In this paper, Gee argues about the so-called "serious games" and how they can be used for different types of learning. I particularly enjoyed reading this paper because I love learning more about technology and how we can use it to contribute to education.
One of the main questions that the author aims to answer through his paper is "what the deepest and most important properties of commercial video games are." He also compares the earlier learning theories (abstract symbols via logic-like rules) and newer works (learning through experience).
In addition, he sets 5 conditions for connecting games and learning:
1- Specific goals
2- Thinking
3- Feedback
4- Opportunities to apply previous experience
5- Social interaction
If you are interested in this kind of material as I am, you certainly will appreciate reading this paper.
Have fun!
~Grace

