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What Video Games Have to Teach us About learning and Literacy:(视频游戏要教我们学习和素质)
What Video Games Have to Teach Us
About Learning and Literacy
JAMES PAUL GEE
University of Wisconsin-Madison
___________________________________________________________________________________________
Good computer and video games like System Shock 2, Deus Ex , Pikmin, Rise of Nations, Neverwinter Nights, and
Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played
long and hard by a great many people. This is how they and their designers survive and perpetuate themselves. If a
game cannot be learned and even mastered at a certain level, it wonít get played by enough people, and the
company that makes it will go broke. Good learning in games is a capitalist-driven Darwinian process of selection
of the fittest. Of course, game designers could have solved their learning problems by making games shorter and
easier, by dumbing them down, so to speak. But most gamers donít want short and easy games. Thus, designers
face and largely solve an intriguing educational dilemma, one also faced by schools and workplaces: how to get
people, often young people, to learn and master something that is long and challengingóand enjoy it, to boot.
Categories and Subject Descriptors: K.3.2 [Computers and Education]: Computer and Information Science
Education
General Terms: Experimentation, Human Factors
Additional Key Words and Phrases: Video games, education, learning, literacy
____________________________________________________________________________________
In my book, What Video Games Have to Teach Us About Learning and Literacy (New York:
Palgrave/Macmillan,2003);
/exec/obidos/ASIN/1403961697/qid=1062706188/sr=21/ref=sr_2_1
/002-5282466-9651248, I argue that schools, workplaces, families, and academic
researchers have a lot to learn about learning from good computer and video games.
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