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Thoughts on “Good Video Games and Good Learning”

In Gee’s article “Good Video Games and Good Learning”, he touts gaming as being better at promoting learning than school. One of his arguments is that books and textbooks that are used in schools are passive, while games are able to talk back. In this sense games are interactive, while schools are not as they allow the players to, “ “write” the worlds in which they live – in school, they should help “write” the domain and the curriculum that they study” (35). I do not fully agree with this argument. Although students may not be writing they IRP, many teachers often consult them on what they are interested in learning. This feedback often helps to create the learning goals for the class. Another point Gee makes is that good video games lower the consequences of failure, so players can start from the last saved level (35). This then encourages players to take risks, explore, and try new things. Contrastingly, school allows much less space for risk and hinders exploration. This is an excellent point. Often school can stop students from being creative because they fear failing. However, with the current importance placed on formative assessment and assessment for learning, this fear should decrease.

Students must also have agency in their learning. Gee states that because players are able to choose the level of difficulty that suits them, and help “write” games, they feel far more agency in what they are doing. I agree strongly with the notion and feel that it is also possible, and present within classrooms through inquiry. Students who are allowed agency in their learning are able to participate in a more meaningful learning experience through the discovery of new knowledge. By allowing students to choose the topics they wish to study they will be encouraged to “learn how to learn” rather than simply memorize facts. Inquiry based learning allows students agency in their learning, encourages curiosity, and personalizes learning in an engaging way. In addition to agency, Gee also claims the games are superior at providing well-ordered problems. Gee draws on the fact that games have levels, which challenge the players, but not before they are ready to be challenged. However, school also has levels, they are called grades. Although, within a grade level students are at varying levels of strength it is the role of the teacher to teach within the student’s Zone of Proximal Development. This allows students to be challenged, but just enough so they are able to reach understanding without being frustrating and giving up. Gee points out many positives aspects of games. However, school is growing in its use of technology, and beyond the old school teaching model of rote memorization. Teaching is becoming more advanced and is continually changing and improving.

 

Anna Fenn

Questions:

How can schools integrate student agency into the curriculum?

 

Gee, J. (2005). Good Video Games and Good Learning. Phi Kappa Phi Forum, 85(2), 33-37.

 

 

 

 

 

 

Categories
Visual Literacy

Response to Farmer’s Article “I See, I Do: Persuasive Messages and Visual Literacy”

Farmer’s article “I See, I Do: Persuasive Messages and Visual Literacy” focuses on the tactics used in visual media to persuade viewers to perceive something in a certain way. He states that pictures can be a very persuasive argument. A main concern of Farmer’s is equipping students with the tools they need to discern visual messages. Advertisers use a variety of techniques to grab our attention. They are aiming to establish credibility and trust, to stimulate desire for a product. Their main goal is to persuade us to act through buying their product, joining their cause, supporting their product, etc. In order to help students protect themselves from these persuasive visual messages they need to be taught to be conscientious consumers. Farmer encourages teachers to integrate this type of learning into the curriculum through project based assignments, and states, “…young people often overlook the subliminal impact of those messages. Making visual messages an explicit academic inquiry helps students pay more attention to their environment and provides them with skills to respond critically to those visual messages” (32). Not only do students need to understand the typical visual techniques used in visual messages, they also need to go beyond learning facts and into more critical thinking. This notion is in alignment with Bloom’s Taxonomy as is coincides with higher order questioning. Farmer suggests that students should first analyze images around the school like yearbooks, publications, or newspapers. Students can then create their own persuasive visual message using various types of software. The whole goal is to make students question what they are viewing. One major goal as a teacher is to encourage life long learning. Teaching students how to question and decipher persuasive messages is going to aid them throughout their lives. This will not only help them decide what to buy, but also who to vote for and what bank to subscribe to. As a Home Economics teacher, Farmer’s article particularly resonated with me in relation to grocery shopping.  A goal of Home Economics is to teach students how to properly nourish their bodies through buying healthy food products. Many food products are advertised as “healthy” touting such phrases as “high fiber”, “lot fat”, and “low sugar”. However, with close examination of the visual techniques used students learn how misleading these messages are. Consumers often overlook examining the nutrition facts and simply take the products claims as truth. Teachers across all courses need to make their students critically question persuasive visual images. Students should all graduate from high school having learned how to properly decipher and analyze the visual messages that bombard them every day.

Question:

How can teachers teach students about what makes an image persuasive in relation to their particular teaching subject?

Anna Fenn

Farmer, Lesley S.J. (2007). I See, I Do: Persuasive Messages and Visual      Literacy. Internet @ schools, 14(4), p. 30-33.

 

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