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April 22, 2008

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Jeff

John,

You make some very excellent points. I agree with you that melding how people learn with something worth learning is tricky. Games today are indicative of the most rudimentary economic aspect of supply and demand. People demand a certain sort of game, and the game companies supply it. Go into any game or computer electronics store and see what’s on the shelves: 1st person fantasy and war games. People want the challenge and immersion/holodeck experience. They want the inductive vs. the deductive game. And, therefore, I think the learning experience that Ferguson and Gee speak to is not going to happen.

You're right on with playing games that have certain artifacts you need to find before you can move to the next level. This is not an open ended game, but one that in all reality manipulates the player. Where's the learning in that? I think what you learn in those games is akin to a mouse learning it has to push the button in order to get the cheese. That's why for first-person person games, I play the on-line versions: they're completely open ended without a preconceived path you need to walk down in order to win. I don’t buy into Gee’s argument that there is a built in learning component in video/computer games that draw people back to them. Again, as I mentioned in my post on the subject, I think it’s the challenge factor.

Carl Young

John -

I think you, like me, are approaching Gee's proposal too linearly. I am convinced that Gee is not seriously suggesting that we use games to supplant learning, but to look at what techniques make games effective in teaching what is required to be successful in the game.

Along the linear "
Games cum education" line I agree that Card's "Ender's Game" is a most potent examiniation of reality v. virtual reality that can impact reality. I think alot about the military's growing use of drones and simulators in this regard.

Similarly, I oppose the military's reliance on computer-based-training to supplant paying for "real" training. NOTHING replaces hands-on, experiential, and experimental learning.

HOWEVER, CBTs can create great sandboxes as Gee envisions. Further, the success of Rosetta Stone foreign language CBTs cant' be argued as it leverages Gee's concept of Cycle of Expertise: Good games create and support the cycle of expertise, with cycles of extended practice, tests of mastery of that practice, then a new challenge, and then new extended practice. This is, in fact, part of what constitutes good pacing in a game. -- This is precisely the model that the Rosetta Stone foreign language courses use. This is similar to the age-old practice of apprenticeship and journeymen... gain skills, build on them to gain "rank" and "permission" to do new things


Just some thoughts...

CAY

jerry prout

Hi John

Agree; last game I played was Sim City (the original) though I actually really enjoyed it.

JP

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