
Personally, I am not a big “gamer” so to speak. I know friends, and my brother who spend hour upon hours playing games on their computers, or game consoles through the TV. I have never had the pull towards them. As a child I played Mario on Nintendo, and other forms of Mario like Mario cart, and other such games that I cant even remember the names of. I also remember getting a 168 games cartridge that we had to blow on to make it work. People of my generation I am sure have fond and frustrating memories of blowing on the bottom of video games to make them work, or hitting the top of the Nintendo so get it to unfreeze. Now people are playing games online, or using a compact disk, where they can save their games, or talk to people all over the world, and join forces to concur whichever game of their choice.
Unfortunately, that’s about the extent of my experience. I have lightly dabbled in Sims, when it first came out, and the odd game on Facebook, which I lose interest in in about 2 weeks. I find that they don’t keep my attention, and I would rather relax and watch TV or read a book, then play a game, that I struggle with more times then not. Therefore, I was intrigued while reading J.P. Gee’s “What video games have to teach us about learning and literacy.” I liked that he has taken chances to learn the games that his son is playing, and that he finds the good side of video games. It is my belief, and something that I happen to childishly do, is that if someone tells me its bad and not to do it, then of course I do it. We all touch the stove as children even though its “hot!” as humans we are curious and challenging the boundaries of our parents discipline. I see the appeal of video games, but I am also a very social person and the thought of sitting at home, alone, for hours playing a game just didn’t appeal to me as a teenage, nor does it now.
Gee connects the article to teaching in a way that I hadn’t thought of before. He says “…that learning is or should be both frustrating and life enhancing. The key is to finding ways to make hard things life enhancing so that people keep going and don’t fall back in learning and thinking only what is simple and easy” (6) How has this theory not translated into schools? How come we struggle to keep teenagers engaged in material, yet they can go home and choose to play a game of strategy and skill for hours? Are we making school too simple and not relatable for them, or are we just seen as glorified babysitters, to keep them occupied, and only the University driven benefiting from school? These questions were coming to me as I was reading. I do with that he had talked to some teens and expanded his research, (which he may do more into the book. Which I would like to read in full, I just don’t have the time right now.) but to create a reason that kids spend so many hours playing a game that requires skill, thought, problem solving, creative thinking, rapid hand movement and many other skills that we associate with school. Yet we have kids checking out of learning and going home to play “games that are longer, harder, and more challenging” (6) then any schoolwork that they will ever encounter. These games are based on “good learning principles” (6) and they are selling off the shelves like crazy. However a classic novel in a high school may be carted around in a teens backpack without ever being cracked.
So I pose the question…how are we as teachers going to be able to keep kids as interested in our classes as they are to their games? Can we use video games in our classes to teach different genres/subjects/themes etc? Also, if you are a “gamer” so to speak, please tell me the appeal because I really don’t understand it!
The Tagxedo below is of the same game console as above, using the name of games from a-l. It was very interesting, in relation to what Gee said in his article that the main words were: Adventures, kid, challenge, and dragon were the ones that stuck out for me. This just more then reinforces his point of view and what we need to be striving for in classes.

Resources:
Gee, J.P. (2007). “What video games have to teach us about learning and literacy.” New York: Palgrave/Macmillan. Chapter 1. Retrieved Nov. 25, 2012
Gee, J. (2005). “Good Video Games and Good Learning.” Phi Kappa Phi Forum, 85(2), 33-37. Retrieved Nov. 25, 2012
www.tagxedo.com (2007) Retrieved Nov 26, 2012