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Learning just for the fun of it: the case for video games.(What Video Games Have to Teach Us About Learning and Literacy)(Book Review)

Papers: Explorations into Children's Literature

| November 01, 2004 | Durrant, Cal | COPYRIGHT 2004 Deakin University. This material is published under license from the publisher through the Gale Group, Farmington Hills, Michigan.  All inquiries regarding rights should be directed to the Gale Group. (Hide copyright information)Copyright

Review of James Gee (2003) What Video Games Have to Teach Us About Learning and Literacy. New York, Palgrave Macmillan. RRP $66.00

Life is full of coincidences. Recently I have been looking at what educational writers have been saying about computer game playing in relation to literacy learning over the past decade. As part of this research I revisited the book I co-edited with Catherine Beavis in 2001 and a chapter by Julian Sefton-Green called 'The "End of School" Or Just "Out of School"?: ICT, the Home and Digital Cultures' in which he explores the world of computer game culture amongst school aged children in the United Kingdom. While watching his six year ...

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