Digital games for education Mark Chen Feb 13, 2008
Benefits of gaming Promotes problem solving and logic skills Playing good games means recognizing patterns and making strategic decisions. Situated experience can be powerful. What transfers though? Embodied narrative
Controversies of gaming Violence No conclusive research partly due to misunderstanding of games and genres Assumes content or disposition transfer Simple player-game model of experience Addiction Assumes games are valueless Simple player-game model, again
Sociocultural model of gaming If gamers are part of a larger cultural phenomenon, the source of powerful benefits and controversies are tied to cultural practices and norms. Collaborative, collective decision making Distributed expertise Danger of dominant norms marginalizing certain players
Gaming literacy? Participating in a transmedia culture Websites, FAQs, fan fiction and art, wikis, digital literacy practices and tech knowledge, online communities As with any domain, to be literate means to participate (produce, consume, share). Rather than censor or exclude certain cultural practices, we should encourage critical thought and a sense of self in social contexts.
Some good games for classrooms Still, there are definitely some games that are better suited for classroom use. PeaceMaker and other games for change: Animal Crossing Civilization (Kurt Squire) SimCity (Cole and 5th D stuff) Darfur is Dying:
Resources Jim Gee interview: Orange County DoE video on games for education: Mark’s essay on pros and cons of gaming: Mark’s essay on games for learning: A response to the New Atlantic’s take on video games: Games Learning Society conference An example of New Games Journalism:
Class agenda Discuss the Gee article—do you agree with his premises or not? Explain. Describe your experiences playing digital games from the past week. What decisions did you have to make? Were the games difficult to get into? What are the issues with the games you played this past week (not all digital games in general)? Think about the written “texts” in the games you encountered. Do you think there is value in the texts for helping students increase their traditional literacies (reading, writing)? Talk about the social nature of games—do you feel the games you played encouraged cooperation, competitiveness, social interaction, etc.? What were the stereotypes visible in the games you played? Short presentation/summary