
Kirby writes -
So far, I'm no further educated as to your specific objections. When you come up with something (that's specifically yours), let me know. I don't really want to read long essays. Just give the gist.
On second thought let me say this much. Learning is about demystification. I would probably not go as far as the Waldorf folks and deny kids a great magic show. But that's precisely what a good video game is. In some sense it is the opposite of a learning experience. And the power relationship is perverse. The machine has the power, the developer has the power. The kid is a shmuck. Exactly the wrong lesson. This is the part that gets me worked up and I better stop before I get myself too worked up. I am, BTW, 4000% percent *for* helping kids, as part of their education, demystify their games. That in part is what PyGeo could be about. But there is very little point and click to it, a good deal of math to it, and it is not a game. Art

Learning is about demystification. I would probably not go as far as the Waldorf folks and deny kids a great magic show. But that's precisely what a good video game is. In some sense it is the opposite of a learning experience.
And the power relationship is perverse. The machine has the power, the developer has the power. The kid is a shmuck. Exactly the wrong lesson.
This is the part that gets me worked up and I better stop before I get myself too worked up.
Well, this is the kind of thing I'm trying to get a feel for -- scientific evidence is not of interest at the moment. I just want to get where you're coming from. I understand you don't like black boxes which simply dazzle without providing insights. You don't like bread and circuses, designed to keep the masses dumbed down, the better to be taken advantage of by those puppet-masters with the cynical know-how. You see bells and whistles as so much science fiction scenery designed to create an illusion, to fool, to hoodwink on some level, and so arcade games, for you, are the antithesis of real education. How 'm I doing? Where I think you might be mixing a couple of ideas is when you talk about how video games don't provide much insight into how they actually work (are mystifying in this regard). But I would-be Boeing 777 pilot in a flight simulator wants to train her reflexes to match those of the real 777. The layout of the cockpit controls is of interest, and the reactions of the plane. It's probably not of specific interest how this realism is achieved, how the pneumatic rods supporting the faux cockpit are set to rock and roll in accordance with simulated wind buffeting, thrust, flap position and so on. The point of this simulation is to teach about the 777, not about how to build a flight simulator. Likewise, while I think it's true that many kids have no clue as to how a given arcade game works, the game designers may well have done a very good job of imparting knowledge about *something completely different* -- such as the workings of global weather patterns, the stock market, the advertising business, or political campaigning. Imagine an arcade game wherein you're running for president of some country. You have money concerns, issue concerns, perception concerns. Donor X promises you big bucks, but not if you appear to side with Y in your statements. Different versions of a stump speech appear on screen. You have to decide which one you'll go with (advisors weigh in with pros and cons, perhaps audibly, using emotional language). Money sources appear or dry up as a result of your choices. In the meantime, your competition is doing likewise. Negative ads appear, about your accepting funds from Donor X. How all this is implemented electronically may be something of a black box, but the insights obtainable about the political process might be significant. Of course it all depends on the game designers just what lessons might be built in. But that's true of any simulation (including those delivered in narrative formats, in the form of history books for example). In other words, I don't think the fact that games will come with built-in biases and world views is an issue about the games per se. It's more an issue about teachers and teaching in general -- we have points of view, and that's just the way it is (and always will be, no?). Kirby

on 12/13/03 2:57 PM, Arthur at ajsiegel@optonline.net wrote:
Learning is about demystification. I would probably not go as far as the Waldorf folks and deny kids a great magic show. But that's precisely what a good video game is. In some sense it is the opposite of a learning experience.
And the power relationship is perverse. The machine has the power, the developer has the power. The kid is a shmuck. Exactly the wrong lesson.
In the early stages of learning, kids are expected to take a great deal on faith about the way in which the world and society works, and we typically start the demystification process with relatively easy, middle of the road examples with a lot of unstated assumptions. That's true for any kind of instruction with any kind of instructional material. Explorations of the difficult boundary conditions and underlying assumptions are left until later, both in the sciences and the humanities. So a lot remains un-demystified for a long time in traditional instruction. For example, elementary physics typically includes macroscopic solid body problems, not quantum mechanics. There are a lot of assumptions inherent in those problems that ultimately need demystification, but initially we concentrate on the most obvious issues and work toward the others incrementally over a significant period of time. Instructors often illustrate physics problems with a small physical apparatus that represents what happens in the wider world, and kids watch. It would be substantially beneficial if the kids each had their own apparatus for experimentation, but that's usually not possible. In the absence of that, I don't see the harm (and do see benefit) in providing kids with a video simulator of the same problem that provides responses that appear to be identical to those occurring with the physical apparatus, and that allows experimentation. I don't believe the kids have any problem isolating the display from the non-demystified computer behind it and understanding that within the confines of the simulation the actions they see represent real-world responses. As an aside, the greater problem is going the other way--convincing them fully that what they see in some cases does not represent the real world. Similarly, I have no problem with starting kids learning computing/programming in a GUI (a form of simulator) to allow them to acquire a basic skill set rapidly under reinforcing conditions, then progressing from there to the command line ('cd is just like opening a folder'). I've seen this work fine. And I don't buy the machine:power/kid:schmuck scenario. When kids can manipulate a simulation to produce a result, they feel empowered. If the result doesn't honor the parameters of the simulation, the kids immediately label the developer/machine "lame" -- not themselves. Jim Harrison Univ. of Pittsburgh
participants (3)
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Arthur
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Jim Harrison
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Kirby Urner