James Paul Gee’ article, Good Video Games and Good Learning focuses on the learning principles incorporated by video games serving a challenging and educational purpose. He proposes that “challenge and learning are a large part of what makes good video games motivating and entertaining”. It is an interesting concept, considering some of the opinions floating around Canadian education today. Just last week the topic of discussion in my inquiry class (EDUC 452) centered around the fact that 40 is the new 50 in regards to student performance. Students, who are now coming close to meeting the 50% passing requirement, are pushed through to the next level without being required to complete the necessary work.
Is it possible that these same students who hate challenge and learning in the classroom, are then heading home and spending hours being challenged and vigorously learning on a different platform? Gee points out how some of the criticism aimed at video games claims that “what you learn when you learn to play a video game is just how to play the game” but he argues that along with playing the game, the player inhabits its surroundings and engages with sixteen various learning principles. I find this article very interesting and it challenges a lot of the preconceived notions I hold about video games. I seldom played video games as a child, and when I did the occasional time at a friend’s house, I’d always feel guilty that I was not playing outside or better yet, doing something more productive with my time. I would walk away from a two hour game of Mario-Kart or Super-Mario, feeling as though I had wasted too much time playing around with video games and had now successfully contributed to the rotting of my brain. Looking back now, I had no concrete evidence to back up my reasoning and my sentiments towards video games had arisen out of what others had told me or what I had seen on the news.
In taking a look at the fifteen principles present in good games, I now see video games presented from an entirely different angle. Previously, I had thought that a person’s interaction with the game was a purely responsive one, without any initiative or truly intellectual engagement on part of the player.
References:
Gee, J. (2005). Good Video Games and Good Learning. Phi Kappa Phi Forum, 85 (2), 33-37.