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Video Games and the Future of Learning
Abstract
Will video games change the way we learn? We argue here for a particular view of games—and of learning—as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From this perspective, we describe an approach to the design of learning environments that builds on the educational properties of games, but deeply grounds them within a theory of learning appropriate for an age marked by the power of new technologies. We argue that to understand the future of learning, we have to look beyond schools to the emerging arena of video games. We suggest that video games matter because they present players with simulated worlds: worlds which, if well constructed, are not just about facts or isolated skills, but embody particular social practices. Video games thus make it possible for players to participate in valued communities of practice and as a result develop the ways of thinking that organize those practices. Most educational games to date have been produced in the absence of any coherent theory of learning or underlying body of research. We argue here for such a theory—and for research that addresses the important questions about this relatively new medium that such a theory implies. Video games and the future of learning Page 3 Video games and the future of learning Computers are changing our world: how we work... how we shop... how we entertain ourselves... how we communicate... how we engage in politics... how we care for our health.... The list goes on and on. But will computers change the way we learn? We answer: Yes. Computers are already changing the way we learn—and if you want to understand how, look at video games. Look at video games, not because games that are currently available are going to replace schools as we know them any time soon, but because they give a glimpse of how we might create new and more powerful ways to learn in schools, communities, and workplaces—new ways to learn for a new information age. Look at video games because, although they are wildly popular with adolescents and young adults, they are more than just toys. Look at video games because they create new social and cultural worlds: worlds that help people learn by integrating thinking, social interaction, and technology, all in service of doing things they care about. We want to be clear from the start that video games are no panacea. Like books and movies, they can be used in anti-social ways. Games are inherently simplifications of reality, and current games often incorporate—or are based on—violent and sometimes misogynistic themes. Critics suggest that the lessons people learn from playing video games as they currently exist are not always desirable. But even the harshest critics agree that we learn something from playing video games. The question is: how can we use the power of video games as a constructive force in schools, homes, and at work? In answer to that question, we argue here for a particular view of games—and of learning—as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From this perspective, we describe Page 4 Video games and the future of learning an approach to the design of learning environments that builds on the educational properties of games, but deeply grounds them within a theory of learning appropriate for an age marked by the power of new technologies. Video games as virtual worlds for learning The first step towards understanding how video games can (and we argue, will) transform education is changing the widely shared perspective that games are “mere entertainment.” More than a multi-billion dollar industry, more than a compelling toy for both children and adults, more than a route to computer literacy, video games are important because they let people participate in new worlds. They let players think, talk, and act—they let players inhabit—roles otherwise inaccessible to them. A 16 year old in Korea playing Lineage can become an international financier, trading raw materials, buying and selling goods in different parts of the virtual world, and speculating on currencies. A Deus Ex player can experience life as a government special agent, where the lines between state-sponsored violence and terrorism are called into question. These rich virtual worlds are what make games such powerful contexts for learning. In game worlds, learning no longer means confronting words and symbols separated from the things those words and symbols are about in the first place. The inverse square law of gravity is no longer something understood solely through an equation; students can gain virtual experience walking on worlds with smaller mass than the Earth, or plan manned space flights that require understanding the changing effects of gravitational forces in different parts of the solar system. In virtual worlds, learners experience the concrete realitie
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Citations
Cited by
From Content to Context: Videogames as Designed Experience
Squire, K. (2006) · Educational Researcher · doi:10.3102/0013189x035008019 · Cited by 1,091
Self-citationDigital Games in Education: The Design of Games-Based Learning Environments
Gros, B. (2007) · Journal of Research on Technology in Education · doi:10.1080/15391523.2007.10782494 · Cited by 607
Scientific Habits of Mind in Virtual Worlds
Steinkuehler, C., & Duncan, S. (2008) · Journal of Science Education and Technology · doi:10.1007/s10956-008-9120-8 · Cited by 545
Epistemic Network Analysis: A Prototype for 21st-Century Assessment of Learning
Shaffer, D. W., Hatfield, D., Svarovsky, G. N., Nash, P., Nulty, A., Bagley, E., Frank, K., Rupp, A. A., & Mislevy, R. (2009) · International Journal of Learning and Media · doi:10.1162/ijlm.2009.0013 · Cited by 386
Self-citationHandbook of Research on Effective Electronic Gaming in Education
(2009) · IGI Global eBooks · doi:10.4018/978-1-59904-808-6 · Cited by 363
Metadata
- Authors
- Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P.
- Venue
- Phi Delta Kappan
- Publisher
- SAGE Publications
- Published
- 2005-10
- Volume
- 87
- Issue
- 2
- Pages
- 105-111
- ISSN
- 0031-7217 (ISSN-L)
- 1940-6487
- OpenAlex
- W2119759105
- Cited by
- 1,094
- References
- 0
- FWCI
- 49.84
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- journals.sagepub.com/page/policies/text-and-data-mining-license (tdm)
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