What Gee has to Teach Us About Games, Learning, and Problem Solving
In What Games Have to Teach Us About Learning and Literacy, James Paul
Gee delivers his early theses and reflections on the relations between games,
learning, and problem solving. He later changes some parts of his overall
position on games and learning in some talks that he gives and articles or
chapters he writes, but to understand the more recent version of his framework,
we have to understand the early version of his framework, which appears to have
made ripples in the ways that the study of game-based learning have become more
mainstream.
Gee writes that he picked up
playing video games after observing the ways in which his son appears to have
learned from playing games, and that he experienced 3 realizations from playing
games:
1.
Games require players to learn and think in ways
that require novel solutions, not routine solutions from our daily lives that
we might be eager to easily apply (p. 2).
2.
Some people are not used to having to inhibit
the common or routine solutions, and confronting the new ways of learning and
thinking necessary to conquer the game’s challenges can be both frustrating and
“life-enhancing,” allowing the player—or learner—to experience “pleasant
frustration” (p. 3).
3.
Gamers don’t like short or easy games, they
usually like easy-to-learn-to-play games and dislike games that are hard to
learn, and good games (ones that gamers buy, play, and deem worth the money)
have principles of learning built into the design of the game, not just the
experience of learning to play the game (3).
According to Gee, one of the keys to making a good game is
“finding ways to make hard things life-enhancing so that people keep going and
don’t fall back on learning only what is simple and easy” (p. 3). He adds that
the third realization (see above) is important to the study of gameplay,
game-based learning, and formal learning in general (1-3), and much of the
reminder of his book establishes the definition and relevance of 36 learning
principles.
Before listing out these
principles, it’s important to recognize the influence of Gee’s prior background
on the semiotics-based framework Gee uses to articulate, understand, and apply
the 36 principles. In his earlier works, Social
Linguistics and Literacies and The
Social Mind, Gee argued that literacy and thinking are social and cultural
achievements, not just mental achievements by an individual (5). Not only do
people read and think in different ways, but they also always read or think in
some particular way; it’s never just reading or thinking “in general” (5). Gee
argues that one’s experiences with others who are members of various social or
cultural groups who, through social practices, encourage reading or thinking in
some way. One can never think or read outside of every group (i.e. without
using standards of thinking and reading that don’t align with any group);
meaning is relative to the purposes and practices for reading and thinking that
are specific to a group (6). Gee writes that these different social identities
we uphold, in real life or a virtual world as in games, “lead to different ways
of looking at, feeling about, and interacting with” the world (7).
Like reading and thinking, learning
and gaming are never “in general” or separate from social identities. Gee
extrapolates this implication for the nature of different academic disciplines
or learning domains:
“But all learning is, I would
argue, learning to play “the game.” For example, literary criticism and field
biology are different “games” played by different rules. (They are different
sorts of activities requiring different values, tools, and ways of acting and
thinking; they are different domains with different goals and different “win
states.”)” (7-8).
To better elucidate his insights, Gee centers his book
around semiotics—the study of how signs, including text, images, sounds,
gestures, movements, graphs, equations, objects, and humans, have meanings—and
then gives his definition of semiotic
domains: a set of practices wherein people think act, value, and make and
communicate meanings in certain ways by using one or more modalities (sounds,
music, bodily sensations, oral or written language, images, equations, symbols,
gestures, etc.) (18-19). This is Gee’s semiotics-based framework through which
he defines and examines games and learning… and apparently problem solving, for
Gee defines games as sets of problems to be
solved. Thus, in Gee’s framework, games, learning, and problem solving are
bound up together as constructs that each try to carve out parts of some important
semiotic domain that Gee values, and Gee examines them for learning principles
that can help us achieve in more complex, higher-order semiotic domains, such
as those one encounters in schooling.
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