What Video Games Have to Teach Us About Learning and Literacy

Last updated
What Video Games Have to Teach Us About Learning and Literacy.
What Video Games Have to Teach Us About Learning and Literacy.jpg
First edition
Author James Paul Gee
Country United States
Language English
Subject Education and Gaming
Publisher Palgrave Macmillan
Publication date
May 16, 2003
Media typePrint (Hardcover and Paperback) and audio-CD
Pages256
ISBN 978-1403984531

What Video Games Have to Teach Us About Learning and Literacy is a book by James Paul Gee that focuses on the learning principles in video games and how these principles can be applied to the K-12 classroom. Video games can be used as tools to challenge players, when they are successful. They motivate players to persevere and simultaneously teach players how to play the game. These games give a glimpse into how one might create new and more powerful ways to learn in schools, communities, and workplaces. Gee began his work in video games by identifying thirty-six learning principles that are present in—but not exclusive to—the design of good video games. He further argues for the application of these principles into the classroom environment. What Video Games Teach Us about Learning and Literacy is a call to educators, teachers, parents and administrators to change the approach to pedagogy.

Contents

Summary

Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam. When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games. To his amazement, good video games were "hard, long, and complex", and he often had to use outside resources to learn things needed to complete the game. However, when a game is too easy and/or too short, players do not feel compelled by it and they simply will not continue playing it. The new challenges, learning potential, and consistent struggles of these games also make video games motivating and entertaining for the user.

Gee takes a personal approach to explaining how the immersive, interactive world of a video game engages the player in ways that formal education may fall short. He argues that players do not usually read the manual before playing a game—they play the game and then look at the manual. He suggests that, in essence, this is what is required of students when they are asked to read a textbook before the information is put in context—before they get to play 'the game.' [1] Gee takes an optimistic view of video games, gathering a list of learning principles commonly found in these games. [2] He challenges the assumption that video games are a waste of time and points to ways in which, when played in an environment that fosters critical thinking, video games can become excellent teaching tools. [3] He also points out that games are not easy and that it is precisely their challenging nature that keeps the player involved. Gee suggests that if students in formal educational environments had the ability to build their own knowledge, as players in a game do when they beat a level, more progressive learning would follow rather than the frustration that is often felt by students in academic settings. [4]

Some of the learning principles that good games incorporate include: identity development, interactive approaches, student production, risk-taking, individual customization, personal agency, well-ordered problems, challenges and consolidation, "just-in-time" and "on demand", situated meanings, systems thinking, active exploration, thinking laterally, rethinking goals, using smart tools and distributed knowledge, engaging in cross-functional teams, and encouraging performance before competence. [5]

Learning principles

Learning and semiotic domains

Learning and identity

Situated meaning and learning

Transfer of knowledge

Cultural models

Learning as a social activity

Critical reception

Gee's book was generally well received by critics as an ambitious project that was "thoughtful, unique, and impassioned." [6] However, Gee does not escape criticism. Primarily, he was criticized for his failure to recognize other scholars working in similar fields of gaming theory, specifically Janet Murray's theories about agency and identity in games and Thomas Malone's scholarship on motivation. [7] Gee has also been criticized for relying too much on his personal experiences as empirical evidence [7] and for romanticizing the games he discusses. [8]

Application of theory

The James Paul Gee Learning Games Awards were created in 2020 to apply Gee's theories to the identification and judging of learning game design.

Gee's book is used in Kimon Keramidas' [9] argument explaining the learning processes of gamers. Some of the schema and elements that are used in game designing can be analogously used as "frameworks for reconsidering the structures of classroom experiences, syllabi, and program development. "What we are learning from games (both creating and playing) can be used by teachers to enhance their teaching and better prepare students for technology-based society". [9] Keramidas considers six game features (Jesper Juul's definition): rules, variable-quantifiable outcome, values assigned to possible outcomes, player effort, player attached to outcome, and negotiable consequences to compare games with learning systems. [10] Rules (a key component of any games) are very important in creating a good learning environment. The outcomes that a player achieves while playing a game are what makes playing games compelling and interesting; outcomes in education (both grades, and amount of knowledge that student will gain as a result of learning) are effective, only if the syllabi and curricula are compelling to learners and the assignments that are used to measure students' learning motivate students. Students will learn when they put effort and time into their studies, and they will be engaged in their learning if they believe that the possible outcome is worth their work and effort. What student experience and learn in school cannot (and should not) be separated from real life, and students should be encouraged to understand that gaining knowledge is comparable with gaining rewards in games (negotiable consequences—player is not mandated by the game rules in the real world but the consequences of gaming "may spill over" into the player's life).

