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(5 reviews)
Author: Visit Amazon's James Paul Gee Page
ISBN : 0230623417
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Format: PDF, EPUB
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Review
"James Paul Gee and Elisabeth R. Hayes offer us vivid portrait of women of all ages ‘gaming beyond gaming,’ transforming the successful The Sims video games into a platform for their own social, creative, and intellectual lives. These women are gamers, but they are also tinkerers, community leaders, authors, programmers, and artists, and their engagement with The Sims has opened up new opportunities for them to learn and grow far beyond the classroom. Gee and Hayes are patient, informed, and insightful guides showing us how these kinds of participatory cultures might transform our understanding of education in the 21st century."--Henry Jenkins, Confronting the Challenges of a Participatory Culture: Media Education for the 21st Century
“Women and Gaming is must-read for anyone interested in the social or intellectual side of gaming - scholars, designers, players and parents alike. At long last, we have a serious treatment of the forms of social engineering or "soft modding" that women do as part of gameplay -- not merely as some counterpoint to the (predominantly-male) practice of technical modding (modifying) found in gaming communities but in fact as a vital practice in its own right and a key feature of what it means to Design. Gee & Hayes have managed to treat an often-ignored topic with both depth and clarity.”—Constance Steinkuehler, University of Wisconsin-Madison
"If a good education is the path to human enlightenment, one might well ask what the current state of education is. Authors Gee and Hayes waste few words in their answer: education in our culture is critically wanting...The authors have done a commendable job of positing a theory of learning according to which real education is not about acquiring knowledge, but rather about 'becoming' something."--Women and Gaming
About the Author
James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University and a member of the National Academy of Education. He is the author Sociolinguistics and Literacies, one of the founding works of the “New Literacies Studies”, as well as the author of What Video Games Have to Teach Us About Learning and Literacy, Situated Language and Learning, and Good Games and Good Learning: Collected Essays.
Elisabeth R. Hayes is a professor in the Division of Learning, Technology and Psychology in Education at Arizona State University’s Graduate School of Education. She is the author and editor of numerous articles, chapters, and books, including Women as Learners and The Handbook of Adult and Continuing Education. Hayes was a lead investigator on two MacArthur-funded projects: GameDesigner and the TechSavvy Girls project.
Download latest books on mediafire and other links compilation Free Download Women and Gaming: The Sims and 21st Century Learning Hardcover
- Hardcover: 216 pages
- Publisher: Palgrave Macmillan (April 15, 2010)
- Language: English
- ISBN-10: 0230623417
- ISBN-13: 978-0230623415
- Product Dimensions: 0.8 x 6.5 x 9.5 inches
- Shipping Weight: 15.5 ounces (View shipping rates and policies)
Free Download Women and Gaming: The Sims and 21st Century Learning
This book is the latest in a long series of books and articles by noted literacy, education and games scholars - James Paul Gee and Elisabeth Hayes. I found this book to be highly engaging and quite readable as they provide a wealth of real examples and poignant descriptions demonstrating how women and girls are using the popular Sims video games. It is interesting to note however, most of the emphasis is not on playing the Sims game specifically but Gee and Hayes describe instead how these innovative women are going beyond the game and leveraging the virtual communities around the game to meet their own specific interests.
As an educator myself - and a person who's not a digital native, I also see this book as providing a tremendous resource for educators looking to integrate technology in the classroom and indeed those educators who are looking to develop a broader understanding of the richer "beyond game" practices gamers are engaged in. For example, I found the chapter on writing fan fiction to be extremely relevant to the high school students I work with. Given all the hype around Twilight and all things vampire, the authors' account of vampire fan fiction is quite timely in terms of popular culture but also in terms of the digital storytelling techniques many educators are working to implement in the classroom. This chapter describes in detail the participatory writing processes embedded in these fan fiction communities. Their accounting of Alex's trajectory of writing denotes how her writing improves over time and also chronicles a common characteristic of this genre of writing - the impact of instant and iterative audience feedback uniquely present in these fan fiction communities.
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