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.
Table des matières
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
A propos de l’auteur
James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at the Arizona State University. He is the author of What Video Games Have to Teach Us About Learning and Literacy and Good Games and Good Learning. Elisabeth Hayes is a professor in the Division of Learning, Technology and Psychology in Education at ASU’s Graduate School of Education.