| By Dr. Scott McLeod Educators and parents are
quick to disparage video games - they’re a ‘waste of time,’ they’re ‘too
violent,’ or they lead to repetitive stress injuries (nintendinitis).
And yet, even non-gamers like myself can recognize that there’s something
going on when a kid who can’t sit still in class for five minutes can be
mentally locked in for hours at home playing video games.
Why is this? And how, as school leaders, can we think about gaming differently,
in a way that recognizes the learning principles that are embedded in most
video games? After reading this document, I hope that teachers and administrators
can discuss (and maybe reframe) their beliefs about the educational aspects
of gaming and consider how they might be able to draw on some of the powerful
cognitive aspects of gaming within their classrooms. At the end of this
document are discussion questions and a list of some key gaming-related
resources for educators. This article is based on the superb book, What
Video Games Have to Teach Us About Learning and Literacy, by
Dr. Jim Gee
at the University of Wisconsin-Madison.
So… without further ado, here are some learning principles that are present
in most video games, particularly role-playing games where a participant
takes on the role of a character interacting with his environment and/or
others.
1. Video games are set up to encourage active, not passive, learning.
All video games require participants to be actively involved in their
own learning. Gamers, particularly those in role-playing games, rarely sit
passively and receive information. Instead they must actively explore, hypothesize,
experiment, reflect upon, critique, move about, interact, etc. As children
navigate complex gaming spaces, they learn to think of these gaming environments
as spaces that both manipulate them and can be manipulated by them. This
is very much like real life (or ‘meatspace,’
as some virtual denizens call it!).
2. In video games, ‘learners can take risks where real-world consequences
are lowered.’ (Gee, p. 207)
Video games provide places where participants can safely take risks.
When a gamer fails, at worst she ‘loses a life’ or has to start over, often
not at the beginning but in a slightly reduced state that allows her to
retain nearly all of the skills, knowledge, power, capabilities, progress,
etc. that she has gained thus far. This gaming principle entices children
to try, even if they (rightly) believe that they will fail at first.
3. Gaming environments are compelling to participants.
The proof that gaming environments are compelling to those playing them
lies in the fact that gamers are willing to play a game repeatedly and often.
Gamers put in a lot of effort as they try different ways of doing things,
try to get further than they did before, explore new variations in areas
where they already have been successful, etc. Gamers are mentally engaged
- often quite deeply - with the learning environment as they try, fail,
try again, fail again, try yet again, fail yet again, and so on.
4. Video games give a lot of output for just a little input.
One of the key characteristics of video games is that they operate according
to what Gee calls the amplification of input principle. In a video game,
you can push a few buttons here and there, or type a few words with your
keyboard, and an entire immersive environment springs forth to engage you.
Gee notes that this principle is present in other domains as well. For example,
think of the output that you get (e.g., you can drive halfway across the
country) by simply moving your foot up and down on the gas pedal of your
car. Amplification of input is a powerfully motivating feature of video
games because learners can put in just a little and still get a lot back
out. This encourages them to put in a little more to see what else they
might get.
5. In video games, learners get rewards from the very beginning.
Another significant feature of video games is that participants get rewards
from the very beginning. These rewards, both intrinsic and extrinsic, send
messages of success to learners and encourage them to continue to play to
gain additional rewards. Extrinsic rewards might include new character lives,
greater wealth, more points or coins, etc. Examples of intrinsic rewards
include satisfaction with character progress or growth, expanded interconnection
with other characters, greater understanding and knowledge, and so on. Importantly,
these rewards are individually customized to each learner as he or she progresses
further through the gaming environment.
