Video Games, Education and Identity

Our group began this blog to investigate what potential the world of video games can have on traditional classroom education.

Tuesday, October 12, 2010

Rethinking my Perspective on the Potential of Games

Big Thinkers:James Paul Gee with Games
Accessed from http://www.edutopia.org/james-gee-games-learning-video. October 12, 20103.    Rethinking my Perspective on the Educational Potential of Games

James Paul Gee provides a great deal of insight into the educational use of video games in the YouTube video attached.

Gee argues that video games, by the nature of their design are problem-solving activities that continually provide assessment and feedback in an immersive, enjoyable way.  In contrast,  Gee points out that schools tend to separate learning and assessment, and make assessment something that is often dreaded by students. These points alone make for a good argument for games, or at least a “game like” approach to be used in school curriculum. 

Gee argues that most games are social and collaborative.  Through engagement in games students are often held to high standards for the work they produce and tend to produce high quality work.  When students play games, they often create and share knowledge by producing, editing and modifying games.  Through these interactions they become active participants in the creation of culture.  

Students engaged in video games are required to be more complex thinkers, quick and often risky decision makers; important 21st Century skills that help foster creative and innovative thought.  In contrast,  students in traditional classrooms are too often expected to be simple thinking, unquestioning consumers. Through active participation in their own learning, students are more motivated and tend to gain a deeper understanding of learning.

 As Gee discusses, the need of this digital generation for participation (as referenced to Jenkins), is met through immersing in digital media such as video games.  A main reason for the use of video games as this medium, is their effectiveness for drawing interest based groups that combine talent.  Gee believes that in an effective group, there should be a higher group intelligence then any one member of the groups individual intelligence.  Thus, by partaking in the group, students can ultimately have a higher potential to achieve. 

The prospective of group brain power focused on a passionate interest,  is one of the most interesting aspects of online gaming. In a highly competitive, global economy, a gaming mentality might  just give our students the upper hand. As a result of  Gee's presentation, I am willing to bet  that this is the concept that would most likely influence the spread of a video gaming mentality into 21st Century school pedagogy.

No comments:

Post a Comment