Challenges for Teachers: Games R us - do kids learn anything from computer games? ADGC 2004 Catherine Beavis

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Presentation transcript:

Challenges for Teachers: Games R us - do kids learn anything from computer games? ADGC 2004 Catherine Beavis

Why should games matter to literacy educators? Computers and the new media are increasingly central to the lives of today's children and youth... their participation in global popular media culture, including online culture, has become integrally bound up with children's and teenagers' affiliations, identities and pleasures … This kind of social participation is integrally bound up with the ways in which symbolic meanings are made, negotiated and contested, and is therefore of central concern to literacy research. Nixon, H.(2003) 'New research literacies for contemporary research into literacy and new media?’ Reading Research Quarterly 38(3)

Questions How do games teach players so effectively? What are players learning about learning? What are players learning about literacy? What are players learning about relationships? What are players learning about the representation of self? What are players learning about negotiation? What are players learning about the way the world works?

Games as text A shift from narrative to spectacle A reliance on intertextual referencing A ‘remediation’ of older forms A mix of first, second and third person forms of address A shift from print to multimodal forms of literacy

Gee’s Learning Principles Active Critical Learning Principle All aspects of the learning environment (including the ways in which the semiotic domain is designed and presented) are set up to encourage active and critical, not passive learning Design Principle Learning about and coming to appreciate design and design principles is core to the learning experience

Gee’s Learning Principles Semiotic Principle Learning about and coming to appreciate interrelations within and across multiple sign systems (images, words, actions, symbols, artefacts etc) as a complex system is core to the learning experience Semiotic Domains Principle Learning involves mastering, at some level, semiotic domains, and being able to participate, at some level, in the affinity group or groups connected to them

Gee’s Learning Principles Metalevel Thinking about Semiotic Domains Learning involves active and critical thinking about the relationships of the semiotic domain being learned to other semiotic domains James Gee (2003) What Video Games Have to Teach Us About Learning and Literacy

Multiplayer Games Human partners/opponents More challenging game play Participation in a community The presentation of self Establishing authority Maintaining relationships Interpreting others Regulation and boundary riding

Human partners/opponents The difference with online games is you’re playing against a human opponent whereas when you’re playing against computers it’s not as challenging and can get a bit repetitive. Whereas online … it’s also a novelty that you can play with anyone from around the world, anywhere, and be playing against human opponents. (Alan)

Human partners/opponents You can work with people you can’t see face to face…. If you play online you can talk to people but you don’t have to deal with them quite as much. Also there’s more teamwork. With single player you’re in control of all the characters and you don’t have to talk to people, share, in as much as you know exactly where everything is. With multiplayer you might be in control of only one character, and you need to rely on other characters more for healing or spells or whatever. (Anna)

Challenging game play Firstly, the tactics they use are completely different. In multiplayer you’re using all the scope and yet inventing new tactics just on the hop, as you go along, trying to counter what your enemy is doing. And in the single player versions they’re just doing the set something; their attacks and responses are all pre- programmed in. The way they build their bases and defenses are pretty much pre-programmed in, so it’s easier to just get around it. (Pete)

Participation in a community What I try to do is I try to get within a group with people who I know are more influential and powerful within the gaming community than I am, and by getting in with them I can get in with others and it sort of goes on, pretty much the same as a new school situation. (James)

Presentation of self You’ve got to have some knowledge of the game itself and how to play it and the tricks there, which is why I spend time playing with the single play so I know what to expect. [Then] I will jump straight in and multiplayer … I think if you can work it so that you’re playing in a way which is something that they [your opponents] enjoy doing, [that] challenges them or convinces them that they’re doing stuff right as well, then that’s a way to get in with them. And, of course, if you can show the same type of ‘ideals’ as them, whether it be within the game or within just chatting before or after the gaming sessions then that will also help you as well. (James)

Interpreting others Sometimes you can tell if a person’s going to be an easy win or not. The sort of people who are just like, fresh new people full of energy, but they’re not very good, and they’re playing it just for an hour. They’ll chat a whole lot to you and then you can sort of tell, oh yeah, it’s going to be an easy win, if they’re really chatty, so most people don’t chat much [during the game]. (Pete)

Maintaining relationships A lot of the time that I spend when I’m online is I’m just sort of cruising around talking to people that I know. And by talking to those people I can sort of patch up the friendships that may have been destroyed when this guy, you know, didn’t do something right, and so you can do it like that. Or, if you – before the game, talk about what you’re going to do, and how much you enjoyed the last night’s session and what you think could be improved, just sort of like debriefing sessions. And I think that is one of the best things about it, because you can approach everything from a really tactical point of view and you can put into practice all of these strategies you thought... Well, if I had someone else who was there, who was thinking the same thing as me, I could have done this, and that’s one of the things that I find (James)

Implications for schools Purpose Identity Practice Ongoing learning Situated meaning Distributed knowledge Developing competence Discovery learning Insider experience Community Peer culture Risk taking Control Exploration Authority ‘Real world’ engagement Imagination Flow

Computer Games and Curriculum We need to learn from how computer games help young people to learn We need to find ways to engage our students with other texts and learning that will similarly allow them to be immersed, challenged and entranced. We need to find ways to incorporate multimodal texts such as computer game into the curriculum as objects of study in their own right

Computer games and curriculum We need to recognise the social and purposeful dimensions of multiplayer gaming, and the ways in which knowledge and learning is spread and shared. We need to recognise the fluidity of on and offline literacy practices in and around the game rather than seeing sharp divisions between on and off line texts and worlds.

Computer games and curriculum We need to recognise that the literacies and learning entailed in playing computer games reside as much if not more in the practices surrounding the games as in any game software intrinsically in itself. We need to recognise the deep investment in identity and peer culture tied up in participation in games playing, and seek ways to bring such purposeful connectedness into school curriculum and classroom activities