6. Gamers get lots of non-boring practice.
As Gee notes, people “need to practice what they are learning a good
deal before they master it” (p. 68). Moreover, if they don’t continue to
practice, they lose much of their previously-acquired skill and knowledge
(e.g., how much do you remember about sine, cosine, and tangent?). Because
they provide opportunities, for active, interactive learning, video games
do an excellent job of allowing learners to practice skills and mentally
ingrain existing knowledge in ways that are engaging, not boring. One of
the keys to this is the fact that video games embed learning within meaningful
contexts rather than being decontextualized like “drill and kill” worksheets
or homework problem sets. Video games also facilitate learners’ acquisition
of self-selected goals rather than goals that are externally imposed by
others.
7. Video game participants are constantly learning, unlearning, and
relearning.
In most video games, particularly role-playing games, participants must
continually unpack prior learning and undo previously-routinized behaviors
in order to learn new skills that allow them to progress and be successful.
In other words, participants cannot function on 'autopilot' for long before
the video game requires them to do something different to reach a new and
higher level. As Gee notes,
Several educators have argued that this cycle of automatization of
skills through practice, rethinking this automatization when faced with
new conditions in order to learn new skills and transform old ones,
and then perfecting these new skills through further practice that once
again leads to automatization is the very foundation of intelligent
practice in the world. . . . A cycle of automatization, adaptation,
new learning, and new automatization is a sine qua non of learning for
those who want to survive as active thinkers and actors in a fast changing
world. (pp. 69-70)
8. Video games continually and appropriately challenge learners.
Video games are structured so that learners constantly operate at the
outer edge of their competence. Participants are continually challenged
but the challenges are not so difficult that learners believe they are undoable.
Gee refers to this as the regime of competence principle.
Lev Vygotsky, a famous developmental psychologist, called this concept
the zone
of proximal development—the area in which students are ready to grow.
Video games are similar to teachers in that they take the role of what Vygotsky
called the 'more knowledgeable other,' the entity that helps students bridge
the gap between their current ability and new capabilities. In education,
we often call this scaffolding - the idea that learners can progress to
new skill levels with structured, individualized, just-in-time assistance.
Video games are very adept at scaffolding participants' learning. One of
the reasons that video games are so compelling / engaging / 'addictive'
is that participants are continually faced with new challenges that are
neither too easy nor too difficult. This motivates them to move forward
because the next step is always in sight and is perceived as being achievable.
9. Video games foster active, reflective investigation.
Gee points out that most good video games require learners to
- probe the virtual world by exploring, looking around, moving items,
clicking on something, etc.;
- form a hypothesis about what something in the game might mean based
on reflection while probing and afterward;
- reprobe the world with that hypothesis in mind to see what effect
occurs; and
- treat this effect as feedback from the world and accept or rethink
the original hypothesis. (p. 90)
These four stages reflect how expert scientists approach their tasks
and embody the process by which children and adults learn when they're not
in school. In other words, this probe-hypothesis-reprobe-rethink process
is "central to how humans learn things" (p. 91). This model of learning
is underutilized in schools, however, as curricula and other pressures often
result in a focus on memorization of facts rather than on teaching students
how to discover, decode, and test patterns of thinking and meaning. The
latter, of course, is an essential skill for individuals living in an everchanging
global society.
10. Video games allow learners to follow their own paths.
There is more than one path to success in most role-playing video games.
The path that some players follow, or the choices that they make, can be
different than the paths and choices of others and yet still lead to the
next level. Those paths may take longer, or some choices may be better,
but eventually each player gets to the next stage. By playing and replaying
levels repeatedly
in ways that are not boring, players can revise and refine their paths
to success. Video games allow for individualized learning toward common
outcomes.
11. Gamers make meaning within embodied experiences.
Because video games have the capacity to create complex, experiential
simulations, participants’ learning is situated within learning environments
that are fairly authentic, at least within the paradigm of the game framework.
In other words, learning is not decontextualized, like a multiple choice
item or writing prompt might be, but instead is rooted within the ongoing
development of the skills, knowledge, and behaviors necessary to be successful
in the game environment. For example, instead of reading about a blacksmith
or watching a video about a blacksmith, gamers learn by actually being blacksmiths.
