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Video Games in the Classroom?Wednesday, August 27, at 2 p.m. U.S. Eastern timeAre video games a valid academic field of research? Will video games one day become a teaching tool in the classroom, alongside textbooks and other traditional media? Or are video games yet another distraction leading students and instructors away from quiet, concentrated study and time-honored teaching methods? A growing number of academics and departments at colleges and universities are seriously examining video games for their artistry, their influence on culture, and their potential as a teaching tool. Some academics think that video games -- which can immerse players in new worlds and make them rely on problem-solving skills -- can teach things that traditional "skill and drill" curriculums can't. However, despite the growing popularity of video-game research, the field is still controversial among some academics. » Can Grand Theft Auto Inspire Professors? (8/15/2003) James Gee is a professor of education at the University of Wisconsin at Madison. His latest book, What Video Games Have to Teach Us About Learning and Literacy (Palgrave Macmillan, 2003), explores the learning principles behind video games and the possibility of using them in education. He started his career in linguistics, and in the past has been a professor at the University of Southern California and Clark University. Mr. Gee will respond to questions and comments on Wednesday, August 27, at 2 p.m. U.S. Eastern time. Advance questions are encouraged and may be posted now. Scott Carlson (Moderator): Good afternoon, and welcome to Colloquy Live. I'm Scott Carlson, a reporter at The Chronicle, and I'll be your host and moderator as we discuss the future of video games in education. Our guest expert today is James Paul Gee, a professor of education at the University of Wisconsin at Madison. Mr. Gee's latest book, What Video Games Have to Teach Us About Learning and Literacy, explores the ways that video games can provide in-depth educational opportunities for children, teenagers, and college-students. Parents everywhere, rejoice!
Mr. Gee will answer some of your questions here. Welcome, Mr. Gee. James Gee: Hello. Thank you for this opportunity to talk about the games and education. Scott Carlson (Moderator): Before we start, let me say right off the bat that many people have already submitted questions, and that we may not get to everyone today. Continue sending in questions, and we'll try to pick the best queries. However, I will happily post questions or comments directed to the audience. This should be a good opportunity for people in game studies to talk to one another.
OK, let's get started.... Question from Devin M., UIUC: All of the research that has determined that videogames have positive effects has been about low-level brain activity, such as visual acuity and multi-modal processing. Where's the research that shows that games can provide other positive effects, be they improved application of logical reasoning, increased sensitivity to moral issues, or something else? James Gee: Here a few things worth looking at: Jones, S., (July 6, 2003). Let the Games Begin: Games and Entertainment Among College Students." Pew Internet & American Life Project. Durkin, K., & Barber, B., (2002). Not so doomed: computer game play and positive adolescent development. Applied Developmental Psychology, 23, 373-392. Gros, B., (2003). The impact of digital games in education. First Monday (www.firstmonday.org), Issue 8_7. Fischer, G., (2003). Beyond "Couch Potatoes": From Consumers to Designers and Active Contributors. First Monday (www.firstmonday.org), Issue 7_12. However, I would not want to claim that "video games have positive effects," but rather that "video games used in different ways have different effects." We learned long ago that a technology -- television, for example -- is not "good" or "bad." When children watch television passively, it is not particularly good for them, but when they watch with adults who get them to think and talk about what they are watching, then it can be good for them. I argue that video games can be good for children and adults when played actively and thought about at a meta-level in terms of their design features and the sorts of interactions they allow or encourage. Furthermore, I don't claim that there is now lots of research showing games are good for deeper purposes. Rather, I argue that game technology has a great potential to be useful in getting people to learn and think about things (socially, cognitively, and morally). We need to study this potential and make use of it in new settings beyond the commercial markets to which most games are directed. This enterprise is just beginning. It has taken us years of research to sort out the uses and effects of literacy as a technology in its various social, historical, and cognitive settings and situations. So the questions really are these: Is game technology a worthwhile thing to study? Does it hold potential for spreading to contexts outside gaming?
