Good Games and Good Learning
Good Games and Good Learning
Good Games and Good Learning
I
played my first video game four years ago
when my six-year-old son, Sam, was playing
Pajama Sam: No Need to Hide When Its Dark
Outside. In Pajama Sam, child superhero Sam goes off
to the Land of Darkness to find and capture Darkness
in a lunch pail and thereby alleviate fear of the dark.
Darkness turns out to be a big, lonely softie who just
needs a playmate.
I wanted to play the game so that I could support my
sons problem-solving. Though Pajama Sam is not an
educational game, it is replete with the types of prob-
lems that psychologists study when they study thinking
and learning. When I saw how well the game held Sams
attention, I wondered what sort of beast a more mature
video game might be. I went to a store and arbitrarily
picked a game, The New Adventures of the Time Machine.
Then again, perhaps it was not so arbitrary, as I was
undoubtedly reassured by the association with
H. G. Wells and literature.
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GOOD VIDEO GAMES AND GOOD LEARNING
As I confronted the game, I was amazed. It was Left out of the context of biology as activity, biologi-
hard, long, and complex. I failed many times and had cal facts are trivia.
to engage in a virtual research project via the Internet
So, ironically, just as in part what you learn when
to learn some of the things that I needed to know. All
you successfully play a good video game is how to
of my Baby-Boomer ways of learning and thinking
play the game, so too, what you learn when you learn
did not work, and I felt myself using learning muscles
biology should be how to play that game. However,
that had not had this much of a workout since my
for both video games and biology, it is not a case of
graduate school days in theoretical linguistics.
anything goes this is not a permissive progres-
As I struggled, I thought: Lots of young people sivism writ large. You must inhabit the identity that
pay lots of money to engage in an activity that is the game offers (be it Battle Mage or field biologist),
hard, long, and complex. As an educator, I real- and you have to discover what the rules are and
ized that this was just the problem our schools face how they can best be leveraged to accomplish goals.
how do you get someone to learn something long, Perhaps the word game rankles some use sim-
hard, and complex, and yet still enjoy it? I became ulation instead. However, keep in mind that a game
intrigued by the implications that good video games such as Full Spectrum Warrior is a game when I buy
might have for learning in and out of schools. And, it off the rack, but it is a serious learning tool when a
I also played many more great games such as Half- soldier plays the professional-training version.
Life, Deus Ex, Halo, Elder Scrolls III: Morrowind,
Rise of Nations, and Legend of Zelda: The Wind
Waker.
LEARNING PRINCIPLES
Good video games incorporate good learning
principles, principles supported by current research in
cognitive science (Gee 2003, 2004). Why? If no one
S o, lets take a brief look at some of the learning
principles that good games incorporate (Gee 2003,
2004, 2005).
could learn these games, no one would buy them,
and yet players will not accept easy, dumbed-down, 1. Identity
or short games. At a deeper level, however, challenge No deep learning takes place unless learners make
and learning are a large part of what makes good an extended commitment of self. Learning a new
video games motivating and entertaining. Humans domain, whether it be physics or furniture-making,
actually enjoy learning, though sometimes in school requires the learner to take on a new identity: to
you would not know it. make a commitment to see and value work and the
world in the ways in which good physicists or good
A QUESTION OF CONTENT furniture makers do. Good video games capture play-
ers through identity. Players either inherit a strongly
B efore I talk about learning in games, I must deal formed and appealing character for example, Solid
with the content question. People are prone to Snake in Metal Gear Solid or they get to build a
say, in a dismissive way, What you learn when you character from the ground up, as in Elder Scrolls III:
learn to play a video game is just how to play the Morrowind. Either way, players become committed
game. Ironically, we actually find here our first good to the new virtual world in which they will live, learn,
learning principle. Some people think of learning and act through their commitment to their new iden-
in school for example, learning biology as all tity. Why should the identity of being a scientist and
about learning facts that can be repeated on a writ- doing science be less appealing?
ten test. Decades of research, however, have shown 2. Interaction
that students taught under such a regime, though they
may be able to pass tests, cannot actually apply their Plato in the Phaedrus famously complained that
knowledge to solve problems or understand the con- books are passive; you cannot get them to talk back
ceptual lay of the land in the area that they are learn- to you in a real dialogue the way that a person can
ing (see Gardner 1985). face-to-face. Games do talk back. In fact, nothing
happens until a player acts and makes decisions.
A science such as biology is not a set of facts. In Then the game reacts, giving the player feedback and
reality, it is a game that certain types of people new problems. In a good game, words and deeds are
play. These people engage in characteristic sorts of all placed in the context of an interactive relation-
activities, use characteristic tools and language, and ship between the player and the world. So, too, in
hold certain values; that is, they play by a certain set school, texts and textbooks need to be put in contexts
of rules. They do biology. Of course, they learn, of interaction where the world and other people talk
use, and retain lots and lots of facts even produce back.
them but the facts come from and with the doing.
3. Production
Players are producers, not just
consumers; they are writers,
not just readers. Even at the
simplest level, players co-design
games by the actions that they
take and the decisions that they
make. An open-ended game such
as Elder Scrolls III: Morrowind
is, by the end, a different game
for each player. In a massive mul-
tiplayer game such as World of
WarCraft, thousands of people
create different virtual careers
through their own unique choices
in a world that they share with
many others. At a higher level,
many games come with versions
of the software with which they
are made, and players can modify
them. Such modifications range
from building new skate parks
in Tony Hawk or creating new
scenarios in Age of Mythology,
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GOOD VIDEO GAMES AND GOOD LEARNING
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