Excerpt / Summary "Games More recently, Gee's work has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom.[10] Video games, when they are successful, are very good at challenging players. They motivate players to persevere and simultaneously teach players how to play. Gee began his work in video games by identifying thirty-six learning principles that are present in - but not exclusive to - the design of good video games.[10] Gee argues for the application of these principles in the classroom. Gee's video game learning theory includes his identification of twelve basic learning principles. He identifies these as: 1)Active Control, 2) Design Principle, 3) Semiotic Principle, 4) Semiotic Domain, 5) Meta-level Thinking, 6) Psychosocial Moratorium Principle, 7) Committed Learning Principle 8) Identity Principle, 9) Self-knowledge Principle, 10) Amplification of Input Principle, 11) Achievement Principle, 12) Practice Principle, 13) Ongoing Learning Principle, 14) Regime of Competence Principle.[14]
[edit]Good Learning Principles in Video Games Gee condenses and clusters these principles even more closely in an article [15] following the publication of his video games and learning book. Gee believes good education involves “applying the fruitful principles of learning that good game designers have hit on, whether or not we use a game as a carrier of these principles" (p. 6). Thus, Gee organizes the condensed list of good learning principles is in three student-centered, classroom-friendly clusters: “Empowered Learners; Problem Solving; Understanding" (p. 6).[15]
Under Empowered Learners, Gee includes the learning principles of “co-design,” “customize,” “identity,” and “manipulation and distributed knowledge.” These principles incorporate the idea that an engaged student is active in designing and customizing their own learning experience, can learn by taking on new identities (e.g. in explore career paths or specialized skill sets in simulated roles), and feels “more expanded and empowered when they can manipulate powerful tools in intricate ways that extend their area of effectiveness" (p. 8).[15]
The Problem Solving category includes the learning principles of “well-ordered problems,” “pleasantly frustrating,” “cycles of expertise,” “information ‘on demand’ and ‘just in time,’” “fish tanks,” “sandboxes,” and “skills as strategies.” In these first three principles, Gee argues, the scaffolding and ordering of problems learners face is key in keeping them right at their Zone of Proximal Development in different levels of skill-building. For each of these levels, Gee specifies key elements (present in the latter four learning principles): carefully prioritized information, relevant and applicable facts, and a set of related skills with which to construct strategies in a safe and authentic context.[15]
In Gee’s cluster of Understanding principles, he includes “system thinking,” and “meaning as action image.” In “system thinking”, students have an overview of their learning context as a distinct system with its own naturally-reinforced set of behaviors and embedded values. Here, the meanings of words and concepts become clear – not through “lectures, talking heads, or generalities" (p. 14) – but through the experiences the players/students have (“meaning as action image”).[15]" |