What is most powerful about video games, I would argue, is that the "consumer" (player, learner) is also a "producer." Players actively co-create the virtual worlds of games by the decisions they make and the actions they take. In opened-ended games, the game is different for every player. Further, they can fairly easily build extensions and modifications to many games. Question from Andrew Burn, London Institute of Education: The argument for games as an educational medium is growing. How do you regard the quite different argument that games are worthy of inclusion in the school curricululm as an object of cultural study like books and films, and should or could this be within a media education or within a literacy paradigm? James Gee: I'm all for it, either as media studies or literacy. I even advocate creating game studies majors and minors. In thinking about games, students think about design of complex systems meant to encouarge, allow, and enhance certain sorts of actions and interactions. This is what the modern, global, high-tech (and dangerous) world we live in is all about. The great thing about game studies is that they allow students both to critique design and to engage in design work themselves. Furthermore, we can build any in any content or moral domain we want as a source of reflection. I think this is at heart what the liberal arts ought to be about. Scott Carlson (Moderator): I'm going to throw this next question -- from Peter Brooks at Coppin State College -- out to the audience. Can someone out there help him? Comment from Peter Brooks, Coppin State College, Baltimore, MD: You know the title of the Chronicle article should not have been "Can GTA Inspire Professors?" but "How much does GTA..." or "When will GTA inpsire Professors..." I played the game for the first time last night and boy is it impressive! I was also extremely impressed with Morrowind. I am part of a group called "Serious Games" which is a project of the Digital Mill (dmill.com) funded through the Woodrow Wilson center. I came to them because I have a design document for a Native American Tribal Chief simulation, which I would like to look something like Morrowind. It is designed to teach problem solving, relationship building, and Native American history. But, I am having a hard time getting any interest. Its the proverbial catch-22. Bethesda Softworks (the maker of Morrowind) will not look at the product until a demo is finished, but I can't really do a demo without using their engine, which they won't release. So my question is, even if professors want to use this methodology for teaching, what options are open to them? What should we be doing to open up the avenues for faculty digital publishing? Question from Ralph Protsik, industry analyst and consultant: There are some amazing things happening in the field of artificial-intelligence-based animation. AI labs at both MIT (Ingeeni Studios) and Carnegie Mellon University (Zoesis) have spun off companies that use AI technology to create "believable agents" -- characters who respond to you and learn from you. My question is, how might this technology be used in the classroom? Can AI somehow be used to teach reading or math? James Gee: The biggest thing limiting games in education in my view is the lack of good artificial intelligence to generate good and believable conversations and interactions (and we really don't have to solve fully the probably intractable conversation problem to get good verbal interactions going in games). Shooting is an easy form of interaction to program; conversation is not. We need games with expert systems built into characters and the interactions players can engage in with the environment. We need our best artifical tutoring systems built inside games, as well. And we need to have these systems used "just in time" and "on demand". Believable NPCs is, I think, a cutting-edge topic for game design, as well. Then we will get games where the line between education and entertainment is truly erased. Comment from Rick Van Eck, Unviersity of Memphis: Mr. Burn brought up an interesting question. We conducted a study last year in which children designed their own games. Lloyd Reiber has also been a pioneer in this area, and book by Yasmin Kafai reports on a recent study as well. There is a value in being a producer, as Mr. Gee points out. Question from Tim Dumbleton, Becta: Hello Mr Gee I work for Becta, the UK Government's education and ICT agency. We've been looking at the potential of games in education and providing advice to teachers on this subejct (eg. see http://www.ictadvice.org.uk/index.php?section=tl&cat=003&rid=1804). I certainly agree that there is educational potential in many aspects of games, and that it is also important to take more account of what children are doing with technology, including games, outside of the classroom. One of the concerns I have is that what is going on in a game and what a player is actually doing may be misunderstood. As a personal example, setting up an empire based on trade in Medieval Total War may indicate that I have been exposed to information about Medieval trading practices, types of boats, key imports and exports, etc. What I am actually doing is learning the parameters and processes of the game itself (strategies). The details about what objects I may be using to generate credits is unimportant -- they could be from Medieval Europe, or from Mars. Both factual elements and strategising have educational potential, but I can see assumptions being made about what is being learned.
What ideas and advice would you give to teachers who want to encourage students to put games based strategies into other contexts? How might they more easily recognise what kinds of learning a game may actually be supporting? Next, we need to design games that build in yet more of the thinking about design and complex systems that we want to encourage. In our rush to design games to teach content (e.g., biology or history) we have missed the fact that this goal is readily in reach. We then want to move on with a curriculum that encourages design thinking and reflection on complex systems more generally. Finally, we need to design games that get students to think about, reflect on, and interact with knowledge domains like biology and history. But here I would not want to see games used largely to teach facts. The power of game is to let people experience something like science as a human enterprise that involves facts, concepts, and theories, but also characteristic sorts of actions, interactions, values, dilemmas, and decisions. One area where games have great potential is in creating worlds in which people can reflect on and know what it is like to act on certain sorts of moral ideas. Churches and ideologically-driven organizations (like the Neo-Nazi organization, National Alliance) already use games to embed people in worlds that reflect certain sorts of moral views. We educators are badly behind the curve here. I would love to see a game that got players to reflect on the sorts of values and decisions embedded in the work of being a scientist. Too often our students fail to see knowledge production as morally laden, but it is and that is what gives it value. (By the way, StarWars: Knights of the Old Republic can lead to a good deal of interesting reflection on identity and responsibility for past deeds.)
