Thursday, March 10, 2011

ELPC 1 - Educational Gaming 2

As a keen game player, Gee (2007) writes enthusiastically about the ability of video games to engage young people "in an activity that is hard, long, and complex".

Gee's conclusion is not that schools should play video games, instead he asks "how can we make learning in and out of school, with or without using games, more game-like ... ?" (Gee 2007).

In order to understand games, Gee lists sixteen of the learning principles that good games incorporate. Gee argues that schools need to consider these principles and apply them in the classroom.

I would suggest that many of these principles would appear to be part of mainstream school life already. For example, in principle 7, Well-Order Problems, Gee states "equal thought needs to be paid to how to order problems in a rich immersive space in a science classroom". Thousands of science teachers around the world are attempting to order problems in such a way every day, with or without the influence of video games.

Gee does highlight some principles of games that do not readily appear in the classroom. Interaction is a key feature of games but does not occur in a textbook. Video games encourage risk taking, but assessment-driven teaching does the opposite. And finally games promote performance before competence where players learn skills by doing, in contrast to the classroom approach of teaching a skill and then practising by drill.

One principle listed is that games are pleasantly frustrating. Having witnessed many tears and tantrums (including my own) sparked by frustration at video games, I think that games do not always stay as well-aligned as Gee suggests. However, something about video games draws frustrated gamers back whereas school work pushes frustrated learners away.

Gee, J. (2007) Good Video Games and Good Learning Collected Essays on Video Games, Learning and Literacy, Lang.

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