Book Reviews
Gaming the System: A Review of "What Video Games Have to Teach Us About Learning and Literacy" Print E-mail
Written by Aaron Barlow   
Wednesday, 23 January 2008 03:00
front cover - What Video Games have to Teach us about Learning and Literacy

Gaming the System: a Review of What Video Games have to Teach us about Learning and Literacy

Aaron Barlow reviews What Video Games have to Teach us about Learning and Literacy by James Paul Gee, New York: Palgrave MacMillan, December 2007.

It's a huge world out there—even bigger, now that we have the Internet expanding its boundaries and hoarding its history. So vast is it that we all miss things. Nobody, no matter their field or narrow specialty, can any longer say that they are on top of all that's going on. Anyone who believes otherwise will sooner or later be hit by a gigantic surprise, will be forced to discover that what they thought was an entirety of a discourse was merely one small clique.

As a dabbler, someone who looks into a number of fields for my primary research (the intersection of culture and technology), this doesn't bother me particularly. In fact, I like it, for it assures me that my work will never be finished, let alone up-to-date, making it an endless game. And I love playing.

One recent surprise was a man called James Paul Gee, newly ensconced as the Mary Lou Fenton Presidential Professor of Literary Studies at Arizona State University. Once a linguist, he is a founder of the Games, Learning, Society group based in Madison, WI (where Gee used to teach). Immediately after hearing him speak at the City University of New York Graduate Center last December, I ran home and ordered his most recent book, a “revised and updated” version of his 2003 What Video Games Have to Teach Us About Learning and Literacy.

This is one of those “duh” books. That is, there's nothing startling in it, just things that many of us teachers will say, on reading, “I should have thought of that.” Thing is, we didn't; Gee did.

He writes, in his Introduction, that:

you cannot play a game if you cannot learn it. If no one plays a game, it does not sell, and the company that makes it goes broke. Of course, designers could make the games shorter and simpler. That's often what schools do with their curriculums. But gamers won't accept short or easy games. So game designers keep making long and challenging games and still manage to get them learned. (3)

Last Updated ( Monday, 28 January 2008 16:04 )
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Waking the Dead Print E-mail
Written by Aaron Barlow   
Saturday, 19 January 2008 03:00

book cover

Waking the Dead

A Review of The Grateful Dead and Philosophy: Getting High Minded About Love and Haight, edited by Steven Gimbel (Chicago: Open Court, 2007).

Appropriately enough, I learned about The Grateful Dead and Philosophy: Getting High Minded About Love and Haight not through any academic conference or high-minded scholarly journal but through Daily Kos, the premier liberal group blog... a place of popular discourse well beyond the academy. Editor Steven Gimbel, aside from being a Philosophy professor at Gettysburg College, is a dedicated Kossack. Following the philosophical lead of The Grateful Dead, he wants to move his work beyond library walls and book covers, just as the Dead did, opening their work, providing accessibility beyond concert halls and album jackets.

Part of a series called “Popular Culture and Philosophy” that covers everything from Seinfeld to Star Wars, this volume contains 19 essays by a motley group of academics who seem prouder of their histories as Deadheads than of their academic credentials, impressive though the latter are. All of them are trying the tricky task of writing inclusively on an academic topic for, yes, even though this volume is tied to the Dead, the discussions on philosophy are serious, not ironic or simplistic. As Gimbel writes:

When you put the words “philosophy” and “Grateful Dead” in the same sentence, you run the risk of invoking precisely that sort of image—vapid, silly statements that collapse into the triviality of something you'd find in a fortune cooking when you take the time to think about it with a sober mind. (xvii)

But trivial this book is not. As Gimbel goes on to say, some of those Deadheads who argued all topics into the wee hours while listening to traded tapes of Dead shows went on to study philosophy seriously. This volume is the result.

Last Updated ( Sunday, 20 January 2008 20:47 )
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Taking Back America Print E-mail
Written by Carol White   
Sunday, 18 November 2007 16:14

What Orwell Didn’t Know: Propaganda and the New Face of American Politics Edited by András Szántó, with an introduction by Orville Schell (Public Affairs, New York) $14.95, 256 pp.

 

George Soros, billionaire founder of the Quantum Fund and reportedly the 80th most wealthy person in the world, is a major sponsor of liberal causes through the Open Society Institute (OSI) which he founded and chairs.

Learning the lessons from the failure to defeat Bush in the 2004 election — a campaign that he supported with large donations—he focuses this time on exposing how totalitarian propaganda methods are gaining a foothold in our ostensibly open society.

Soros' Open Society Institute sponsored the book What Orwell Didn’t Know — a collection of 20 articles by experts in the fields of journalism, cognitive psychology and popular culture. The authors have diverse backgrounds and impressive credentials, typified by Farnaz Fassihi, senior Middle East correspondent for the Wall Street Journal.

Last Updated ( Tuesday, 20 November 2007 10:31 )
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