Let me also say that a teacher of small children could use a game like Animal Crossing off the shelf to enhance language and literacy learner for native and non-native English-speaking children. If the game were enhanced just a bit for these purposes, it would be a nearly ideal language and literacy tool, but even as is, it could be very motivating and useful. But here -- and when using all games -- we need an active teacher designing tools around the game that come to constitute a curriculum. Question from Rikke Moller, The IT-University of Copenhagen: How is it possible to maintain the same motivation for playing computer games when the reason for doing becomes learning instead of entertaining yourself? Should the learner be aware of the learning purpose or not? James Gee: Learning works best when the learners are so caught up in their goals that they don't realize they are learning or how much they are learning or where they actively seek new learning inside and outside the game. Good gamers spend lots and lots of time practicing and learning from sites and texts -- see, for example, the book Monster Gaming for a description. What is so motivating about the game is that it is a world which the player is helping to shape and to which he or she is fully committed. Scientists have this same sense of the science they do. But students usually don't. Games can allow us to recruit the incredible power of informal learning -- the sort of learning humans are best at -- inside formal learning spaces. But real change must happen in these formal learning spaces. Comment from Bill Ritchie, Shoreline CC: For Peter, I started by reading Prensky where he said "Just do something simple, like a trivia game, based on HTML." It's not big time, but working/playing on it daily gets me into the net. You may need to crawl (grovel) before you can walk. Comment from Mia Consalvo, Ohio University: Peter: I've been looking around for game companies that do educational games, and found a place called "Muzzy Lane" that produces historical sim games. Their URL is www.muzzylane.com. It might be worth checking out.
Additionally, I think academics need to start thinking about producing these games as collaborations within and across schools and universities. We have the tools and knowledge--we just need to network better, I think. Scott Carlson (Moderator): This next question is from Ed at Idaho State U. Can someone out there help him? Comment from Ed Nuhfer -- Idaho State University: Several years ago when I ran a CU System grant, Curt Carver at West Point was doing fabulous work in EE using the Doom shell and Kolb learning styles. He then was sent to Korea and we lost track of him. Does anyone know where he is? Question from Bob Pozos -- San Diego State University: I think you are correct that students will be more willing to play video games than study. Have you thought about why women do not play video games as much as do men? James Gee: The largest category of game players are middle-aged women playing card games in the Internet! Many women play games, but I think one reason some of them don't is that games are not yet really strong in conversation and human interactions. This is changing, in part in massive multi-player games, where there is a great deal of conversation and interaction. I believe that many people -- not just women -- want to live in fantastic worlds where a lot happens and where they can explore and make decisions, but where killing is not the primary object. Animal Crossing does this wonderfully for little kids and many adults played the game, even at work. For me, games are about new worlds, new identities, and opportunties for new experiences. This is, of course, what good literature does, but games have the power to make you, the player, an actor and co-creator of the world. A game like StarWars: Knights of the Old Republic is very deep in the way it gets you to think about identity, responsibility, and our connections to our own pasts. So, too, is Xenoaaga: Episode 1. Comment from Rick Van Eck, University of Memphis: Regarding AI agents, I am member of the Institute for Intelligent Systems at the University of Memphis. We are using agent technology to teach physics and computer literacy, and are working now with K-12 teachers and higher education faculty to do just that. The technology we use is called AutoTutor (www.autotutor.org). Question from Simon Egenfeldt-Nielsen, IT-University Copenhagen: Do you feel that games are capable of functioning on the educational systems' terms -- in the sense of offering specific content in, for example, learning history in primary school? James Gee: Games can teach facts well and certainly could be used for this without much change in schools. But the real potential of games is to get people to think, value, and act in new ways. A game like Civilization can get the player to see that history could have happened in different ways and that what happens happens for lots of different reasons that interact in complex ways. The player can also see that a history game could be designed in different way to focus on a different theory of history. To me, this is the heart of history as a knowledge domain, not mere facts. To use games in school, we need teachers who actively scaffold thought about the game and its content and who actively tie it to an enhanced curriculum. The real issue for the future will be: Are we going to use games just to get schools better at skill-and-drill, or are we going to use them to get students to think deeply about the meaning of knowledge in different domains? Comment from John Paul McNeal, University of Georgia: Response to Peter Brooks: Your idea sounds like a great game. I suggest using a different engine. It is not exactly like Morrowind, but The Age of Kings series has a great scenario building engine that is relatively easy to use. The Age of Conquerers Expansion edition even has a couple of South American civilizations that you could use. As I mentioned, it is not a role-playing engine, but it would let you tell your story to Bethesda Softworks. Question from George Dodds, University of Tennessee: Having paged through a several dissertations on the television sitcom, "Gilligan's Island," I have no doubt that video games are already the subject of doctoral studies in varied fields. The question about their possible place in the classroom -- in a university classroom, I presume -- is another matter. There is a substantive and nettlesome question we need to face as teachers and researchers: "What is the classroom for, anyway?" Are its boundaries and meaning so ephemeral, so as to permit virtually any activity? Have we passed the threshold at which distinctions between "info-tainment," and erudite pedagogy seem petty and hackneyed? ... Video games are inherently private, internalized worlds that are appropriate in their place: a bedroom, family room, a backpack. ... We need to ask the difficult question about the boundary between entertainment and education. Is there a legitimate boundary or is the question already moot? We already walk a fine line between teaching in disciplines and playing to an audience (student teaching evaluations). Would video games in the classroom erase this line altogether? Is this simply the future of education, or an aspiration? James Gee: You bring up some very real and important concerns. I do believe that education at all levels needs to get out of the four walls of a classroom and a rigid schedule of the same hours for each class not matter what it is. What I think courses ought to be about, especially undergraduate college classrooms, is getting learners to understand concepts and the conceptual structure of knowledge domains. I want learners to see domains like biology, history, social studies, and so forth, as places where facts, concepts, values, and characteristic sorts of activities and interactions come together to shape a "form of life". Video game technology can allow us to create rich worlds in which learners act, interact, make decisions, and learn in order to accomplish goals. These worlds can be "private" or open to many people playing at one time. The Army regularly uses game-like simulations for training people, not only to fight, but to do things like fix an airplane. I don't see why we can't use game-like worlds to get people to know what it is like to think and act like a field biologist or to experience the parameters that have shaped certain historical events. We can also use game-like worlds to get people to think about moral issues or to learn new, more flexible ways to think about and solve problems. The power of a game is that the player is also an actor, not just a consumer. I myself do not think games are a panacea or that they should be viewed as stand-alone educators. Rather, I would like to see them as part of a whole curriculum, connected to texts, Internet sites, discussions, and lectures. While games can most certainly be used to teach basic skills and facts, I believe their true strength is getting people to think and act at a conceptual level and to engage in meta-level reflection.
