Chapter 5: Learning and Gaming
1
What is the main argument the author is making in Chapter 5?
The
main argument Gee makes in Chapter five is that many video games are full of
learning principals that if applied to school curriculum, could greatly
improve learning in schools.
2.
What constitutes a theory of learning?
According
to Gee, a theory of learning is made up of principals and patterns of how we
learn. (Gee, 59)
3.
Why did the author struggle to learn to play Warcraft III? What needs to
proceed before good learning principles?
The
author struggled with Warcraft III
because he found it “too hard”, meaning that he failed to engage with the
game in a way that made use of its good design and learning principles.
Before good learning principles can be fully realized, the learner must have
motivation for an extended engagement with the game. There has to bee
commitment before deep learning of a complex domain can occur. (Gee, 59, 60)
4.
How would have the authors struggle with learning to play Warcraft III been
interpreted in school?
If Warcraft III had been a school
subject, his struggle to learn to play the game would have been viewed as a
failure, and he would have received a failing grade. (Gee, 60)
5
What kind of learning experience might be better suited for at risk
students?
Rather
than “vertical” learning, in which the learner makes much progress moving
from low skills to high skills in an area, “horizontal” learning, in which
learners do not seem to make much progress, but spend a lot of time mastering
the first skills of an area, may be most important for students who are “at
risk”. (Gee, 60)
6.
Why does the school-based interpretation of "at risk" lead to bad
learning?
The
typical school’s view of “at risk” often leads them to give learners with
this label “dumbed-down curriculum that is based in bad learning experiences
for the students, causing them to give up. (Gee, 60)
7.
What do schools need to do to function more like a good game?
To
function more like a good game, schools need to provide students the powerful
motivation for extended engagement that games provide by treating content
areas as domains with special worlds of their own, giving students the opportunity
to take on identities that allow them to see and think about themselves in
new ways, connecting knowledge with action and identity (Gee, 61)
8.
What is different about how good games and school assess learners?
Games
such as RoN allow learners to
assess themselves, what they already know and don’t know, and decide which
learning style suits them best, while schools tend to assess the learner and
make the decision for the learner how to address these choices (Gee, 61).
9.
What are the attributes of a fish-tank tutorial that make it an
effective learning tool? How is it different than school-based learning?
A
fish-tank tutorial is an effective learning tool because it gives information
multimodally, including print, orally, and visually; uses a lot of
repetition; information clearly interconnected, and is given “just in time”
so the learner can see its meaning in terms of effects and action. In school,
however, students often get too much verbal information up front and are
expected to remember it for the undetermined time in the future when they
will actually use it. (65,66)
10.
What is a sand-box tutorial? Why is effective? How is it different that
school-based learning?
A
sand-box tutorial is a space in which the game player is protected and is
free t explore and make new discoveries about the game before they actually
start playing. This type of tutorial is effective because it alerts players
to that fact that they need to assess their own progress, desires, and
learning styles. It also encourages them to make proactive decisions, take
control of their own learning, builds confidence, School based learning often
does not give students the chance to take control and make decisions about
their learning, and can quickly destroy confidence if students are not
immediately successful. (66-69)
11.
What is a genre? Why is it important for good learning?
Genre
is the type or category a given thing falls into. For example, a book’s genre
could be mystery, romance, or science fiction. Genre is important to good
learning because different types of reading and writing operate by different
principles, and it is vital to know early and well what type of thing we are
asked to learn or do. (Gee, 69)
12.
According to the author, what to learning and play having in common?
Learning
and play both give people a sense of joy and pleasure at meeting challenges.
(Gee, 71)
13.
How are the skills tests in good games different from skills tests in school?
The
skills tests of good games allow players of assess how well their skills are
integrated with each other and with the game system. They are developmental
for the learner rather than evaluative, and they test skills for their value
in strategies, rather than testing skills outside of contexts of application
as tests in schools often do. (Gee, 73)
14.
How does RoN support collaborative learning?
RoN
supports
collaborative learning by bringing together a host of people with a common
interest (the game) to share and disperse knowledge through websites,
chartrooms, and publications regardless of race class, culture, ethnicity, or
gender. (Gee, 73)
15.
Match at least one learning principle of good games (on page 74) with
each the following learning theorists you have studied in 3352:
Dewey- (inquiry and
problem-based learning) 3. “They create and honor horizontal learning
experiences, not just vertical ones.”
Vygotsky- (scaffolding, zone of proximal development)
12. “They offer supervised (i.e. guided) fish tank tutorials (simplified
versions of the real system)
Piaget
(assimilation and accommodation) 22. “They allow learners to practice enough
so that they routinize their skills and then challenge them with new problems
that force them to re-think these taken for grated skills and integrate them
with new ones. Repeat.”
Gardner- (theory of multiple
intelligences) 14. “ They give information via several different nodes (e.g.
in print, orally, visually) They create redundancy
Bandura- (social-cognitive
theory) 16. “ Learning should be a collaborative dance between the teacher’s
(designer’s) guidance and the learner’s actions and interpretations.”
Skinner-
(reinforcement
in Behaviorism) 1. “They create motivation for an extended engagement”
|
source
Gee,
P. (2004). Situated language and learning a critque of traditional
schooling.
Strong application of the learning theories Gee applies in his critique of situated language and learning!
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