Game Design & Learning - Double Entry Journal #1
Quote:
Even when players are not modifying games, they play them with goals in mind, the achievement of which counts as their “win state”. Players must carefully consider the design of the world and consider how it will or will not facilitate specific actions they want to take to accomplish their goals. One technical way that psychologists have talked about this sort of situation is through the notion of “affordances” (Gibson 1979). An “affordance” is a feature of the world (real or virtual) that will allow for a certain action to be taken, but only if it is matched by an ability in an actor who has the wherewithal to carry out such an action.(Gee, 2005)
Response:
This article really stretched the limits of how I thought about popular games. I've always bought into the general notion that popular video game-playing was learning how to "problem-solve," although, I've always felt that explanation lacking. This article did a really good job of fleshing out that idea and presenting it in a concrete (and semi-scientifically backed) way. I'm glad for that. I choose this quote because I am still struggling to find examples of how exactly to use the principles of video gaming that the author so clearly laid out in a way that makes students' understand that learning is the goal. Which brought me back to goal setting. I think a lot of young people (and adults) struggle with setting goals for themselves. These games are (in my mind) teaching problem solving, but the goals - the "win-state" - is usually pre-programmed into the video game. In the real world, the individual sets their own goals.... and usually gets lost in a plethora of choices (and opinions).
I was surprised to find this article changing my understanding of the connection between popular video games and learning. I was very happy that this article didn't shy away from discussing popular (and sometimes controversial) games such as Grand Theft Auto, World of Warcraft and Thief: Deadly Shadows. I think what most suprised me about this article is that it didn't just talk about traditional "education" games but discussed ways that entertaining games are used for learning.
Additional Resource:
http://hechingerreport.org/content/qa-with-lee-sheldon-turning-the-classroom-into-a-multiplayer-game_6066/
I was looking for a concrete way to use the model of video games as a learning system in the classroom - This article is a Q&A with a guy who did it! Fascinating!
Citations:
Gee, J. P. (2005). Retrieved from website: http://www.academiccolab.org/resources/documents/MacArthur.pdf