Scholars in an area usually find what they do entertaining and highly aesthetic. When I was a theoretical linguist engaged in research on syntactic theory, I found this area amazingly entertaining and beautiful, but, of course, also challenging. I want students to come to see why we think what we do is entertaining and beautiful, something undergraduates rarely sense. Good video games are long and challenging, yet young people enjoy learning them and put up with lots of failures in the game to do so. We need to recruit such motivation in what we teach, as well. Question from Bill Ritchie, Associate, Shoreline Community College: Can video games be an interface for distance learning? Is anyone considering or doing this? James Gee: Yes, people are thinking about this. Distance learning often has a bad delivery system -- the old paper curriculum repackaged. Distance and e-learning people should think about using games and building persistent worlds. But they should also learn from the interfaces and delivery systems of games. Game technology can readily be used to build much better interfaces and delivery systems even when the e-learning is not itself a game. Furthermore, game design books are full of good suggestions that distance and e-learning people could learn from, for motivation and learning in general, not just building games. If distance and e-learning people thought more about delivery systems and interfaces and less about content, for a while at least (the content is the easy bit, we know what good content is), they would compete with games for attention. Comment from Rick Van Eck, University of Memphis: One way to adapt these games easily, as Dr. Gee suggests for the language game, is to make use of AI and agent technology like AutoTutor. These technologies utilize scripts which the agent uses to engage the learning in tutoring dialogs, for instance. These scripts are actually text files, in the case of AutoTutor, and we have developed a tool to simplify the process of creating them.
Teachers could easily create scripts that would address deficiencies in the game as it exists and to address potential misconceptions. Since these technologies are separate, they could be run alongside the game. This would be a quick and effective way of modifying the game without having to have access to the underlying technology and programming skills. Scott Carlson (Moderator): Here's another question to the audience from Peter Brooks... Comment from Peter Brooks, Coppin State College: Is there anyway we can create a listserv, or a continuing weblog of this conversation? Are other people interested in contacting people within the group or am I the only one? Question from Victoria Carrington, University of Queensland: I guess that my interest in computer games is embedded in a larger interest in the emergence of new texts and new literacies. I'd argue that computer games constitute a new form of text (with a range of genres and literate skills, etc.). One of the debates that seems to come up in relation to any new form of text, including comptuer games, is the way many educators and parents continue to argue that young people need "basic skills" in decoding print in order to access multimodal texts such as computer games. (The notion of "basic skills" is often couched in moralizing tones that link to broader social issues, but I'll leave that out for now.) In my opinion, these views often inherently reference themselves in relation to a developmenal continuum of literate and social access which effectively precludes young people from full social and economic participation and ultimately positions their mastery of a new kind of text as partial or inferior. I think it also demonstrates the overlaying of assumptions of the primacy of traditional printed text onto new textual formations along with a limited awareness of the changing role of traditional print in emergent and new forms of text.
Could you give your views on computer games as an emergent form of multimodal text and perhaps describe how you respond to those who argue that "basic skills" are what's needed? Let me say something about "basic skills," as well. Of course, when you learn to play a game or a genre of game (e.g., first-person shooters or role-playing games), you have to master both basic and less-basic skills. If you look at a game like Rise of Nations, you will see that good games always "teach" basic skills as part and parcel of playing the game or a simplified version of the game. They also always introduce skills not in isolation, but together in sets that constitute strategies for accomplishing certain goals and tasks that the player clearly wants to accomplish (and knows why). This, too, is a far more effective way to teach "basic skills" than is on offer in some schools.
