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Re: De Castell and Jenson’s “Digital Games for Education: When Meanings Play”

De Castell and Jenson’s article discusses, with admirable candour, the difficulties in representing and conveying “educational” content through the medium of video games. They describe the process of designing a game called Contagion that seeks to address several public health issues, namely the class dimensions of disease transmission and state policies vis-à-vis virulent outbreaks. From their description, it is made to sound like a junior action/adventure approach to epidemiology or the “Social Determinants of Health” (but with the dystopic glamour of a pandemic panic!)

The candour I alluded to above instantiates in the authors’ admissions that the “funnest” parts of the game were the ones that touched on the social-political context of the game in only the most cursory or perfunctory ways (126). For example De Castell and Jenson describe a driving game portion of the larger game wherein players drive “through the streets of lower Pyramidea [the name of the city-state that constitutes the game world] at night, trying to locate and treat patients identified as needing assistance, while avoiding the patrolling…vans” (126). While this scenario may seem relevant to the social-political context of the game as I’ve described it, the authors allow that, essentially, “it’s just another driving game” (126).

De Castell and Jenson’s admission that the most appealing parts of the game contained the least “content” in terms of educational import lead to their greater point that the true “educative” aim of any game is, in sense, the “fun” itself:

The learning goal is such a game is simply to play it, to be in that setting, as an active and engaged participant, stringing together the parts, none of which is self-contained, but all of which can be fitted together to make up a richly educative whole (130).

The authors also go on to decry the utility-driven, instrumentalist vision of education that demands concrete measures for the displaying of learning processes that are often highly complex, social, internally-experienced, and not amenable to quantification. In this I completely follow them; I, too, think we need to resist the injunction to constantly test and show what we’ve accomplished as students and teachers. However, the question that is provoked by this line of thinking, precipitated as it has been in this article by a discussion of educational games, is what purpose the designation of “educational” content serves. Presumably, students are “active and engaged” participants in the settings of the commercial games that they play outside of school. If what educational games supply to them is something they are learning from the games that they play anyway, then is the purpose of an educational game an ethical one at its core? De Castell and Jenson do not explicitly state this to be the case, but the upshot or corollary of continuing to advocate for educational games (while admitting that they do very little to convey content) is to argue that there are suitable or unsuitable games for children of a certain age. Of course, this should not be a controversial idea. The horrific violence and virulent sexism that we see in computer games necessitates that we exercise some degree of gatekeeping. If we (and, presumably, the authors) agree that the project of edification (or, at the very least, protection from oppressive ideas) is defensible, then a careful articulation of that position might have accompanied an argument advocating gaming for gaming’s sake.

Works Cited

de Castell, S., Jenson, J., & Taylor, N. (2007). Digital games for education: When meanings play. Situated Play, DiGRA Conference, Tokyo, Japan. 590-599.

– Peter MacRaild

 

 

 

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Re: Baron’s Instant Messaging and the Future of Language

I follow and assent to Naomi Baron’s central thesis, namely that the idiosyncratic codes of CMC (computer-mediated communication) do not represent an essential degradation of formal or Standard English. She does not, however, see text-speak (or IM lingo) as an unequivocal good: for her there is a threat that students who apprehend this type of  lingo at a very young age might struggle to switch between formal registers and the informal textual codes that they’re immersed in. Nearly ten years on I think that her fears remain relevant, but so does her prescription for addressing this potential problem: conscientious teaching of linguistic conventions, forms, and standards in Language Arts classrooms. I do support and appreciate her call for vigilance in this regard, but I don’t actually believe that teachers, as a cohort of professionals, have ever even needed to have this caution made explicit. Just as students are more linguistically sophisticated and sensitive to register than many imagine, so are teachers able to teach academic register and diction even as they incorporate, respond to, and learn the felicities of the CMC that their students use. There is much room to play in an English classroom.

I do, however, find some disturbing revelations in Baron’s short article; revelations to which she responds blithely, if not enthusiastically:

Participants in focus groups reported feeling comfortable juggling multiple online and offline tasks. Several of them     indicated that engaging in only a single IM conversation (doing nothing else online or offline) would feel odd. IMing, they    suggested, was something they did under the radar of the other virtual and physical activities vying for their attention. (30)

This narrative of “natural” multitasking–perhaps emergent in 2005 but seemingly widely professed amongst youth currently–is one that demands pause. It is true that all significant new technologies encounter an apocalyptic (perhaps pseudo-) humanist rhetoric about the costs of acceleration and some sort of concomitant loss of “soul” on the part of younger generations. I want to be careful to avoid re-marshaling such a line. However, I think there is now some evidence that this comfort with multitasking that Baron observed masks a degradation not in language, necessarily, but in cognition itself. Clifford Nass’s work at Stanford (http://www.pnas.org/content/early/2009/08/21/0903620106.abstract) and Jiang et al’s at MIT (http://www.sciencedaily.com/releases/2004/06/040608070625.htm) strongly suggest that multitasking is inefficient, at least. I wonder–at the risk of rehearsing a sort of belated nostalgia–whether the vacillations of the various modes and media of contemporary information technology have effects on the human mind that need to be described in something other than utilitarian terms.

 

Works Cited

Baron, Naomi. “Instant Messaging and the Future of Language”. 48 Vol. New York: ACM, 2005. Web.

– Peter MacRaild

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multiliteracies Visual Literacy

Robb, Rahela, Justin, Peter, and Brian’s Media Project One: Visual Media Literacy

For our “Media Project: One”, we  decided to experiment with using images to respond and represent an iconic and canonical English language poem: W.B. Yeats’ ” the Second Coming”. The process of creating this product is described in the below .pdf:

Media Project One – Visual Media Literacy

To view the film that we produced, please visit Youtube and leave a complimentary comment!

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