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Educators say the
virtual worlds of video games help students think more
broadly
By SCOTT CARLSON
There are moments when James Gee seems like a teenager
in the body of a
middle-aged man. Many of those moments have to do with
video games.
Mr. Gee is a distinguished professor of education at the
University of Wisconsin's flagship campus here, but it
is conversations about video games that win his
undivided attention. He can tell you how to beat fantasy
games like Everquest and Morrowind. He can outline the
learning principles behind Pikmin, a cartoonish game
made for young children. The adult in him talks about
the moral complexities of Grand Theft Auto, which is
often slammed in the media for being sexist and
ultraviolent. The kid in him will say that the game is a
hell of a lot of fun to play.
"People ought to use Grand Theft Auto in the
classroom to think about values and ideology," he
says. "There are lots of things people could learn
from games."
This isn't the talk of a hobbyist or an eccentric, but
of a serious scholar who is taking a lead in an emerging
field. Mr. Gee thinks that video games -- even
those like Return to Castle Wolfenstein, in which
players run around and blast Nazis -- hold the key
to salvaging American education. His argument was
recently delivered in a compact book: What Video
Games Have to Teach Us About Learning and Literacy (Palgrave
Macmillan).
Although Mr. Gee's colleagues suggested that he was
wasting his time when he started looking into video
games, in the past two years he has found that he is
part of a new and growing academic field. "In the
time that I was writing my book, the interest in games
in academe went way up," Mr. Gee says. "It's
clear that by accident, I had entered an area where a
wave of interest was coming up -- and is still
coming up."
New conferences and essays dedicated to games appear all
the time. Respected scholars, like Henry Jenkins, a
professor of media studies at the Massachusetts
Institute of Technology, discuss the cultural value of
video games in the popular press. And graduate students
and professors are designing games for use in the
classroom.
Despite the swell of interest, Mr. Gee and others say
the academic study of video games is still
controversial. While some scholars embrace research on
the games, others are recoiling.
Celia Pearce is the associate director of the Game
Culture and Technology Lab at the University of
California at Irvine, where two years ago the faculty
rejected a proposal for a minor in game design. A
professor on the committee that made the decision called
the idea of a video-games minor "prurient,"
she says.
She finds it "baffling" that schools these
days use a "pre-information-society model" in
teaching. "Kids are playing games when they are not
in school. They are going from this digital environment
into the classroom, and they're suddenly in
Dickens." Teachers and professors don't know what
games are, or how to use them to their own advantage,
she says. "At the worst they fear games, and at the
best they are completely ignorant of them."
Until a few years ago, Mr. Gee was himself clueless
about video games. He became interested in the subject
as he watched his son, then 6 years old, play a game
called Pajama Sam. Mr. Gee wondered what a game for
adults would be like. So he bought a game called The New
Adventures of the Time Machine, which was loosely based
on the work of H.G. Wells.
"I was floored by how long and how difficult it
was," he says, sitting in his office, one wall of
which is now covered with posters of video-game
characters. He realized that the gaming industry makes
more money than Hollywood, which means that millions of
people are plunking down substantial amounts for games
that take on average 50 to 100 hours to complete -- roughly
the amount of time spent in semester of college courses.
"Some young person is going to spend $50 on this,
yet they won't take 50 minutes to learn algebra,"
he says. "I wanted to know why."
He says that game manufacturers deal with a compelling
paradox from which educators can learn.
Games have to be challenging enough to entertain, yet
easy enough to solve -- or at least easy enough for
the player to feel like he or she is making progress.
"To me, that was the challenge schools face,"
he says. "I wanted to see why these game designers
are better at that."
Teaching Worldviews
Research shows, Mr. Gee says, that people learn best
when they are entertained, when they can use creativity
to work toward complex goals, when lesson plans
incorporate both thinking and emotion, and when the
consequences of actions can be observed. Those needs, he
says, aren't met in college or school classrooms, where
students are often given lists of facts, told to
memorize them, and expected to regurgitate them on tests
or in essays.
Video games, on the other hand, immerse people in worlds
and make them rely on problem-solving skills to reach
defined goals. In a well-designed game, people can even
learn new skills and see the consequences of their
knowledge, or their ignorance, as their scores climb or
fall. Assessment is a cinch -- every keystroke and
high score is recordable.
Mr. Gee points out that both the National Alliance, a
neo-Nazi group, and the U.S. Army have developed video
games. In Ethnic Cleansing, the National Alliance game,
a player runs through a rotted city, killing blacks,
Latinos, and Jews. In America's Army, a player learns
how to work on a team to conduct missions and raids, and
screw-ups can lead to jail time at Fort Leavenworth.
"These groups see this as a cutting-edge way to
interact with people's minds -- not to teach facts,
but to teach worldviews. And yet schools don't."
"I'm no fan of people going into the Army," he
adds, "but the Army realizes that that game
recruits people on one level, and on another lets people
who want to be soldiers see what it's like to be in a
modern army. But what is it like to be a modern
scientist? What is it like to be a modern businessman?
