The pandemic forced many of us to move into hybrid, technology-mediated teaching, and as we continue our voyage into such spaces, one thing that we in higher ed should remember is that many students have long been quite good at navigating hybrid environments. Really, it’s about time formal education finally catches up.

In his landmark 2003 book What Video Games Have to Teach Us About Learning and Literacy James Paul Gee detailed the ways video games do a better job of facilitating literacy learning than education institutions. Almost 20 years later, his analysis has become incredibly relevant. It would seem that the move toward more hybrid learning environments should have captivated a student demographic primed by video games. But instead, students—many of whom are video-game players—have often hated the virtual learning environments of their universities. Somewhat ironically, the video-game industry is experiencing a resurgence. Prophetically, Gee wrote, “The theories of learning one would infer from looking at schools today comport very poorly with the theory of learning in good video games.”

Now is the perfect time to revisit the principles of why video games are so good at teaching and learning in ways most virtual classes don’t seem to be. Below is a summary of some of those principles.

  • Storying content. Gee discussed meaning as being situated in specific contexts. Knowledge, in other words, only becomes meaningful in certain situations. For instance, I might know the nutritional content of eggs, but that doesn’t mean I know how to scramble them or even prepare a nutritious breakfast. In video games, the concepts and skills a player learns have specific uses in particular moments. Those situated meanings require players to recognize the patterns that indicate how to best apply their newly acquired knowledge. Typically, situated meanings are created via stories. Within those stories, players assume an identity that motivates them to make use of whatever the video game is teaching them.
  • Applying newly learned skills and knowledge. Video games make frequent use of interest-based interaction with knowledge, promoting self-directed mastery. Very rarely do video games ask players to passively listen to and absorb information—instead, they deliver information in usable chunks. At each stage, players practice applying their new learning, first to familiar situations and progressively to novel situations, facilitating transfer.
  • Providing just-in-time feedback. Players typically receive information at the time they need it. Say a player in a particular game is threatened by an oncoming storm. Right at that moment, the game teaches the player how to construct shelter. Other video games might rely on social interactions, often facilitated through popular apps like Discord or GameFAQs. This approach encourages collaboration, allowing players to actively seek information from others when they require it most.
  • Encouraging risk. Of course, the consequences of failing in a video game are much lower than failing an expensive college class that could perhaps even influence one’s career. The low-stakes challenges of video games empower players to try new strategies and discover novel approaches to problem solving.
  • Rewarding failure. When players take risks and fail, they still learn. On a metacognitive level, players realize a gap in ability or knowledge that might motivate them to persist. On a pragmatic level, they learn not only what doesn’t work but also what might work with modification, the foundation of self-regulation.

These principles remind educators that the virtual wheel does not need to be reinvented. We don’…….

Source: https://www.insidehighered.com/advice/2021/12/08/faculty-should-study-video-games-improve-their-teaching-opinion

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