by Margaret McKay-Lowndes
Investigating video games for learning, there are three major aspects which have emerged for me as a contemporary educator: the need for students to develop media literacy around video games; the need for teachers to know about and understand the digital literacies that their students are engaging with outside of school; and the divergent nature of video games. There are probably many other considerations, but if we are to ‘approach with caution’ and set realistic goals for introducing new media into the classroom, it is probably wise to ‘hasten slowly’.
Video games are clearly embedded in 21st century popular culture, and come in many different forms, whether strategy games, creative games or ‘shoot-em-up games’. Added to this, there are ‘edutainment’ games, where game producers have based the gaming activity around mathematics and spelling drills. It could be argued that many of the popular games have more educational value than the latter, because the popular games rely on team building, strategy planning and clear communication for success: skills which are necessary for developing 21st century literacies. Jenkins (2006) advises that “new literacies almost all involve social skills developed through collaboration and networking". Furthermore, the New Media Consortium (2005) declares that unlike the traditional notions of language and literacy, which are primarily unimodal and textual, this new form of communication and self-expression occurs multimodally incorporating visual and aural elements with textual elements, and an immediacy which itself is a dimension of the new language.
Given that video games are part of the new media, and are here to stay, it behoves educators to incorporate games into the critical literacy curriculum, to equip young people with the skills they need to negotiate their way around the information presented and the persuasiveness (Williamson, 2009) of these non-literary texts. An example cited earlier about Age of Empires III is relevant here – the history presented in the game is not entirely factual. Students need to be award of this to make informed decisions and develop factual knowledge. As an educator, my intention would be to include video games in lessons about media literacy, whether it be in the English curriculum or the History curriculum. Reviews, traditionally applied to books as an assessment strategy, could be applied to video games as well. Approaching with caution, the games and novels to be reviewed would be pre-selected to ensure appropriateness. There are probably many other ways to include video games in the conversation about media literacy, and awareness of this need will inform my future practice.
Secondly, educators need to know about and understand the digital literacies with which students engage outside the classroom, in order to plan and present engaging pedagogy. During this term, a survey of 180 students in Year 8 and 9 was conducted to discover how many students regularly played games; which games they played; and how often. A news article from the BBC (2010) reported on the work of TEEM in the UK , and provided a list of commonly played games, which was used in the survey of Year 8s and 9s. Whereas much of the research around video games puts the game playing habits of teens around the 97% mark (Williamson, 2009), with the small local sample it was clear that while the majority of students did not engage at all with video games, a small percentage engaged to an extreme extent. Another group of students nominated games which they regularly played, and this provided a useful insight into the types of games which gain both parental approval, and teenage engagement. The information from the survey provided valuable information about this particular group of students, in this context, at this time. The results indicate that one way to introduce video games into the curriculum might be to offer them among other media, as texts to be studied, so that those interested would have the opportunity for engagement. In the future, my teaching practice will include similar surveys to find out where the students ‘are at’ in terms of digital literacies.
The divergent nature of video games, referred to earlier, is another aspect to be aware of as an educator. This points to the importance of game selection when designing pedagogy. Just as a class novel is chosen with great care, so must video games for the classroom be selected with care. Ideally the game would satisfy curriculum content, and be attractive to students; or be presented in such a way as the lessons would engage the students in higher order thinking skills, whether by actually playing the game, or thinking, analyzing, critiquing and communicating about it. Game creation, based on a model is another possibility which would demand careful selection of appropriate games as models.
Finally, awareness of video games (and digital media generally) will inform my future choices around professional development. Education Queensland ’s web page “Games in learning” provides a blog for teachers where issues can be discussed and innovations shared. Video games will become yet another strategy to put in the teacher tool kit, in the never ending quest to engage young people in learning.
References
BBC News: Education. (2010). Video games stimulate learning retrieved 3 October, 2010, from http://news.bbc.co.uk/2/hi/uk_news/education/1879019.stm#mapJenkins, H., Clinton, K., Purushotma, R., Robison, A.J., & Weigel, M. (2006). Confronting the challenges of participatory culture: Media education for the 21st century. MacArthur Foundation. Retrieved 18 July, 2010, from Queensland University of Technology Course Material Database
Education Queensland. (2010). The Games in Learning Project retrieved 1 October, 2010, from http://www.learningplace.com.au/defaulteqa2.asp?orgid=35&suborgid=614
Williamson, B. (2009). Computer games, schools, and young people: a report for educators on using games for learning. FutureLab. Retrieved 25 September, 2010, from www.futurelab.org.uk/projects/games-and-learning