“games bring together combination of motivating elements not found together in any other medium”
- Mark Prensky
•GAMES•
Much has been said about games being powerful sources of learning. Likewise, research has been done on the various aspects of learning that are found in games. Some have stated why we should use games for learning and others suggest that video games are “intricate learning experiences that have a great deal to teach us about how learning and literacy are changing in the modern world."[Gee, J. P. 2003]
[ The below bibliographies have also been listed within the TIMELINE section of this site. Therefore, in this section along with the PSYCHOLOGICAL and COMPUTERS sections I have simply attempted to separate the readings into their most appropriate category. Noting that many of the readings could be placed within multiple sections. ]
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
In his book, James Paul Gee gives an in-depth perspective on video games, learning and literacy; as he explores a number of popular games played on both game platforms (such as Xbox and PlayStation) and on the computer. He expounds on the impacts of these games on the player (i.e. the learner) and the various domains associated with them. While traditionally, people think of literacy as the ability to read and write, Gee suggests that games are “intricate learning experiences that have a great deal to teach us about how learning and literacy are changing in the modern world.” For example, he notes that images, symbols, diagrams, artifacts, and many other visual symbols are important in our modern societies which make way for a new “visual literacy” that one would need to learn how to “read.” Similarly, when people learn to play video games, they are learning a new literacy. Furthermore, we are exposed to what Gee argues to be thirty-six (36) important learning principles which are built into good video games, “principles that are strongly supported by current research on human learning in cognitive science such as:
- How one forms an identity.
- How one connects different sign systems such as words, symbols, artifacts and so on.
- How one chooses between different ways of solving a problem.
- How one learns from non-verbal cues.
- How one transfers abilities learned while doing one task to doing another.
Gee goes on to list and explain all thirty-six leaning principles. In summary, it is said that Gee’s book “will open your mind to the possibility that video games are the forerunners of instructional tools that will determine how we learn in the future.”
Prensky, M. (2005). Computer games and learning: Digital game-based learning. In Handbook of computer game studies (pp. 97-122): The MIT Press.
In his research, Mark Prensky refers to developing certain types of games for learning as he also works to explain the difference between what he defines as the Digital Natives and Digital Immigrants. He states that there are two reasons why we should use games for learning. 1-That today’s learners have changed radically. As he believes that the digital natives, those who grew up with digital technology, think and process information differently than the digital immigrants. 2-These learners need to be motivated in new ways. Thus, computer games can help provide that motivation. He explains how learners have changed from previous generations do to today’s learners being immersed with technology. He details his Ten Ways Digital Natives Are Different, which includes categories such as Parallel processing verses linear processing, Random access verses linear thinking, and Graphics first verses text first. He states “games bring together combination of motivating elements not found together in any other medium” as he continues by listing those various elements. Furthermore, we are exposed to his five learning levels of: How, What, Why, Where, When & Whether. Overall, he is stressing that it is important to understand how computer and video games are powerful learning tools which can be used to create effective learning opportunities for the digital natives. Noting the rich and complex relationship between computer games and learning; and highlighting “computer and video games; enormous potential for helping people learn more effectively in the future.”
Juul, J. (2005). Half-real: Video games between real rules and fictional worlds. Cambridge, MA: The MIT Press.
In his book, Jesper Juul gives much insight on games, “from rules and structure to aesthetics and fiction to the complexities of player experience.” He outlines a theory of what video games are, how they work with the player and how they have developed historically. He explores how games relate to the real world with reference to the relation between real rules and fiction worlds. He also “examines how rules provide challenges, learning, and enjoyment for players…” Furthermore, we are exposed to many interesting aspects and concepts, such as:
- Chunking
- Flow Theory
- Gameplay
- Emergent gameplay
- Emergence and progression games
- Player attachment
- Skill acquisition
- Strategy
- Projection
His overall analysis of games allows educators to better comprehend games and sets a foundation for further study on games and learning.
Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19-29.
Shaffer, D.W. (2006). How computer games help children learn. New York: Palgrave Macmillan.
Shaffer, D.W. (2006). Epistemic frames for epistemic games. Computers & Education, 46, 223-234.