Chapter 5: Learning and Gaming
1 What is the main argument the author is making in Chapter 5.
The author is trying to show his audience that video games often provide a deeper level of instructional learning for the child.
2. What constitutes a theory of learning?
The theory of learning is constituted by the common patterns that a student uses in order to learn.
3. Why did the author struggle to learn to play Warcraft III? What needs to proceed before good learning principles?
The authors motivation was tainted as the author had a completely different learning style that did not coincide with playing video games.
4. How would have the authors struggle with learning to play Warcraft III been interpreted in school?
The author's struggle to learn to play Warcraft III would have been interpreted as failing and he probably would not have received a passing grade.
5 What kind of learning experience might be better suited for at risk students?
Horizontal experiences are able to ease the students into learning slowly and allow them to explore the material. This might be the best interpretation for a at risk student.
6. Why does the school-based interpretation of "at risk" lead to bad learning?
The term "at risk" usually refers to a student that has a different learning style so that adjustments need to be made to better incorporate the material to the student's particular style. This could lead to bad learning because usually the material is adjusted thinking that the student is not as capable which is not the case.
7. What do schools need to do to function more like a good game?
Schools can do several things to help them function like a good game. Making the students feel important and giving them assignments that challenge their minds to think and explore the content by making it exciting rather than just assigning work sheets.
8. What is different about how good games and school assess learners?
Schools usually assess learners in one particular way and make the decision for the student based on the only assessment given instead of appealing the individual learning styles. Good games assess learners by giving them options to succeed and making a challenge out of memorizing and learning content.
9. What are the attributes of a fish-tank tutorial that make it an effective learning tool? How is it different than school-based learning?
10. What is a sand-box tutorial? Why is effective? How is it different that school-based learning?
Fish tank tutorials are effective learning tools as they do not "dumb down" the material but only encourage the students by teaching basic skills that the students will need for the game in a tutorial type setting. This shows the student that they can practice and learn from their mistakes.
11. What is a genre? Why is it important for good learning?
A genre is a grouping of similar ideas and the type of idea involved. A genre is important for good learning as a genre allows students to use different techniques rather than sticking to one topic and not allowing the expansion.
12. According to the author, what to learning and play having in common?
Learning and playing go hand in hand as children learn while they are playing. They attain information and are able to exhibit the information later on.
13. How are the skills test in good games different from skills tests in school?
The skills tests are developmental not evaluable.
14. How does RoN support collaborative learning?
RoN supports collaborative learning as it is an online gaming community that contains forums, blogs, etc. that allows for gamers to come together and speak about what they have learned and experienced.
15. Match at least one learning principle of good games (on page 74) with each the following learning theorists you have studied in 3352:
The theory of multiple intelligences by Gardner can go hand in hand with learning principle of good games.
Dewey
Vygotsky
Piaget
Gardner
Bandura
Skinner
Gee, James Paul (2012-10-02). Situated Language and Learning: A Critique of Traditional Schooling (Literacies). Taylor & Francis.
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