Sunday, August 9, 2009

Digital Game-Based Learning

There seems to be growing interest in using games (specifically, video games) as learning tools. Proponents have generated some public interest through their research and advocacy. Another factor is that the current generation of "digital natives" have become "disengaged with traditional instruction" and require multiple streams of information. In other words, they don't respond well to having a book shoved at them and being told to sit quiety and read. Along with this factor is the huge popularity of games. The public perception of games has been slowly changing. We are moving past the idea that games are all play and therefore have nothing to do with learning. So we just getting to the point where educators and the general public are getting ready to accept the integration of digital game based learning with more traditional education.

Richard Van Eck argues in his article that proponents of digital game-based learning run the risk of creating the impression that all games are good for all learners and learning outcomes. He argues for a more research, better communication with the public about the strengths and weaknesses of digital game-based learning, and striking a balance between entertainment and education. What I found particularly interesting was his description of "Shavian reversals:" offspring that inherit the worst characteristics of both parents. In the case of digital games, this would be something like drill and kill learning (worst educational practice,) in a boring game (worst game practice.) Despite the risk of this happening when designing an educational game, the author stresses that the answer is not to privilege pedagogy over entertainment, or vice-versa, but to shoot for the synergy of the two fields.

I was also very interested in Van Eck's analysis of DGBL as a model of learning. DGBL enbodies situated cognition, which has been the focus of a lot of current research about how we learn. He cites research that indicates that play is a primary socialization and learning mechanism for all human cultures and even for some animals. Play involves a cycle of hypothesis, formulation, testing and revision. I can definitely see where some games fit into that learning model. I think I would need to see investigate more games further, though, before I become convinced that they would work in a language arts classroom. I can see the application in math classes and history classes, though. Maybe I need to conduct some research of my own. Please excuse me; I'm going to take a break to bust into my son's The Sims game.

Van Eck, R. (2006). Digital Game-Based Learning. In Computers in Education. Twelfth Edition: Annual Editions.

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