This post is in response to Roland’s post of 11/29–”Gaming.”
Children in public schools often are subjected to back-to-basics initiatives. Let’s accept for the moment the good will of the people behind these pushes and their arguments that we are dealing with a crisis and therefore must prepare children to compete in the real world in which they live. Are we in danger of fostering, or, more to the point, perpetuating a multi-tiered system where disenfranchised children are trained to survive in an unfair world while the children of the powerful and the wealthy are educated—given the opportunity to engage in activities that prepare them for leadership and success well beyond mere survival? In doing this aren’t we in effect widening and strengthening the gaps in achievement and opportunity between the haves and the have-nots?
The problem is that not surviving precludes any chance of excelling. Does this leave us with no choice? Must we sacrifice a generation or two (or more) as we work to shape a better future in which there is no place, no need and no tolerance for a multi-tiered, race- class- or gender-based system of education? Patience is not a virtue of mine, but neither am I inclined to play games with other people’s lives just for the sake of immediate action. I know that this kind of argument raged around abolition, civil rights and, I am sure most other instances of oppressed peoples endeavoring to throw off the burdens imposed upon them. Sometimes these arguments are engaged in by those more comfortable, safe and able to indulge in the luxury of debating big ideas than the people on the front lines of the struggle.
In What Video Games Have to Teach Us About Learning and Literacy, James Gee asserts that well-designed video games are long, and challenging. He adds that good games are “life enhancing” or engaging. Gee claims that these conditions are necessary for games to be successful. He states that game designers don’t make their games shorter, simpler and easier (the way, he points out, that schools often do with their curriculums) because “gamers won’t accept short or easy games” (p.3).
Gee continues his comparison of video games to classroom instruction:
…the theory of learning in good video games fits well…with the best sorts of science instruction in schools today. Such instruction stresses strategic thinking and problem solving, often collaboratively…[T]his sort of science instruction is rare and getting rarer as testing and skill-and-drill retake our schools. (p. 4)
Paradoxically, much of the educational software that is peddled to parents, teachers and schools seems not to be built on what Gee refers to as the “best theories of learning in cognitive science,” the very characteristics exhibited by the types of video games that are eschewed by schools, teachers and parents as a waste of time.
One of the sad things about public education as we practice it, is that irrelevance doesn’t describe just things like video games, but is characteristic of much of the teaching that takes place. Learning experiences for children often have no connection to what they already know and understand. Principles of science, for example, are in operation in inner cities and in the most rural of areas just as they are in the suburbs. But we often teach in ways that do not tap into children’s knowledge and do not build on the strengths of learners. At some point people in the British colonies in Africa, the Caribbean and elsewhere resolved that it was of limited utility for their children to learn about the flora and fauna of the English hedgerow and began look for a more local, more relevant way to understand Biology. This was equally true in other subject areas. This was a major impetus for the creation of, among other programs and initiatives, The Education Development Center’s African Primary Science Programme in the 1960s. Isn’t it the case that exposure to, facility with, and the taking for granted of technological capabilities and possibilities are among the very centrally relevant skills, abilities and habits of mind that the children in our public schools need to develop to have a chance to contribute to, benefit from, and lead in the world into which they have been born?
I share your worries about providing a less-than-relevant education to children for whom education is most critical, but how do we avoid marginalizing and limiting them even further?
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Reference:
Gee, J. P. (2007). What do video games have to teach us about learning and literacy. New York: Palmgrave MacMillan.