Author: cmac26
In his article, Good Video Games and Good Learning, James Paul Gee identifies sixteen learning principles that good video games incorporate and argues that teachers should try integrating aspects of gaming into their classrooms in order to maximize students’ success. As someone who grew up playing Nintendo, Sega, and Play Station, I recognize that video games are very fun and agree with Gee that school should be fun too. Too often students today are forced to sit passively in their hard plastic seats for long periods of time and listen to a teacher talk for what seems like forever. By incorporating aspects of gaming into the classroom environment, students are able to have fun, proceed through the curriculum at their own pace, take part in the creation of storyline or setting of a game, and make mistakes in an academic space where failure has traditionally been highly stigmatized.
After reading Gee’s article, one of the potential benefits that immediately occurred to me was the possibility of reducing the amount of classroom behavior management needed. For generations, schools, and especially the classroom, have been environments where mistakes are considered the worst things that a student can make. The traditional classroom environment does not provide students with the opportunities to learn from the mistakes they made on their tests or assignments. The stigmatization of failure in the classroom has generated a feeling of animosity between students and their learning environment. By viewing mistakes as failures rather than learning opportunities, schools are adding a lot of unnecessary stress to their student body and preventing them from making educated guesses or taking chances. In such an environment, students could also begin to believe that their ideas are not valuable and are unworthy of sharing with the rest of the class just because they are different or potentially wrong.
Unlike the traditional classroom, I think that modern classrooms should present a happy, motivational, engaging, and purposeful setting for learning. In order to reduce the amount of classroom behavioral management needed, teachers must understand the conditions that affect the instructional process if they want to prevent inappropriate behavior. By incorporating the learning principles highlighted in Gee’s article, teachers are providing their students with the opportunity to move through the class material at a speed that is more comfortable and less stressful for them. Students will be less likely to act inappropriately in class if the learning environment is suited to their interests and learning styles. Teachers can provide help to students and guide them through their learning process when they ask for it, but most of the learning is done by the student at their own pace. It is the hope that during this process students will start to take ownership of their learning and begin to view their mistakes as learning opportunities rather than failures.
Another interesting learning principle that successful video games incorporate is what Gee describes as the element of production. As the article mentions, “players are producers, not just consumers; they are “writers” not just “readers”” (Gee, 35). In other words, many good video games get their players to take part in the writing, producing, and co-designing processes with every action and decision that they make in a game. In their short article, How Can Video Games Support Literacy Skills for Youth?,Kathy Sanford and Liz Merkel bring up the excellent point that video gamers also take part in many literary activities in order to improve their favorite games and gaming skills (Sanford and Merkel, 118-121). Gamers are always producing written reviews about games online, in magazines, and even on the iTunes app store. The popularity of these video games and gaming apps can often be determined by these written reviews and critiques by players. In order to write these reviews, gamers have to develop a complex language about the game by playing it. Therefore, teachers should try to tap into this knowledge of video games by encouraging their students to write about them during writing activities. Students should also be provided with a similar opportunity in the classroom to take part in the formulation of the curriculum and their own learning. As teachers, we need to recognize how video games are transforming previous forms of literacy. It is up to us as teachers to become informed about the learning principles that good video games incorporate and the activities of literacy that our students are already engaging with outside of the classroom.
-Cody Macvey
Questions:
1) As English teachers, how can we use video games to improve the literacy skills of our students?
2) What are the potential drawbacks of structuring the classroom and curriculum like a video game?
References:
Gee, J. (2005). Good Video Games and Good Learning. Phi Kappa Phi Forum, 85(2), 33-37.
Sandford, Kathy, & Merkel, Liz. How Can Video Games Support Literacy Skills for Youth?. In Kendrick James, Teresea M. Dobson, Carl Legoo (Ed.1), English in Middle and Secondary Classrooms: Creative and Critical Advice from Canada’s Teacher Educators (118-121). Toronto: Pearson. (2012).
In their article, Using Graphic Novels, Anime, and the Internet in an Urban High School, Nancy Frey and Douglas Fisher provide an interesting discussion on the use of graphic novels within the classroom as a way to develop visual literacy and writing skills amongst students. According to Frey and Fisher, graphic novels are a form of popular culture that has the potential to engage students in authentic writing and allows for the scaffolding of important literary skills by teachers. As a teacher candidate who used a graphic novel during my practicum, I found that they are an engaging tool for developing students’ writing skills and introducing them to critical visual literacies that are relevant to modern society. However, while Frey and Fisher have successfully demonstrated effective teaching approaches to using graphic novels in the classroom, they do not stress the importance of teachers being well versed in how to read and understand graphic narratives before they begin to teach it to a classroom of students.
While on practicum at John Oliver Secondary, I decided to use the graphic novel Maus in my Communication 11 classroom in order to help develop writing techniques and visual literary skills of my students. During our exploration of the text, I found that simple elements, like the quality of cartooning, served as a basic yet helpful tool to teach my students about literary devices like hyperbole and metaphor. By analyzing these intentional features of the text, my students developed a better understanding of these literary devices and how cartoonists use them to create meaning in their graphic novels. During our study of Maus,we also explored the historical ramifications of the Holocaust, and critically analyzed certain reappearing themes in the graphic novel like family, memory, guilt and war. Thus, while graphic novels are helpful tools to develop writing skills, I also found that they could be linked to certain cultural or social issues for the purpose of class discussions.
In many ways, I agree with the root argument put forward by Frey and Fisher; that graphic novels can be an effective and inexpensive way to introduce critical literacy concepts and develop writing skills. However, early in the article Frey and Fisher state that “students seemed reluctant to discuss [graphic novels], perhaps because it would disclose a literary form belonging to their generation” (Frey & Fisher, 19). While this may be the case for many adolescents, I found that most of my students lacked a basic understanding of how to read graphic novels as well as the visual literacy skills needed to critically analyze the text. Therefore, I think that before students can use graphic novels to improve their writing skills they must be taught how to engage with a graphic novel properly. Teachers must understand the specific form of integrated literacy that is required to elicit meaning from a graphic novel and must also be well versed in how to read the text before they can begin to teach their students. Before my students started critically analyzing the main themes of Maus or using the text to develop certain writing techniques, we discussed the basic elements that graphic novelists use to create meaning on the page. Whether it is the style of lettering, the ordering of the panels, or the use of a speech balloon to set mood or tone, each element in a graphic novel is carefully chosen by the author as a way to communicate their message to the reader. Students must be aware of these elements prior to reading a graphic novel in order to fully understand it.
-Cody Macvey
References:
Frey, Nancy and Fisher, Douglas. “Using Graphic Novels, Anime, and the Internet in an Urban High School.” The English Journal 93.3 (2004): 19-25.