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Children rejoice! Video games trump textbooks.
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March 22, 2018 - 3:19 pm

Although there is much still to understand about gaming-to-learn, it’s clear that games “make us smarter.”

In Salomon and Perkin’s (2005) framework, learning “with” technology occurs when tech carries some cognitive load, freeing mental resources to increase performance (p. 74). Squire (2006) describes such effects: “Games are an important site of a shift toward a culture of simulation, whereby digital technologies make it possible to construct, investigate, and interrogate hypothetical worlds” (p. 19). Games facilitate higher levels of engagement by enabling learning through “doing and being” (p. 19).

The active participation in games’ alternative worlds also relates to Salomon and Perkin’s effects “of” technology, or the persisting impacts of the tech post-usage (p. 77). As Gee (2008) discusses, games promote situated meaning-making, including appropriate context, practice of application, and therefore increased transfer (p. 36). The situated learning taking place while gaming is more likely to extend into real life than a traditional textbook lesson.

The final piece of Salomon and Perkin’s framework is the effects “through” technology, which address long-term, societal reformations (p. 79). While video games are clearly reshaping life/learning for youth, the extent of these effects remains unknown. It’s too soon to draw conclusions, but as Stevens, Satwicz, and McCarthy (2007) hint, “[While gaming, kids] figure out and create learning and teaching arrangements that work for them. . . [Y]oung people across our study are presenting us with their implicit theory of learning in game play— . . . that games are learnable and we (i.e., they) need only figure out how to learn them.” (p. 58-9).

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March 23, 2018 - 10:09 am

I think your analysis of how the readings support the three kinds of effects is clear and compelling. However, I want to push back a bit on your point that, “The situated learning taking place while gaming is more likely to extend into real life than a traditional textbook lesson.” I agree that learning through gaming is situated, and that can be powerful, but it’s unclear to me what your comparison case is. Are all “traditional textbook lessons” devoid of context? Might not science texts based around inquiry practices and experimentation also provide enough grounding to facilitate the extension of knowledge into real life? I think a lot of researchers would say so (e.g., Minner, Levy, & Century, 2010). What makes video games superior?

Reference:
Minner, D. D., Levy, A. J., & Century, J. (2010). Inquiry‐based science instruction—what is it and does it matter? Results from a research synthesis years 1984 to 2002. Journal of research in science teaching, 47(4), 474-496.

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March 25, 2018 - 12:27 pm

Hi Katie, I think you are right that my point could use some qualifications and clarification. I certainly do not mean that textbook lessons cannot be situated and within context, especially since this has been the goal of teachers from before the affordances of technology were available. I think that using games and simulations more readily situate learners than just looking at a book. Can a textbook be part of a lesson that does fully incorporate connections to real life without using any technology? Sure! But gaming facilitates this learning environment with an ease that can relieve a lot of pressure put on teachers who try to bring the real world into the classroom, but still end up with something more contrived and forced than the “natural” experience one gets in an online world.

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