Monday, March 4, 2013

Week 6: Second Rough draft


Videogames and Education:  Are We Learning When We Play?

            We live in a digital age.  This fact can no longer be avoided.  The personal computer has invaded every place where paper texts were once so dear.  The internet has changed the way we write and the way we learn, but with this comes a growing concern.  Many wonder what the effects this change in medium will have on the future, whether it is helping or hindering our society.  Video games are a highly stigmatized component of the digital age.  There is a concern as to how video games, and their use, are affecting the development of children.  While every other aspect of our culture is being uploaded and integrated into digital systems, the question remains: Should video games and interactive media be incorporated as pedagogical tools for the future?  As with any shift in culture resulting from technological advance, there is a conservative cry that exposure to video games is harmful on the developmental process.  This paper will examine this complex question and derive a conclusion as to whether or not video games can benefit pedagogy.
            To understand the potential for video games as tools for education we must first understand the context that shapes our response.  In a recent article by Jenny Weight, Self, Video Games and Pedagogy, she writes, "Your attitude to whether teachers should harness the video game as a pedagogical tool is flavoured by your attitude to reality and identity," (Weight).  This is a powerful statement about our reaction to videogames as human beings.  Weight is addressing the stigma of digital reproduction, and indirectly the complex idea of authenticity.  That is to say, a person's reaction is shaped by their identification with, or opposition to, the digitization of information and media.  While the average person isn't consciously saying to themselves, I don't like videogames because they call to question our definitions of reality and identity.  Video games are often perceived, usually by parents and mass media entities, as a waste of time.  This results from a viewpoint of video games as purely entertainment, similar to television.  A more extreme stance would be that videogames not only hinder learning in adolescents, but also prevent social development.  Weight observes that those in opposition argue, "Not only are video games considered to hinder acquisition of traditional academic skills, but critical learning is eschewed in conservative humanities curricula in favour of content-specific, well-defined, canonical bodies of knowledge."  Her observation again addresses the negative connotations applied to videogames, but also their connection to alternative teaching methods. Howard Gardner's theory of multiple intelligences, proposes that there are a variety of cognitive disciplines.  These are developed through different mediums and teaching approaches (Gardner).  If we consider his theory in relation to the interactive relationship created by video games, their value as pedagogical tools .
            The question becomes what type of education do video games promote.  How does the experience of interacting with a computer game become learning, and how can this type of education develop actual practical skills.  Jenny Weight used the term "critical learning" in my earlier quote regarding the relationship between pedagogy and video games.  This concept is frequently cited in arguments for the value of interactive media.  Dr. James Paul Gee, a professor and researcher in literacy studies, refers to the concept of critical learning in his article Learning by Design: Games as learning machines.  In his article Gee lists a series of a principles of learning, derived from his research in literacy, psycholinguistics, and education.  After defining each principle, he gives an example of how video games stimulate this aspect of the learning process.  One of these principles is the idea of the "empowered learner".  He explains that good learning requires learners that feel like active agents (Gee 17).  I believe this principle relates closely to Weight's concept of critical learning.  When individuals are engaged directly by media, or ask a teacher a question, thus opening a brief discourse, their brain is actively invested in the learning process.  The video game example Gee gives is of The Elder Scrolls: Morrowind.   Morrowind is a sandbox style role-playing game, which gives the player a large world to explore and a variety of moral scenarios that affect the story's outcome.  This not only causes the player to contemplate their actions and the possible outcomes, but reinforces their desire to solve more complex aspects of the game.  A quality game design, as Gee would argue, challenges the user with a series of problems escalating in degree of difficulty (19).  This aspect of game design is obvious to most outsiders as well.  Every time you get to the next level in Pac Man or Tetris, it gets harder.  What is interesting is how these two aspects of game design come together.  When an individual is actively participating and invested in game play, they are more willing to solve complex problems.  As Gee would say, "When we think of games, we think of fun. When we think of learning we think of work. [Video] Games show us this is wrong" (23).  A well designed game is capable of triggering an internal desire to learn.  While institutionalized pedagogical video games sound like a crazy idea, they may not be so farfetched.  I know that many students who attended an elementary school in the 90's with a computer lab have probably played Number Crunchers.
            Interest in the effects of video games on cognitive development is more than just an argument between children and parents, and more than just a subject of discourse amongst professors and academics.  For many years now, the potential for learning through video games has been studied by the United States Army Science Board.  In Michael Macedonia's article, Games, Simulation, and the Military Education Dilemma, he references an Army Science Board Summer Study in 2001.  He explains that, "Army studies show that this 'wired generation' is very different in terms of skills and attitudes than its predecessors," (Macedonia 158).  Following this statement is a lengthy list of characteristics of the "wired generation" according to the study.  Two of these characteristics are defined as a "Shift in focus of learning from passive listening to discovery-based experiential and example-based learning.  Shift in type of reasoning from deductive and abstract to the concrete" (Macedonia).  If we expand our perspective on video games as a unique form of media, and examine the relationship between user and program as a potential learning experience; the value becomes more apparent.
            So if we ask again, what value do video games hold as pedagogical tools, the answer is becoming much clearer.  The interactive relationship between user and program facilitates an active experiential approach towards learning.  The engagement of an individual in the video game realm forces the user to adapt to a unique environment.  In playing, the user, either consciously or subconsciously, is driven to critically assess the new digital environment.  The user, either through trial and error or by reading the manual, discovers the cause and effect of each control.  This process is contingent upon the user's ability to understand a unique system of cause and effect: I push button X and I jump, I push button Y and I duck.  Once this basal understanding is acquired between user and interface, the requests of the digital environment expand.  The user must now use their abilities to engage in the environment around them: If I jump into pixilated red lava my avatar dies, If I duck under the spikes I live.  Whether they are conscious of it or not, the user is critically engaging the video game.  The process of playing forces the user to synthesize their understanding of reality with the simplified structure of the digital realm.
            Looking past the simple binary of books are good, videogames are bad, there lies the possibility for a revolutionary shift in how we approach education.  The modern age of multimedia interaction obliges us as a society to examine the possibilities of digital interaction.  Video games can instruct and assess critical thinking and reasoning skills.  While the application of video games on an institutional level of education is perhaps a distant future, it is important to acknowledge their potential as viable pedagogical tools, inside and outside the classroom.

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