Intellectual Production #1: Digital Games and Learning Perspectives
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Cats and Portals: Video Games, Learning, and Play
3. Gee (2008) argues that great commercial video games promote broad learning and problem solving, and Gee (2008) claims that some video games interconnect players with forms of play which is connected to discovery. Just like animals discover something new, little children discover new possibilities and Gee (2008) uses the game Portal which is a mixture of problem and world games to expand viewpoint on play which gives the player a new tool. In addition, Gee (2008) uses words and symbols as knowledge tools and explains these words can lead to new possibilities in new worlds.
2. As a linguist who cares about language, Gee (2008) focuses onPortaland explains how Portal clearly shows problem solving and gaining mastery over the problems and tools to solve the problems. Gee (2008) discusses that Portal gives players new tools that lead to discoveries and explains how the role of language and literacy can be shown in video games. It would be great to see these in various learning environments, too.
1. Gee (2008) wrote that people lose the sense of discovery and the ability to surmise new possibilities in new worlds often as children move from home and community to school. How can people maintain their sense of discovery and enhance their play?
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Games as Distributed Teaching and Learning Systems
3. In this article, Gee and Gee (2017) describe learning from experience from the digital games and distributed systems of teaching and learning outside of school. Gee and Gee (2017) explain that videogames and virtual worlds give chances of new conversations with other people. To conclude, experiences with videogames and virtual worlds offer people’s learning and problem solving.
2. Gee and Gee (2017) argue the importance of experience in learning, observe that videogames give people a new world to have a conversation, and conclude that this DTAL system will lead to better learning and teaching in 21stcentury. Some people use DTAL systems to learn knowledge that couldn’t be learned in formal education, however, it would be great to see how people overcome some concerns regarding DTAL system.
1. Gee and Gee (2017) mention that some combination of access to online affinity spaces, tools, and face-to-face networks of peers and mentors are not available to all people who might benefit from them. How will people fully benefit in DTAL systems from these concerns?
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The bridge
Both readings focus on videogames Portals and how they foster learning and problem solving through conversations and interactions as tools with other people. Gee (2008) argues that the game Portal demonstrates the form of play, and enables people to see new possibilities, while Gee and Gee (2017) explain the importance of learning from experience from digital games and DTAL system.
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References
Gee, J. P. (2008). Cats and portals: Video games, learning, and play Links to an external site.. American Journal of Play, 1(2), 229.
Gee, E., & Gee, J. P. (2017). Games as distributed teaching and learning systems Links to an external site.. Teachers College Record, 119(11).