literacy

doctorate education gamification phd pokemon effect triforce

Why gamers don’t learn more – Jonas Linderoth

*Apologies for this article not having a PDF link. The link was removed (or is broken). If readers would like a copy of the paper, please add a comment and I’ll make a copy available.

Linderoth writes a critique focusing on James Gee’s book “What video games have to teach us about learning and literacy” and concludes that good games do not necessarily facilitate good learning. This critique draws heavily on the Ecological approach developed by J. & E. Gibson. The ecological approach focuses on the idea of learning being a process of differentiation and distinction, not enrichment (as other learning theories would suggest).

As such, Linderoth positions games as a “perception-action” cycle. In a game, the player explores the environment and develops a perception of that environment. Based on that, the player takes action and then returns to perceiving changes and acting again. The player makes an exploratory act (to yield knowledge) and the performatory act (an action with expected results). 

Since, Linderoth states, that games have built in markers and that the game’s design facilitates the perception-action style. The game has numerous affordances which guide the player and don’t require learning how to differentiate. The case study used to prove this theory is observation of two players (a boy and a woman) playing LEGO Indiana Jones on a Playstation 3 console.

While I agree, to an extent, that there is some exploratory and performatory action within many game models, not all games fit within the rigid boundaries he has described. Many games, to my reasoning, are experimental. Games such as Minecraft (minecraft.net) are both experimental and exploratory.

Where Linderoth’s ideas fall short are the supposition that learning isn’t necessary. He claims that a player can easily distinguish between the pale background of a game facade and the shiny items that the player can interact with. However this is a very specific style of game which, Linderoth should have noted, is aimed at a young audience (one of the participants in his study was 8 years old). This kind of guided differentiation is essential for younger learners. These rules can be applied to more mature games, but as many other experts note that if a game’s obstacles are too simple, the game is not challenging and, thus, boring to play. Obvious affordances such as shiny objects are too overt for most games.

Rather than focusing on differentiation, it’s important to apply experiential learning and tacit knowledge to games. Players learn by trial and error, doing so gives them experience related to that game (which can sometimes be applied to other games). Through repetition the player acquires tacit knowledge of the game mechanics (how to play) and game world (information). They apply that knowledge to new situations (experimentation) to see if the learning they’ve already acquired can be applied to new situations. If not, they adapt and experiment further.

While Linderoth raises some good points, I can’t agree with the conclusion (especially based on such a limited observation) that gamers don’t learn through games. Gee, Ito, boyd, Seely Brown (and numerous other academics) have provided enormous data supporting learning within games.

Try applying Linderoth’s theories to World of Warcraft or even Minecraft … the results would be far from compelling. Besides, the contributors to WoW’s 95,000 page wiki might disagree that gamers don’t learn.

doctorate education gamification phd pokemon effect triforce

Beyond New Literacies – D. Wilber

Beyond New Literacies – D. Wilber

The world, according to Wilber, is constantly changing with the development of new technologies. As well, there’s a rise in new language and literary practices born of technological change. The concern is how to analyse such rapid development of technology within that literacies framework.

The field of new literacies is the focus on how technology and tools shape language and literacies in daily life. The emphasis of such study is on what makes literacies ‘new’ in an environment of constantly changing tech tools. Wilber considers how such tools exploit global networking together with cutting edge software and hardware.

Today, technological change happens so rapidly that the changes to literacy are limited not to technology, but rather by our ability to adapt and acquire the new literacies that emerge.

New literacies must be studied as soon as they emerge, while they’re being adopted and taking shape within people’s lifestyles. New literacies are able to traverse all social spaces from education, family, leisure, work, public and private life. 

New literacies can be defined as ‘tech stuff’ and their ‘ethos’ – referring to the spirit or the way in which the technology is used. New technologies lend themselves to an ethos which is participatory , via collaboration and open sharing of information online. Fluidity is also emerging as an ethos of new literacies as texts are remixed, reshaped, mashed up and added to. One good term (not mentioned in Wilber’s paper) is ‘forked’, where a project or text is split into different forks or streams. The result is a shift in power and authorship from academic to social and challenges notions of expertise, legitimising the notion of ‘amateur’ experts.

Participatory culture is the method in which users participate in pop culture and new literacies. This is achieved through avenues such as fan fiction, gaming and online communities. Such literacies result in the creation of original texts, organising, editing and publishing. The result is a challenge to how texts are viewed: what is a text? how is it created, shaped, re-shaped and so forth? New literacies also move into the conventional notion of space – our personal lives, work, popular culture, forums, anime, fan fiction, etc. 

There exists much tension between traditional literacies and new literacies. Studies have looked at how chools attempt to use social networks – combining traditional literacies with new literacies. The results show that technologies don’t always foster new literacies (especially in an traditional literacies context). It supports the notion that technology is often shoehorned into the classroom (producing traditional literacies), despite educators’ best interests to create new literacies.

Taking the view that new literacies can be transformative, technology has the ability to reshape education, taking it into new literacy spaces. Education itself can be remixed with new media and emerge as a new digital space. Vasudevan’s study on “digital geographies” observers the effect of new literacies on participants – who are shaping and shaped by the space around them and tech tools that they use. 

Conducting further research into digital culture, society and technology affords a chance to look at how new literacies are transformative – how media, technology and information shape our lives and are, in turn, shaped by us. 

Scroll to Top