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Hall of Fame

Prensky

Mark Prensky set the pace on the use of games in learning with his evangelistic book Digital Game-Based Learning (2001). Prensky claims that today's trainers and trainees are from totally separate worlds. Sure, learners have a short attention span nowadays - for the old ways of learning! His point is that the old ways are inappropriate for the new generation of learners. Games now infuse the culture with movies of games and games of movies. The powerful argument that underpins the rest of the text is that games are cool, education and training are dull.

‘Digital natives’ versus ‘Digital immigrants’
These terms have become commonplace and Marc has done a great deal to make them common currency in the learning field. Digital natives are those who grew up in a habitat with computers, texting, searching, games consoles and thrashing about in software – the twitch generation. Digital immigrants are those who have had to enter their world and learn about them and their habitat. Digital aliens are those who remain outside of the system.

Games and motivation
The real power in the book comes from the arguments he gathers on motivation, and using game techniques to improve learning. Games' designers know a lot about motivation. They have to - or their games won't sell. There is, therefore, real mileage in taking game design techniques and using them in learning.

His analysis of what makes games tick is exemplary and matched by a similarly strong analysis on learning in relation to simulations. The difficulty, however, is in bringing these two worlds together, and Prensky is not entirely convincing in making these two worlds congruent. Games may not be as widely applicable in education and training as he imagines.

Light on the downside
As one would expect, and as with any book that takes a single, strong line - traditional learning bad, games good – he is light on arguments against games in learning. These include: violence, gender gaps, distractive elements, disappointment and a whole raft of arguments against the use of games in reflective, higher forms of learning. For example, it is quite difficult to argue that the violence in games has no effect whatsoever on players, then argue that games make great sense for behavioural change. Why has the military spent so much on games, simulations and even a free downloadable game with over a million players if it has no psychological effect?

This is a dimension to the 'games in learning' debate that is often underestimated by the games evangelists. Games often have no educational value, and, even worse, can distract, disappoint or even destroy learning.

Distraction - if the learning objectives are not congruent with the game objectives you run a real danger of distracting learners from the learning. Learners become obsessed with progress, scores and other non-learning components in the game, to the detriment of the content. Even in real computer games, players will go to enormous lengths to obtain cheats.

Disappointment - this is a danger where the learner is set up to experience a game which actually turns out to be a rather weak affair. Children brought up on a diet of blockbuster real-time games are often bored by poorly designed educational games.

Destruction - in some cases, games can even destroy learning. This is the argument put forward by Postman. If game-playing induces an expectation that learning must always be an amusing experience, then setting such an expectation risks producing the opposite effect in contexts where amusement is absent. In this way, a games-based approach might undermine other more traditional forms of education and training.

Conclusion
Many now argue that we should harness the strength of games, while setting their weaknesses to the side. Some also argue that games may turn out a generation with better IQs, better skills, more attuned to technology with a more enlightened learner-centric attitude towards learning than any previous generation.

Bibliography
Prensky M. (2001) Digital Game-Based Learning

http://www.games2learn.com/
Marc’s home page

 

 
Downloads

Corporate brochure: E-Learning at Epic
Data sheets: Epic Consulting, Accessibility Lab, Arena, Blended Learning ROI Calculator (‘The Blender’), Epic P2P, Hosting, Thought Leadership Programme, Testing (x4)
White papers: Blended Learning, Blended Learning in Practice
Survey report: The Future of E-Learning (2003)

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