Thursday, February 1, 2007
Gee Chapter 2
After reading the second chapter of James Paul Gee's book, i am still skeptical. His theories of semiontic domains made a lot of sense, especially when he approached the various features with examples. However, he says "as long as people are playing them [video games] in ways that invovle active and crititical learning" are they effective educational tools (46). I can agree with that this statement is true, that if video games are played invovling critical and active learning they will have valuable "content", but (so far in the book) I don't see any evidence that this takes place regularly. I think i have just seen too many people playing video and computer games for hours on end with glazed over eyes and sort of 'in the zone' rather than being actively and critically approaching the game. I think Gee does have very good ideas though, so i have hope that in further reading of the book he will present ways that would encourage active and critical learning through video games.
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