A transformation in pedagogy?
When first
engaging with the research and writing for this team blog, I had the
expectation that the knowledge that I gained would force a personal
re-adjustment of my prior teaching practices. Gaming, with its ability to give precise feedback to the
learner and connect the out-of-school youth popular culture with classroom
learning, was to transform the current pedagogies that I employed (Williamson,
2009). I was eager to embrace this
technology, as I had with so many of the previous ‘innovative pedagogies’ suggested
by my university lecturers and teaching colleagues. However, unfortunately in the case of gaming, what I
discovered made me more cautious than I had previously been in implementing
this particular technology in the classroom. This bias, although informed by evidence drawn from the
discipline of neuroscience, is perhaps not the intended end to my personal
journey as scaffolded by this unit’s assessment process.
(Harden, 2011)
A re-conceptualisation of gaming in teaching practice
I, like the
researchers identified in Foster and Mishra’s study (2009), had not taken into
account how pedagogical affordances of different games interacted with the
learning, social and cultural context.
Although, this personal stance does not mean that I will adopt a policy
against the use of gaming as a means to meet the future learning needs of my
students, rather I will be more cautious in locating and embedding gaming
resources in the units of work I create.
Gaming is not merely a
‘carrot’ in the form of entertainment that I can use to motivate my students to
engage with curriculum area content.
An example of a more fundamental educational level of support that
gaming can offer is its ability to increase student automaticity in information
processing. Developing this
understanding of how and why learning occurs in its interaction between
technology, content and the students’ curriculum knowledge is perhaps one of
the greatest future challenges I face.
To achieve this goal I will use what the academic literature and my own
prior experiences suggests is best practice in implementing a gaming informed
pedagogy in the classroom.
What place does gaming have in pedagogy?
A systemic
implementation of gaming as a pedagogic tool in classrooms faces a range of barriers
and enablers that can impede or promote the use of this technology. Internationally, the TALIS Report
(2008) identified the challenges that schools and teachers faced in the early
adoption of new technologies for the benefit of student learning. Technology was characterized as
being subject to such rapid change that educational authorities often lacked
clear guidance in how to best use ICT in the classroom. It is, therefore, not surprising that
TALIS found a positive correlation between the use of technologies like gaming,
and teacher participation in ICT-related professional development. It is likely that teachers are
unwilling to use new technologies, if they are not aware of the affordances
that this change of behaviour in their everyday teaching practice will have on
their students' learning. In
Australia, this conservative tendency runs contrary to the stated intentions of
the government's recent Digital Education
Revolution [DER] Program (Australian Government, n.d.). However, as a teacher I found
this initiative tended to emphasize the provision of the physical requirements
necessary to implement this program, but not the less tangible elements needed
to support the pedagogic shift that should accompany this process. Thus
computers were provided to all staff members at my rural school, but the
opportunity to engage in the PD required to exploit this technology was not
readily available. This resulted
in a sporadic uptake of different elements of this program, with teachers who
were "tech-savy" much more willing to engage with the outcomes
identified in the DER. Unfortunately
in this context there were also teachers who used 'token' ICT elements in their
lessons, unsupported by a strong understanding of whether their choices were
pedagogically appropriate. This approach
resulted in negative experiences that were then reported back in subject area
team meetings, resulting a dismissal of what might otherwise be a potentially
worthwhile learning resource for our curriculum area.
The cognitive impacts of living in a wire world
As a qualified
Learning Support Teacher I was perhaps most interested in the potential effects
of gaming on cognition. I had
previously used the program Mathletics
to develop automaticity in Year 9 students who struggled with information
processing. According to my
understanding of meta-cognition, the increased speed that these students
demonstrated was due to a reduction in the cognitive load placed on their
working memories (Dunlosky & Metcalfe, 2009). What I did not realise, until I had viewed the speech given
by the neuroscience Baroness Susan Greenfield (2011) (see below), was the
physiological response that too much exposure to this sort of rapid fire
stimulus and a reward-based gaming system could have. Greenfield proposes that if this sort of process is allowed
to dominate, a child will experience exposure to higher levels of dopamine,
reducing their attention span, stimulating the need to repetitively practice
the reward inducing behaviour and inhibiting the functioning of their
pre-frontal cortex.
Literally, this sort of game can rewire a student’s brain and
personality if engaged with to excess. As one might imagine I was horrified. In interacting with these ideas I
learnt to treat gaming as a pedagogic tool with respect. It is not always an innocuous fun
activity; gaming can be both a powerful tool for positive or negative learning
outcomes, depending on how the student engages with it. It can also increase our students’
ability to process information, but does not necessarily lead to knowledge
construction (Greendfield, 2011).
Baroness
Susan Greenfield's Seminar at Science World 2011
References:
Australian
Government. (n.d.) Digital
Education Revolution. Retrieved
October 18, 2011 from
http://www.deewr.gov.au/Schooling/DigitalEducationRevolution/Pages/default.aspx
Dunlosky, J., &
Metcalfe, J. (2009). Metacognition. Los Angeles: SAGE.
Foster, A. N., &
Mishra, P. (2009). Games, claims, genres, and learning. In R. E. Ferdig (Ed.), Handbook of
research on discrete event simulation environments: Technologies and
applications [IGI Global edition] (pp.33-50). doi:
10.4018/978-1-59904-808-6.ch002
FisherScientificUK. (2011). Baroness Susan Greenfield's
Seminar at Science World 2011 Part 1 [Video file]. Retrieved from http://www.youtube.com/watch?v=vMLEWryTdSc&feature=mfu_in_order&list=UL
FisherScientificUK. (2011). Baroness Susan Greenfield's
Seminar at Science World 2011 Part 2 [Video file]. Retrieved from http://www.youtube.com/watch?v=IcejJN8RRbU&feature=mfu_in_order&list=UL
FisherScientificUK. (2011). Baroness Susan Greenfield's
Seminar at Science World 2011 Part 2 [Video file]. Retrieved from http://www.youtube.com/watch?v=1LyvZZAVxnw
Organisation for
Economic Co-operation and Development [OECD]. (2009). Creating effective teaching and learning environments: First results
from TALIS. OECD
Publishing. Retrieved online from www.oecd.org/dataoecd/46/17/43044074.pdf
Williamson, B.
(2009). Computer games, schools,
and young people: A report on
using games for learning.
Futurelab. Retrieved at
http://archive.futurelab.org.uk/resources/documents/project_reports/becta/Games_and_Learning_educators_report.pdf
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