Wednesday, May 12, 2010

Understanding!





Understanding





In the last of Gee’s (2004) categories, understanding, the principle of systems thinking is broached. This principle deals with the idea that “People learn skills, strategies, and ideas best when they see how they fit into an overall larger system to which they give meaning” (page 22). In games, when you learn how to do something, you understand its usefulness as you use it to further yourself in the game.

A Famous Example of Understanding:

Learning to run and duck at the same time in the Mario Brothers game, so you can go under low bricks and reach the next level of the game. You learn to do it as you need to do it.

Problem Solving!





Problem Solving!




Problem solving is yet another way games succeed in motivating a player to learn. Video games offer what Gee (2004) refers to as “well ordered problems” (page 19). Most games start out with training or introduction that teaches the player the basic mechanics of the game, for example, teaches a player how to walk, jump, and hit things. The game then moves to allow the player to practice the skills they have just learned, asking the player to apply these moves. The player must jump on a rock, walk to a box, and hit it to open. To move to the next level of learning, the player must be able to make assumptions on when to use these skills they have just learned.
Another of Gee’s (2004) principles of problem solving is “on-demand, or “just in time” information. In a game a player reads a sign, or learns a skill just before they must use it to complete a task. Players gain a sense of satisfaction as they become proficient at skills.

Examples of Problem Solving in Games:
• Murder Mystery
• Scavenger Hunt
• Puzzle solving
• Experiement

Empowered Learners!






Empowered Learners!




Under the category of empowered learners are several principles dealing with the players control over the game. A good learning game gives the learner the ability to shape the experience with their choices, and to customize the game play to suit them. Another interesting principle is identity. According to Gee (2004) “Deep learning requires an extended commitment”; games develop this by getting players to become deeply invested in a character. This involvement is also created by allowing high levels of manipulation by the user, in other words, the more a player can do with a character the more invested they will become, and this level of investment leads to deep level learning.

Ways to empower learners:

• Allow freedom in choosing an avatar or game piece. Think of how much people race to get the monopoly piece they like, or the color of game piece they have.

• Allow choices, such as in Jeopardy, the player can choose a category, or in a role playing game, freedom to create a persona.

• Let gamers choose from a variety of games to play

• Allow learners to work in creating game questions

• Create a physical link to the game by adding movement