Wednesday, November 18, 2009

Chapter 5. Principle 14 & 31.

Here we go!

Chapter 5 "Learning and Doing"

Chapter 5 is the Lara Croft Chapter. Although there are other games mentioned, most of the principles can be applied to Lara Croft.

You are given background information at the beginning of the game. In the first episode you are challenged to learn basic concepts through different learning principles. The professor gives instructions it what may seem like a foreign language but when applied to controllers or computer keyboards the player can understand how to run, jump, or attack within the game. Even though the professor has told Lara to stay close the player cannot meet Lara's full potential unless she deviates and finds the skulls. By deviating she learns skills she will need to use later in the game.

Tomb Raider shows that learners need to be given easier tasks in the beginning in order to grasp the basic tasks and key strokes. The chapter also discusses the advantage to learning in context. By using the subdomain of the first chapter the player learns how to control Lara within the context of the overall domain. The learning process is all within the domain. For example students cannot learn from textbooks alone. In a science class the students will learn from experimenting with trial and error. This concept leads to the idea that the instructor should not leave students to learn on their own. This causes students to make generalities that may lead to many failures. Without guidance students then get frustrated and give up. Students learn best when guided to learn new things. Guidance enables them to see fruitful outcomes.

The transfer method is also discussed within this chapter. By using his own experience with Shock 2, Gee discusses how he defeated a harder target to kill by using techniques from other games. Transferring knowledge from one domain to another enables learners to experiment with learning. A method of defeating in one game may not work in another game but by trying you discover new methods. He explains that it was when he was trying to transfer one method in he discovered a hiding place in the game. The ability to quickly change your strategy and be flexible will also allow players to create new modes of learning.

Bottems up! The chapter discusses the method of learning controls in games in the first episode. This is where the player can be with in the domain but comfortable enough to learn new things. As the game progresses the player begins to receive more difficult tasks and can change their method to fit the need of the challenge.

Concentrate. No not orange juice. The first episode has a concentrated amount of learning. Tasks are repeated for better understanding and there are different ways to accomplish the same task, this enables the player to learn in different ways and learn by repetition.

Just in time. Another way of learning, included in this chapter, is being given information just as it is needed. This allows the player/learner to incorporate the information just given to them and use it in a situation immediately. Instead of learning the how to accomplish a task you won't use until the end of the game the player is given instructions and then is to use them as their next assignment/task.

Principle 14
"Regime Competence" principle
Students need to learn within their ability to accomplish the task but on the outside edge. By staying too far within the students ability they become routinized and are not flexible to learn new things and methods. By staying outside of their ability the student will continually fail and then give up. By staying within, but on the outside edge, students learn to use any failed attempts as learning possibilities and are able to stretch their learning capabilities.

Principle 31
Cultural Modality about Learning Principle
Here learners are functioning within their culture and are comfortable to learn new things. By doing this they are learning and may not even know it. Even though the student is failing they are learning new strategies and when they do not know they are learning the task becomes fun.

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