This fully-updated new edition engages with topics such as orality and literacy, the history of literacy, the uses and abuses of literacy in that history, the analysis of language as cultural communication, and social theories of mind and meaning, among many other topics. It represents the most current statement of a widely discussed and used theory about how language functions in society, a theory initially developed in the first edition of the book, and developed in this new edition in tandem with analytic techniques for the study of language and literacy in context, with special reference to cross-cultural issues in communities and schools. Built around a large number of specific examples, this new edition reflects current debates across the world about education and educational reform, the nature of language and communication, and the role of sociocultural diversity in schools and society. One of the core goals of this book, from its first edition on, has been to develop a new and more widely applicable vision of applied linguistics. It will be of interest to researchers, lecturers and students in education, linguistics, or any field that deals with language, especially in social or cultural terms.
Introducing Discourse Analysis: From Grammar to Society is a concise and accessible introduction by bestselling author, James Paul Gee, to the fundamental ideas behind different specific approaches to discourse analysis, or the analysis of language in use. The book stresses how grammar sets up choices for speakers and writers to make, choices which express, not unvarnished truth, but perspectives or viewpoints on reality. In turn, these perspectives are the material from which social interactions, social relations, identity, and politics make and remake society and culture. The book also offers an approach to how discourse analysis can contribute to lessening the ideological divides and echo chambers that so bedevil our world today. Organized in a user-friendly way with short numbered sections and recommended readings, Introducing Discourse Analysis is an essential primer for all students of discourse analysis within linguistics, education, communication studies, and related areas.
In a sweeping synthesis of new research in a number of different disciplines, this book argues that we humans are not who we think we are. As he explores the interconnections between cutting-edge work in bioanthropology, evolutionary biology, neuroscience, human language and learning, and beyond, James Paul Gee advances, also, a personal philosophy of language, learning, and culture, informed by his decades of work across linguistics and the social sciences. Gee argues that our schools, institutions, legal systems, and societies are designed for creatures that do not exist, thus resulting in multiple, interacting crises, such as climate change, failing institutions, and the rise of nationalist nationalism. As Gee constructs an understanding of the human that takes into account our social, collective, and historical nature, as established by recent research, he inspires readers to reflect for themselves on the very question of who we are—a key consideration for anyone interested in society, government, schools, health, activism, culture and diversity, or even just survival.
Assuming no prior knowledge of linguistics, the author presents both a theory of language in-use & a method of research. This new edition has been completely revised with substantial new material & fully updated references.
Discourse Analysis is becoming increasingly "multimodal", concerned primarily with the interplay of language, image and sound. Video Games allow humans to create, live in and have conversations with new multimodal worlds. In this ground-breaking new textbook, best-selling author and experienced gamer, James Paul Gee, sets out a new theory and method of discourse analysis which applies to language, the real world, science and video games. Rather than analysing the language of video games, this book uses discourse analysis to study games as communicational forms. Gee argues that language, science, games and everyday life are deeply related and each is a series of conversations. Discourse analysis should not be just about language, but about human interactions with the world, with games, and with each other, interactions that make meaning and sustain lives amid risk and complexity. Written in a highly accessible style and drawing on a wide range of video games from World of Warcraft and Chibi-Robo to Tetris, this engaging textbook is essential reading for students in discourse analysis, new media and digital culture.
Why do poor and minority students under-perform in school? Do computer games help or hinder learning? What can new research in psychology teach our educational policy-makers? In this major new book, Gee tackles the 'big ideas' about language, literacy and learning, putting forward an integrated theory that crosses disciplinary boundaries, and applying it to some of the very real problems that face educationalists today. Situated Language and Learning looks at the specialist academic varieties of language that are used in disciplines such as mathematics and the sciences. It argues that the language acquisition process needed to learn these forms of language is not given enough attention by schools, and that this places unfair demands on poor and minority students. The book compares this with learning as a process outside the classroom, applying this idea to computer and video games, and exploring the particular processes of learning which take place as a child interacts with others and technology to learn and play. In doing so, Gee examines what video games can teach us about how to improve learning in schools and engages with current debates on subjects such as 'communities of practice' and 'digital literacies'. Bringing together the latest research from a number of disciplines, Situated Language and Learning is a bold and controversial book by a leading figure in the field, and is essential reading for anyone interested in education and language.
