Chapter Five of Situated
Language and Learning by James Paul Gee deals directly with which the ways
in which video game styles and principles of learning can be implemented in a
school environment and make learning accessible to all students. The
design of video games is one that ensures players must learn it in order to be
successful, and finishing the game itself therefore becomes the assessment. A theory of learning is s hypothesis and
reflecting into the way in which human minds comprehend and take in new
information. To each person, this method
may be unique. Gee argues, however, that
a commonality among theories should be the underlying principal that for
learning to be meaningful, it must be an engaging, authentic, challenging, and bodily
experience.
In the example of the video game World of Warcraft, which
Gee had difficulty playing, he attributes this difficulty to a lack of
engagement and thus also stipulates that before good learning principles can be
implemented, the learner must be properly motivated and feel a genuine need to
acquire the skills and knowledge necessary to proceed. This inability to play the game would have
been viewed as incompetence in an academic setting, rather than with a more
progressive eye toward expanding skills both horizontally and vertically. Labeling a child who experiences such
failures as “at risk” merely indicates that they have struggled with the base
preparations. While schools interpret
this as an inability to move forward with learning, it is more often a result and
a perpetuator of bad learning experiences.
“Fish tank” tutorials commonly found in the games described by Gee allow
learner’s to extend their physical bodies and minds into a virtual world and
use trial and error with immediate feedback to learn about the game, rules, and
environment. The fish bowl also provides
multiple modes of representation and demonstrates cause and effect clearly and
quickly. This is a powerful and effective tool compared to schools long used
methods of instruction, testing, failing, re teaching, etc.. The sandbox tutorial is similar to the fish
bowl in that it allows the learner to explore and experiment without risk of
negative consequences, basically serving as a practice arena to prefect skills.
Because there is no risk of failure,
learners are more apt to take risks, try harder tasks, and branch out into less
comfortable areas. This is in high
contrast compared to school settings which often impose harsh punishments and
consequences when a learner tries, yet fails at, a new task.
Genre is simply that type of thing that something is, and
Gee stresses that it is important to introduce new and different genres to
learners. Different genres require
different learning skills, therefore knowing beforehand the type to be studied
can help the student feel prepared. Gee
also states that in an ideal circumstance, there is no distinction between learning
and play. Play IS learning, and the two
take place simultaneously. The games
discussed by the author support collaborative learning by connecting the player
to a virtual community of other players, all of which at different ability
levels. Members can share and learn from
each other’s experiences.
Principles for good games as outlined by Gee also align with
the thinking of several notable theorists.
For example, Piaget’s
psychosocial approach to learning is reflected in Gee’s statement that games “ensure
that the learners have and use an affinity space wherein they can interact with
peers and masters, near and far, around a shared interest (even passion),
making use of distributed and dispersed knowledge. Evidence of Vygotsky’s scaffolding approach
can be seen by the sentiment “They let learners themselves asses their previous
knowledge and learning styles and make decisions for themselves (with help).” Gardener’s multiple intelligences are
demonstrated by the quote “They give information via several different modes
(e.g., print, orally, visually). Dewey,
who believed we individually and socially construct meaning can be seen in the
notion “they allow learners to practice enough so that they routinize their
skills and then challenge them with new problems that force them to re-think
these taken-for-granted skills and integrate them with new ones.” Finally, the work and theories of both
Bandura and Skinner and their beliefs about conditioning are reflected in Gee’s
quote “They teach skills as sets and make it clear how they are instantiated in
practice as strategies for accomplishing specific goals or carrying out
specific activities.” Clearly, the
progressive ideas of James Gee align with notable theories regarding
learning.
Sources:
Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. New York, NY: Routledge.
Sources:
Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. New York, NY: Routledge.