Women and gaming : the Sims and 21st century learning
- James Paul Gee and Elisabeth R. Hayes.
- 1st ed.
- New York : Palgrave Macmillan, 2010.
- Physical description
- 207 p. : ill. ; 25 cm.
Education Library (Cubberley)
|LB1029 .S53 G44 2010||Unknown|
- Includes bibliographical references (p. -201) and index.
- Video Games and 21st Century Skills: Why the Sudden Worldwide Interest in Video Games and Learning? Games Go Beyond Gaming to Design and New Communities: Women Lead the Way The Nickel and Dimed Challenge: Designing New Forms of Socially Conscious Play A Young Girl Becomes a Designer and Goes Global, Succeeding at 21st Century Skills but Still Failing at School How Passion Grows: A Retired Shut In Goes from Making a Purple Potty to Gaining Millions of Fans Passionate Affinity Groups: A New Form of Community that Works to Make People Smarter A Young Girl and Her Vampire Stories: How a Teenager Competes with a Best Selling Author From the Sims to Second Life: A Young Woman Transforms Her Real Life and Gets a Graduate Education by Living in a Virtual World, Then She Goes to Graduate School What Does it All Mean: What Women and the Sims Have to Teach Us About what Education and Learning Will Look Like in the 21st Century.
- (source: Nielsen Book Data)
- Publisher's Summary
- Video games have become both big business and a technological focal point for new forms of learning. Today games are not just played; players engage in game design, write fan fiction, and organize themselves into collaborative learning communities. In these communities players acquire 21st century skills in technology, but, in the best of these communities, they hone these technical skills and strengthen emotional and social intelligence. The authors argue that women gamers - too often ignored as gamers - are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence. We draw on case studies about women who "play" the Sims, the best selling game in history, to argue a new general theory of learning for the 21st Century.
(source: Nielsen Book Data)
- Publication date
- 9780230623415 (hbk.)
- 0230623417 (hbk.)
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