Wednesday, November 18, 2009

Chapter 1, Transfer Principle, and Achievement Principle

Chapter Summary:

In chapter 1, the introduction, Gee argues that video games have a profound impact on our society as well as our social identities. Gee argues that when we read a book, journal article, or even a billboard, we never read in general; moreover, we always learn something when we read. The same can be applied to video games, meaning that when we play, we are actively and, in some cases, critically learning. Gee also argues that his book is about human learning and trying to implement that learning with good video games. He also argues that the most successful practices and principles of learning in a video game are closely aligned to his own views and theories.

1) Transfer Principle - We are given ample opportunities to apply a skill we've learned in the past to a new set of problems; moreover, new problems can manipulate our learning of a previous principle. In all, Gee argues that good video games can help students to learn new principles that can be applied to any other problem, whether it be in the virtual world or the social world. Also, when someone is faced with a new problem, for example a problem needing to be solved in the real world, learners can draw upon principles they learn in a game to solve that problem. However, Gee does not say that the transfer principle is useful in all cases. For example, if a student solves a problem in a biology class and then tries to apply the same skills and principles learned in solving that problem to a social class, the solution may not be so fitting or may even be disastrous.

2) Achievement Principle - All people, from differing intelligences, skill levels, and age, are given intrinsic rewards that signal a person's success. Gee argues that one aspect that makes a horrible video game is a faulty or minimalist reward system. Players, and even people in social domains, look at a video game for the rewards they can give, such as a level 80 Paladin or a special sword that can be attained if they play a certain quest. Gee also mentions how the achievement principle works in our own lives. For example, when we are awarded properly for our work, it only makes us want to work harder. In classrooms today, teachers teach by remediation and repetition, often with disastrous consequences. Video games that give good achievement to those who have worked hard would solve this problem in the classroom.

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