Book review
What Video Games Have to Teach Us About Learning and Literacy
Pelgrave Macmillan, April 2003
Author: James Paul Gee
Review by Donald Clark -Epic
Gee is very much an academic, and this book,
although largely readable, can be tough going in patches.
He's a fan of computer games and the book extracts 36 learning
principles from game playing to show us that games have much
to teach us about learning. In this he succeeds, although
a good third of his principles are debatable.
I warn you now; Gee is a disciple of the semiotic
movement. This is the theoretical grounding for many of his
36 principles. However, if you're not a follower of 'semiotic
domains' or 'text-internal relationships' you can cluster
this stuff under 'media literacy'. Much is made of a new type
of visual literacy in the form of symbols, images, video and
so on. This is valid to a degree, but falls down somewhat
when applied to the business of acquiring the skills of reading
or writing, which have standard practices that must be learned
in order to function in most professions and, indeed, in everyday
life. However, even if you disagree with the sociological
theorising, there is still much to gain from this book, as
many of his principles stand alone from his semiotic theory.
Gee is at least open and honest about his underpinning theory,
pointing out that in three major areas 'many disagree with
each one and, indeed, all three.'
The opening chapter is an excellent read as
he takes the high ground on games, showing us their virtues,
but few of their vices. It dips somewhat as the semiotic analysis
takes hold, but if you persevere, the book is excellent in
uncovering those key ingredients of computer games that have
made them so successful - producing an industry that now makes
more money than the film industry.
Again, like Prensky in Digital Game-Based Learning
(see review below) he's light on counter-arguments. Games
may be wonderful, but are still unsuitable for many types
of calm, reflective learning. He's also a little short on
real recommendations about how games can be practically used
in learning, making this a highly theoretical book with not
much real, practical advice.
One thing I particularly liked, however, was
the way he describes his experiences in learning how to play
these games. As a digital immigrant (entered their world),
rather than digital native (brought up in their world), he
duly acknowledges that he finds games difficult; but his joy
in mastering Deux Ex or Half Life is evident, and this voyage
of discovery is accompanied by insightful reflections on their
worth as learning experiences.
Another strength of the book is his observations
on collaboration in games. People who do not play computer
games often misunderstand this. They will never have used
cheats, walkthroughs, read the magazines and visited game
sites. Kids play games together online with people they have
never met and engage in a rich community of practice (Gee
prefers the term 'affinity group').
He handily lists his 36 principles in an appendix
at the back, which is useful, and I'd recommend reading these
first to get a feel for the strengths and weaknesses of the
book. By abstracting out key principles he allows us to see
how each can be applied in learning without committing to
the full-on 3D virtual environment game. These principles
cover learning to learn how to play games, lots of principles
around success through failure, as well as exploding the myth
that game playing is a solitary, anti-social affair.
This is an excellent, although altogether different,
text from David Prensky's Digital Game Based Learning. It
is essential reading along with Trigger Happy and Joystick
Nation for those who are convinced, or need convincing, that
games have much to offer education and training.
James Paul Gee is a Professor in the School of Education
at the University of Wisconsin.
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