Katie Salen promotes games as a learning tool for the 21st century. She helped design and launch Quest to Learn [11] where learning takes place by playing and exploring games. The curriculum is organized around the idea that "digital games are central to the lives of today's children and also increasingly, as their speed and capabilities grow, powerful tools for intellectual exploration." [12] Gee's ideas also form the basis of the work described in Matthew Barr's Graduate Skills and Game-Based Learning, where the author presents empirical evidence to support Gee's theories on game-based learning. [13]

Editions

See also

Related Research Articles

<span class="mw-page-title-main">Learning</span> Process of acquiring new knowledge

Learning is the process of acquiring new understanding, knowledge, behaviors, skills, values, attitudes, and preferences. The ability to learn is possessed by humans, non-human animals, and some machines; there is also evidence for some kind of learning in certain plants. Some learning is immediate, induced by a single event, but much skill and knowledge accumulate from repeated experiences. The changes induced by learning often last a lifetime, and it is hard to distinguish learned material that seems to be "lost" from that which cannot be retrieved.

Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.

Situated learning is a theory that explains an individual's acquisition of professional skills and includes research on apprenticeship into how legitimate peripheral participation leads to membership in a community of practice. Situated learning "takes as its focus the relationship between learning and the social situation in which it occurs".

<span class="mw-page-title-main">Active learning</span> Educational technique

Active learning is "a method of learning in which students are actively or experientially involved in the learning process and where there are different levels of active learning, depending on student involvement." Bonwell & Eison (1991) states that "students participate [in active learning] when they are doing something besides passively listening." According to Hanson and Moser (2003) using active teaching techniques in the classroom can create better academic outcomes for students. Scheyvens, Griffin, Jocoy, Liu, & Bradford (2008) further noted that "by utilizing learning strategies that can include small-group work, role-play and simulations, data collection and analysis, active learning is purported to increase student interest and motivation and to build students ‘critical thinking, problem-solving and social skills". In a report from the Association for the Study of Higher Education, authors discuss a variety of methodologies for promoting active learning. They cite literature that indicates students must do more than just listen in order to learn. They must read, write, discuss, and be engaged in solving problems. This process relates to the three learning domains referred to as knowledge, skills and attitudes (KSA). This taxonomy of learning behaviors can be thought of as "the goals of the learning process." In particular, students must engage in such higher-order thinking tasks as analysis, synthesis, and evaluation.

<span class="mw-page-title-main">Experiential learning</span> Learn by reflect on active involvement

Experiential learning (ExL) is the process of learning through experience, and is more narrowly defined as "learning through reflection on doing". Hands-on learning can be a form of experiential learning, but does not necessarily involve students reflecting on their product. Experiential learning is distinct from rote or didactic learning, in which the learner plays a comparatively passive role. It is related to, but not synonymous with, other forms of active learning such as action learning, adventure learning, free-choice learning, cooperative learning, service-learning, and situated learning.

Situated cognition is a theory that posits that knowing is inseparable from doing by arguing that all knowledge is situated in activity bound to social, cultural and physical contexts.

A lesson plan is a teacher's detailed description of the course of instruction or "learning trajectory" for a lesson. A daily lesson plan is developed by a teacher to guide class learning. Details will vary depending on the preference of the teacher, subject being covered, and the needs of the students. There may be requirements mandated by the school system regarding the plan. A lesson plan is the teacher's guide for running a particular lesson, and it includes the goal, how the goal will be reached and a way of measuring how well the goal was reached.

<span class="mw-page-title-main">Educational video game</span> Video game genre

An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.

An affinity space is a place where learning happens. According to James Paul Gee, affinity spaces are locations where groups of people are drawn together because of a shared, strong interest or engagement in a common activity. Often but not always occurring online, affinity spaces encourage the sharing of knowledge or participation in a specific area, and informal learning is a common outcome. In his coining of the term, Gee takes the notion of participatory cultures, and reframes it to the idea of "space". To Gee, what is happening in these online cultures is not merely a "culture" – and far different from a "community". In Gee's view, the word "community" conjures up images of belongingness and membership (p. 70). Instead, he has defined these worlds as "spaces" – a term that allows for the "robust characterization of the ebbs and flows and differing levels of involvement and participation exhibited by members"

<span class="mw-page-title-main">Digital native</span> Person who has grown up in the digital age

The term digital native describes a person who has grown up in the information age. The term "digital native" was coined by Marc Prensky, an American writer, speaker and technologist who wrote several articles referencing this subject. This term specifically applied to the generation that grew up in the "digital age," predominantly regarding individuals born after the year 1980, namely Millennials, Generation Z, and Generation Alpha. Individuals from these demographic cohorts can consume digital information quickly and comfortably through electronic devices and platforms such as computers, mobile phones, and social media.

