High Score Education/ Games, not
school, are teaching kids to think. Reading professor at the University
of Wisconsin May 2003
By James Paul Gee
http://www.wired.com/wired/archive/11.05/view.html?pg=1
The US spends almost $50 billion each year on education, so why
aren't kids learning? Forty percent of students lack basic reading
skills, and their academic performance is dismal compared with
that of their foreign counterparts. In response to this crisis,
schools are skilling-and-drilling their way "back to basics," moving
toward mechanical instruction methods that rely on line-by-line
scripting for teachers and endless multiple-choice testing. Consequently,
kids aren't learning how to think anymore - they're learning how
to memorize. This might be an ideal recipe for the future Babbitts
of the world, but it won't produce the kind of agile, analytical
minds that will lead the high tech global age. Fortunately, we've
got Grand Theft Auto: Vice City and Deus X for that.
After school, kids are devouring new information, concepts, and
skills every day, and, like it or not, they're doing it controller
in hand, plastered to the TV. The fact is, when kids play videogames
they can experience a much more powerful form of learning than
when they're in the classroom. Learning isn't about memorizing
isolated facts. It's about connecting and manipulating them. Doubt
it? Just ask anyone who's beaten Legend of Zelda or solved Morrowind.
The phenomenon of the videogame as an agent of mental training
is largely unstudied; more often, games are denigrated for being
violent or they're just plain ignored. They shouldn't be. Young
gamers today aren't training to be gun-toting carjackers. They're
learning how to learn. In Pikmin, children manage an army of plantlike
aliens and strategize to solve problems. In Metal Gear Solid 2,
players move stealthily through virtual environments and carry
out intricate missions. Even in the notorious Vice City, players
craft a persona, build a history, and shape a virtual world. In
strategy games like WarCraft III and Age of Mythology, they learn
to micromanage an array of elements while simultaneously balancing
short- and long-term goals. That sounds like something for their
résumés.
The secret of a videogame as a teaching machine isn't its immersive
3-D graphics, but its underlying architecture. Each level dances
around the outer limits of the player's abilities, seeking at every
point to be hard enough to be just doable. In cognitive science,
this is referred to as the regime of competence principle, which
results in a feeling of simultaneous pleasure and frustration -
a sensation as familiar to gamers as sore thumbs. Cognitive scientist
Andy diSessa has argued that the best instruction hovers at the
boundary of a student's competence. Most schools, however, seek
to avoid invoking feelings of both pleasure and frustration, blind
to the fact that these emotions can be extremely useful when it
comes to teaching kids.
Also, good videogames incorporate the principle of expertise.
They tend to encourage players to achieve total mastery of one
level, only to challenge and undo that mastery in the next, forcing
kids to adapt and evolve. This carefully choreographed dialectic
has been identified by learning theorists as the best way to achieve
expertise in any field. This doesn't happen much in our routine-driven
schools, where "good" students are often just good at "doing
school."
How did videogames become such successful models of effective
learning? Game coders aren't trained as cognitive scientists. It's
a simple case of free-market economics: If a title doesn't teach
players how to play it well, it won't sell well. Game companies
don't rake in $6.9 billion a year by dumbing down the material
- aficionados condemn short and easy games like Half Life: Blue
Shift and Devil May Cry 2. Designers respond by making harder and
more complex games that require mastery of sophisticated worlds
and as many as 50 to 100 hours to complete. Schools, meanwhile,
respond with more tests, more drills, and more rigidity. They're
in the cognitive-science dark ages.
We don't often think about videogames as relevant to education
reform, but maybe we should. Game designers don't often think of
themselves as learning theorists. Maybe they should. Kids often
say it doesn't feel like learning when they're gaming - they're
much too focused on playing. If kids were to say that about a science
lesson, our country's education problems would be solved.
James Paul Gee, a reading professor at the University of Wisconsin-Madison,
is the author of 'What Video Games Have to Teach Us About Learning
and Literacy'.
WHAT YOU CAN DO: If you suspect dyslexia
get your child tested. The earlier you intervene the better your
child's chances of becoming a fluent reader. They need a program
that promotes phonemic awareness and fluency. Boys and girls suffer
equally from dyslexia and its estimated that 1 in 5 children in
the U.S. suffer from it.
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