James Paul Gee is a Professor of Literacy Studies at Arizona State University and has studied how and what children learn from video games. Gee cleverly overlays his work on video games to learning to read and teaching reading in classrooms. All video games are not good, Gee admits, but good ones have similar features. One of those features is the Vygotskian notion of a zone of proximal development–a mysterious concept that Gee explains well in the gaming context where each player can find a level that engages and gives satisfaction leading to intrinsic motivation. Another feature of video games, according to Gee, is a commitment to a virtual identity. "Such a commitment requires that they are willing to see themselves in terms of a new identity, that is, to see themselves as the kind of person who can learn, use, and value the new semiotic domain. In turn, they need to believe that, if they are successful learners in the domain, they will be valued and accepted by others committed to that domain–that is, by people in the affinity group associated with the domain" (p. 54).
What if the domain were reading instead of Arcanum or War of Witchcraft? Do readers commit to an identity of good reader? All learners have a multitude of identities in the real world, for instance, "middle-class, male, African American, a Pokémon fanatic, adept at rap music" and so forth. But what if a child has a damaged sense of school learner or reading learner. How is that child to cope? Gee contends that a damaged learner must be repaired "before any active, critical learning can occur." One way to repair is to form a bridge between a robust identity (I'm good at skiing, my whole family is) and a broken identity (reading learner). In many cases, children build their own bridges between robust and broken identities, but what if they cannot?
Gee describes good teaching as good repair work–helping students build bridges between robust and broken identities. Such teaching is a matter of three things, according to Gee:
What if the domain were reading instead of Arcanum or War of Witchcraft? Do readers commit to an identity of good reader? All learners have a multitude of identities in the real world, for instance, "middle-class, male, African American, a Pokémon fanatic, adept at rap music" and so forth. But what if a child has a damaged sense of school learner or reading learner. How is that child to cope? Gee contends that a damaged learner must be repaired "before any active, critical learning can occur." One way to repair is to form a bridge between a robust identity (I'm good at skiing, my whole family is) and a broken identity (reading learner). In many cases, children build their own bridges between robust and broken identities, but what if they cannot?
Gee describes good teaching as good repair work–helping students build bridges between robust and broken identities. Such teaching is a matter of three things, according to Gee:
- The learner must be enticed to try, even if he or she already has good grounds to be afraid to try.
- The learner must be enticed to put in lots of effort even if he or she begins with little motivation to do so.
- The learner must achieve some meaningful success when he or she has expended this effort.
Gee, J.P. (2007). What Video Games have to Teach Us About Learning and Literacy (revised and expanded ed.). New York: Palgrave MacMillan.