Video games on the brain
May. 29th, 2012 04:41 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I just got back from an idyllic loooong weekend on the beach, where I stayed up late, played lots of games, ate junk food, swam in the ocean, and rollerbladed six miles with D and N (SIX MILES). So, I was particularly primed to read this article about video games and learning, which has an interesting assertion:
There are plenty of other interesting bits in there - including the idea that games encourage risk-taking, teach problem solving, and encourage kids to love challenges - but that bit above is the one I'm chewing on.
Thoughts? :)
VIDEO GAMES OBVIATE TESTING. The current assessment system forces teachers to teach to the test. Video games hold out a different way of thinking about assessments: namely, that we don’t need it. Compare a student who’s taken 12 weeks of algebra classes to one who’s played the video game Halo on the most challenging setting. The algebra student must take a test to assess what he knows on the day of the test. The Halo player has mastered the skills needed to get to the final level – and that’s his ultimate goal. No need for a test in that context. “Learning and assessment are exactly the same thing,” Gee said. “If you design learning so you can’t get out of one level until you complete the last one, there’s no need for a test. There would be no Bell Curve. It’s unethical to test a student based on one day’s knowledge. We have to change the attitude about testing on a government level.”
There are plenty of other interesting bits in there - including the idea that games encourage risk-taking, teach problem solving, and encourage kids to love challenges - but that bit above is the one I'm chewing on.
Thoughts? :)