principles of learning - principles that can and should be applied in other learning settings such as school. In identifying these principles, Gee began to link game-based learning with content learning in schools.

At the time, this was a pretty interesting and slightly absurd idea. Although the notion of game-based learning was not new, it was unusual to look to video games as models for excellence in teaching. Most classrooms had not yet embraced game-based learning, and in fact many schools took great pains to ensure that children could not play games, digital and otherwise, during the school day.

Topics: Blog, Gee, edWeb, Jim Gee, Serious Games, webinar, Game-based learning

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