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gaming Weblog Activities

Blog Post #2- Response to Good Video Games and Good Learning

The notion of “fun and games” often alludes to children playing games and having fun in their spare time outside of the classroom environment. If children and adolescents have fun outside the classroom, shouldn’t they be able to have fun inside the classroom too? In James Gee’s article, Good Video Games and Good Learning, he articulates the value in playing games in a classroom setting in order to develop a particular skill set involving problem solving, risk-taking, and exploration. Gee states that students “cannot apply their knowledge to solve problems or understand the conceptual lay of the land in the area that they are [currently] learning” (Gee 34). Rather, students are often taught to develop memorization skills and in turn, their ability to regurgitate facts. Although memorization may be a valuable skill, it does not prepare students for entering a world that requires the ability to problem solve and think critically on a daily basis. Students should be taught skills that are transferable to real life situations. The incorporation of games of all forms in the classroom environment will allow students to take risks and have fun in the class and will thereby motivate students to become more engaged in classroom activities.

 

Prior to reading Gee’s article, I can’t say that I had thought much about incorporating gaming into my own classroom environment. Yet, I think that many of the skills that you can learn from gaming are incredibly valuable and would be beneficial for an individual as they move forward in their life. For instance, one key skill learned when gaming is risk-taking which I think is a skill that many people overlook. Gee states that gaming encourages students to “take risks, explore, and try new things” (Gee 35). Gaming can allow students to create narratives based on the stories they create within the gaming world. Gaming also gives students the opportunity to fail and try again. I can’t stress the importance of this enough. Gee argues that in the gaming world “failure is a good thing” (Gee 35). In many online games, an individual may lose a level and then be given the opportunity to restart that level shortly after. In this type of environment, students get the chance to make mistakes, learn from them, and then apply their new skills when they try the level over again. With age, students will learn that much of life is about trial and error. Learning how to take the knowledge learned from one’s mistakes and how to use that knowledge to find success in future endeavors is a life skill that is applicable to any person’s life.

 

Classrooms around the world are often filled with bored and unengaged students. Games have the ability to engage students for hours on end and encourage students to consciously think about the decisions and choices they are making online. The modern classroom should engage students and make them excited to come to class. Gee writes in his article that “Humans actually enjoy learning, though sometimes in school you would not know it” (Gee 34). I think that using gaming in the classroom has the potential to give students agency and will give students a sense of control and ownership ownership over what they are doing (Gee 36). I don’t believe that games should make up the entire curriculum for any particular course. However, I believe that if educators use games in the classroom environment in conjunction with traditional methods of teaching, student will become more engaged and more likely to remember the material they are taught.

References

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

Categories
Presentation Seminar Prompts

Seminar Lead – Erin Milne – We have not reached the end of civilization!

Naomi Baron and Victoria Carrington articulate in each of their respective articles that “Standard English” is being destroyed due to the use of texting by adolescents in today’s society.  Carrington argues that “txting is clearly constructed in direct opposition to legitimate language, represented by the notion of Standard (or the Queen’s English)” (Carrington 168).  Text language, however, can better be seen as an alternative form of language and rather than perceiving this change as ‘the end of civilization’, (Carrington 161) might better be viewed as one form of literacy.

 

Carrington’s article begins with the discussion of a 13-year-old Scottish girl who submitted an essay to her teacher that was written entirely in ‘txt.’  The girl wrote an essay that happened to be written in ‘txt’ form.  Carrington further argues that due to the fact that the young girl was “unaware of the high stakes surrounding institutional literacy practices, she chose an inappropriate genre in which to respond to the class assignment” (Carrington 173).  In addition, Baron explains that “the shape of written language has always been as much a product of social attitudes and educational values as of technological developments” (Baron 31).  This means that the use of ‘txt’ language in a formal setting would likely be foreign for some adults because it is not something regularly seen within social realms.  Our society has not socially adjusted to the idea of using text language in formal settings and therefore is not yet prepared to accept this new form of language as a legitimate.

 

Written language has also largely been influenced by adolescents.  Baron states that “adolescents have long been a source of linguistic and behavioural novelty” (Baron 30).  Language has always been a part of adolescent small-group identity (Baron 30) and plays a significant role in the way that adults understand adolescents.  Text language acts as a snapshot into the lives of young students in our educational system.  If educators give students the opportunity to engage with text language in the classroom and let students know that this is in fact a legitimate form of literacy, students will be better able to shift and decode between a variety of print and visual forms.  Carrington argues that much of the meaning of contemporary text is embedded in the graphics, symbols, images and sounds that surround print” (Carrington 172).  Therefore, if educators can assist students in developing literacy skills in a variety of areas including ‘txt’, students will build the explicit skills necessary to engage with language that is continuously shifting.

 

So is ‘txt’ language really causing civilization to end?  In my opinion, not at all.  Knowledge of ‘txt’ language and other forms of computer-mediated forms of communication are simply empowering students and other members of society to participate and engage with others using a variety of literacy forms.

Erin Milne

 

Resources:

Baron, N.S. (2005). Instant messaging and the future of language. Communications of the ACM, 46(7), 30-31.

Carrington, V. (2005).Txting: the end of civilization (again)? Cambridge Journal of Education, 35(2), 161CCC175.

 

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