“What you learn when you learn to play a video game is just how to play the game”. James Paul Gee outlines this as a dismissive statement from people who devalue the learning benefits of playing video games in his article “Good Video Games and Good Learning”. He explains that students should be “learning how to play the game” within their classes in school (Gee, 2005, p.34). As part of my teaching philosophy I aim to guide students in learning how to be self-aware of their own learning styles and how they best acquire and negotiate knowledge. Education is much more than learning the content. I believe that students will be much more successful when they can identify how they learn, instead of solely what they have learned. I strongly agree with Gee’s article as he argues that there are many valuable aspects of “video games [and how they] incorporate good learning principles” and that educators should investigate this idea to engage and motivate students in the classroom (p. 34). I am a strong proponent for promoting and facilitating fun and learning conjointly in school. I strongly agree with the learning principles that he puts forth in his article. If teachers can incorporate some of the learning principles Gee identifies, then they can assist students in navigating their educational endeavours.
Reflecting on my practicum, I had the opportunity to teach Social Studies 8, and it was definitely out of my comfort zone since I have only been prepped to teach English. I had to stop myself from worrying and instead ask myself “How can I make this fun, for both, my students and I?”. During a unit on Feudalism and the Middle Ages, I challenged myself and the students by creating a final project where they got into groups and had to write a script for a mini-play depicting a conflict that could occur within the hierarchy during the time period and then perform it for the classmates. At the end of the unit, I asked students to fill out an anonymous feedback slip and students communicated that it was one of the more exciting projects they have completed. I received comments that expressed how they enjoyed the flexibility and creativity that the project allowed and their positive regard in being to able to verbally and kinesthetically communicate the content they learned. As I read Gee’s article, I made many connections with this experience. To name a few of them, many of the students enjoyed this project the same way some people enjoy video games. Before they started the script writing process, I asked each student to be responsible for creating a character for themselves by completing a character bio worksheet, which matches with Gee’s learning principle 1. “Identity”. Students became committed to their self-designated characters within their project (p. 34). It also offered “challenge and consolidation” since it allowed students to create their own problem or conflict and write a solution to resolve it, while applying and synthesizing the content, which creates “a mastery” of key concepts from the unit. As well, this project connects with principle 2 and 3, “interaction” and “production” (p.34,35). Students were able to work together to make decisions and offer feedback in the script writing process.
Overall, the question Gee poses about how video game creators and educators ask a similar question of “How do you get someone to learn something long, hard and complex, and yet still enjoy it?” is definitely worth taking time to consider (p.34). I think it would be great if we could harness the enticement and motivation video games create and bring that same attitude into the classroom. It would definitely change the classroom environment into a much more engaged place where students will be more invested in learning.
Gee, J. (2005). Good Video Games and Good Learning. Phi Kappa Phi Forum, 85(2), 33-37.
Angela Lee
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