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The following page is extracted from a recent lecture delivered by David Buckingham, Professor of Education at the Institute of Education, London University:

SCHOOLING THE DIGITAL GENERATION
POPULAR CULTURE, NEW MEDIA AND THE FUTURE OF EDUCATION

  • “James Gee’s recent book What Video Games Have To Teach Us About Learning and Literacy is a symptomatic case in point. Gee argues, quite correctly, that computer games involve a wide range of learning processes; and from his account of his own experiences of game-playing, he derives a cogent set of learning principles that provides some important challenges for educators. However, he is so keen to use computer games as a stick with which to beat the formal education system that he ignores many of the limitations of gaming.

  • He establishes a hierarchy of value, whereby ‘good’ games are those that follow his principles, while games that do not are barely considered. In fact, academic work on game players suggests that play frequently involves a considerable amount of pointless frustration and wasted time

  • Games may well involve ‘active learning’, but it would be simplistic to assume that ‘activity’ in itself makes them a valid model for learning in general. Schools may provide many more opportunities for ‘informal learning’ than critics like Gee are prepared to allow.

  • Furthermore, it is not clear where this analysis leads in terms of educational practice. Some advocates of games in education seem to imply that games hold the key. But this is to ignore the considerable logistical difficulties – in terms of time, resources and training – that the widespread use of games would entail; and the fact that many young people (perhaps particularly girls) might well be excluded by such initiatives .

  • In fact, games are a very effective way of providing certain kinds of learning experiences, such as simulations; but simulations are bound to remain superficial if they are not also informed by an understanding of the broader principles at stake.

  • We need to make much clearer distinctions here in terms of the specific educational potentialities of different media, rather than falling back on generalised claims about their overall cognitive or motivational benefits.

  • The advent of digital technology has presented many new challenges and opportunities for education. Yet the idea that technology in itself would radically transform education – and even result in the demise of the school – has been shown to be an illusion. Despite massive expenditure on the part of government and intensive promotion by industry, few teachers have made much use of technology in their teaching; and where they have done so, there has been little definitive evidence that it has contributed to raising achievement.

  • In their leisure time, children are encouraged to see themselves as active participants, navigating their way independently through complex multi-modal media environments. Yet in school, they are largely expected to function as docile recipients of pedagogic delivery. Ultimately… we need to stop thinking merely in terms of technology, and start thinking afresh about learning, communication and culture”

 

 

E mail
17 March, 2006

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