Chapter 5: Learning and Gaming
1 What is the main argument the author is making in Chapter 5.
The school system is not "learner friendly". In addition to a school's poor attempt to facilitate learning, the current school system doesn't allow students to approach education as gaining of skills. Instead it makes students feel as if their abilities and potential in a subject are based completely on their grades.
2. What constitutes a theory of learning?
A well tested, but not completely proven, idea of how learning best occurs.
3. Why did the author struggle to learn to play Warcraft III? What needs to proceed before good learning principles?
Motivation for an extended engagement. The author couldn't engage with the game, so it became too hard for him.
4. How would have the authors struggle with learning to play Warcraft III been interpreted in school?
It would have been recognized as the students fault instead of the teacher. A teacher has to be able to motivate their students to commit to the learning of a subject such as chemistry. The students need to find a valuable reason to study the subject. A reason that allows them to connect the content to their current and future lives.
5 What kind of learning experience might be better suited for at risk students?
A good learning experience in which the students receive a different aspect of the content. One that might really be attractive to their lives. This is not to be a "dumbed-down" version of the content.
6. Why does the school-based interpretation of "at risk" lead to bad learning?
Some teachers "dumb- down" the curriculum; consequently, the motivation to learn is decreased even more. A teacher who recognizes their students as "at risk" are providing the students with low expectations and a poor self- esteem. Instead the teachers need to continue high expectation of learning the curriculum combined with a more interesting approach that motivates the students to learn. (Self- fulfilling prophecy)
7. What do schools need to do to function more like a good game?
Allow the students to take on roles of humans in real life situations, so that they can look/participate in at the world in a new way.
8. What is different about how good games and school assess learners?
Good games allow players to self- assess their abilities in a way that doesn't give them a false sense of their potential. Many students who struggle in school receive poor grades and immediately get the feeling that they will ALWAYS be bad at a particular subject. Good games allow players to see that they are progressing and always 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?
It allows players to solve problems by assessing themselves which allows them to learn things about what they did and what not to do. The tutorials also contain player choices. When skills are mastered, the player sees that it fits into the whole system. The information is given multimodally (visually, orally, and in print). The fishing tank operates in the Zone of Proximal Development for the player.
10. What is a sand-box tutorial? Why is effective? How is it different that school-based learning?
The sandbox allows the player to act in the real game with easy opponents. The player also receives a lot of hints. It is effective because it requires the player to think about what they are doing and what they are learning. In addition, it allows players to immediately apply what they've learned. Many school- based instruction strategies do not require students to apply the knowledge until much later.
11. What is a genre? Why is it important for good learning?
Genre is a type or style of something. It is important for learning because "good learning always involves a knowing early and well what type of thing we are being asked to learn and do"
12. According to the author, what to learning and play having in common?
Learning and playing is engagement. To learn you have to be engaged in the content.
13. How are the skills test in good games different from skills tests in school?
The skills tests are developmental for the learner and not evaluative. School skills tests are decontextualized and not related to how the knowledge is applied. For instants, a chemistry test may ask a student to recall the definition of a word instead of using it to solve a lab procedure.
14. How does RoN support collaborative learning?
Players can compete in multiplayer mode online. Also, players can watch other players' strategies to help them advance their knowledge of how the game can be played.
15. Match at least one learning principle of good games (on page 74) with each the following learning theorists you have studied in 3352:
Dewey- 17)- They let learners create their own unsupervised sandboxes.
Vygotsky- 25) They ensure that the learners have and use an affinity space wherein they can interact with peers and masters, near and far, around a shared interest (even passion), making use of distributed and dispersed knowledge.
Piaget- 9) "Experienced" doesn't need to mean "expert"; it can mean that one is well prepared for future learning.
Gardner - 14)- They give information via several different modes. (visually, orally, and in print).
Bandura- 1)- they create motivation for an extended engagement.
Skinner- reinforcement...in video games power ups occur for good tactics.