Saturday, January 26, 2013

Double Entry Journal #1

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

3 comments:

  1. I enjoyed your quote and had considered part of it when I was choosing my quote. As I read the article I just copied things that got my attention then sorted through them after reading. I found myself with a lot of quotes to choose from. I guess I’m saying this article really got me thinking too. Many of the games the author mentioned are controversial, as you said. I had never thought about these games as educational in any way. I can now see the educational aspects of these games and many others.
    I also enjoyed the article you posted. I have never considered my classroom as a multiplayer game but this guy actually turned his into one. I think being in his class would be very interesting and fun at the same time. I can see how almost any class could be turned into a game having the students work together to form one goal. This makes me think of a chemistry lab where every student must do their part so the entire class succeeds.
    Thanks for sharing!

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  2. Thanks for the article Vanessa! I just ordered the book he wrote! I might have students read it the next time I teach this course!

    What Lee Sheldon did in his college class is really what this course is about. Not that kids should play video games all day but how can we make our classroom more game like!

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  3. Interesting article, thanks for sharing!

    I, too, thought that Gee did a great job justifying game play in a way I hadn't thought of before. I appreciate that he used popular game titles that students would be familar with. As the technology dealing with game platforms and gaming engines expands, the "win-state" is become less of a goal of simply winning the game and more about the choices the player makes. In many games today, like life, the whole outcome of the game depends on the choices you make. Currently, my husband is playing Skyrim. Honestly, I don't know if there is an end to the game (a final dragon to slay or whatever they do). His choices decide where the game play goes, there seems to be infinite possibilities.

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