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- Taylor and Francis 2007; US$ 48.95
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... more...
- Taylor and Francis 2012; US$ 46.95
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... more...
- St. Martin's Press 2013; US$ 17.99
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... more...
- St. Martin's Press 2014; US$ 19.99
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. In this revised edition of What Video Games... more...
- Taylor and Francis 2014; US$ 37.95
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... more...
- Taylor and Francis 2014; US$ 41.95
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... more...
- Palgrave Macmillan 2006; US$ 30.00
Aims to offer a different way of looking at school, technology, as well as thinking. This title looks at how particular video and computer games can help teach our children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. more...
- Palgrave Macmillan 2010; US$ 43.00
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. more...
- Palgrave Macmillan 2007; US$ 41.00
In this latest work, Selfe and Hawisher explore the complexly rendered relationship between computer gaming environments and literacy development by focusing on the stories of computer gamers in the United States at the beginning of the twenty-first century. Using the words and observations of individual gamers, this book offers historical and cultural... more...