Although Salomon and Perkins (2005) consider technology more broadly, their framework can be applied to gaming technologies specifically. They define effects with technology as emerging when there is an intellectual partnership between the individual and the technology (p. 74). In the case of gaming, Gee (2008) argues that individuals learn through experiences, not abstract calculations and manipulations. Instead of working out abstract scenarios in one’s mind, games afford learners the opportunity to experience different manipulations/scenarios and their consequences. In this way, games function to assist cognition – “effects with” technology.
Effects of technology refer to a change in skill mastery that persists even in the absence of the technology’s presence (p. 74). This relates to Stevens, Satwicz, and McCarthy (2008) argument that learners exhibited transfer, evidenced by them actively juxtaposing consequences for actions in-game and in –world (p. 63). This suggests that ideas learned in the game persisted in some manner outside of the game (although I think applying a strategy from the game to real life or taking on identities of characters would be stronger evidence).
Effects through technology don’t just enhance performance, they reorganize it. Gee’s (2008) discussion of motivation and ownership points out several ways games have the potential to reorganize learning (e.g., restarting after failure, situations that support competition against the game, yet collaboration between players). The fact that games surpass traditional schooling in motivating and engaging students and do so differently (as supported by neuroscience) suggests gaming does reorganize the learning experience – an effect through technology.
Hi Kimberly,
I agree with you about “applying a strategy from the game to real life” would be a stronger evidence, especially cross-domain transfer. Gee (2008) mentions that conceptually, games should lead to learning and application of ‘abstraction’ and ‘generalizable’ traits and I would love to see that! I wonder if you think that while domain-specific in-game to in-world transfer is great, we also need a transfer of more generalizable traits? Or maybe that too much to ask for, given such a transfer *is* difficult to achieve, whether through games, textbooks, or some other active learning strategies…
I like your examples of effects through technology via gaming. I also thought about the lowered consequences of failure as a potential reshaping of the learning activity system, but I had not thought about the collaboration and competition aspects. I think this is a really important point. Several recent educational initiatives and movements support increased focus on collaboration (e.g., the maker movement; Clapp et al., 2017) as a skill needed for today’s workforce. To my knowledge, however, gaming is the only one that attempts to coordinate learning to collaborate with the motivating potential of competition. The coordination of collaboration and competition, which are often seen as at odds, seems a potentially powerful form of reshaping.
Reference:
Clapp, E. P., Ross, J., Ryan, J. O., & Tishman, S. (2017). Maker-Centered Learning: Empowering Young People to Shape Their Worlds. San Francisco, CA: Jossey-Bass.
Hi Kimberly, you brought up an interesting example of the integration of collaboration and competition in gaming. I can see how that can function as an “effects through” technology, especially in regards to its influence on motivation. However, I don’t believe that the enhanced motivation is due to the collaboration & competition elements, nor that it is transferrable outside of the immediate video game context. Dr. Barry Fishman at U-M has incorporated the soft features of video game structure into a classroom context. His courses incorporate the collaborative & competitive aspects of video games, amongst other features that are identified as motivational factors. His work has received a lot of attention and acclaim; however, the motivational features in video games do not readily transfer outside of the video game context.
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