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Re: [school-discuss] Thinking through games (thanks to Dr Anil Seth for this link) (fwd)
Game theory is a sub-set of the field of mathematics - a "proper academic
discipline.
:-) [If its fun it must be bad? . . . I don't agree!]
Design theory may be a topic for another day.
--
Justin-R-Swain@(ahhtaytay).net
DCTV Producer http://www.dctvonline.org
. . . also Advocate of Linux, OpenSource and GPL
> Does GNU/Linux have something to learn from this? FN
> --
> -------------------------------------------------------------------------
> Frederick Noronha (FN) | http://www.fredericknoronha.net
> Freelance Journalist | http://www.bytesforall.org
> http://goalinks.pitas.com | http://joingoanet.shorturl.com
> http://linuxinindia.pitas.com | http://www.livejournal.com/users/goalinks
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> ---------- Forwarded message ----------
>
> URL: http://www.wired.com/wired/archive/11.05/view.html
>
> High Score Education
>
> Games, not school, are teaching kids to think.
>
> By James Paul Gee
>
>
> Scott Menchin
> The US spends almost $50 billion each year on education, so why aren't
> kids learning? Forty percent of students lack basic reading skills,
> and their academic performance is dismal compared with that of their
> foreign counterparts. In response to this crisis, schools are
> skilling-and-drilling their way "back to basics," moving toward
> mechanical instruction methods that rely on line-by-line scripting for
> teachers and endless multiple-choice testing. Consequently, kids
> aren't learning how to think anymore - they're learning how to
> memorize. This might be an ideal recipe for the future Babbitts of the
> world, but it won't produce the kind of agile, analytical minds that
> will lead the high tech global age. Fortunately, we've got Grand Theft
> Auto: Vice City and Deus X for that.
>
> After school, kids are devouring new information, concepts, and skills
> every day, and, like it or not, they're doing it controller in hand,
> plastered to the TV. The fact is, when kids play videogames they can
> experience a much more powerful form of learning than when they're in
> the classroom. Learning isn't about memorizing isolated facts. It's
> about connecting and manipulating them. Doubt it? Just ask anyone
> who's beaten Legend of Zelda or solved Morrowind.
>
> The phenomenon of the videogame as an agent of mental training is
> largely unstudied; more often, games are denigrated for being violent
> or they're just plain ignored. They shouldn't be. Young gamers today
> aren't training to be gun-toting carjackers. They're learning how to
> learn. In Pikmin, children manage an army of plantlike aliens and
> strategize to solve problems. In Metal Gear Solid 2, players move
> stealthily through virtual environments and carry out intricate
> missions. Even in the notorious Vice City, players craft a persona,
> build a history, and shape a virtual world. In strategy games like
> WarCraft III and Age of Mythology, they learn to micromanage an array
> of elements while simultaneously balancing short- and long-term goals.
> That sounds like something for their résumés.
>
> The secret of a videogame as a teaching machine isn't its immersive
> 3-D graphics, but its underlying architecture. Each level dances
> around the outer limits of the player's abilities, seeking at every
> point to be hard enough to be just doable. In cognitive science, this
> is referred to as the regime of competence principle, which results in
> a feeling of simultaneous pleasure and frustration - a sensation as
> familiar to gamers as sore thumbs. Cognitive scientist Andy diSessa
> has argued that the best instruction hovers at the boundary of a
> student's competence. Most schools, however, seek to avoid invoking
> feelings of both pleasure and frustration, blind to the fact that
> these emotions can be extremely useful when it comes to teaching kids.
>
> Also, good videogames incorporate the principle of expertise. They
> tend to encourage players to achieve total mastery of one level, only
> to challenge and undo that mastery in the next, forcing kids to adapt
> and evolve. This carefully choreographed dialectic has been identified
> by learning theorists as the best way to achieve expertise in any
> field. This doesn't happen much in our routine-driven schools, where
> "good" students are often just good at "doing school."
>
> How did videogames become such successful models of effective
> learning? Game coders aren't trained as cognitive scientists. It's a
> simple case of free-market economics: If a title doesn't teach players
> how to play it well, it won't sell well. Game companies don't rake in
> $6.9 billion a year by dumbing down the material - aficionados condemn
> short and easy games like Half Life: Blue Shift and Devil May Cry 2.
> Designers respond by making harder and more complex games that require
> mastery of sophisticated worlds and as many as 50 to 100 hours to
> complete. Schools, meanwhile, respond with more tests, more drills,
> and more rigidity. They're in the cognitive-science dark ages.
>
> We don't often think about videogames as relevant to education reform,
> but maybe we should. Game designers don't often think of themselves as
> learning theorists. Maybe they should. Kids often say it doesn't feel
> like learning when they're gaming - they're much too focused on
> playing. If kids were to say that about a science lesson, our
> country's education problems would be solved.
> _________________________________________________________________
>
> James Paul Gee, a reading professor at the University of
> Wisconsin-Madison, is the author of 'What Video Games Have to Teach Us
> About Learning and Literacy'.