Gee, J. P. (2015). Reflections on understanding, alignment, the social mind, and language in interaction. Language and Dialogue, 5(2), 300-311. DOI: 10.1075/ld.5.2.06gee
Gee, J. P. (2014). Decontextualized Language: A Problem, Not a Solution. International Multilingual Research Journal, 8(1), 9-23. DOI: 10.1080/19313152.2014.852424
Gee, J.P. and D.W. Shaffer. Looking where the light is bad: Video games and the future of assessment (Epistemic Games Group Working Paper No. 2010-02). Madison: University of WisconsinMadison.
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
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
Gee, James. (1999). The New Literacy Studies and the "Social Turn.". [Washington, D.C.] : Distributed by ERIC Clearinghouse, http://www.eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=ED442118