{"id":2267,"date":"2010-03-02T13:51:58","date_gmt":"2010-03-02T13:51:58","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2267"},"modified":"2012-03-11T09:56:40","modified_gmt":"2012-03-11T09:56:40","slug":"good-video-games-and-good-learning-overview","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/03\/good-video-games-and-good-learning-overview\/","title":{"rendered":"Good Video Games and Good Learning Overview"},"content":{"rendered":"
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After reading a Theory of Fun<\/a>, many of the principles in James Paul Gee’s Good Video Games and Good Learning<\/a><\/em> are likely already apparent: video games are inherently teachers of their rules and mechanics. In which case, Gee’s book, which further analyses how video games are a powerful education tool, is a fantastic continuing point if you’re a newbie to academic games studies (like me!). Gee explores how video games\u2014or rather the situated learning in which video games offer\u2014can be adapted to a classroom environment and provides thorough analysis of all facets of implementation. If you’re remotely interested in education alongside games then I can’t recommend this book enough.<\/p>\n \n