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? :)
no subject
Date: 2012-05-29 09:50 pm (UTC)Quest to Learn (http://www.q2l.org/mission/)
One could argue that the typical structure of big villain fights or a significant challenge at the end of a given level or adventure before you can advance is a test by another name. But it's a test that you're almost guaranteed to fail the first time or the first 10 times mostly. I think that's a pretty good lesson right there, though. Take a beating. Learn. Return.
(no subject)
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Date: 2012-05-29 10:16 pm (UTC)no subject
Date: 2012-05-29 10:36 pm (UTC)no subject
Date: 2012-05-30 12:19 am (UTC)I could see periodic tests being used in a game-ified education system as additional markers of what students are and aren't learning. The scores (if any) wouldn't affect the final grade, but would only inform subsequent lesson plans.
no subject
Date: 2012-05-30 02:37 am (UTC)no subject
Date: 2012-05-30 03:07 am (UTC)no subject
Date: 2012-05-30 05:05 am (UTC)On the other hand, if you can just take "school" as a whole, and call each grade a level of a video game, and convince the school that since that's what's going on they don't need to spend weeks out of every year doings standardized tests and instead they can do some Big Boss Projects with their whole class whacking away at it over and over again for a few week.... that you could sell me on.
no subject
Date: 2012-05-30 06:52 am (UTC)My understanding, and I recognize it might be wrong, is that video games have a Goal, and there's a Way to Get To It. You can fail/die/whatever over and over again, and each time what you're learning is how the game is designed. So next time you get back to the place in the game you shoot the blue guy first then the red guy because whenever you shoot the red guy first the blue guy shoots you... or whatever. It's narrowing in on the correct approach.
To me, this sounds pretty much the opposite of what I want education to be, and not really very far from "teaching to the test." In some ways, by making the test part of the teaching it sounds worse because there's no point in which doing something completely new and unexpected is really valuable, either for the student or the teacher. Playing an adventure or quest or simulation game sounds to me like teaching students to narrow down the way they examine possibilities over and over until they way they consider the world is as similar as possible to the way the game-writers/test-writers did.
Again, I may be way out of date with video games. And maybe this is pretty much what much of secondary school education looks like these days? Obviously I'm also way out of touch with that! But it seems to me like this mentality toward teaching would, if it worked, over time produce a set of final papers, projects, presentations, etc. that looked more and more similar to each other as students learned quickly what was expected of them, and how to pass a level with the minimal effort. How to play the game "right." Which to me is what I would want education to get away from, not entrench further into.
What am I missing here? Is there a way this is way better than it sounds to me?
(no subject)
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From:no subject
Date: 2012-05-30 10:53 pm (UTC)