August 03, 2005

Gaming and Education

Role of video game technology in educational settings

Innovate: an interesting journal of online education, recently devoted an entire online issue to gaming in education. I have begun reading through the articles and find them marvelous. Let's look at the first one: “What would a state of the art instructional video game look like?” by J.P. Gee.

Before you run fleeing for your life from that very title, let me suggest a few parts of the article that sound a very different note, one which those of us in faculty support units need to heed.

Education, K-12 and higher ed, is suffering from a “continued allegiance to bad theories of learning.” Ouch. That's rather harsh. How about if we say that the theories of learning are out-dated, rather than simply “bad.” He does make a telling reference to what he has called “content fetish,” and, being an ex-high school English teacher, I know what that means. I felt compelled to cover British literature in one year. Tough job.

He then moves up a level of abstraction and begins to explore what defines a “domain of knowledge.”   In my work with Educause's NLII in their virtual community of practice pilot project, I became very familiar with looking at an area of learning as a domain of knowledge, defining that domain, and trying to create a virtual learning environment that would embody that domain. Heady stuff.

“Any domain of knowledge, academic or not, is first and foremost a set of activities and experiences.”

That's a good premise. Because it moves us seamlessly from the traditional domains of knowledge that originated in Greek times and were formalized in medieval times as the university system developed to the 21st century. Now. Let's look past that spell-binding term “academic,” and consider a university of a different kind.

An article on the Fast Company blog (a very rich feed),   “Welcome to Video Game University,” describes a Video Game University. This institution was created because of one company's perception of “the talent shortage that now grips the whole industry.” Some statistics will reveal a little bit about the economics and perceived value of this university:

  • 20,000 prospective students requested applications
  • 800 applied
  • 60 were accepted

Since games are never produced by one person, the entire learning structure is based on teams. One student notes, “We're trying to grab the school by the throat and take everything we can from it.”

When was the last time you heard a traditional university student respond like that to the experience of freshman year?

Reading the two articles side by side triggered some new areas of thought about teaching and learning. Thoughts?

Posted by kbennett at 03:36 PM | Permalink | TrackBack (0) | Links to this post
Categories: Gaming

July 30, 2005

Complexity in Game World

Complexity Matters
In 2001, Marc Prensky titled his ground-breaking article, “Digital Natives, Digital Immigrants,” and here he defined the gap that rested between the majority of teachers and the Net Generation students pouring into the university, demanding a more relevant learning environment. I find the dichotomy revealing and thought-provoking.

I heard Prensky speak when the Center for Media & Community held a live webcast event on July 27, 2005 entitled "Kids, Video Games & the Classroom.” One of the key points Prensky made during his presentation was the profound difference between mini-games (the kind with which digital immigrants such as myself are familiar) and complex games which embody the kind of learning environment he maintains we should be crafting for today’s students.

The PowerPoints were difficult to find so I pulled an article by Prensky called “Complexity Matters.” Digital immigrants have a huge blind spot when it comes to how we perceive games – that is, as trivial and having no place in formal education.

The other segment of the “games” industry, and the segment wherein the magic rests, offer complex games. These typically require “tens of hours to concentrated attention to master” and can be described as:
  • Creative
  • Collaborative
  • Challenging
  • Competitive
As someone who failed at Myst repeatedly and finally gave up, self-esteem damaged by the attempt, I am intrigued by his defense of these games and his insistence that they must become “a key educational tool for today’s students and for kids in the future.”

Ideas worth engaging.
Posted by kbennett at 09:08 PM | Permalink | TrackBack (0) | Links to this post
Categories: Gaming