Chapter 5: Learning and
Gaming
1. What is
the main argument the author is trying to make in chapter 5?
The main
argument that the author is trying to make in chapter 5 is the fact that
schools should structure learning like the learning that occurs when a person
plays a video game.
2. What constitutes a
theory of learning?
The setting in
which learning is taking place is what constitutes a theory of learning.
3. Why did the author
struggle to learn to play Warcraft III?
What needs to proceed before good learning principles?
The author
struggled to learn to play Warcraft III because he “failed to engage with it in
a way that fully recruited its solid design and learning principles (Gee 59).”
Before good
learning principles occur, the player has to have “motivation for an extended
engagement with the game (60).”
4. How would have the
author’s struggle with learning to play Warcraft III been interpreted in
school?
The author
feels that his struggle and failure to learn how to play Warcraft III would’ve
been seen simply as a failure and not seen as a precursor to how to learn something
further.
5. What kind of learning
experience might be better suited for at risk students?
At risk students
might learn better in an environment where they are able to do education simulations
and video games!
6. Why does the
school-based interpretation of “at risk” lead to bad learning?
The school-based
interpretation of “at risk” leads to bad learning because to reach the “at risk”
students’ level academically, many schools just give the students “dumbed-down”
curriculum, which doesn’t make them feel successful!
7. What do schools need
to do to function more like a good game?
To function more like
a good game, schools need to allow students to take on identities as learners
and get students’ minds fully involved, just like video games do.
8. What is different
about how good games and schools assess learners?
In school,
students are disconnected from the curriculum, but in games, they take on the
identity of what they are learning.
9. What are the
attributes of a fish-tank tutorial that make it an effective learning
tool? How is it different than
school-based learning?
RoN’s fish-tank
tutorial allows the player to assess his/her own learning style and preferences
by actually playing the game and learning how he/she learns best. This is different from the way that learning
occurs in schools because in school, the learner is assessed and then adults in
the school decide for the learner how they can learn best.
10. What is a sand-box
tutorial? Why is it effective? How is it different than school-based
learning?
In a sand-box
tutorial, the player is free to explore the game without risk of getting
harmed. It is like they are really
playing, but the tutorial is designed so that players can get a feel for the
game in a realish situation. It is
effective because the player knows somewhat of how the game works when he/she
gets a feel for it from the tutorial.
This is different from school-based learning in that students often don’t
have time to explore what they are learning in a “non-harmful” way just to get
the feel of it.
11. What is a genre? Why is it important for good learning?
Genre means
the “type of thing something is (68).” It is important for good learning because good
learning always requires knowledge of the type
of thing that is expected to be learned.
12. According to the author,
what do learning and play have in common?
In some games,
the player plays as he/she learns how to play.
This is exactly how real life works in lots of instances. Very rarely will you find a tutorial on how
to do things in life; rather, you play as you go!
13. How are the skills
tests in good games different from skills tests in school?
Skills tests
in school are not usually “developmental for the learner and not evaluative
(73).”
14. How does RoN support collaborative learning?
RoN supports
collaborative learning by giving players the opportunity to work in affinity
groups (groups with people who share their interest in RoN).
15. Match at least one
learning principle of good games (on page 74) with each of the following
theorists.
Dewey - 1) They create motivation for an extended engagement.
Vygotsky - 12) They offer (guided) fish tank tutorials (simplified
versions of the real system).
Bandura - 9) (To go along with Bandura’s views on motivation) “Experienced”
doesn’t mean “expert”; it can mean that one is prepared for future
learning.
Skinner - 15) They give information “just
in time” and “on demand.”
Excellent identification of how Gee applies well known learning theories in his critique of traditional schooling!
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