Researchers in the field of educational psychology have identified several principles of learning which seem generally applicable to the learning process. These principles have been discovered, tested, and applied in real-world scenarios and situations. They provide additional insight into what makes people learn most effectively. Edward Thorndike developed the first three "Laws of learning": readiness, exercise, and effect.

E-learning theory describes the cognitive science principles of effective multimedia learning using electronic educational technology.

Multiliteracy is an approach to literacy theory and pedagogy coined in the mid-1990s by the New London Group. The approach is characterized by two key aspects of literacy – linguistic diversity and multimodal forms of linguistic expressions and representation. It was coined in response to two major changes in the globalized environment. One such change was the growing linguistic and cultural diversity due to increased transnational migration. The second major change was the proliferation of new mediums of communication due to advancement in communication technologies e.g the internet, multimedia, and digital media. As a scholarly approach, multiliteracy focuses on the new "literacy" that is developing in response to the changes in the way people communicate globally due to technological shifts and the interplay between different cultures and languages.

<span class="mw-page-title-main">James Paul Gee</span> American linguist

James Gee is a retired American researcher who has worked in psycholinguistics, discourse analysis, sociolinguistics, bilingual education, and literacy. Gee most recently held the position as the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University, originally appointed there in the Mary Lou Fulton Institute and Graduate School of Education. Gee has previously been a faculty affiliate of the Games, Learning, and Society group at the University of Wisconsin–Madison and is a member of the National Academy of Education.

<span class="mw-page-title-main">David Williamson Shaffer</span> American academic (born 1964)

David Williamson Shaffer is the Vilas Distinguished Achievement Professor of Learning Science at the University of Wisconsin–Madison in the department of Educational Psychology, the Obel Foundation Professor of Learning Analytics at Aalborg University in Copenhagen, a Data Philosopher at the Wisconsin Center for Education Research, and Principal of EFGames, LLC.

Emergent literacy is a term that is used to explain a child's knowledge of reading and writing skills before they learn how to read and write words. It signals a belief that, in literate society, young children—even one- and two-year-olds—are in the process of becoming literate. Through the support of parents, caregivers, and educators, a child can successfully progress from emergent to conventional reading.

Interactive learning is a pedagogical approach that incorporates social networking and urban computing into course design and delivery. It has emerged as a result of the widespread use of digital technology and virtual communication among students. The integration of digital media in education has contributed to the popularity and reliance on interactive learning, transforming the traditional education process.

<span class="mw-page-title-main">Multimodality</span> Phenomenon of human communication having different forms that combine

Multimodality is the application of multiple literacies within one medium. Multiple literacies or "modes" contribute to an audience's understanding of a composition. Everything from the placement of images to the organization of the content to the method of delivery creates meaning. This is the result of a shift from isolated text being relied on as the primary source of communication, to the image being utilized more frequently in the digital age. Multimodality describes communication practices in terms of the textual, aural, linguistic, spatial, and visual resources used to compose messages.

<span class="mw-page-title-main">Gamification of learning</span> Educational approach aiming to promote learning by using video game design and game elements

The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation.

Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating thinking, social interaction, and technology, all in service of doing things they care about. Computers and other technologies have already changed the way students learn. Integrating games into education has the potential to create new and more powerful ways to learn in schools, communities and workplaces. Games and learning researchers study how the social and collaborative aspects of video gameplay can create new kinds of learning communities. Researchers also study how the data generated by gameplay can be used to design the next generation of learning assessments.

References

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  3. Waldron, Emma. "What Video Games Have To Teach Us About Learning and Literacy". NACADA. Archived from the original on 2014-04-07. Retrieved 2014-03-30.
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  5. Gee, James Paul. "Good video games and good learning." Phi Kappa Phi Forum, vol. 85, no. 2, (2005): 34-37
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