Video games most certainly represent the emergence of a new form of multimodal "literacy", a new way of integrating words, images, sound, actions, values, decisions, and interactions. It is a way that many young people today find natural. It is also a way that creates fairly optimal conditions for learning, even learning tied to written texts. Question from Richard Van Eck, University of Memphis: I am interested in the different types of games and their instructional potential. Adventure games, in which story, character, and narrative are the primary focus and problem-solving involves negotiation, exploration, and connection of disparate elements, seem to have more potential for promoting problem-solving and critical thinking than shooter games, for instance. In a recent study, we also found anecdotal evidence that mysteries and adventure games tend to appeal equally to boys and girls.
What are your thoughts on these different types of games and their learning potential? Comment from Rick Van Eck, University of Memphis: For Peter: Absolutely. I think that is a fantastic idea. We are getting so many resources and people interested in this area that a listserv would be an excellent idea. Count me in. We could host it at Memphis if desired, or maybe Peter has the facilities to do so. Comment from Nina Huntemann, Suffolk University, Boston, MA: There is a games research network started in Europe (open to everyone). Here is the website, from which you can find the research listserv http://www.digra.org/digra/html/ Comment from Kurt Squire, UWisconsin-Madison: An answer to Peter's previous question: As a note, Morrowind ships with a pretty powerful editing tool which you should be able to use to make a total conversion mod of the game into a Native American village. Your biggest need would be scripters and 3D artists. (As an aside, I think that many overlook how big a hurdle the art / asset side is in game development, as opposed to purely engine programming). Similarly, I'd look at the Neverwinter Nights engine as another powerful development tool for role playing games. I'd look for more and more educational games to be built on existing engines, as more educational technologists are raised being familiar with games, understanding the core properties of the medium and using pedagogical models developed and refined in the learning sciences as ways of thinking about good educational game design. Question from Bob Pozos-San Diego State University: Have video games been used to present various aspects of science? It seems to me that various concepts of problem-solving and feedback loops used by physicians, nurses, and business persons can be incorporated into games. Your thoughts? James Gee: In my view, science is a natural for games. But only if we view science as a human activity that involves not only facts, concepts, and theories, but also characteristic sorts of actions, decisions, values, and interactions with people, tools, and technologies. Scientists create and live in "worlds" different from our everyday world and they take on a characteristic identity to do this (different for different sciences and scientists). Games let people create and live in different worlds and take on and act on new identities. Andy diSessa's great book Changing Minds is a good one to look at if one wants to think about science and games. It is not about games -- he is a science educator -- but it is full of good stuff for those who want to move science into game-like settings. Question from Edward Castronova, Cal State Fullerton: Economics teaches that material value, my profession's only yardstick of reality, is in the eye of the beholder. How odd, then, that my research on games keeps getting rejected (grumble, grumble) on the claim that the choices made inside games are not as real as choices made in the Stock Market, in the game show Jeopardy, or even in formal economic experiments, where college students play dumb little games for nickel-sized rewards. The argument is kind of ridiculous, and it is very strange to hear it coming from economists of all people, whose only theory of value is a subjective one.
When the powers that be say things at odds with their own profession's core teachings, something strange must be happening. My question: Is the thing that is happening Kuhnian? Are we all fighters on some paradigm front?
Your question certainly foregrounds a major paradox in your field and others. We take behaviors in experiments to be "real" and "natural", but not behaviors in "virtual worlds" like those in games. But, of course, experiments in laboratories are very much created worlds, and often far less natural than the worlds one experiences in games and simulations. In my view, human beings are always behaving under the terms of some socially-situated identity. At any moment, a person is being (one or more of) a student, teacher, husband, wife, worker, friend, father, African-American, baseball fan, etc., through a nearly endless list. We react to each other in our interactions in terms of such identities. Thus, too, behavior cannot be understand apart from how people think about, enact, and recognize such identities. Without doubt people make different economic decisions based on which identity they are enacting at the time. Are they being a frugal head of family or an enthusiastic collector of old cars? So, too, in school, the child who sees him or herself as "being a scientist" in science class is liable to behave differently than the student who sees him or herself as simply "doing school" for a grade. Games allow people to experience and act in terms of many more such identities than ever before. Indeed, in massively multiple-player games they do so with other real people. This is an extension of our normal human behavior, but a massive one. Only when you have played games seriously are you aware that the character you play, in role-playing games most especially, is a blend of your virtual identity in the game world and one or more of your identities in the real world. This is all the more true in massively multiple-player games. While your fellow economists may not take these worlds seriously, organizations like the Army most certainly do, as they move a good deal of their training to game-like simulations "played" with other people. Question from Richard Van Eck, University of Memphis: I am particularly interested in gender differences in game play, game design, and the impact this has on attitude toward computers and technology as activities and potential careers. We just completed a year-long study with 5th & 6th graders in which we studied game preferences, communication style, and attitude toward comptuers and games. At the beginning of the study, girls felt technology was less appropriate for girls than for boys. After playing and designing computer games, they felt technology was just as appropriate for girls as for boys.