We could build worlds like this."
Critics charge that the games can't teach content -- the
facts of history, science, and so on. But, Mr. Gee says,
people who play games are often inspired to study topics
related to the game. His son, now 8, not only plays a
game called Age of Mythology, but also checks out books
about mythology at the library, writes to his friends
about the game and about mythological characters, and
reads articles in gaming magazines.
Keep the Books
Mr. Gee would not advocate throwing out books and
traditional materials for classes composed of only
games. But he would dump lessons that focus on teaching
historical trivia -- names and dates, say -- in
favor of showing students the big picture. "We're
still judging people by essays and whether they have
memorized the knowledge that we think is important when
that knowledge is readily available on the
Internet," he says.
In the modern world, in which actions and events are so
elaborately interconnected, there is a premium on
getting people to think about systems, he says. One of
the best ways to do that is by having students play
games like Rise of Nations or Civilization, in which the
player manages a civilization's people, politics, and
resources in settings that can range from ancient times
to a sci-fi future. While playing the game, he says,
students pick up historical facts surrounding real-life
civilizations.
Mr. Gee acknowledges that his ideas have plenty of
critics. When he started looking into games a few years
ago, his graduate students didn't want to hear about it.
They charged one another 25 cents every time someone
asked a question that gave Mr. Gee an opening to talk
about games. "My colleagues thought I was
crazy," he says. "Fortunately, around here
they are very tolerant of letting senior faculty do what
they want."
Among some established academics outside of Madison,
however, Mr. Gee's ideas are received with skepticism,
even disdain. David W. Breneman, the dean of the Curry
School of Education at the University of Virginia, lauds
Mr. Gee for thinking about technology in new ways and
considering what interests students outside of the
classroom. One could think of a case study as a type of
game, he says.
But Mr. Breneman, who is not a video-game player,
doesn't buy the notion that a game like Grand Theft Auto
III could be a teaching tool. "Horsing around with
these games might teach problem solving, but you don't
learn anything about the world," he says. Mr. Gee
"has probably pushed the limits to get people
talking -- you have to be an extremist to get
attention these days."
Traditionalists are even less charitable. Edward C.
Smith, the director of the American-studies program at
American University, sees video games and other
technology as distractions that lead to the dumbing-down
of college classrooms. He fondly remembers the days when
he had to sit quietly with a book and memorize whole
passages of Shakespeare. "I know where I'm coming
from is completely out of the loop of where things are
going," he says, adding that many of his students
are ignorant, unsophisticated, uncreative, and shameless
about what they don't know.
"I see an intellectual devolution, not a
revolution, here," he says. "If you're going
to replace traditional methods of education with
something new, you should replace it with something
better. If this guy thinks that playing some goddamn
video game is the equivalent of memorizing a Shakespeare
soliloquy, that's crazy."
Mr. Gee replies: "It's not the equivalent. It's
more the equivalent of being able to produce a play, of
being able to make up poetry. I think people ought to
produce things rather than memorize."
"Let's keep in mind that Shakespeare in its time
was popular entertainment, and that the elite looked
down upon it," he adds. "We all know that some
of the things that kids know now will be elite
knowledge."
Curriculums dedicated to video-game criticism, game
design, and education through games have been
established at many colleges, including Southern
Methodist University, the Rochester Institute of
Technology, and Carnegie Mellon University. Students
like Robin Hunicke, a doctoral candidate in computer
science at Northwestern University, are becoming more
common. Ms. Hunicke is developing artificial
intelligence that will automatically adjust the
difficulty of a game to match the ability of the player.
Her work is grounded in educational theories that say
that people learn best when they are in the
"flow" -- challenged and thinking but not
overwhelmed.
Growing academic acceptance of video games is reflected
in the creation of online journals dedicated to games,
like Game Studies (http://gamestudies.org).
They feature articles with hefty titles, like "Lara
Croft: Feminist Icon or Cyberbimbo? On the Limits of
Textual Analysis." A handful of conferences
dedicated to the topic are scheduled for the fall. In
September, Microsoft will sponsor a symposium for
academics dedicated to exploring how game technology
could be used to enhance learning.
The New York Law School and the Yale Law School will
co-sponsor a conference in November called "The
State of Play," which will feature a discussion of
the new social, psychological, and legal issues created
by video games.
Attitudes are changing in Mr. Gee's department as well.
Half of the candidates who applied for two positions
last year had some background in the study of video
games. One of those hired was Kurt Squire, who had
worked on the Massachusetts Institute of Technology
Games-to-Teach Project, which develops educational video
games.
And while Mr. Gee's graduate students once mocked his
interest in games, now many of them incorporate games
into their theses. One of his students, Katherine
Clinton, studies what she calls the "experiential
aspects of learning" in video games -- for
example, how a student might better learn about
honeybees by becoming a bee in a game and having to
collect pollen, perform dances, and ward off threats to
the hive.
