Today, virtual worlds abound, avatars are every day occurrences,
and video games are yesterday's news. But today's games are not
just a pastime for millions - they are also a technological focal
point for new forms of learning.
James Paul Gee and Elisabeth Hayes are leading researchers in
the field of gaming, and here they argue that women gamers--a group
too often marginalized--are at the forefront of today's online
learning world. By utilizing the tools of gaming in ways never
before imagined - actively engaging in game design, writing fan
fiction, and organizing themselves into collaborative learning
communities - women of all ages acquire the tools to successfully
navigate the complex social, cultural, and economic problems of the
21st century.
Women are leading the way to a new understanding of online
learning techniques, from cultural production to learning
communities to technical proficiency in the latest software. This
book draws on case studies about women who "play" the "Sims," the
best selling game in history, to argue for a new general theory of
learning for the 21st Century.
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