Gee and Mayer on the Science of Learning, Problem Solving, and Games
In What Games Have toTeach Us About Learning and Literacy, literacy scholar James Paul Gee
writes:
“What we are really looking for is
this: the theory of human learning built into good video games. This theory is
built into not just the games but also gamers and the gaming community. Of
course, there is an academic field of cognitive science (or, better put, a part
of it sometimes called “the learning sciences”). So we can, then, compare the
theory of learning in good video games to theories of learning in cognitive
science. Who’s got the best theory? Well, it turns out that the theory of
learning in good video games is close to what I believe are the best theories
of learning in cognitive science. And this is not because game designers read
academic texts on learning” (Gee, 2007, p. 4).
In his chapter, “Multimedia Learning and Games,” from
Tobias’ and Fletcher’s anthology, Computer
Games and Instruction, cognitive scientist Richard Mayer writes:
“Many strong claims are made for
the educational value of computer games, but there is little strong empirical
evidence to back up those claims […] In order to provide guidance to game
developers, it would be useful to have research-based principles for how to
design educational computer games (i.e., a science of instruction) and a
research-based theory of how people learn from educational computer games
(i.e., a science of learning)” (Mayer, 2011, p. 281-2).
In one corner, we have Gee telling us that using a
semiotics-based framework to reflect on playing games, to study the ways games
are designed, and to study games, can help us not only understand the learning
that happens in existing games (e.g. off-the-shelf commercial games like World of
Warcraft) so that we can design educational games, but also principles of
learning, motivation, and assessment that can help us remodel formal education
in school systems towards a system of in-class and out-of-class learning
experiences that fit “better with the modern, high-tech, global world today’s
children and teenagers live in than do the theories (and practices) of learning
that they sometimes see in school” (Gee, 2007, p. 5).
In the other corner, we have Mayer telling us that we still
need to build an empirical base of research-supported instructional design
principles for designing educational games that effectively help students
achieve learning objectives, and that the existing base of multimedia learning
principles can help us reframe the science of game-based learning and
educational game design practices towards a body of research-supported
principles that can operate with existing instructional design principles (287-8).
Who is right, Gee or Mayer?
Well, right about what—game design, instructional design in
general, or the fit between k-12 and higher education learning experiences with
learners entering them? All three of these things can be addressed separately
with respect to the usefulness or strengths of Gee and Mayer’s positions. Below
I address Gee and Mayer’s positions on game design and instructional design in
more depth, but first I quickly address their positions on the fit between k-12
and higher education learning experiences with the learners entering them.
Designing Education
for Digital Natives
In “Digital Natives, DigitalImmigrants,” Marc Prensky writes that widespread access to and use of digital
technologies in and since the 1990s (in the U.S.) by those born into this
digital revolution has been an irreversible event that should be accounted for
in the design of learning experiences in formal education (p. 1). Prensky coins
the terms digital native and digital immigrant to emphasize this fundamental
difference in students before and after the digital revolution in terms of they
ways in which they learn and process information, not just in terms of their
birthdays and technology use. In short, a digital native is a person who thinks
and processes in certain ways from use of digital tools and toys, prioritize
consumption of information from computers, prefer digital media over reading
text, prefer fast delivery of information and immediate results or feedback,
and, generally speaking, prefer shifting their attention to creation and
sharing of digital content.
Gee seems to marry the need to design learning experiences
that fit digital natives and digital immigrants to his semiotics-based
framework.
To my knowledge, Mayer does not espouse a digital
native-based theoretical approach to studying instruction, learning, problem
solving, or games. Presumably, Mayer is interested in principles of
instructional design and evidence about learning experiences that will hold
true across people and scenarios regardless of whether or not the participants
in the research studies are “digital natives,” “digital immigrants,” or just
plain computer illiterate. I think I have seen at least one Mayer study mention
the relevance of computer literacy to their research on games. If Mayer—or
someone with the same interests and understanding of multimedia learning
principles and the science of learning—has not already operationalized the
concepts of digital native in relation to (interactive) multimedia and studied
the impact of the potential advantages or disadvantages of digital native
dispositions, I would like to see whether or not this kind of research study
would result in evidence of a set or cluster of individual differences in
relevant dispositions, characteristics or traits between digital natives and
digital immigrants (or computer illiterate).
Designing Games with Learning
Objectives
Imagine that you are to design a learning experience that
facilitates development and transfer of a kind of problem solving (e.g. solving
algebraic equations) for your learners, and you want a set of principles to
help guide your design.
I worry that Gee’s last statement, “And this is not because game designers read academic texts on learning”
borders on something that Ntiedo Etuk, founder of DimensionU, said about game
designers and designing games for learning; see one of my previous posts about
game-based learning for this. It’s as if both Etuk and Gee are suggesting that
ordinary game designers (those who don’t read academic research on the learning
sciences) use intuition or reflections on private experiences during gameplay
to design the game, and then test the design of the game via playtesting. If
Etuk and Gee are not saying this, then I would ask for more clarification about
their positions, but I will continue reflecting on this intuition-reflective
design-playtest model anyway.
‘Intuition’ could mean (a) the passive ability to acquire
knowledge without use of any sort of reasoning abilities (deductive or
inductive) or (b) recollection of prior knowledge of any kind. I am more likely
to accept the relevance of the second sense of intuition to instructional
design than I am the first, especially if intuition in the second sense is in
no way polluted by intuition in the first sense. Intuition in the first sense
is blind of both experience and prior knowledge; I don’t believe it exists, and
if it did, it wouldn’t be useful. Insofar as intuition in the second sense does
not hinge on intuition in the first sense, and people have active control over
experience, inference, construction of meaning and knowledge, and recollection
of prior knowledge (they do), it can be useful, but may not always be accurate
if beliefs about others’ experiences (e.g. gameplay and learning) are only
grounded in one’s personal experiences. If this intuition-reflective
design-playtest model of game design processes is polluted by intuition in the
first sense about how other people will experience or learn from gameplay, or
it does not account for relevant differences beyond the designer’s personal
experience, implementing this intuition-reflective design-playtest model of
game design risks counterproductive design of game features. Plus, if
playtesting procedures used do not accord with the virtues of academic
experimentation, and the design of the game was meant to facilitate learning,
then the playtesting and design together may sacrifice validity, reliability,
and conduciveness to facilitating learning for those who end up playing the
game.
Designing Instruction
Interestingly, there are some similarities in their learning
principles. Aside from shared commonalities here, I agree with Mayer that
instructional design of any kind should not only align formal or informal
learning objectives with appropriate features of learning environments, but
also be evidence-based. I also agree with Gee that we should view cognitive
achievements during and as a result of gameplay with an eye for what is not
just an individual achievement, but also a social or cultural achievement.
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