In the past few years there has been a lot of literature supporting
the contribution modern video games make to learning. “A number of people, from
various disciplines, have argued either that we should use games for learning
(Squire, 2006; Squire & Jenkins, 2004) or that we should learn from games
how to build better learning spaces that need not be games” (Gee, 2003). These
are the words of James Paul Gee, one
of the more prolific writers in this area.
James Paul Gee was born April 15, 1948 in San Jose, California. He is
currently the Mary Lou Fulton Presidential Professor of Literacy Studies in the
Department of Curriculum and Instruction at Arizona State University and has
been there since 2007. His CV is
lengthy, to say the least and highlights his passion for video games and
learning, especially in the latter years. Along with his passion to see learning
inspired by video games, Gee also comments on what he sees as the failure of
the school system to provide students with engaging, meaningful learning in the
21st century. Something he hints can be transformed if we (as
teachers & administrators) looked to gaming as a way of immersing students
in the process of learning. These
views demonstrated in a few of his publications (accessed here) as well as in youtube videos.
In one particular paper, ‘surmising the possibilities: Portal to a
Game-Based Theory,’ Gee uses the game Portal to highlight the amazing
properties that ‘good’ games have that enable all of us (not just the students) to engage in problem-solving situations
that lead to learning. Not the kind of learning that he says is normally
deployed in schools: the skill and drill rhetoric based around ‘academic
subject matter,’ but a learning that enables us to use ‘knowledge tools’ to
solve problems, build knowledge and surmise possibilities (Gee, 2009). It would
be timely now to give you some background information about the game ‘Portal’
and the kind of world it pulls its players into. It is set in a 3D world where
the female avatar that you are controlling has a ‘portal gun’ that produces a
blue or orange portal. You go through one portal and emerge out of the other.
The game follows gravity laws and other principles from physics (Gee, 2009).
According to Gee (2009), this game is particularly interesting because
it highlights the distinction between ‘entertainment games’ and ‘serious games’
normally used for educational purposes. This game is fun and entertaining, yet
at the same time is teaching players implicitly about principles such as
conservation of momentum. The problem, says Gee (2009) is that these tacit
understandings don’t always get represented by explicit understandings or can
be articulated by players. This is where fan fiction sites, websites, forums
and game communities can help players articulate what it is they are
discovering (i.e. learning) while playing the game.
One of the things I found most interesting about this paper is Gee’s
questioning around why schools are teaching what they are. He is challenging
the fundamental content that today’s students are learning in various subjects.
Now, I believe Gee (2009) is relating to a more secondary school context when
surmising this possibility, however it is a great question for any teacher to
ask oneself: Why am I teaching this? Gee argues that schools today are very
much about factual content and ensuring adequate ‘coverage’ of that knowledge
(Gee, 2009). Although he is from the United States and is talking about a US
model of schooling, those same assumptions can easily be applied to Australian
schools also. His views on what people should
be learning are shared by Kuhn (2007) who says that beyond basic literacy and numeracy,
determining what a 21st century learner needs to know is next to
impossible. Gee (2009) contrasts this ‘coverage’ view of schooling with the
emerging phenomenon of Pro-Ams, people, who as amateurs become experts at their
own passion. Gee (2009) gives the example of a young girl who wanted to
photograph real clothes and use them in ‘The Sims’ game to create virtual
clothes. This required her to find a version of Photoshop and spend many, many
hours perfecting her creations. It didn’t just require technical computer
skills, she had to gain tacit and explicit knowledge about ‘texture, hue,
layering, mesh, perspective and design’ (Gee, 2009, p.13). Gee challenges us to
consider whether this girl is learning something ‘serious.’ It is not related
to a particular school subject nor does it have an ‘academic discipline’
attached. Nonetheless, it is deep, relevant knowledge and something that could
guide her to great heights in the future (if not now).
Gee’s article has implications for teachers not only in terms of how we teach, but what we teach. Most would argue, especially with the implementation
of a national curriculum that we have little choice in what we teach. We can’t just forget accountability, parent and
student expectations and leave behind all we have trained and worked for. So
what is the compromise? Do we focus instead on how we teach, drawing ‘knowledge tools’ from ‘good games’ to assist
students’ real-world problem solving and knowledge building? So, what are some
practical solutions? Gee (2009) provides some great food for thought and breaks
down for us the conceptual thinking behind how games can help us help our
students. However, in this instance, he doesn’t articulate the how. How do we bring games out of the ‘entertainment’
sphere and into the ‘education’ sphere without departmental access, flexible
timetabling and resources that cater for this learning?
What is your take on this issue? Is it possible or are James Paul Gee
and his like-minded advocates too far ahead of the schooling system?
References
Gee, J. P. (2009). “Surmise the possibilities”: Portal to a Game-Based
Theory of Learning for the 21st Century. Retrieved September 30,
2011 from http://www.jamespaulgee.com/node/32
Kuhn, D. (2007). Is Direct Instruction an Answer to the Right
Question? Educational Psychologist, 42(2)
p.109–113. Retrieved October 17, 2011 from http://www.usc.edu/dept/education/cogtech/publications/kuhn_ep_07.pdf
Authors cited in ‘Surmise the Possibilities’
Gee, J. P. (2003). What video games have to teach us about learning
and literacy. New York: Palgrave/Macmillan.
Squire, K. & Jenkins, H. (2004). Harnessing the power of games in
education. Insight 3.1: 5-33.
Squire, K. D. (2006). From content to context: Videogames as designed
experiences. Educational Researcher 35(8)
p.19-29.
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