What are your thoughts on gender and game play? Do we need to design different games for girls and boys, or just provide more structured opportunities for girls and games? If the former, why aren't the "girl" games like Barbie, Purple Moon, etc. more popular with girls?
But I also believe lots of us want games with more conversation, interaction, exploring, decision making, and less killing -- not just women. The game Fable -- not due out for a while -- looks like it may be very promising in this respect.
Let me say that I think that access to technology, most certainly including game technology, will be a great dividing line in the future between men and women, rich and poor, if we don't work hard on this issue. Today, privileged families know well how to use computers, games, DVDs, books, and activities in an integrated way to accelerate their children's cognitive growth. Comment from Rick Van Eck, University of Memphis: I think we have to keep in mind that to implement games in learning does not necessarily require we tackle projects as large as the just mentioned. I have my K-12 teachers develop lesson plans, and my students who are corporate trainers develop training workshops that integrate and extend existing games. I realize this doesn't help you with your situation, but there are lots of quick, inexpensive ways to make use of this technology as well. Question from Jason Puffinberger, UNC-Chapel Hill: Have any studies found that multimedia use has changed the way today’s students are "hard-wired", and consequently how they learn? Are video games in the classroom the key to exploiting this new educational framework? James Gee: A number of people -- including Marc Prensky -- have claimed that today's "Millennial Generation" kids think and solve problems in different ways than Baby Boomers. And, indeed, what has been fascinating for me as a Baby Boomer playing games is how they actively disreward the sorts of thinking for which I and other Baby Boomers have been rewarded all our lives. We have been taught that getting to one's goal as fast and efficiently as possible is what shows we are smart. Games reward exploration, non-linear thinking, re-thinking goals from time to time, and not always following instructions or the most obvious thing to do. But hard evidence we do not have. We need more studies watching kids actually interacting with technology, as well as studies watching Baby Boomers trying to play games. Question from Mike Sharkey, The Apollo Group: Do you see age/generation limitations on the utility of this type of learning. Will it work for adults, or just for those under a certain age? James Gee: Games will work well for many people 35 and under. For older people I think they need to be used in a different way. Games force older people -- like me -- to confront new ways of learning and thinking. They really bring home the ways of learning we have ritualized and taken for granted and been rewarded for in the past, ways which often don't work that well in the modern world. Games also really confront us with aspects of our own personality and ideas about learning and who we are. When I started playing games a couple of years ago as a 52-year-old, I found it the first really hard, really new form of learning I had done in years. We middle-aged people ride our experiences and skills for all they are worth, but often don't have to learn really new things in new ways. But the world is changing and everyone is going to need to learn new things in new ways. Games are a great site for this -- but older players may need support and help. I found learning to play games brought back the sort of excitment I had in graduate school when I was learning syntactic theory. In both cases, you really feel new mental muscles growing. Comment from Peter Brooks, Coppin State College: We don't have the resources for a listserv, but there are many people I would like to contact after this is over. How will we do it, and do we need to decide this soon? Will the Chronicle help us by providing more information at the end of the transcript? Scott Carlson (Moderator): In response to Peter, there will be a transcript of this conversation available forever and ever after this is over. For a discussion venue, see some of the game sites listed at the end of our related story, "Can GTA Inspire Professors?" Sites like Ludology, Joystick101, and Game Research might have what you are looking for. Question from Jason Puffinberger, UNC-Chapel Hill: How can video games be integrated into the more traditional classroom? Will teachers be prepared to accomodate these high-tech changes? James Gee: A Pokemon card is written at least at a high-school level, but little kids readily read them -- and schools readily ban them, rather than use them. Many of today's teachers are less familiar with technology, popular culture, and games than young children. We have got to take these matters seriously with our new teachers-in-training. We can also allow today's teachers to study their kids' cultures and games. In my game class, a middle-aged special-education teacher who worked with emotionally disabled, very troubled kids, tried to play Grand Theft Auto to see what it was they played and liked. She couldn't -- it was too hard for her. But her students helped her and talked to her about the game. A real connection as made and she went on to have them design game covers and write and think about game design and the design of worlds and the connections of these to the worlds dealt with in school. It amazes me that it is now thought a terrible thing for any teacher or school to disdain a kid's culture in terms of being a Latino or African-American, but is perfectly OK to condemn and disdain kids' peer and popular cultures, including games, when their cultures are just as deeply tied to their sense of self. Banning Pokemon is banning a complex phenomenon that is (or was) a pretty deep part of little kids' lives. Ironically, Pokemon is how many little kids learned to decode and read -- and the names they learned to decode are nearly all poly-syllabic! No one should condemn a game as trivial unless they have attempted to play it and finish it. Question from Peter: Can video game skills supplement or even teach the deliberative and composing skills needed to develop a piece of discourse -- assuming that composition and rhetoric are not becoming anachronistic activities restricted to the academy? James Gee: A game can give a student a context and purpose for writing, things sorely lacking in Freshman 101. For little kids, Animal Crossing already does this -- the child must write notes and ads to help others in the world he or she is living in. This aspect of games is not much talked about, but it is obviously a very promising area. An essay assigned toward the end of StarWars: Knights of the Republic about whether the main character is or is not responsible for his/her past deeds would be (ironically) "real" in a way that many assignments in composition classes are not. Scott Carlson (Moderator): I'm going to throw a couple of comments