Translating Learning Principles to Classrooms

As I finish up with Gee, I can’t help but be equally engrossed and critical of his argument. In Video Games, Gee’s argument was particularly strong when he was actually giving examples from the games he was playing to demonstrate what learning principles were being activated and used by the player. Gee’s use of the game Pikman to get his discussion started on semiotic domains is particularly good, because as a reader of Gee’s argument, I can see how each maneuver that the player makes in the game directly translates to a learning principle. As a reader who has very little experience playing video games (and absolutely no experience with the games he uses as examples), I was pleased with Gee’s ability to describe the action of each game in terms that a non-gamer could understand. Through his meticulous background descriptions of each game and detailed play-by-plays of certain maneuvers, Gee makes clear how exactly the action in a video game translate into a critical learning experience for the player. I found the learning principles described with Lara Croft particularly interesting; for example, the player “learns” that he must, in fact, deviate from Professor Von Croy’s strict instructions by being rewarded with golden skulls each time he disobeys. So, on Gee’s video game side of his argument, I was very much with him.

Unfortunately, I was a little skeptical when Gee began to try to translate his video game learning principles to the classroom. For instance, it is not hard to understand the separation of “real-world” and “virtual” identities in the gaming world (except, maybe when Gee overcomplicates things with his discussion about the placement of his italics in the phrase “James Paul Gee as Bead Bead”…so not necessary!), but it really seems a stretch to separate a “learner” and a “scientist” when both are physically the same person. Isn’t “scientist” just one of those “real world identities” that the “learner” may have acquired from years of science class? I just felt that Gee was really making a stretch with his discussion of real and virtual identities in the classroom.

I get how video games make us think and learn in different and often challenging ways. I also understand that the wild success of video games is an indicator that the learning principles they employ should be transferred into the classroom. Where Gee loses me is when he gives little to no tangible examples of how to actually employ these learning principles in the classroom (the only practical example he gives that I’ve seen so far is about the computer game that asks students to elaborate on Galileo’s principles of motion on page 86). I appreciate that video games highlight learning principles that are conducive to how humans tend to learn best; I don’t appreciate when Gee takes pages and pages to describe the learning principle and then makes an abstract claim like “good teachers set up scientific environments that guide learners and surround them with empowering tools that extend their individual efforts” (108). As a reader, I’m left thinking, “Okay, but HOW?” If Gee devoted as much time to translating his learning principles to a classroom setting as he devotes to describing Bead Bead’s maneuvers through her virtual world (and did anyone else think it was TMI when we heard about Bead Bead’s “well-deserved night of forbidden pleasure”?), I think that this book would be a lot more worthwhile for me. It was definitely an interesting concept, though.