Participants’ understanding is thus deeper because it is embodied within
simulated (and often very real) experiences.
12. Learning in video games is multimodal.
Most educators know about the theories of multiple intelligences and
learning styles. The basic idea is that students learn differently and have
different strengths. Teachers thus should try to facilitate multiple paths
to learning and attempt to create different ways for students to show their
mastery of content material. Most video games seamlessly integrate three
of our five senses: sight, sound, and touch. If we ever figure out a way
to implement Smell-o-vision
or
Odorama with our computers (learn
more about digital scent technology), participants also may experience
different smells while gaming. Because they can simultaneously utilize images,
text, sound, interactions, abstract design, and so on (Gee, 2003, p. 210),
video games are better able to simulate real-life experiences than can printed
text, audio, or video. This makes learning more authentic, more engaging,
and more compelling.
13. Video games can create subsets of a domain.
One of the most powerful features of video games is their ability to
simulate worlds: past, present, or future; real or fictional. The
multimodal capabilities of video games allow participants to be immersed
in rich, deep learning contexts. For example, instead of reading about the
Civil War, learners can take the role of soldier, general, medic, battlefield
photographer, news correspondent, and the like. At the same time, however,
dropping a new learner into a complex world can be disorienting and discouraging.
Video games can create a simplified subset of the real domain, a starting
place where participants can safely become oriented to the new world before
being exposed to the entire learning environment. The value of this cannot
be understated. Imagine if you were an English-speaking American who was
about to be dropped into the middle of South Korea. Wouldn’t it be nice
if you had a chance for some safe and structured, but authentic, practice
first? Gee (2003) sums this up nicely:
Learning is not started in a separate place (e.g., a classroom or
textbook) outside the domain in which the learning is going to operate.
At the same time, the learner is not thrown into the “real” thing—the
full game—and left to swim or drown. (p. 122)
14. Video games effectively facilitate “bottom up” learning of basic
skills.
In early stages of video games, learners are exposed to critical fundamental
skills that allow them to gradually engage in more complex actions. As Gee
(2003) notes,
early situations and problems [are designed] in a quite sophisticated
way to lead to fruitful learning. When later the player is confronted
by harder situations and problems, he or she has just the right basis
on which to make fruitful guesses about what to do. (p. 135)
These basic skills are learned in a “bottom up” fashion - by playing
the game, not through decontextualized exercises. Indeed, the structured
learning environments of video games typically are designed so effectively
that
by the time new players are aware of what are basic skills . . .
the basic elements that are used repeatedly and combined and often concentrated
in the earlier episodes . . . they have already mastered them. (Gee,
2003, p. 136)
15. Video games facilitate “just in time” learning.
The artificial intelligences that reside in video games can be structured
to respond in different ways to participant activity. Computer-mediated
learning environments thus can be designed to provide information “just
in time” or on demand. There is a great deal power associated with just-in-time
learning or resource acquisition. For example, in manufacturing and industry,
the concept of just-in-time manufacturing
allows companies to reduce inventory and cut costs, making them more
efficient and effective. Similarly, just-in-time learning environments allow
participants to acquire skills or knowledge
when they need them and not before. This facilitates greater concentration
in earlier stages on things that are important (rather than extraneous or
unneeded);
allows for greater individualization and customization; makes learning more
fluid; and leads to more active, engaged, motivated learners.
16. Gamers are discovery learners.
Virtually every role-playing game requires participants to actively investigate
the learning environment.
As noted previously, this active learning aspect replicates real-life
learning contexts and deepens overall knowledge and proficiency. Unlike
many K-12 classrooms, video games rarely tell learners anything overtly.
If games do, it’s usually planful and related to something small. All of
the big discoveries—the conceptual breakthroughs—are left for the learner
to discover in a structured, scaffolded way.
Educators
have long recognized the value of guided, inquiry-based learning methods,
particularly for problem-solving, even if they have rarely implemented such
methods on a large scale.
