Thursday, April 4, 2013

Week 10: Rough Draft 3


Videogames and Education:  What Can We Learn while Playing?

            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.  There are studies from a plethora of fields supporting the value of video games as pedagogical tools.  Whether it is a U.S. Department of Education research on the benefits of discrete educational software, like Math blaster, or a study of laparoscopic surgeons using a video game to practice minimally invasive procedures: Video games are teaching us and its working (Gentile).  What is confusing, is that while video games are demonstrating success in localized research studies, they continue to be perceived in a broad sense as merely games.  And while it is easy to design and evaluate a video game that measures a student's improvement at basic math skills like addition and subtraction.  Many argue, that more critical and complex areas of study can only benefit from classical education.  This raises the important question: How do video games develop complex critical thinking skills, and what makes them as valuable, or better than earlier methods?  OR Why are video games so stigmatized, and what do you they teach us that classical education does not?
            In the field of Anthropology, any human culture can be understood as the dynamic relationship between ideology, social structure, and technology.  Over time empirical evidence shows that generally technology will develop quickly, changing the cultural dynamic and slowly thereafter peoples social structure and ideology will adjust to the accommodate the new system.  Ironically, contemporary humans are aware of this propensity for delayed reaction to technology, yet cannot avoid it.  As was the case with past technological developments: written language, the printing press, photography, television; Digital media and video games face resistance on an ideological level in our society.  Each of the aforementioned technologies are new forms of media, new systems for the distribution of information.  All of these technological mediums eventually became part of our educational system, both directly and indirectly//.  Why are video games any different?  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 my definitions of reality and identity, it is important to note what is different about video games from past forms of media.  Video games mimic the world of experience i.e. unlike books where an author describes a subject and a location, in a videogame the simulated player moves and experiences the location as the subject themself.  It is this frightening distinction, the ability to become the subject and experience in real time a digital world, I believe is both the greatest value of video games and the source of their rejection.
            While it may be obvious that we can and do learn from video games, the concern becomes can they teach relevant, career oriented, practical skills?  The answer is yes they can.  Literacy, in the sense of reading and writing has been a contingent aspect of higher education for centuries.  Yet modern society now requires literacy in computers, internet, and digital media.  As James Paul Gee says, "We live in the midst of high-risk complex systems like global warming, a global economy, and global conflicts among civilizations and religions. The pace of change is faster than it has ever been. To succeed in this world our children need 21st-century skills," (DGL 61).  As human culture evolves with new technologies linking the globe and expanding our perspectives, individuals are required to develop new forms of literacy.  Video games serve as a unifying means to this end.  To explain how video games develop these skills Gee uses the terms "little g games" and "big G Games".  The learning derived from video games must be understood as more complex than just the interaction with a piece of software.  The software itself is Gee's "little g game", but the social activities and learning that occurs outside of the game as result of the experience is the "big G Game" (DGL 62).  It is this idea of the big G game that is underrepresented and hard to grasp for those who have not experienced it personally.  The "metagame" as it is also called, refers to the discourse and active behaviors that occur outside the video game itself.  To explain what Gee is referring to with the big G game take for example the online multiplayer game League of LegendsLeague of Legends, or LoL, is part of the Multiplayer online battle arena, or MOBA, genre.  LoL just so happens to be the most played PC game in the world.  The game itself consists of 10 players competing against each other in teams of 5, much like basketball.  Players choose from a series of characters, each with unique skills that are used to defeat they opponents.  The game itself is entertaining and competitive, but does not directly require any social, literary, or critical skills to perform.  The educational value of the game is a result of the "metagame" that exists outside the game play itself.  The big G game of LoL, includes a range of online forums, user generated content, websites created from specific requirements of players, the list goes on.  LoL even possesses its own subreddit page.  To even understand my last statement, a reader requires the same digital literacy I am describing.  Players develop social and literary skills through the process of reading and responding to forum conversations.  LoL can even develop online research skills, as players often search for and compare information specific styles of game play.  Due to the games team based structure, players experience a variety of social interactions which promote cooperative and group-based skills.  Those outside the culture of video games may find this concept hard to grasp.  Dave Shaffer discusses the big G Game phenomena in his article How to Measure 21st Century Thinking in Game.  He asserts that to understand how we learn from games is, "with the recognition that a game is fundamentally a culture... Playing a game—and certainly playing a game well—requires a certain way of thinking about and being in the world: a set of skills, knowledge, values, ways of making decisions, and ways of seeing oneself and being seen by others that 'work' in the game," (Shaffer 3).  LoL then, is a massive cultural entity.  By interacting with the greater culture of the game, individuals, whether passively or actively, acquire and refine skills that are practical and often necessary to function in the modern working world.

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