Posts tagged: Arizona State University

Games Empower Learners: Gee’s Speech at GLS4

James Paul Gee over at Arizona State is renowned among educational gamers because he wrote what is widely considered to be the first scholarly book on educational applications of videogames: What Video Games Have to Teach Us About Learning and Literacy (2003). Recently, he keynoted the 4th annual Games, Learning, and Society Conference. Michael Abbott over at Gamasutra caught up with him and detailed the meat of his speech here. Some excerpts:

Gee sees the current U.S. educational system as inadequate to the task of addressing the problems of an increasingly complex world. He stated that “21st century learning must be about understanding complex systems,” and he believes many video games do a better job at this than the antiquated sender-receiver teaching model that dominates American classrooms.

Passion communities encourage and enable people of all ages to do extraordinary things. Gee believes the ‘amateur knowledge’ that arises from this immersive involvement often surpasses ‘expert knowledge,’ and cited fantasy baseball as an example.

Other highlights:

- Passion communities give users power and control, not necessarily money.

- He cites a young lady who learned PhotoShop in order to make better clothes for her Sims characters, later for avatars in Second Life. She remains uninterested in fashion, though, preferring computers because they empower her.

- Gee cited the game Portal, which could be construed as a parody of school life, as a means of allowing players tools to construct reality in the game’s environment. RL schools should be like this, Gee mused. “Education isn’t about telling people stuff, it’s about giving them tools that enable them to see the world in a new and useful way.”

- Complex games engender involvement in whole new ways for players. Mods allow players to manipulate the environment in ways they see fit. Mods are tools allowing players to put personal play theories to the test.

Abbot sums up:

Gee clearly situates video games within an overall theory of learning and literacy with genuine power to transform students and equip them to address complex problems.

References:
Abbot, M. (2008, July 14). Analysis: Games create ‘passion communities’ for learning. Gamasutra. [Online]. Available: http://www.gamasutra.com/php-bin/news_index.php?story=19389