One of the first champions of the positive effects of gaming reveals the dark side of today's digital and social media Today's schools are eager to use the latest technology in the classroom, but rather than improving learning, the new e-media can just as easily narrow students' horizons. Education innovator James Paul Gee first documented the educational benefits of gaming a decade ago in his classic What Video Games Have to Teach Us About Learning and Literacy. Now, with digital and social media at the center of modern life, he issues an important warning that groundbreaking new technologies, far from revolutionizing schooling, can stymie the next generation's ability to resolve deep global challenges. The solution-and perhaps our children's future-lies in what Gee calls synchronized intelligence, a way of organizing people and their digital tools to solve problems, produce knowledge, and allow people to count and contribute. Gee explores important strategies and tools for today's parents, educators, and policy makers, including virtual worlds, artificial tutors, and ways to create collective intelligence where everyday people can solve hard problems. By harnessing the power of human creativity with interactional and technological sophistication we can finally overcome the limitations of today's failing educational system and solve problems in our high-risk global world. The Anti-Education Era is a powerful and important call to reshape digital learning, engage children in a meaningful educational experience, and bridge inequality.
This book presents a sociocultural approach to language, literacy, and learning that deals directly with the new work order and that integrates concern for schools with concern for workplaces. It helps readers to confront complex problems and to construct their own broader theories.
Literacy and Education tells the story of how literacy—starting in the early 1980s—came to be seen not as a mental phenomenon, but as a social and cultural one. In this accessible introductory volume, acclaimed scholar James Paul Gee shows readers how literacy "left the mind and wandered out into the world." He traces the ways a sociocultural view of literacy melded with a social view of the mind and speaks to learning in and out of school in new and powerful ways. Gee concludes by showing how the very idea of "literacy" has broadened into new literacies with words, signs, and deeds in contexts enhanced, augmented, and transformed by new technologies.
This bestselling textbook is the ideal companion to An Introduction to Discourse Analysis: Theory and Method, by leading author, James Paul Gee. Using a practical how-to approach, Gee provides the tools necessary to work with discourse analysis, with engaging step-by-step tasks featured throughout the book. Each tool is clearly explained, along with guidance on how to use it, and authentic data is provided for readers to practice using the tools. Readers from all fields will gain both a practical and theoretical background in how to do discourse analysis and knowledge of discourse analysis as a distinctive research methodology. Updated throughout, this second edition also includes a new tool- ‘The Big C Conversation Tool’. A new companion website www.routledge.com/cw/gee features a frequently asked questions section, additional tasks to support understanding, a glossary and free access to journal articles by James Paul Gee. How to do Discourse Analysis: A Toolkit is an essential book for advanced undergraduate and postgraduate students working in the areas of applied linguistics, education, psychology, anthropology and communication.
This groundbreaking book redefines human learning by placing sensation and experience at its core. The book delves into the essence of what it means to be human and how humans best learn and flourish. Drawing on insights from evolutionary biology, neuroscience, learning science, and the arts, the authors weave together a rich tapestry of ideas that challenge traditional approaches to education. The authors argue that school and educational research often ignore fundamental aspects of human learning, such as empathy, intuition, and balance. By examining what “experience” really means when we say “humans learn from experience,” the authors propose a more holistic approach to education—much of which goes on outside school—that goes beyond talk, texts, and analytical reasoning. With examples from various media, particularly the wildly popular Japanese anime series Attack on Titan, the authors treat good teaching as experience design and show how experience can be a powerful force for learning and human flourishing. As our world faces unprecedented challenges and crises, this timely book serves as a clarion call for a transformative approach to teaching and learning that respects the nature of humans as distinctive sorts of creatures, urging us to create environments that nurture the full spectrum of human capacities.
In Language and Learning in the Digital Age, linguist James Paul Gee and educator Elisabeth Hayes deal with the forces unleashed by today’s digital media, forces that are transforming language and learning for good and ill. They argue that the role of oral language is almost always entirely misunderstood in debates about digital media. Like the earlier inventions of writing and print, digital media actually power up or enhance the powers of oral language. Gee and Hayes deal, as well, with current digital transformations of language and literacy in the context of a growing crisis in traditional schooling in developed countries. With the advent of new forms of digital media, children are increasingly drawn towards video games, social media, and alternative ways of learning. Gee and Hayes explore the way in which these alternative methods of learning can be a force for a paradigm change in schooling. This is an engaging, accessible read both for undergraduate and graduate students and for scholars in language, linguistics, education, media and communication studies.
