"Video games don’t just carry the potential to replicate a sophisticated scientific way of thinking. They actually externalize the way in which the human mind works and thinks in a better fashion than any other technology we have."
Reflection:
James Paul Gee's article "Why Are Video Games Good for Learning?" was both interesting and informative. While several statements within the text were interesting, the above quote really stuck out to me. I had never considered a video game as a way of externalizing the way the human mind works. However, after reading the article, I have a better understand how this could work. Within a classroom, you may have students who are not learning through "traditional" methods. Offering a video game alternative could reach students who simply think differently or provide a teacher with understanding as to how that student's mind works.
As I read this article, a particular student came to mind. An avid gamer, he struggles in school with social and problem-solving issues. I'm sure in his 'gaming world' he has no issues with this. How do get the students to make the connection between the gaming world and the real world? In the article Using Games to Bridge the Gap Between Scholarly and Practical Learning, Patricia Banyas addresses this question.
"The bridge between games and education is actually not hard to build if youconsider that the many characteristics that make an effective game also mirror goodcourse design. They both include structured activities with control over challenges where it is easy to isolate the activity, clear objectives for success, concrete meaningful feedback and a broad range of increasingly more difficult challenges."
Source:
Banyas, Patricia. "Using Games to Bridge the Gap Between Scholarly and Practical Learning ." www.academia.edu. May 4, 2005. Web. 27 Jan 2013. http://www.academia.edu/1111200/Using_games_to_bridge_the_gap_between_scholarly_and_practical_learning.
Gee, James Paul. "Why Are Video Games Good for Learning?." . N.p.. Web. 27 Jan 2013.