Gee, James Paul. What Video Games Have to Teach Us
About Learning and Literacy. New York: Macmillan, 2007
This book was published in 2007,
which makes it, at least in internet years, ancient. Nevertheless, Gee has some
interesting things to say, things that make me think deeper about online
learning. As I read through this book, I’ll dip into the ideas that seem most pertinent to this blog.
Gee writes that when playing a game
like, WoW (World of Warcraft) players can take on different identities, such as
“female night elf priest” or “male tauren warrior.” I’ve never played WoW, but
Gee says that when he plays the game using different identities, it changes his
perceptions of the “virtual and social” (7) world of the game.
We are all familiar with how we ourselves identities on a daily basis as we go about our lives. We act and speak, and perhaps
perceive, differently when we are having breakfast with the kids, greeting
colleagues in the department office, meeting friends after work. These roles, the
identities, are seldom consciously assumed; they are dictated by the
environment—including other identities in that environment and our long-term
interaction with that environment. We grow into these roles.
Such flexible, though
situationally
constrained, identities may be most evident in the physical classroom.
Walk into any
college classroom: desks, cramped, uncomfortable, arranged in regimented
rows,
facing a single desk (impressive, solid, often covered with expensive
equipment). What identity does one have to assume to sit in one of those
dinky desks? These desks are the higher education equivalent of the
cubicles in a
Dilbert cartoon; the placement of these desks ask, perhaps insist, that
students assume just such a flat
identity.
Sure, the professor can walk into
the classroom and ask students to arrange the desks in a circle, a move that
shifts identities by seating everyone, including the professor, in equal desks
at equidistance from each other. As often as I’ve done this myself, it never
feels like I’ve gone far enough. Those desks are still part of the classroom
environment. I still have an unequal identity to students even though we are now sitting in equal desks.
The question I find myself asking
is whether online learning provides the possibility to create environments in
which students can assume identities that are personal, creative, adventurous.
What would those identities look like? How would they feel? More important, how
can I create an environment with fewer constraints, allowing students to create
rather than assume an identity?
One problem with that physical
classroom is that it makes room for a limited number of identities—watch any
teen flick and you’ll run through the main five or six before the opening
credits are over—and few of those seem to make room for students to get excited
about learning.
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