Blog Task 2

Topic 1 : How might games be used to develop a more socially inclusive classroom or workplace using Gee’s viewpoint?

A socially inclusive classroom endeavours to meet the individual needs of all students (Cologon, 2015). Students are encouraged to learn together with guidance from the teacher who utilises a variety of resources. Games are one such resource that a teacher could employ to cater for the diverse learning needs within a class.

Initially, teachers, such as myself, who have had little experience playing video games may see barriers and tensions rather than opportunities. The traditional role of the teacher is challenged when video games are used in the classroom (Sandford, Facer & Williamson, 2011) and this can be unsettling. At first, barriers such as technology infrastructure and the time required to learn about games seem insurmountable. However these barriers can be overcome if teachers are willing to rethink their teaching (Becker, 2011).

Created by Karen Malbon

According to James Paul Gee, good games incorporate learning principles that can be have a positive impact on education (Turkay, 2014). Gee asserts that video games entertain and motivate people through challenge and learning. Gee’s viewpoint is backed up by cognitive science research (2005) and is persuasive enough to make me rethink the place of games in schools and libraries.

Of the sixteen learning principles described by Gee (2005), the following four resonated with me as beneficial to a socially inclusive classroom; risk taking, customisation, situated meanings and cross-functional teams.

Risk taking
Video games encourage players to take risks and explore. Failure is not the end result but the chance to receive feedback in order to try again (Gee, 2005). Video games provide a safe environment to try out different choices and consider other points of view (Turkay, 2014). Ethical understanding is a general capability in the Australian Curriculum and video games could be useful resources.

Customisation
Many video games allow the player to adjust difficulty levels. The same game could be used within a classroom but differentiated according to the needs of individual students. Students can also customise games in other ways to suit their learning or playing styles (Gee, 2005). For example sounds can be turned on or off. Customisation also assists in managing cognitive load, the mental effort required for a task (Turkay, 2014).

Situated meanings
Video games could improve vocabulary by situating the meaning of words and language within the context of the game. Verbal and non-verbal cues are contained in images, actions and the dialogue of video games (Gee,2005) and could be beneficial to learners with learning difficulties.

Cross-functional teams
Massively multiplayer online games rely on a diverse range of skills from multiple players. Players have the opportunity to specialise in a particular skill and contribute to the game. Enjoyment is often derived by the commitment to a common goal and the affiliation with others revolves around this commitment regardless of individual differences (Gee, 2005). Forums, cheat sites, game wikis are learning communities that evolve when players have a shared interest and are part of a participatory culture (Turkay, 2014). In a socially inclusive classroom problem solving, sharing and discussion could leverage different modalities of expression to suit different students.

My concerns about using video games in schools and libraries are beginning to diminish as I become more aware of the relationship video games have with learning theories, learning principles and participatory culture. My next big challenge is to identify games that are suitable for libraries and classrooms.

James Paul Gee from New Learning Institute on Vimeo.

References

Becker, K. (2010). Distinctions Between Games and Learning: A Review of Current Literature on Games in Education Gaming and Cognition: Theories and Practice from the Learning Sciences (pp. 22-54). doi:10.4018/978-1-61520-717-6.ch002

Cologon, K. (2015). Inclusive education means all children are included in every way, not just in theory. Retrieved from http://theconversation.com/inclusive-education-means-all-children-are-included-in-every-way-not-just-in-theory-45237

Gee, J. P. (2005). Good video games and good learning. Phi Kappa Phi Forum, 85(2), 33-37. Retrieved from https://search-proquest-com.ezproxy.csu.edu.au/docview/235184729?accountid=10344

Sandford, R., Facer, K., & Williamson, B. (2011). Constructions of games, teachers and young people in formal learning. In de Freitas, S., & Maharg, P.  Digital games and learning (pp.176-199)Retrieved from http://ebookcentral.proquest.com.ezproxy.csu.edu.au/lib/csuau/detail.action?docID=655488

Turkay, S., Hoffman, D., Kinzer, C. K., Chantes, P., & Vicari, C. (2014). Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms. Computers in the Schools, 31(1/2), 2-22. doi:10.1080/07380569.2014.890879

 

5 Comments on Blog Task 2

  1. Margaret Simkin
    March 19, 2017 at 8:14 am (3 years ago)

    This is an engaging read Karen and taps into so many aspects of gamification and virtual reality experiences. The other element is the amount of time available to teachers to develop these types of activities, testing them and refining them before feeling confident to just use them.

    Reply
    • kmalbon@internode.on.net
      April 1, 2017 at 6:14 am (3 years ago)

      Thank you for taking the time to comment Margaret because as you infer our time is limited. If we do want to change our practice and become confident using game based learning, I think we will have to prioritise and direct our own learning.

      Reply
      • Margaret Simkin
        April 1, 2017 at 7:41 am (3 years ago)

        So much or learning has to be self driven because the all in type of PL offered at most schools is inadequate for those who are inquiring in C21st skills, knowledge networking and digital innovation!

        Reply
        • kmalbon@internode.on.net
          April 1, 2017 at 10:27 am (3 years ago)

          I agree, self driven PL and a Professional Learning Network are essential today.

          Reply
  2. Margaret Simkin
    April 3, 2017 at 5:56 am (3 years ago)

    I downloaded Ingress and went outside, but because we live on a farm the nearest site was 5.2KM away (a big bandicoot carving that sits outside a local motel. When I get some time in town I will try it again. Thanks for providing the incentive.

    Reply

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