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Review of James Paul Gee

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Computer Games: agents of learning or mindless entertainment?


"Better theories of learning are embedded in the video games many school children play, than in the schools they attend."
(Gee, J 2003, p7)
  • James Paul Gee is a Professor of Reading at the University of Wisconsin–Madison and has written numerous articles on sociolinguistics and literacy studies. In the November 2005 of ‘The Harvard Education letter: ‘The Classroom of Popular Culture’ James Paul Gee wrote an article entitled: ‘What video games can teach us about making students want to learn. On this page I shall conduct a critical review of the article. (For copy of full article see www.edletter.org/current/gee.shtml)

  • In the article Gee makes a strong case in favour of using computer games in education, suggesting that complex games; “recruit learning as a form of pleasure. Gee argues that “games teach children not only how to play but how to learn, and to keep on learning.” In essence, Gee suggests that computer games provide a safe environment within which pupils can simulate identities and experiences and gain knowledge and expertise through a process of problem solving and interaction. Complex computer games are cognitively demanding, therefore, it stands to reason that players will need to develop certain cognitive skills in order to master them successfully.

  • There can be little disputing the fact that Gee is highly enthusiastic about the learning potential of computer games. It is equally difficult challenge his assertion that; “video games are spectacularly successful at engaging young learners”, they are one of the few mediums to successfully integrate learning and reward. Ultimately, it is perhaps necessary to acknowledge that for video game makers, unlike schools, failing to engage children is simply not an option.

  • However, whilst many gamers will recognise Gee's descriptions of game-playing, his account is highly subjective and based largely upon his personal experience. There is no definitive evidence of the educational potential of computer games within a more traditional academic context.

 

 

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17 March, 2006

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