Sunday, February 19, 2012

Becker - Pedagogy in Commercial Games

After reading Becker's chapter - Pedagogy in Commercial Games I reflected my thoughts in the Voice Thread below or via link https://voicethread.com/share/1729257:

 Voice Thread transcript reflection below:

“People enjoy games and learning when…” What did you find meaningful about Becker’s emphasis on fun?
I found it meaningful when Becker wrote, “Clearly there is something else at work beyond pleasure or entertainment,” when gamers are playing a game. So to complete the sentence, people enjoy games and learning when the person feels in control of the game and learning. Even if they fail a good game design draws the person back until they learn how move through the challenge. After reading this chapter I have to wonder, can game designers create educational games that will attract all learners? I feel the gaming industry has been so successful because they have variety on their side. Meaning the players can select from many different genres until they find one they like. This is what I believe has made gaming so popular, share variety.  

What are your impressions of Gagne’s 9 events relative to gaming and learning?
I agree with Becker, “Good games meet virtually all the criteria listed,” in  Gagné’s  Nine Events of Instruction. 

What credence do you give to Merrill’s first principals of instruction as applied to gaming and learning?
Merrill’s first principals, as applied to gaming and learning, is true because:
1.       In education teacher are always taping into prior knowledge to help develop new concepts. In gaming this can be compared to the back story of the game.
2.       In education teachers model learning behaviors they want their students to follow. While in gaming the player learns what is needed to succeed by any number of avenues, like video, audio clips, etc.
3.       In education teachers provide worksheet, projects, or other assessment to allow the leaners to apply new skills. Games do this by having the player advance levels or rewarding them.
4.       In education teachers have students work in groups to use the new skills or concepts and the student help each other learn. In gaming this is done IM, chat rooms, Wiki’s, etc.

Do you find the concepts of Gardener or Kiersy valuable or relatable to the topic? Is one more valid or meaningful in your sphere of influence?
After reading this chapter I feel that both concepts can be related to gaming, but this is interpretation of each person’s understanding of the concepts. For me Gardener’s Multiply Intelligences are more of a guideline into how people learn.  As research has already established that we all learn difficultly and Gardener has tried to categorize how people might learn and the can be said for Kiersy Temperament Sorter.

Do “good games” already embody sound pedagogy in their designs, as Becker eludes?
This is a personal view point because I believe game designers created the game because people like playing it. I don’t think they really understand why building a game in a curtain way worked, they just knew it worked. If you look at pedagogy as Wikipedia defines it “is the study of being a teacher or the process of teaching. The term generally refers to strategies of instruction, or a style of instruction.” Then yes there is a sound pedagogy in commercial game design today. 

What meanings can you take away from Becker’s assertion that instructional design for games must “come out of the game design itself”? Are there any take-away points you would add?
Form my own experience with games in education I agree with Becker because games or “toys” like Jump Start software is a fancy drill and practice game. Whereas games like World of War Craft the players are in control of game unlike Jump Start where the game is in control of the player. My take-away from this article is a good game allows the player to control the pace and learning of the game instead of the game controlling what the player’s pace of learning.

National Standard: ISTE NETs Teachers 
Grade: Professional
Subject: Technology
Sub-Focus: None
Standard: ISTE 3: Model Digital-Age Work and Learning
Details: Teachers exhibit knowledge, skills, and work processes representative of an innovative professional in a global and digital society. Teachers: a. demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations. b. collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation. c. communicate relevant information and ideas effectively to students, parents, and peers using a variety of digital-age media and formats. d. model and facilitate effective use of current and emerging digital tools to locate, analyze, evaluate, and use information resources to support research and learning.

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