Another student, Alice Robison, studies the ways that
video games encourage players to create characters and
worlds, and how those techniques can be applied to
teaching writing and rhetoric.
'A Second Job'
Yet another student, Constance Steinkuehler, is
interested in how thinking develops in the online,
role-playing atmosphere of video games, including the
way in which a semi-collective "hive mind"
evolves among the players. In particular, she studies
players of Lineage, a game in which people from around
the world can band together in small armies and clans
and go adventuring in a fantasy world.
Her work has led to unusual research methods. Early on,
she found that serious players wouldn't respond to her
unless she had a powerful character.
Now, as Princess Adeleid, she plays Lineage four to six
hours a day, sometimes waking up in the middle of the
night to lead her clan into battle.
"It's like a second job," she says. "The
most I've ever played in one sitting, and I probably
shouldn't admit this, was 30 hours." A friend in
England, who was playing with her at the time, collapsed
in exhaustion at his computer partway through the
session.
Ms. Steinkuehler would like to write her dissertation
for lay audiences, like the parents of video-gamers, and
she plans to work in academe after graduation. She is
not concerned about her prospects. "Those of us who
grew up with Nintendo are moving into professor
positions," she says. "If you pay attention to
politics and what's happening in the field, I should
have no worries about getting a job."
Mr. Gee's graduate students do some of their research -- that
is, playing hours of games -- in a quiet little
room on the University of Wisconsin campus. The room is
outfitted with a couch, a PlayStation 2, an Xbox, a
couple of PC's, and piles and piles of video games and
strategy books, all purchased through Mr. Gee's endowed
professorship. (The students have put speakers for
surround sound on their wish list for the room.)
Mr. Gee says he doesn't take support from game
companies, hoping to avoid the appearance of a conflict
of interest. Mr. Jenkins, of MIT, complained in an essay
for Salon that moralist video-game haters used
his associations with game companies to undermine his
arguments that video games are a valid art form.
After a story by Mr. Gee about the educational merits of
video games appeared in Wired magazine, he got
many calls from game designers who were eager to discuss
their ideas for educational games. But few of them
really understood what aspects of a game make it
educational, he says.
"People seem to think that anything you click on is
a game," so designers come out with products that
have a shellac of quizzing on top of a game, he says.
"The power of these games is not the clicking. The
power is being able to extend your mind and body into
this virtual space, and in that virtual space being able
to take on an identity that you can think about in
comparison to the real world."
What's more, he adds, game designers have to start
thinking about creating games within the context of a
curriculum, and most companies are set up to design
games as stand-alone products. There is hope, he says,
in teachers' designing their own games. Modifications
for popular games are available. An instructor who knows
something about games or computers could customize The
Sims or Civilization for a study of, say, Roman history.
But that future seems a bit distant. Conventional wisdom
rules classrooms at the moment. The Bush
administration's new educational policies, like the No
Child Left Behind Act, promote standardized testing and
curriculums based on learning distinct facts. For the
time being, he says, students may do what they have to
do to get through school -- and then spend their
real study time at the computer after the school day is
over.
"People have always condemned new
technologies," he says. "We can either bury
our heads in history, or we can realize games are not
going away and build good things out of their
potential."
VIDEO
GAMES 101
The study of video games is a growing field. Here are
just a few of the places to find out more about it:
Web sites
- Game Research
-- a site that discusses the art, science, and
business of computer games: http://game-research.com
- Game Studies
-- "the international journal of computer game
research": http://www.gamestudies.org
- Games-to-Teach
Project -- designs educational games at MIT: http://cms.mit.edu/games/education
- Joystick101.org
-- "a community of gamers, designers, critics,
academics, and researchers interested in the
in-depth study of video games": http://www.joystick101.org
- Ludology.org
-- a site that archives opinions, articles, academic
papers, and news about conferences and other events
in video-game studies: http://ludology.org
- MetaGame Group
-- a project at the University of California at
Irvine that, in part, seeks to "develop the
study of games and game culture as a serious
academic field": http://www.calit2.net/meta-game
Books
- Changing Minds:
Computers, Learning, and Literacy, by Andrea A.
diSessa (MIT Press, 2000)
- Digital Game-Based
Learning, by Marc Prensky (McGraw-Hill, 2000)
- Joystick Nation:
How Videogames Ate Our Quarters, Won Our Hearts, and
Rewired Our Minds, by J.C. Herz (Little, Brown,
1997)
- The Nature of
Computer Games: Play as Semiosis, by David Myers
(Peter Lang, 2003)
- What Video Games
Have to Teach Us About Learning and Literacy, by
James Paul Gee (Palgrave Macmillan, 2003)
SOURCE:
Chronicle reporting
http://chronicle.com
Section: Information Technology
Volume 49, Issue 49, Page A31
Copyright
© 2003 by The Chronicle of Higher Education
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