James Paul Gee, Tashia Morgridge Professor of Reading

GAPPS Group
University of Wisconsin-Madison

Three Expertise Keywords:
learning, linguistics, literacy, video games

Why Digital Media and Learning?

I believe learning needs to be 24/7 360 degrees for everyone, centered on production and innovations, and not confined to schools.

Recent Posts:

  1. Jim Gee: The Repertoire of Human Identities and the Digital World (November 27, 2007)
  2. James Paul Gee: Getting Young People to Think Like Game Designers (July 12, 2007)
  3. (Part II)—James Paul Gee: Good Games are Good for Good Learning, **But**… (October 25, 2006)
  4. James Paul Gee: Good Games are Good for Good Learning (part I) (October 24, 2006)
  5. James Paul Gee: A New Kind of Child (October 18, 2006)

Description of Current Work:

I work in the areas of literacy and language development.  One aspect of my work involves video games and learning: how we can leverage the good learning principles in good video games to reinvigorate learning in and out of school.  Recently my work has turned to the creation of “smart worlds” rather than games, worlds in which objects, tools, and the environment are co-learners with and mentors to humans.

Selected Publications/Projects/Articles/Press:

Learning and Games
http://www.mitpressjournals.org/doi/abs/10.1162/dmal.9780262693646.021 (MacArthur Series Author)

What video games have to teach us about learning and literacy.  New York: Palgrave/Macmillan, 2003

Situated language and learning: A critique of traditional schooling.  London:
Routledge, 2004

An Introduction to discourse analysis: Theory and method.  Second Edition.
London: Routledge, 2005

Why video games are good for your soul: Pleasure and learning.  Melbourne:
Common Ground, 2006

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