from our viewers out to the audience. Comment from Dr. Paul Cesarini, Bowling Green State University: Rather than focusing specifically on the software aspect of video games as potential classroom tools, I suggest we also consider looking at the hardware. That is, there are currently several efforts underway to repurpose handheld and console gaming systems as tools for computer-mediated learning. The Xbox Linux Project, for example, has made great strides to get Linux Mandrake (if I remember correctly), OpenOffice, Mozilla, and other OSS to natively run on the Xbox. The same goes for Book Reader, a program designed by Pat Crowe to turn the GameBoy and GameBoy Advance into portable eBook platforms. Many console and handheld gaming systems are significantly less expensive than traditional computers, already enjoy a broadly-installed user base, and have the potential to run software that requires little if any site license costs. Comment from Rick Van Eck, University of Memphis: Nina Huntemann brought up a resource for gaming research, and I thought it might be good to share a few others for those interested: http://www.jogd.com/ http://www.nasaga.org http://www.informs-cs.org/ http://www.game-research.com/ http://www.game-culture.com/ http://www.ludology.org/
http://liquidnarrative.csc.ncsu.edu/projects.html Question from Thom McCain, Ohio State: There have been impressive uses of interactive video games with children, but the development costs are astronomical. The time frame for development equally staggering. How realistic is it to expect that faculty can be involved? Or is this a learning environment that will be another one of those "teacher proof" technologies? James Gee: High-school teachers have sent me simple, but good games they have designed for their students. Young people, often interacting over the Net, have made games that go to sell well using software supplied free with many of today's games. The National Alliance -- a neo-Nazi group -- made a game called Ethnic Cleansing on software that is not all that expensive. The game looks good, though it has hideous values. Surely we educators can do at least as well.
But, yes, games of the caliber of today's commercial games can be expensive, especially when the company that makes an "educational" game is not going to make as big a profit. Cost are, however, going down and modifications could readily be made to existing games (as the Army sometimes does). The key thing here, to me, is getting real game designers (not academics) and academics together and on the same page (privileging neither side, but truly integrating them). Question from Kurt Squire, U of Wisconsin-Madison: There is a long tradition of non-computer mediated games, simulations, and role play being used to support learning, going back as far as ancient Egypt, but also as recently as Model UN in political science, or mock trials in government. How much do you think that video games are an extension of these earlier pedagogical models and how much do you see them as unique media with unique affordances? What do you see as some of the important issues in distinguishing between computer games and earlier, similar antecedents? James Gee: Good point. Games are an extension not only of these activities, but of the ways in which we all play with identities in our fantasies, reading, and media watching. But they are a major change, at least potentially, since the worlds we can now live in and help create are vastly more realistic and detailed. I play with light sabers with my 7-year-old. That is great, but so is actually walking around a StarWars world with him, light saber in hand. Question from John Paul, University of Georgia: Thanks to everyone for sharing their ideas and questions today. Most questions have related to games as educational tools. However, what about the study of the purely leisure benefits of games? James Gee: Yes, we educators don't talk about this. But I will say that for me the best benefit I have received from games is that by being in these new worlds I get each night to re-create myself, which is a deep form of recreation. I hope this benefit never gets lost in talking about games in education. For many people -- all of us really -- life is constraining in many ways. Games allow a person a sense of control and flexibility that life often denies. Peasants can now truly be kings (but, as I point out in the last chapter of my book, working-class people in the 18th and 19th centuries sometimes discovered they were as good as their "superiors" by reading Shakespeare). I think that is a great thing. Question from Ron Foley, Educational Consultant, NJ: Do you foresee the day when online multiplayer gaming becomes as popular a pastime as intercollegiate sports? James Gee: Yes. See Brad King and John Borland's brand-new book, Dungeons and Dreamers, for a discussion of this very issue. They see multiplayer games as an extension of sports and other activities people can join to belong to a group. I think that multiplayer games will give people an off-market way to gain status and solidarity in a world increasingly judging everything and everyone on the basis of their monetary worth. Question from Peter Rich, UGA: I think often, when we look at video games in education, we tend to only compare those with other educational games. One of the greatest potential factors for games in education is their intrinsic motivation. Have there been many studies done on the comparison of the production process of educational games as opposed to that of market video games? My cousin is an illustrator for a major gaming company and the planning and cooperation that goes into the entire production process is very complex and intricate. These are games that are out to make a buck, so they're high on the motivation factor; how can educational game designers harness that same motivation and include and assess learning at the same time? Professionally marketed video games are also expensive when you consider the overall cost and time committment and most educational games don't foresee the same profit margin and therefore cannot invest as much in the project. So the question is, for educational games to be both educationally effective and marketably motivating, does the company have to spend loads of dough? In other words, is game design in education feasable? Should it include a marketing company? What professional factors should be involved and who should the stakeholders be? James Gee: First, I agree that educators need badly to learn from professional game designers. Game-design books are a great source of information about how to create motivation and learning. My book argues that commercial games are good at building in good learning because they would go broke otherwise. I have already answered a question about the expense issue. But we are only going to get good "educational" games when we first and foremost concentrate on getting good games and ultimately blur the line between learning and playing. (This is why little kids are so good at learning in informal settings.)
