Gee Whiz

Maybe it’s that I play a lot of video games, but on nearly every page of James Paul Gee’s What Video Games Have to Teach Us about Learning and Literacy, I found myself underlining happily, writing “Yes!” in the margins, or – often – simply smiling at the fact that someone in the Establishment was actually Getting It. This is a book that makes a heckuva lot of sense to me.

So forgive me if I get a little nitpicky when I say that I don’t see my classmates Getting It in most of the blog posts on this book so far. I’m not even talking about Dayna and Roland, who seem to reject most of his arguments – I’ll have more to say on that later – but rather about Kara and Karen and even Mitch [well, maybe not], who all seem to agree with Gee… but seem to take as his central claims something other than what I do.

He is *not* saying that we should play more video games in school, or that playing video games will help students learn school subjects. He is saying that school should be designed more like video games are designed. That’s why when Gee seems to be dorking out about his latest video game crush – or, as Karen puts it, when he “gets carried away describing the video games he played including his personal role-playing, his participation in Klans and what would appear to be at times compulsive game playing behaviors” – he’s not merely relishing the excitement of what he describes: he’s laying out a map, a model, that we can attempt to follow or imitate in designing our curricula and lesson plans. Whenever you see the word “game,” you should substitute the learning task of your choice. (The language of the “principles” at the end of each chapter is purposefully ambiguous to help you make that transfer.)

In brief: video games are a metaphor. You have to look through them. This is what I’m not sure everyone gets.

Here’s Kara, for example:

When he mentioned how video games can situate learning in meaningful environments, improve critical thinking and social skills needed when working in cooperation with others to complete a task, and how this is the complete opposite of how learning takes place in the schools, it struck a nerve. I firmly believe that the fact that students use technology all day and everywhere except in the classroom is unforgivable, since it tends to alienate students’ conception of education from their experiences even more. […]

So as with everything else, video games in moderation and under supervision and/or guidance, can help children learn valuable skills and lessons that they can hopefully apply outside of the virtual world.

I’m totally with you on the first sentence. (It’s a bit of a slap to the face, isn’t it, that learning in schools does not “situate learning in meaningful environments, improve critical thinking [or develop] social skills needed […] to complete a task”? And yet Gee’s example of the science-fair prize-winner who can’t pass a multiple-choice science test (109) is a testament to the fact that our dominant modes of evaluation – modes which have been pushed more and more since the 80s, and especially since NCLB – don’t measure “learning about” that can transfer into “learning how.”) But the second sentence seems almost a non-sequitur to me: the point isn’t to use video-game-like “technology” in the classroom, but rather to teach and evaluate techne. Or, perhaps, the point is to make better use of our own “technology” of curricular design, so as to engineer, as it were, better learning environments for the semiotic domains that we want to welcome students into: mathematics, history, biology, etc., and various subdomains.

Gee’s (primary) conclusion isn’t that students learn, in-game, “valuable skills and lessons that they can hopefully apply outside of the virtual world,” but rather that we, the teachers, can learn things from how video games are designed. The challenge is to set up schools so that they’re “pleasantly frustrating” (Gee 3), so that students keep coming back to the long and challenging curricula.

Or here’s Karen again, on the group blog:

The habits developed playing video games allow learning to take to place in an active and not passive way. Technology is what today’s students crave. Students want to do and not just watch or listen.

Again, I’m all in agreement on sentences one and three – but again, the solution is not to give in to students’ craving for “technology.” The solution is to find ways to let “students […] do and not just watch or listen,” even in old technological environments. Gee’s parable of Galileo at the start of the most excellent chapter 5 points out that geometry is a technology: Galileo used it to figure out how a pendulum works. In fact, as Gee notes, geometry follows the principle of “material intelligence” (106): it “stores much knowledge and skill that the learner does not have to invent for him- or herself” (108).

(In game terms, for example, we might say that the unit circle is a very powerful item, one that we can configure in different ways to find ratios between angles and sides in a triangle. [I love trigonometry for its bottom-up possibilities.] But in order to learn the configurations, students need to equip that item. They need to learn what buttons to press, so to speak, to get the circle to yield up its wisdom.)

By now, I think, you’ll see why I don’t think Dayna’s argument about violence in games is especially troubling. Leaving aside the sociological data Gee provides (10-11), he is simply not arguing that everyone should go out and play Grand Theft Auto, as if games are the only place “real” learning happens. He’s simply saying that even a game like GTA has a better intuitive grasp on how to set up a learning environment than schools seem to, if we look at their reward (grading) and testing (multiple choice / decontextualized problem set) structures. And therefore, if schools are going to compete – and I believe, with Gee, that they ought to – then schools should change.

In fact, the central argument of this book is really very similar to John Dewey’s in Education and Experience. Gee’s innovation here is to offer a new metaphor, a new place to look for a model of “experience.” And I, who have long measured my learning in experience points, say hurrah.

Comments
4 Responses to “Gee Whiz”
  1. diysociology says:

    Thank you for saying everything I wanted to say but better and longer!

    Dewey, check. Galileo, check. Situated, self-motivating learning environments, check.

    You brought up the pendulum anecdote — I loved the definition of geometry as stored knowledge, and the explanation that Galileo did *not* just sit around looking at pendulums and spontaneously figure stuff out, *POOF*.

    Gah, okay, must stop typing. See you in class.

  2. Mitch says:

    I’m beginning to think I’ve lost my ability to communicate.

    Although my post was more of a response to Roland than a comment on Gee, I do (think I totally) get Gee’s point and, in fact, agree. My evocation of the African Primary Science Programme and other programs and communities (e.g., EDC’s Elementary Science Study and the City College Workshop Center) was to make the point that the teaching/learning principles that Gee attributes to good video games are exactly what is appropriate for the classroom and can be observed in the increasingly less common “best sorts of science instruction in schools today” (p. 4).

    If Gee’s point was not apparent, he makes sure on p. 215:

    “…many people who have read this book take it to be an argument for using games in…educational settings. However, that is not the argument I have tried to make in this book.”

    Although I believe that beyond Gee’s argument, the sound learning principles embodied in well-designed (as Gee defines that term) video games does make (some of) them appropriate for educational purposes. Of course educators need to understand the value in these games and need to design learning experiences that can take advantage of them.

  3. ungooglable says:

    Mitch, you’ll note that I failed to back up with any evidence my claim about your interpretation: I had read through the posts in something of a rapid blur. Sorry about that! If I get a chance to look again, I’ll see if I can figure out where I *my* misreading came from. :/

  4. ungooglable says:

    @Mitch: Yeah, I’ve just re-read your post, and the only thing I can find to even possibly justify my characterization of your post as “missing the point” is this paragraph:

    Paradoxically, much of the educational software that is peddled to parents, teachers and schools seems not to be built on what Gee refers to as the “best theories of learning in cognitive science,” the very characteristics exhibited by the types of video games that are eschewed by schools, teachers and parents as a waste of time.

    But it’s very clear from context that the educational software is brought in not as the primary object of discussion, but rather as a particularly egregious case of *other educators* missing the point.

    ::sigh:: I *knew* I should have saved and not posted so quickly after “finishing”…

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