17. Gamers have many opportunities for learning transfer.
One of the key outcomes that educators try to achieve with students is
the
transfer of learning from one context to another. In rapidly-changing
societies such as ours, the ability to transfer and/or adapt existing knowledge
and skills to new situations is an essential requirement for life success.
Video games give participants many opportunities to practice already-acquired
skills and to transfer their learning to new and different challenges. To
succeed in video games, learners must not only exhibit near transfer (i.e.,
replication of prior learning to new, fairly similar, situations) but also
far transfer (i.e., adaptation and modification of prior learning to substantively
different contexts).
18. Gamers are producers and insiders, not just consumers.
Like other modern technology tools (e.g., digital cameras and camcorders,
podcasts, blogs, wikis), many video games allow learners to be producers
of original content, not just consumers of pre-packaged material. Some of
the most popular role-playing games (e.g.,
Second Life,
EverQuest) have
very
sophisticated economies built upon user-created content. These video
games have tools that allow for rich, individualized customization of the
learning environment by participants. This stands in sharp contrast to the
“one size fits all” instructional model that we see in many schools and
classrooms, where teachers and textbooks are the insiders and “the learners
are outsiders who must take what they are given as mere consumers” (Gee,
2003, p. 194). Control of the learning path, and perhaps the learning environment
itself, can be powerfully motivating and engaging for learners.
Conclusion
The purpose of this article is to illustrate some of the powerful learning
principles that are present in video games, particularly role-playing games
where a participant takes on the role of a character interacting with her
environment and/or others. The series only highlighted 18 of the 36 learning
principles described in Dr. Jim Gee’s book,
What Video Games Have to Teach Us About Learning and Literacy. I
selected principles from the book that I thought were particularly powerful
aspects of electronic learning environments. These principles are present
in K-12 classrooms to varied extent, depending on the school and/or teacher.
However, it is important to note that these principles, even when present,
typically occur in K-12 classrooms only some of the time while for video
games they are the bedrock foundation of the learning platform and are present
nearly all of the time.
I think that video games, or virtual simulations, or whatever we want
to call them, will be a key component of classrooms of the future. The learning
principles and potential will be too powerful to ignore for much longer,
particularly as we move closer to every student having some kind of computing
device with him or her 24 hours a day. Also, educators are starting to recognize
that the ability of computers to facilitate students’ self-paced learning
can free up teachers to spend more time with students who need extra help
or who are ready to move ahead. One of the biggest challenges for K-12 teachers
is differentiating instruction for a classroom of students with greatly-varying
ability levels. Computers running educationally-valuable electronic learning
environments can help immensely with this issue and can be powerful tools
for savvy educators.
As the educational and/or ‘serious’ games movement grows, we will begin
to see complex, realistic, accurate simulations of ancient civilizations
(e.g., Colonial Williamsburg, the Maya, Great Zimbabwe), historical events
(e.g., the Pelopponesian War, the Warsaw Ghetto Uprising, the Long March),
scientific and mathematical processes (e.g., space exploration, Archimedean
physics, Euclidean geometry), and the like. I am looking forward to this
day. Right now even the most popular education-oriented games (e.g., Reader
Rabbit, JumpStart, Oregon Trail, Where in the World is Carmen Sandiego?)
have been notably simplistic compared to commercial virtual worlds such
as Second Life, EverQuest, and World of Warcraft. I believe that education
oriented simulations will be much better at stimulating deeper, richer learning
than the textbooks, videos, and learning games of today. It’s hard to argue
that making authentic decisions in the role of a pharaoh or a slave or a
farmer, while immersed in the realistic sights, sounds, and activities of
ancient Egypt, wouldn’t be a better, more meaningful, and more permanent
learning experience than merely reading a few textbook pages, seeing a few
pictures, answering some “drill-and-kill” multiple choice questions on the
computer, or watching a short video on the subject.
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