Escape from the Kingdom of Short-Term Greed: A James Gee Interview

Authored by Crystal Benedicks and Rose Benedicks | Designed by Michele Buddie

This webtext was originally created in Adobe Flash, which is no longer available. In the near future, we'll be able to embed an emulator which will allow readers to experience the webtext here on the journal's site, but until that is in place, we have made available a web archive file, which can be opened and read with the WebRecorder Desktop app.

Non-Flash Interview Transcript (PDF)

 

 

References

Gee, James P. (2008). What video games have to teach us about learning and literacy: Revised and updated edition. New York: Palgrave Macmillan.

Gee, James P. (2010). New digital media and learning as an emerging area and ‘worked examples’ as one way forward. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning. Cambridge: The Michigan Institute of Technology Press.

Gee, James P., & Hayes, Elisabeth R. (2010). Women and gaming: The Sims and 21st century learning. New York: Palgrave Macmillan.

Gee, James P., & Hayes, Elisabeth R. (2011). Language and learning in the digital age. New York: Routledge.

Shirky, Clay. (2009). Here comes everybody. New York: Penguin.

Shirky, Clay. (2010). Cognitive surplus: How technology makes consumers into collaborators. New York: Penguin.