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  2. James Paul Gee - Wikipedia

    en.wikipedia.org/wiki/James_Paul_Gee

    James Gee (/ dʒ iː /; born April 15, 1948) is a retired American researcher who has worked in psycholinguistics, discourse analysis, sociolinguistics, bilingual education, and literacy. Gee most recently held the position as the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University , [ 1 ] originally appointed ...

  3. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    The James Paul Gee Learning Games Awards were created in 2020 to apply Gee's theories to the identification and judging of learning game design. Gee's book is used in Kimon Keramidas' [9] argument explaining the learning processes of gamers. Some of the schema and elements that are used in game designing can be analogously used as "frameworks ...

  4. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.

  5. Affinity space - Wikipedia

    en.wikipedia.org/wiki/Affinity_space

    Because members of an affinity space are interested in a common practice/belief/activity, they have common ground and motivation together. Gee says that because of this common interest, affinity spaces are able to bridge barriers of age, race, socio-economic status, and educational level, and thus allow each user to participate as he/she chooses, and both experts and novices are equally ...

  6. Multimodality - Wikipedia

    en.wikipedia.org/wiki/Multimodality

    One of the current digital application of multimodality in the field of education has been developed by James Gee through his approach of effective learning through video games. Gee contends that there is a lot of knowledge about learning that schools, workplaces, families, and academics researchers should get from good computer and video games ...

  7. Situated learning - Wikipedia

    en.wikipedia.org/wiki/Situated_learning

    James Paul Gee argues that the compelling nature of video game participation is in part due to the underlying social, cognitive, and developmental learning principles around which successful games are built. With this perspective, games and gaming can be a source for inspiration in building more effective learning environments. [18]

  8. The Overdue, Under-Told Story Of The Clitoris

    projects.huffingtonpost.com/projects/cliteracy/intro

    From ancient history to the modern day, the clitoris has been discredited, dismissed and deleted -- and women's pleasure has often been left out of the conversation entirely. Now, an underground art movement led by artist Sophia Wallace is emerging across the globe to challenge the lies, question the myths and rewrite the rules around sex and the female body.

  9. Learning theory (education) - Wikipedia

    en.wikipedia.org/wiki/Learning_theory_(education)

    Learning theory describes how students receive, process, and retain knowledge during learning. Cognitive, emotional, and environmental influences, as well as prior experience, all play a part in how understanding, or a worldview, is acquired or changed and knowledge and skills retained.