Libraries, Gaming, and the New Equity Crisis
From TechSource Gaming Symposium
Presenter: James Paul Gee (Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University)
Description: I will argue that along with the old literacy crisis—the fact that poorer children fare less well in reading that do better off children—we are facing a new equity crisis: digital technologies are being used by some families to allow their children to become producers of new media, tech savvy, and to gain situated understandings of academic language, while other children are being left behind, whether or not they have physical access to computers or game platforms. I will talk about the role video games do and can play in this crisis and changes the crisis will necessitate for libraries.
About the Presenter: James Paul Gee received his Ph.D in linguistics from Stanford University in 1975. Formerly the Tashia Morgridge Professor of Reading in the Department of Curriculum and Instruction at the University of Wisconsin at Madison, he is now the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education.
His book Sociolinguistics and Literacies (1990) was one of the founding documents in the formation of the “New Literacies Studies”, an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools.
Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education. In 1989, the Journal of Education, one of the longest running journals in education in the United States, published a special issue devoted to reprinting his early essays on literacy. His books include Sociolinguistics and Literacies (1990, Second Edition 1996, Third Edition 2007); The Social Mind (1992); Introduction to Human Language (1993); The New Work Order: Behind the Language of the New Capitalism (1996, with Glynda Hull and Colin Lankshear); An Introduction to Discourse Analysis: Theory and Method (1999; Second Edition 2003); What Video Games Have to Teach Us About Learning and Literacy (2003); Why Video Games Are Good for Your Soul (2005); Good Video Games and Good Learning: Collected Essays on Video Games, Learning, and Literacy (2007).
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Listen to an MP3 audio file of this session (58MB, 1:01:39)
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