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
This is a profound look at learning, language, and literacy. It is also about brains and bodies. And it is about talk, texts, media, and society. These topics, though usually studied in different narrow academic silos, are all part of one highly interactive process—human development. Gee argues that children will need to be resilient, imaginative, hopeful, and deliberate learners to survive the deeply complex and unpredictable world in which they live. In a world beset by conflicting ideologies that give rise to hatred, violence, and war, Gee urges us to look to a broader set of ideas from seemingly unrelated disciplines for a viable vision of education. This book proposes a framework of principles that can be used to reconceptualize education, specifically literacy education, to better prepare students to be collaborators toward peace and sustainability. Book Features: Offers a new set of ideas about literacy, learning, and human development in a risk-laden, digitally driven modern world. Uses recent breakthroughs in research on brains, bodies, society, identity, and teaching and learning in and out of school. Stresses the importance of human growth and development to a more peaceful and equitable world.
A proposal to move the academic area of digital media and learning toward more coherence. In this report, noted scholar James Paul Gee discusses the evolution of digital media and learning (DMAL) from its infancy as an "academic area" into a more organized field or coherent discipline. Distinguishing among academic areas, fields, disciplinary specializations, and thematic disciplines, Gee describes other academic areas that have fallen into these categories or developed into established disciplines. He argues that DMAL will not evolve until a real coherence develops through collaboration and the accumulation of shared knowledge. Gee offers a concrete proposal of one way scholars in DMAL could move the area forward to a more cohesive, integrated, and collaborative enterprise: the production of what he terms "worked examples." In Gee's sense of a worked example, scholars attempting to build the new area of DMAL would publicly display their methods of valuing and thinking about a specific problem, proposing them as examples of "good work" in order to engender debate about what such work in DMAL might come to look like and what shape the area itself might take. The goal would not be for the proposed approach to become the accepted one but for it to become fodder for new work and collaboration. Gee concludes by offering a sample worked example that illustrates his proposal.
[The book] brings together some of James Paul Gee's most important papers on learning. Gee has argued for a view of learning that integrates digital media, embodied experiences in the world, language, and collaborative activities that encourage collective intelligence. While he has argued that good video games incorporate cutting-edge approaches to learning and teaching, he argues, as well, that games need to be part of larger learning systems that network them with forms of collaborative interactions and other learning tools and activities. These papers also relate deep learning to new conceptions of educational equity and opportunity to learn, and new wasy of thinking about collective action and design in the digital age
This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.
Workplace democracy. Empowerment. Team leaders. Knowledge workers. This is the language of “the new work order” promoted by today's management, which promises more meaningful and satisfying work, greater respect for diversity, and more democratic distribution of knowledge.But Gee, Hull, and Lankshear find startling contradictions in this brave new workplace—escalating inequality between individuals, nations, and even continents. They show how newly created alliances between business, educators, and psychologists may point to a hidden capitalist agenda more interested in preserving the status quo than establishing a new work order.This book offers a compelling and controversial account of global capitalism in the information age and the ways it affects language, literacy, learning, and life chances. It will be of particular interest to students in education, business, sociology, sociolinguistics, and communication studies.
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.
Assuming no prior knowledge of linguistics, the author presents both a theory of language in-use & a method of research. This new edition has been completely revised with substantial new material & fully updated references.
In an act of courage Jim Gee takes his armor off, and brutally honest, he peels back the layers, until all contrivance has left him and he appears before us vulnerable on the page. Sometimes cynical, sometimes searing, at times gut wrenching, Gee's poems are of heart, mind, soul. Filled with pathos and humor they have the power to turn us inside out and make us think about our own lives, about our relationships with each other, about our covenants with religion, and about our passivity in dealing with the government and bureaucracies. These are poems not only for quiet contemplation, but also poems to be shared. There is enough in them to keep a conversation going in a class in the humanities or sciences for an entire semester, and the issues raised about the politics and ethics of representation, the demands of official ideologies, and the inexplicable human capacity for good and evil, are more than enough to keep us all conscious of the increasing dehumanization of the age in which we live.
Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.
The Decentring of the Traditional University offers an evidence based investigation into the changing culture of university learning throughout the world.
