Dr. James Paul Gee
Arizona State University, USA
September 9, 2012
7:00 p.m. EST/USA
GSU Student Moderator: Christi Pace
James Paul Gee is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the “New Literacy Studies”, an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades.
In 2010, Dr. Gee published How to do Discourse Analysis: A Toolkit, a practical how-to approach to work with discourse analysis.
Dr. Gee’s most recent books deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent book is Good Video Games and Good Learning: Collected Essays (2007). Professor Gee has published widely in journals in linguistics, psychology, the social sciences, and education. From: https://webapp4.asu.edu/directory/person/1054842
James Gee is the author of a number of articles and books, many of which are uploaded to his website, http://www.jamespaulgee.com/publications. Below are links to several of his pieces.
Gee, J. P. (2013). An introduction to discourse analysis: Theory and method. Routledge.
Gee, James Paul, Hayes, Elisabeth (2011). Language and Learning in the Digital Age. Routledge.
Gee, James Paul (2010). Digital media and learning as an emerging field, Part I: How we got here. International Journal of Learning and Media, 1(2),13-23.
Gee, James Paul (2010). Q & A with ED Tech Leaders: Interview with James Paul Gee. Educational Technology, 1, 37-42.
Gee, J. P. (2010). Video games: What they can teach us about audience engagement. Nieman Reports (The Nieman Foundation for Journalism at Harvard University). http://www.nieman.harvard.edu/reports/article/102418/Video-Games-What-They-Can-Teach-Us-About-Audience-Engagement.aspx
Gee, J. P. (2010). What can we learn from video games. Imagine.
Gee, J. P. & Hayes, E. (2010). “No Quitting without Saving after Bad Events”: Gaming paradigms and learning in The Sims. International Journal of Learning & Media 1(3), 49-65.
Hayes, E. & Gee, J.P. (2010). No Selling the Genie Lamp: A Game Literacy Practice in “The Sims”. E-Learning And Digital Media [serial online]. 7(1), 67-78
Gee, J. P., & Shaffer, D. W. (September/October 2010). Looking Where the Light is Bad: Video Games and the Future of Assessment. Phi Delta Kappa International EDge, 6(1). (Phi Delta Kappa International) (2010).
Gee, J. P. (2010). New Digital Media and Learning as an Emerging Area and “Worked Examples” as One Way Forward. MIT Press.
Gee, J. P., & Hayes, E. (2010). Women as Gamers: The Sims and 21st Century Learning. Palgrave/Macmillan.
Gee, J. P. (2009). Deep Learning Properties of Good Digital Games: How Far Can They Go? http://www.jamespaulgee.com/node/37
Gee, J.P. (2008). The Legend of Zelda and Philosophy: The Hero of Timelines. http://www.jamespaulgee.com/node/36