James Paul Gee





James Paul Gee

Author profile


born
April 15, 1948 in San Jose, California, The United States

gender
male

website


About this author

James Gee is a researcher who has worked in psycholinguistics, discourse analysis, sociolinguistics, bilingual education, and literacy. Gee is currently the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. Gee is a faculty affiliate of the Games, Learning, and Society group at the University of Wisconsin–Madison and is a member of the National Academy of Education.


Average rating: 3.95 · 470 ratings · 73 reviews · 22 distinct works
What Video Games Have to Te...
3.91 of 5 stars 391 avg rating — 264 ratings — published 2003 — 3 editions
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An Introduction to Discours...
3.95 of 5 stars 395 avg rating — 42 ratings — published 1999 — 12 editions
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Good Video Games and Good L...
3.81 of 5 stars 381 avg rating — 31 ratings — published 2007 — 2 editions
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Social Linguistics And Lite...
4.33 of 5 stars 433 avg rating — 36 ratings — published 1991 — 11 editions
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Situated Language and Learn...
4.35 of 5 stars 435 avg rating — 26 ratings — published 2004 — 3 editions
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Why Video Games Are Good fo...
4.0 of 5 stars 400 avg rating — 9 ratings — published 2005
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New Digital Media and Learn...
3.6 of 5 stars 360 avg rating — 10 ratings — published 2010 — 3 editions
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Language and Learning in th...
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3.56 of 5 stars 356 avg rating — 9 ratings — published 2011 — 3 editions
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Women and Gaming: The Sims ...
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3.5 of 5 stars 350 avg rating — 6 ratings — published 2010
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The Social Mind: Language, ...
5.0 of 5 stars 500 avg rating — 3 ratings — published 1992 — 2 editions
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“Learning is a deep human need, like mating and eating, and like all such needs it is meant to be deeply pleasurable to human beings.”
James Paul Gee, Why Video Games Are Good for Your Soul: Pleasure and Learning

“An academic discipline, or any other semiotic domain, for that matter, is not primarily content, in the sense of facts and principles. It is rather primarily a lived and historically changing set of distinctive social practices. It is in these practices that 'content' is generated, debated, and transformed via certain distinctive ways of thinking, talking, valuing, acting, and, often, writing and reading.”
James Paul Gee, What Video Games Have to Teach Us about Learning and Literacy



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