Games & Learning

Reflections on & in Games from Learning Perspective


   During the first class, we talked about both the logistics and the basics of the course. As the name of the course implies we will be talking about the learning and games, or in other words “learning with/in/by games.” With forming a triad by using different prepositions, I intended to make a distinction between different types of learning that takes place during gaming (regarding our discussion in class) By learning with games, I refer to situations, where games are used as supplementary material for learning*, such as using commercial games as supplementary material for teaching-learning practices (e.g. use of “SimCity,” “Civilization” in business schools, etc.). “Learning in games,” refers to the learning that takes place “in” the game, i.e. learning the rules, dynamics and economies in the game. Lastly, “Learning by games” refer to the situations, where games are the primary, stand-alone source of learning, i.e. learning by gaming.** (This is one of the professional goals that I’ve been trying to achieve). Although I made a triadic distinction,there is still no evidence, whether kids really learn by playing games or not, i.e. there are still problems regarding the evaluation methods to measure the learning (which become an important item for my research agenda).

After this brief but informing intro, we began to play “Settlers of Catan” with a group of four. In our group, there were two expert players and two novices (one of whom was me!!). We started by unboxing the game and as novices we tried to explore the pieces of the game, such as the hexagonal pieces, little houses, little rectangular prisms, interesting set of cards, set of instructions, etc. However, the experienced players took those items to be able to establish and start playing the game. We played the “random” game, since our experts said that it is more fun and started to explain the gameplay and patiently answered our questions (I think this was closer to peer-to-peer learning or apprenticeship (master) model or as Gee (2004 ,p.12) referred as “cultural learning process”)***. It was really good to have experts in the group, since we did not need to go through the instructions, rules, etc. booklets (which turned out to be a confirmed gender difference in our class discussion, i.e. females tend to go through directions for the game, whereas males prefer to jump directly in the game). Using the above mentioned triad, I can say:

  1. Learning in the Game****: I needed to learn the language used in the game, which was not that much of a challenge, since the items and related actions were familiar, colloquial (or “vernacular”) words that one can attach herself with no extra effort (a possible aid for cognitive load or using a more unfamiliar vocabulary does not matter?). This is also in line with James Gee’s (2004) paradox that can be summarized as “in order to read you need to learn vocabulary, but in order to learn vocabulary you need to read.” In my humble opinion, since the terms were familiar (we know the vocabulary), learning the rules (read the game) was much more easy. Oh, yes, more importantly, I needed to learn the rules or the underlying algorithms in the game (Both learning the language and the rules are in line with Squire’s (2006) designed experience). This was a bit difficult, since our experts explain the rules haphazardly (due to our impatient questions, I guess), I need to ask for some of the rules twice (This is also an example for both creating and enacting an “expert” identity in the game, both Squire(2006) and Gee (2004) talks about). Regarding the rules, when we began playing the game, the most important learning that I conduct was the different strategies that I create and test in different situations, such as trying to building villages and upgrading them to cities to be able to collect development cards for victory, since “the longest road” was held by another player, whom I understood, was impossible to catch up with; or try not to keep more than four cards at hand, after loosing my cards to bandit, etc… By this way, I think, I could minimize the “chance factor due to dice-rolling” (Although, we were shocked by “9”s that we rolled). This “lessons-learned” approach that I used was also in line with the “experiential learning.” Gee (2004) states that people learn better, when it is possible to build and run simulations of one’s experiences in order to anticipate new things and actions in the world.
  2. Learning with the Game: Probability concepts and problem solving skills, along with the scientific reasoning are the first ones that could be learned with playing this game (as a supplementary material). However, the transferability of the skills is of great importance, which brings us to evaluation methods/measurement problem for learning with games.
  3. Learning by Games: I think this game can be adapted for learning mathematics (permutation, combination, mathematical logic, etc.), science (especially organic chemistry), environmental science, without losing the underlying algorithms/rules, but modifying and adding new ones to build a similar balance, economy, motivational framework, etc., i.e. a similar engaging “game system.” However, as mentioned before, we will also need some evaluation methods/measurements to be able to specify the success, effectiveness, etc. of the game in terms of learning.

* This turned out to be the most preferred strategy for formal learning environments (i.e. the most preferable strategy by teachers, who might think using games in their classes).
**However, in the following weeks, I found out that there is one more step further than “learning by gaming,” which was “learning by designing.”
*** Later on, this social aspect of the game became a part in our revised project for the class.


References:

  • Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. New York: Routledge.
  • Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8): 19-29.
 This week’s readings helped me to revise my triadic structure after the first two weeks’ readings and discussions in class. I really like the idea of “learning by designing/making games,” since it both fits with the “experiential learning in designed game spaces,” and “cultural learning processes.” Having children design their own games about the topic they need to learn makes perfect sense, even from an instructionist perspective, which employed “drill-and practice” approaches for ages.
Moreover, the idea of “learning by designing games” also carries my triadic approach one step further. With this addition, my triad becomes a quadrate that seems to have different levels of cognitive, psychomotor, interpersonal skills (Just an intuition that has to be verified!!!)
In our class discussion, we try to evaluate each reading from a critical perspective and found the Robertson and Good (2004) article a bit disorganized in terms of their goals and the findings that they offered at the end. However, I think that this article might be a good example for “design-based research,” and offers very valuable “lessons-learned.” This article and Yucel, Zupko, and Seif El-Nasr (2006) article provides practical perspectives about the “designing”. The latter introduces- in my humble opinion- a new type of designing: “modding,” vs. “creating/making” games. It also offers another perspective about the long-ruling issue in games, as Kafai (2006) mentioned when it comes to making a game in different subject matter areas: “gender.”
Moreover, during the class discussion, the issue of “evaluation” popped up once again. How to measure learning in terms of syntactic knowledge (i.e. knowledge of not the programming codes, but the underlying logic)? One humble suggestion might be to offering real-world cases that they can apply their understanding of the underlying logic. Another way might be to provide learners with a bugged game that is created in another programming language and to ask students to debug the game.
There is one more issue that keeps my mind busy, asking students designing games is a great idea, but do we have appropriate tools to do so? As we discussed in class, there are software that are considerably more user-friendly than the old ones to be used for these purposes, such as Game Maker. However, it seems to create problems in some cases. I remember from the 2006 Games Summit that there is Alice, which is used for storytelling and especially favored by the girls. I am sure that there are others out there… But the old question lingers: Are they appropriate for kids’ use? Is there evidence showing that they are working? (i.e. we need evaluation methods to support our cases).


References:

  • Robertson, J. & Good, J. (2004). Children's narrative development through computer game authoring. In Proceedings of the 3rd International Conference on Interaction Design and Children. New York: ACM Press.
  • Yucel, I., Zupko, J., & Seif El-Nasr, M. (2006). IT education, girls, and game modding. International Journal of Interactive Technology and Smart Education, 3(2).
  • Kafai, Y. (2006). Playing and making games for learning: Instructionist and constructionist perspectives for game studies. Games and Culture, 1(1): 36-40.
  • Kafai, Y. (1996). Learning design by making games: Children's development of design strategies in the creation of a complex computational artifact. In Y. Kafai and M. Resnick (Eds.), Contructionism in Practice: Designing, Thinking, and Learning in a Digital World (pp. 71-96). Mahwah, NJ: Lawrence Erlbaum Associates

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Goknur KAPLAN AKILLI
Goknur KAPLAN AKILLI
don't think and still exist at -
USA
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