January 26, 2007
How Computer Games Help Children to Learn: An Interview with David Williamson Shaffer (Part Two)Yesterday, I introduced blog readers to my former student, David Williamson Shaffer, and his new book, How Computer Games Help Children to Learn. This book is a must read for anyone who is invested in the concept of Serious Games or anyone who wants to have a better understanding of what games might contribute to the reform of the educational process. In yesterday's post, he walked us through his roots in Seymore Papert's notion of hard fun and his concept of epistemic games. Here's a bit more background on David taken from his blog:
Today, I asked Shaffer some of the hard questions which all of us who are promoting games and education are facing. He offers some candid and compelling responses. You describe powerful activities which certainly require students to deploy a rich array of school content. But by classical definitions, not all of the activities you describe are games. And many teachers remain resistant to the concept of games in school. So what value do you see in referring to these experiences as games? This is a great question, and I'm glad you asked it. Part of the problem with the word "game" is that there isn't a single agreed-upon definition. The definition I use in the book is closer to some than others--and as you know, I talk about this very issue and how my use of the term compares to others in the book. Some skeptics have argued that the serious games movement is imposing a utilitarian logic on play (making it into something serious) when in fact, the value of play as a form of mental recreation may come from the fact that it invites us to suspend real world consequences and constraints. How would you respond to this argument? I've heard that argument, of course, but honestly I think it is a bit of a straw man. First of all, no one (that I know) is arguing that *all* play should be "serious" in the sense you describe here--that is, devoted to some larger purpose. Second, for all the reasons that Seymour and others (and I) have talked about, there is such a thing as "hard fun"--that is, the fun of doing something difficult but worthwhile. It is an important and legitimate part of fun, and of learning, and of being a well-adjusted and happy person. Finally, and perhaps most important, serious games do suspend some real world consequences and constraints. Any game imposes some constraints and relaxes some, abates some consequences and introduces others. Different games have a different balance, and serve different functions. But I don't think there is some form of pure or idealized play (except as a theoretician's fancy) which games that serve some larger purpose somehow "pollute." Any game is played in some social context, and therefore serves some larger purpose. Other critics of the serious games movement have argued that we are moving too quickly from ethnographic evidence that some kids learn well through games to larger claims that all youth can/should learn through game play. How would you respond to this argument? Well, not all the evidence is ethnographic. My work is based on experimental studies: we design a game based on a specific set of hypotheses about what players will learn and how they will learn it; then we study the experiences of players to see whether that's what happens. Others in the field have done similar studies, some at quite large scales. You end your book with some speculations on the future of education. How would schools change -- for the better or for the worse -- if various kinds of game-like activities were to displace some of the activities that currently constitute the "game" of schooling?
I don't know what the ultimate shape of schools will be in the digital age. It took decades to design the modern industrial schools we have now, and they look very different from their predecessors. Schools right now focus on standardized tests of basic facts and skills for a paper and pencil world. They need to become more about learning to use sophisticated technologies to find creative and innovative solutions to real problems. I think well-designed computer games can, should, and ultimately will play a large role in that process. But to get there will mean redesigning almost everything about schools in the long run: the architecture of the buildings, the content of the curriculum, the schedule, and perhaps most important, the means of assessment. Some have argued that we necessarily distort the real world phenomenon we are representing when we reduce them to the structures of a game. Do you agree with this concern? If so, how might educational game designers address it? As Don Norman points out in his wonderful book Things That Make Us Smart any representation of reality is a simplification, leaving out details that are not relevant to solving a particular problem or accomplishing a particular task. Moreover, all of our thinking takes place through representations--whether external representations like diagrams, pictures, or spreadsheets, or internal ones, such as memories, words, or images. 3 CommentsHenry Jenkins is the co-founder of the MIT Comparative Media Studies Program. |
"It took decades to design the modern industrial schools we have now, and they look very different from their predecessors. Schools right now focus on standardized tests of basic facts and skills for a paper and pencil world."
This is not true now, nor has it been true for the past 80 years. In the U.S. modern universal industrial schooling has almost completely abandoned "mere factual" learning. Everywhere in mainstream educational theory you will find standardized testing vilified, and the idea that people should learn "facts" savaged.
"They need to become more about learning to use sophisticated technologies to find creative and innovative solutions to real problems."
This is the overwhelming paradigm in modern schooling. The reforms suggested here are part of the reason industrial schooling is such an abject failure and the continual outcry to implement reforms that were in place years ago is moving us away from better education.
The young mind, up till the age of ~7 years old is built to recieve, retain, and retrieve factual information. During this time it is far more profitable to teach as many facts as possible so that there is a structure to build "expert" methods on later.
I believe that games have an important role to play in education, but we cannot hope to use them effectively if we continue to ignore the spectacular failure of these "Colombia School" conceptions of how we learn.
Christopher,
I'm not sure that it is fair to say, in the era of No Child Left Behind, that 'In the U.S. modern universal industrial schooling has almost completely abandoned "mere factual" learning.
Nor do I think it is quite fair to say that up until age 7 children are "built" to recieve facts. Piaget showed that was not the case more than 75 years ago, and half a century of research in cognitive science since has shown that even young children are engaged in very complex cognitive development.
I do agree, however, that Progressive Education as a whole has been problematic over the last century, and in How Computer Games Help Children Learn I discuss some of the reasons why--and some of the reasons why well-designed computer games are and can be more than just "more of the same."
In any case, the concerns you raise are critical to any discussion of the future of education. Thanks for raising them here....
David
"Everywhere in mainstream educational theory you will find standardized testing vilified, and the idea that people should learn "facts" savaged"
There is a divide between two schools of thought, the "Instructivists" and the Constructivists. Neither has a monopoly on US education thought. Under the influence of Dewey, Piaget and Papert there was a swing to Constructivism, probably peaking in the 90's. At its peak, Constructivism has had minimal influence on actual classroom practice even though dominating pedagogy discussions. Now under the NCLB there is a swing to Instructivism.
I analyse on my blog the use of language in education and the US appears to be the world's biggest user of the language of Instructivism.
I also observe, and this is not intended as US bashing, that those countries with an educational emphasis on Constructivism significantly outperform the US in education.
I think David's statement is correct about current practice. The robust discussion on how kids learn best should continue and we should try to be as constructive as possible in our criticisms rather than to vilify or savage our opponents