On June 19th, James Gee gave the opening keynote at FDG2010. You can find the abstract page xix. Here are some notes I took during the talk.
Games convey learning better than schools do.
A concentrated sample
is a basic language sample for a 1-year-old kid learning language. But people do not speak simply enough, they do not send basic samples only. Nature's solution is: kids filter and simplify what they receive, they can only process simple sentences. Kids are built
to be limited. What could be a boss battle in language?
For games, the problem is: how to be sure players get only the bits of information they need to progress. Games are guided experience on concentrated sample for future learning
. Each level is a preparation for the following level, each level is learning. A boss is here only to test if the player is prepared to learn more. A better player is a better learner.
Experts only know one thing, they overvalue it and undervalue their other knowledge. WoW is distributed experts who also understand other classes' expertise. With the Damage Meter add-on, DPS free-riders are spotted.
Learning is helped by the emotional impact found in games. Why would I save people in the game? Why would I play? The story is here to kick-in emotions and motivate players. Stories are the only way to do it.
There is always performance before competence
. The problem is trainees need to trust their trainers, otherwise they fear to perform. In games, there is performance: it is players looking at other players or NPC. Bonus: the intelligence is distributed. The community helps learning. This works particularly well with modding.
A game is fair when players admit I can win if I get better
.
For Baby Boomers, intelligence meant speed and efficiency. For today kids, it is adaptation.
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