For teachers in higher education who haven’t been able to catch up with developments in teaching and learning, James Davis and Bridget Arend offer an introduction that focuses on seven coherent and proven evidence-based strategies. The underlying rationale is to provide a framework to match teaching goals to distinct ways of learning, based on well-established theories of learning. The authors present approaches that readers can readily and safely experiment with to achieve desired learning outcomes, and build confidence in changing their methods of teaching.Research on learning clearly demonstrates that learning is not one thing, but many. The learning associated with developing a skill is different from the learning associated with understanding and remembering information, which in turn is different from thinking critically and creatively, solving problems, making decisions, or change paradigms in the light of evidence. Differing outcomes involve different ways of learning and teaching strategies.The authors provide the reader with a conceptual approach for selecting appropriate teaching strategies for different types of content, and for achieving specific learning objectives. They demonstrate through examples how a focused and purposeful selection of activities improves student performance, and in the process makes for a more effective and satisfying teaching experience.The core of the book presents a chapter on each of the seven ways of learning. Each chapter offers a full description of the process, illustrates its application with examples from different academic fields and types of institutions, clearly describes the teacher’s facilitation role, and covers assessment and online use.The seven ways of learning are: Behavioral Learning; Cognitive Learning; Learning through Inquiry; Learning with Mental Models; Learning through Groups and Teams; Learning through Virtual Realities; and Experiential Learning.Along the way, the authors provide the reader with a basis for evaluating other approaches to teaching and other learning methodologies so that she or he can confidently go beyond the “seven ways” to adapt or adopt further strategies. This is the ideal companion for teachers who are beginning to explore new ways of teaching, and want to do some serious independent thinking about learning. The book can also be used to prepare graduate students for teaching, and will be welcomed by centers for teaching and learning to help continuing faculty re-examine a particular aspect of their teaching.
This bestselling textbook is the ideal companion to An Introduction to Discourse Analysis: Theory and Method, by leading author, James Paul Gee. Using a practical how-to approach, Gee provides the tools necessary to work with discourse analysis, with engaging step-by-step tasks featured throughout the book. Each tool is clearly explained, along with guidance on how to use it, and authentic data is provided for readers to practice using the tools. Readers from all fields will gain both a practical and theoretical background in how to do discourse analysis and knowledge of discourse analysis as a distinctive research methodology. Updated throughout, this second edition also includes a new tool- ‘The Big C Conversation Tool’. A new companion website www.routledge.com/cw/gee features a frequently asked questions section, additional tasks to support understanding, a glossary and free access to journal articles by James Paul Gee. How to do Discourse Analysis: A Toolkit is an essential book for advanced undergraduate and postgraduate students working in the areas of applied linguistics, education, psychology, anthropology and communication.
Discourse Analysis is becoming increasingly "multimodal", concerned primarily with the interplay of language, image and sound. Video Games allow humans to create, live in and have conversations with new multimodal worlds. In this ground-breaking new textbook, best-selling author and experienced gamer, James Paul Gee, sets out a new theory and method of discourse analysis which applies to language, the real world, science and video games. Rather than analysing the language of video games, this book uses discourse analysis to study games as communicational forms. Gee argues that language, science, games and everyday life are deeply related and each is a series of conversations. Discourse analysis should not be just about language, but about human interactions with the world, with games, and with each other, interactions that make meaning and sustain lives amid risk and complexity. Written in a highly accessible style and drawing on a wide range of video games from World of Warcraft and Chibi-Robo to Tetris, this engaging textbook is essential reading for students in discourse analysis, new media and digital culture.
In Language and Learning in the Digital Age, linguist James Paul Gee and educator Elisabeth Hayes deal with the forces unleashed by today’s digital media, forces that are transforming language and learning for good and ill. They argue that the role of oral language is almost always entirely misunderstood in debates about digital media. Like the earlier inventions of writing and print, digital media actually power up or enhance the powers of oral language. Gee and Hayes deal, as well, with current digital transformations of language and literacy in the context of a growing crisis in traditional schooling in developed countries. With the advent of new forms of digital media, children are increasingly drawn towards video games, social media, and alternative ways of learning. Gee and Hayes explore the way in which these alternative methods of learning can be a force for a paradigm change in schooling. This is an engaging, accessible read both for undergraduate and graduate students and for scholars in language, linguistics, education, media and communication studies.
In its first edition, Social Linguistics and Literacies was a major contribution to the emerging interdisciplinary field of sociocultural approaches to language and literacy, and was one of the founding texts of the ‘New Literacy Studies’. This book serves as a classic introduction to the study of language, learning and literacy in their social, cultural and political contexts. It shows how contemporary sociocultural approaches to language and literacy emerged and: Engages with topics such as orality and literacy, the history of literacy, the nature of discourse analysis and social theories of mind and meaning Explores how language functions in a society Surveys the notion of ‘discourse’ with specific reference to cross-cultural issues in communities and schools. This new edition incorporates contemporary work on "new literacies", that is, meaning making that uses digital media, images, or "multimodal texts" which integrate words and images. This new perspective fully updates the book and its approach to language, learning, and literacy in society and culture. It will be of interest to researchers, lecturers and students in education, linguistics, or any field that deals with language, especially in social or cultural terms.
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