Produced with support from the John D. and Catherine T. MacArthur Foundation.
Big Thinkers: James Paul Gee on Grading with GamesAn Arizona State University professor sees a bright future for video
games in the learning process -- in and out of school.
An Arizona State University professor sees a bright future for video
games in the learning process -- in and out of school.
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Release Date: 8/13/2008
Video Credits
Directed by
- Ken Ellis
Associate Producers:
- Amy Erin Borovoy
- Lauren Rosenfeld
Editor:
- Karen Sutherland
Camera Crew:
- Orlando Video Productions
- © 2008
- The George Lucas Educational Foundation
- All rights reserved.
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Comments (24)
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ответ на этот топик
советы как стать моделью в кратчайшие сроки
The Arrogance of College Tenure
Gee is obvious, dated, and ignorant of schools. He is also profoundly and pathetically disposed to presume "others" should do what he says, not what he does, and, conversely, that he need do nothing but complain to get change to happen.
For years we have had a desperate need to create interactive metrics - like those in games - to assess creativity, speed at seeking and using information, collaboration (or teamwork), listening, leading, and responsibility. Yet no gamer has bothered to adapt or create a simulation to score those skills in comparative or absolute terms; none has even matched Monopoly as a test for entrepreneurship. Such metrics are both obvious and could quickly displace the pathetic one-right-answer of most multiple choice or even more modern adaptive tests.
If Gee knows so much, let him contribute that knowledge to improving what is working already rather than dismiss the often deep and lasting creativity of today's teacher. And the prospect of colleges leading is as absurd as Red Skelton doing Shakespeare, or, for that matter, Olivier doing pratfalls. Colleges have every incentive to tell everybody else what to do while doing nothing whatsoever to improve themselves. The number of SmartBoards at an Ed School is slightly lower than the average high school, and the number of faculty who actually ask for creativity - and recognize it when they see it - is smaller than the average inner-city AP Course.
Digital room 2
In 2002-2006 we did a first iteration of an upper-secondary school education called the "Digital room" where the learning was done mainly inside games such as CS and WoW. During that time we had the pleasure of meeting prof. Gee at the Game Developers Conference. Now (in 2010) we are repeating and scaling this into a permanent education in Sweden and internationally. Please use translate.google.com to check out the project web site, currently in Swedish only: http://dr.dsv.su.se
(sorry if this is double-posted, had a problem signing in)
Digital room 2
Hi,
I totally agree with Gee; in 2002-2006 we did the first iteration of an upper-secondary school education, where the learning took place inside games like Counterstrike and later WoW. Now we are repeating and scaling this project, into a permanent educational programme in Stockholm, Sweden, called the Digital room 2. The site is in Swedish for now so please use translate.google.com to read it at http://dr.dsv.su.se
Changing Bait
Professor Gee is right on the money. In order to catch the attention of todays tech savvy game raised students we must change our tactics. We desperately need a new sputnik to motivate our politicians and educational leaders to give up the old traditional ways and embrace new innovations.
Wow! As so often seems to
Wow! As so often seems to happen,I have viewed this video exactly when I needed to see it. Yesterday I finished reading a book called Catching Up or Leading the Way: American Education in the Age of Globalization by Yong Zhao and published by ASCD. The book provides a compelling, well-researched argument for the kind of educational changes Gee advocates here. Zhao carefully counters those who would require American education to be an assembly line cranking out successful test takers. He uses his own experience with and knowledge of the Chinese educational system to suggest that we do not want to emulate those who would make all students strong test takers at the cost of leaving them ill-prepared for 21st century life in which problem solving and creativity will be necessary. The chapter on technology and its huge impact on the lives of digital natives (our children) had me spellbound. I finished the book and wondered how to get a copy into the hands of Arne Duncan.
Gee's ideas are in strong accord with Zhao's, I believe. I urge others to read this book and consider using it with those who need convincing.
Before I recently retired as
Before I recently retired as principal for 17 years, I facilitated the establishment of an exercise 4 learning lab (Lawler SPARK Central) in my elementary school. The lab epitomized the key concepts of James Paul Gee's video. The lab has 25 exergaming stations including a new station called a Brain Bike that was developed by doctors and neuroscientists to put into practice the research supporting problem solving and exercise. The Brain Bike (http://www.exergamefitness.com/brainbike.htm) truly gives students an opportunity to solve problems in ways that challenge memory and processing speed.
In my 33 years as a principal the exercise 4 learning lab has been one of the best innovations I have seen impact student learning and motivation. The lab captures the benefits of video game problem solving and prepares students for learning through physcial activity that stimulates the brain. Please contact the above URL for more information about exergaming and problem solving. When Dr. Gee talks about schools getting outside the box, this lab has certainly done that. Students, staff, and parents are thrilled with the lab experience.
Retired Principal-educational consultant
Before I left the school from which I just retired as prinicipal after 17 years, I initiated the establishment of an exercise 4 learning lab (Lawler SPARK Central) that epitomizes the major points that Jim Paul Gee makes in his video. The lab uses exergaming to enhance learning and to improve fitness. Many of the stations engage students in thinking and problem solving. One of the stations, Brain Bike(http://www.exergamefitness.com/brainbike.htm),is designed by medical doctors and neuroscientists to maximize problem solving in conjuction with exercise. The Brain Bike is one of 25 stations in the exercise 4 learning lab that has engaged students like no other innovation I tried in 33 years as a principal.
If you are interested in more information about the lab, you can get more details through the above URL.
http://www.exergamefitness.co
http://www.exergamefitness.com/brainbike.htm
http://www.exergamefitness.co
http://www.exergamefitness.com/brainbike.htm