Good games that had good educational aspects would sell well, though not at the level of mass-market game. My own belief -- take it as free business advice from someone who is not a business person -- is that people ought to build good games for the home-schooling movement and for families seeking to help their children at home (where price is not the main issue). Then they should move to schools. Scott Carlson (Moderator): I'm throwing a question from Peter Rich out to the audience... Comment from Peter Rich, University of Georgia: That's a good point about leisure. Has anyone studied brain activity during a video game as opposed to traditional learning on the same subject? It would be interesting to see what parts of the brain are more stimulated and activated during which activity. Comment from Douglas Holschuh, University of Georgia: Followup for Thom McCain: Perhaps one of the easiest routes to get teachers involved in the development of games that can compete with the ones kids play for fun is the use of scenario-construction kits that come with more and more commercial games. The Aurora editor in the RPG Neverwinter Nights is still a bit difficult to use, but it's a vast improvement over what has come before in terms of both ease of use and level of control. (In fact, the editor included with Neverwinter Nights is the same one used by the game developers to construct the 40-plus hour single-player version of the game). Luckily for us, game developers have realized that including scenario editors with games vastly increases the longevity of a game, so we can expect to see more games that allow this level of customization. Question from Nina Huntemann, Suffolk University, Boston, MA: I'm thrilled to see game studies developing into a serious subject of inquiry. I've been researching video games for several years now and still get funny looks and snide comments when I reveal my academic interest. My question to you, James, and the audience in general, is, like other media studies before it, games studies needs to reach across many different fields of study. Do you have some ideas how we might do that, and thus further the new field/subfield? James Gee: My own view is that we need to get out of our micro-communities. We academics are having too little impact on the public and public issues. We should start game-studies programs that bring together game designers, learning-sciences people, media folks, communication scholars, and many, many others. We need to see game studies as not primarily a professional area, but a new liberal art -- the art of designing and thinking about new worlds for human action and interaction. Cognitive science started this way by bringing together previously disparate groups of scholars. But in this case, we can readily cross the line between academics and the public sphere. First step: Start game classes in different areas with different focuses and convince your colleagues this is not a trivial enterprise. Question from Jennifer Borse, Rockman Et Al: I'm struggling to get caught up on the entire conversation but wanted to chime in with some recent observations from a study I did with the Corporation for Public Broadcasting and its "Where Fun and Learning Click!" program. When it came to the Web content that we were studying, it came as no surprise that kids seemed most approving of the things they considered to be games ... but the good news for designers is that it seems kids are willing to consider a lot of different types of things "games." Interactive components that allow for some type of competition (e.g., for kids to find the answer in the shortest period of time, collecting the most cards, or coming up with the best solution to a problem) can very easily take on a game-like appearance to younger users (and most adults, for that matter).
I think its important for designers to think out of the box when formulating educational games ... often the best educational games are those that many may not immediately call "games" but rather those things that invite a more general type of goal-directed play. The folks at Lucas Learning Arts did a great job with some of their Star Wars-related educational programs. Are there other good examples of designers that have thought out of the box or expanded the boundaries of educational-game design to include new formats? Question from Caroline Seay, UNC-Chapel Hill: Has anyone looked into the use of educational videogames in the home setting, as opposed to the classroom setting? James Gee: This is, I think, a major issue. Our work with kids and families has convinced us that many (usually well-off) families today know how to use computers, DVDs, games, activities, and books to accelerate their children for school. For kids today, a game is part of a whole set of activities. They play Blues Clues, watch the show, use Blues Clues books, and integrate all this into their own art and activities. They play Age of Mythology, look at sites on mythology, get books on mythology out of the library, write and draw about mythology. Much of the reading they do on sites and in books is "over their heads" and they read it and read it well anyway. This is all simply great for their cognitive development. But it all requires both resources and parents who get the kids to think reflectively and actively about the games and their connections to other texts, activities, and the world. I believe this is creating a massive social divide to which we are paying way too little attention. I am not just talking about a "digital divide"--I am talking about using technology, texts, and games in an integrated way to create an "acceleration divide." Scott Carlson (Moderator): That's it, folks. Whew! What a chat! People here tell me that this has been the longest, most active chat we've had at the Chronicle. What does that say about the future of games in academe?
Unfortunately, we're out of time. I want to thank Jim Gee for spending so much time with us. And I want to thank all of you for contributing questions and comments to this discussion. It will likely continue -- at conferences and in classrooms -- well into the future. Copyright © 2008 by The Chronicle of Higher Education |