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[personal profile] moominmolly
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:

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? :)

Date: 2012-05-29 09:50 pm (UTC)
From: [identity profile] sunstealer.livejournal.com
This school in the NYC public system has built a curriculum around game style learning. Their website isn't great but that's pretty much what they're doing.

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.

Date: 2012-05-29 10:16 pm (UTC)
From: [identity profile] entrope.livejournal.com
Yes, but only in the context of ADHD kids. It's a long long thought much better communicated in person.

Date: 2012-05-29 10:36 pm (UTC)
From: [identity profile] qanga.livejournal.com
That is basically how I was taught math in the second half of fifth grade. We did tasks that taught us the concepts until we got a high enough percentage of them right to move on to the next concept. Every student learned the coursework at their own pace, guided by the teacher as she moved around the classroom where students were quietly doing sums. I found it an incredibly satisfying way to learn a subject that I typically detest. I think I did better in math that year than I ever had before or since.

Date: 2012-05-30 12:19 am (UTC)
From: [identity profile] veek.livejournal.com
Yes. All process, all the time. Hurdles are an intrinsic part of the process, they ARE the process, instead of being taken out of context (like tests are).

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.

Date: 2012-05-30 02:37 am (UTC)
From: [identity profile] bloodstones.livejournal.com
I'm not sure how best to apply this, but there is a lot of research showing that testing actually helps you to learn; not the act of studying for a test, but the actual act of sitting down and having to recall and apply knowledge without the benefit of texts or cheat sheets helps to cement knowledge. So I think testing is useful. That said, any testing scenario that has a child in kindergarten petrified that he's going to be held back should be avoided at all costs. Possibly the extremely academically successful parents have played a role in emphasizing the importance of academic success, but the teacher has obviously done her students a disservice by creating a situation where the test is that high stakes.
Edited Date: 2012-05-30 02:37 am (UTC)

Date: 2012-05-30 03:07 am (UTC)
From: [identity profile] rednikki.livejournal.com
There's tons of interesting stuff on the gamification of education over here (http://www.gamifyingeducation.org/).

Date: 2012-05-30 05:05 am (UTC)
From: [identity profile] pekmez.livejournal.com
As someone who tends to suck at the video game experience and not suck at the producing academic stuff in homework, worksheets, forms, tests, etc... I'm not sure you can just say "hey, switch it to teaching with video-game style experiences and it will work for all kids."

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.

Date: 2012-05-30 06:52 am (UTC)
From: [identity profile] miss-chance.livejournal.com
It's been a long time since I played video games. I've taught classes much more recently than that, so let's see if my thoughts on this are at all relevant.

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?

Date: 2012-05-30 10:53 pm (UTC)
From: [identity profile] eirias.livejournal.com
One thing this doesn't get at is the reason for standardization: comparison of students and schools. Unless all schools are using identical pedagogy and identical assignments, this sort of comparison is very difficult to do without a common test at the end. If anything, I'd think completely uniform curricula would be more worrisome than completely uniform testing.

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