A new paper from James Paul Gee, "Learning About Learning from a Video Game" explores the implicit pedagogy of computer gaming. Focusing on the example of Rise of Nations, the author describes a learner-centered, self-paced, learning style-oriented approach.
Inspired, I downloaded the game, and concur with Gee. RoN has depths to it, beginning with the opening tutorial, a rich introduction to history and interface, intertwined. Repeated play adds more information about the dynamics of national planning and strategy, developed into learning by application and game feedback. Some of schoolings' structures - classes, progressive planned learning, involuntary socialization - are absent. Others appear in new forms: assessment by feedback and victory conditions; constructive learning by building a nation; information absorption. Critical thinking is embedded within the game and its feedback mechanisms: interface, production and development cycles, interaction with other nations. And I haven't gotten to the online multiplayer version yet.
The world's guru of fun, Bernie DeKoven, adds more thinking, noting, first, Gee's subtle point about the future of games and learning. Quoting from the paper:
Shortening and dumbing games down is not an option, since most avid players donÂ’t want short or easy games. Thus, if only to sell well, good games have to incorporate good learning principles in virtue of which they get themselves well learned. Game designers build on each otherÂ’s successes and, in a sort of Darwinian process, good games come to reflect yet better and better learning principles.
Speaking of the future, and thinking of educators, Bernie adds:
It's heady stuff. It has to be in order to be recognized by the community it needs to reach. But it's well worth the read, as are the other three papers in this collection - a taste of the promise of play and hope for the future of learning.
Learning is happening with RoN, on numerous levels. How do we capture this for education? Think of the questions: the fit of gaming cultures with K-12 and academia; mapping game topics and curricula; selection and implementation of preexisting games; the long, hard, storied creation of new ones, perhaps better suited; games as learning objects; the preservation problem. We'll come back to this.
(via Reed College's Technology Advisory Council)
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