Le pont des Arts de Paris, avec derrière le pont Neuf et l'île de la Cité, et sur la droite l'institut de France. On aperçoit au fond le sommet des deux tours de la cathédrale Notre-Dame de Paris.Benh Lieu Song.

Thursday, July 22, 2010

READINGS: GOOD GAMES & GOOD LEARNING

Identity. "... Games capture players through identity. Players either inherit a strongly formed and appealing character ... or they get to build a character from the ground up. Either way, players become committed to the new virtual world in which they will live, learn, and act through their commitment to their new identity ..." ~ Good Video Games & Good Learning, James Paul Gee


As I read the principles, I reflected upon the notion of games and virtual identity. Who are we really in the virtual realm, an extension of our real selves, or do we assume an entirely different persona? Are we more likely to misrepresent true reality and take risks for the purposes of forwarding the game? And for what true purpose? As we pursue the goal (for entertainment value, or conquest), do we sacrifice ourselves or others? Interesting points to consider.


In relation to teaching, I advocate that games may have phenomenal potential in the classroom, if used responsibly. Games do promote problem solving, strategy, and performance under pressure (real-life application). However, I think that video games should be carefully aligned to instructional curriculum, and the skills or knowledge acquired should be strategically considered.


MR.GEE'S VIEW

Mr. Gee made several compelling points about advocating for video gaming as instructional learning tool.Critical thinking was his most compelling argument. As we enter the global economic environment, we must develop skill in critical, or high order thinking. If video games can be integrated in such a way that they are both entertaining, and instructional, they might provide purposeful, motivating learning tools to complement curriculum.


Sophie raised an excellent point regarding video gaming as learning tool: the notion of failure. While school is aligned with success (failure is discouraged), video games are forwarded by failure. I think this has real-life application, as often life involves failure as a means of learning. Through persistence in failure, we reconstruct means to succeed. Great point to consider!


EDUBLOGGER SITES:

Langwitches http://langwitches.org/blog/

Exploring world language blog sites...


2 comments:

  1. Hi, Mindy!
    As I read your entry, my mind is constantly drawn back to the first question that you pose: "Who are we really in the virtual realm, an extension of our real selves, or do we assume an entirely different persona?"

    I think for the most part, when we establish ourselves in a virtual world, we are adapting to a different persona. The character we become in these games is distant enough from us that we are more willing to take risks in the game that we would probably not take in real life. If we fail a task or lose a life in the game, there aren't any real consequences for us in real life: we won't have to go to the hospital, we'll face minimal embarassment (none if nobody else is in the room), and we probably won't even remember the incident the next day. Thus, with less at stake, we are more prone to take risks.

    However, I do feel that a part of us is maintained in our virtual persona. After all, our brain still controls the character's actions, so we are still in the pilot's seat.

    Anyway, that's my take on this. You raise some excellent questions in this entry, and I feel that if we had a chance to discuss them in groups, it would generate some interesting responses.

    Take care!
    -Stephanie

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  2. Salut Mindy,

    Tu as propose des bonnes questions en haut. Quand je reflechi a une identite virtuelle, il me semble que l'on pourrais se cacher dans les jeux. Je me demande si la manque de moralite dans les jeux detacherait plus des gens de la realite. Mais le concept de deviser des jeux creatifs pour les etudiants me plait beaucoup. Il faut que nous utilisions notre imagination.

    N'est-ce pas?

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