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Human Action and Social Groups as the Natural Home of Assessment: Thoughts on 21st Century Learning and Assessment

Book Chapter
James Paul Gee
Shute, V. J. (2010). Innovative assessment for the 21st century: supporting educational needs. New York: Springer, Chapter 2, pg 13
Publication year: 2010

Video Games: What They Can Teach Us About Audience Engagement

Journal paper
Nieman Reports (The Nieman Foundation for Journalism at Harvard University) 64.2: 52-54
Publication year: 2010

Afterward to Design Literacies Learning From Digital Environments

Book Chapter
James Paul Gee
Afterword to Sheridan & Rowsell, Design Literacies: Learning and Innovation
Publication year: 2010

Sociocultural Theory and Blind Taste-Tests

Journal paper
James Paul Gee
Reading and Writing: Journal of the Reading Association of South Africa 1.1:83-84
Publication year: 2010

Welcome to Our Virtual Worlds

Journal paper
James Paul Gee, Michael Levine
Gee, J. P., & Levine, M. H. (2009). Welcome to our virtual worlds. Educational Leadership, 66(6), 48-52.
Publication year: 2009

TV Guidance Educators should embrace—not castigate—video games and TV.

Journal paper
James Paul Gee, Michael Levine
TV Guidance. (2016, January 04). https://democracyjournal.org/magazine/12/tv-guidance/
Publication year: 2009

The Purple Potty Theory of Passion

Journal paper
James Paul Gee
Breakthrough Learning in a Digital Age. (1970, January 01). Breakthrough Learning in a Digital Age, http://breakthroughlearning.blogspot.com/2009/10/purple-potty-theory-of-passion.html
Publication year: 2009

Deep Learning Properties of Good Digital Games: How Far Can They Go?

Book Chapter
James Paul Gee
Gee, J. P. (2009). Deep learning properties of good digital games: How far can they go? In Serious Games: Mechanisms and Effects (pp. 67-82). Routledge Taylor & Francis Group. DOI: 10.4324/9780203891650
Publication year: 2009

Book Chapter
James Paul Gee
Davidson, D. (2009). Well played 1.0: video games, value and meaning. Pittsburgh, PA: ETC Press., pp. 263-274
Publication year: 2009

Language and Discourses: Meaning in the Game

Unpublished
James Paul Gee
Posted on jamespaulgee.com
Publication year: 2009

Literacy, Video Games, and Popular Culture

Book Chapter
James Paul Gee
Olson, D. R., & Torrance, N. (2009. The Cambridge handbook of literacy. Cambridge, NY: Cambridge University Press., pp. 313-326
Publication year: 2009

Good Fit in Good Video Games: Components in a System

Blog Article
James Paul Gee
A blog post on jamespaulgee.com
Publication year: 2009

Games, Learning, and 21st Century Survival Skills

Journal paper
James Paul Gee
Virtual Worlds Research 2.1
Publication year: 2009

Deep Learning Properties of Good Video Games: How Far Can They Go?

Book Chapter
James Paul Gee
Gee, J. P. (2009). Deep learning properties of good digital games: How far can they go? In Serious Games: Mechanisms and Effects (pp. 67-82). Routledge Taylor & Francis Group. DOI: 10.4324/9780203891650
Publication year: 2009

Essay: What is Academic Language?

Book Chapter
James Paul Gee
Rosebery, A. S., & Warren, B. (2008). Teaching science to English language learners: building on students strengths. Arlington, VA: NSTA, National Science Teachers Association. pp.57-70
Publication year: 2008

“Surmise the Possibilities”: Portal to a Game-Based Theory of Learning for the 21st Century

Book Chapter
James Paul Gee
Kaminski, W. (2008). Clash of Realities 2008: Spielen in digitalen Welten. München: Kopaed., pp. 79-97
Publication year: 2008

Game–like learning: An example of situated learning and implications for opportunity to learn

Book Chapter
James Paul Gee
Gee, J. P. (2008). Game–like learning: An example of situated learning and implications for opportunity to learn. In Assessment, Equity, and Opportunity to Learn (pp. 200-221). Cambridge University Press. DOI: 10.1017/CBO9780511802157.009
Publication year: 2008

A Sociocultural Perspective on Opportunity to Learn

Book Chapter
James Paul Gee
Gee, J. P. (2008). A sociocultural perspective on opportunity to learn. In Assessment, Equity, and Opportunity to Learn (pp. 76-108). Cambridge University Press. DOI: 10.1017/CBO9780511802157.004
Publication year: 2008

Being a Lion and Being a Soldier Learning and Games

Book Chapter
James Paul Gee
Coiro, J. (2008). Handbook of research on new literacies. New York: Lawrence Erlbaum Associates/Taylor & Francis Group, pg 1023-1036
Publication year: 2008

Lucidly Functional Language

Book Chapter
James Paul Gee
A Professional Development Wiki for Educators. Improving Teacher Quality Project: Montclair State
Publication year: 2008

Let's Get Over the Slump

Journal paper
James Paul Gee
Published Online: Education Week, September 16, 2008 Published in Print: September 17, 2008
Publication year: 2008

Learning Theory, Games, and Popular Culture

Book Chapter
James Paul Gee
Gee, J. P. (2008). Learning theory, video games, and popular culture. In The International Handbook of Children, Media and Culture (pp. 196-218). SAGE Publications Inc.. DOI: 10.4135/9781848608436.n12
Publication year: 2008

How Video Games Create Good Learning

Unpublished
James Paul Gee
Unpublished ms., Arizona State University, 2008
Publication year: 2008

Getting Over the Slump: Innovation Strategies for Children's Learning

Conference paper
James Paul Gee
White Paper. New York: The Joan Ganz Cooney Center at Sesame Workshop, June 25, 2008
Publication year: 2008

“Basic Information Structure” and “Academic Language”: An Approach to Discourse Analysis

Conference paper
James Paul Gee
Keynote, SALSA XVI [Symposium about Language and Society], University of Texas, Austin, TX
Publication year: 2008

Cats and Portals: Video Games, Learning, and Play

Journal paper
James Paul Gee
American Journal of Play 1.2: 229-243
Publication year: 2008

A Sociocultural Approach to Opportunity to Learn

Book Chapter
James Paul Gee
Gee, J. P. (2008). A sociocultural perspective on opportunity to learn. In Assessment, Equity, and Opportunity to Learn (pp. 76-108). Cambridge University Press. DOI: 10.1017/CBO9780511802157.004
Publication year: 2008

Why Game Studies Now? Video Games: A New Art Form

Journal paper
James Paul Gee
Gee, J. P. (2006). Why game studies now? Video games: A new art form. Games and Culture, 1(1), 58-61. DOI: 10.1177/1555412005281788
Publication year: 2006

Do video game significantly enhance literacy?

Journal paper
James Paul Gee
Glazer, S. (n.d.). Video Games: Do They Have Educational Value? Issues in K-12 Education: Selections from CQ Researcher, 305-328. doi:10.4135/9781483349237.n14, pg 953
Publication year: 2006

Pleasure, Learning, Video Games, and Life: the projective stance

Journal paper
James Paul Gee
E–Learning, Volume 2, Number 3, 2005 : 211-223
Publication year: 2005