High marks for games in the classroom: but what are the students learning?
Bauerlein, Mark
The Game Believes in You: How Digital Play Can Make Our Kids
Smarter
By Greg Toppo
Palgrave Macmillan, 2015, $26; 252 pages.
The primary purpose of The Game Believes in You is forward-looking
and optimistic. It imparts a winning excitement precisely because it
covers a rousing advent, one that is "rewriting centuries-old rules
of learning, motivation, and success." A handful of visionaries and
frustrated teachers have conceived and applied digital games to turn
bored and struggling youth into avid learners.
Greg Toppo, a reporter at USA Today, profiles a social studies
teacher in Minnesota who can't get his "zombified ninth
graders" to care about geopolitics until he invents Fantasy
Geopolitics, a version of fantasy football that substitutes countries
for gridiron stars. Mission US teaches U.S. history by enabling students
to assume the identity of a boy in Boston circa 1776, a female slave in
1848 Kentucky, etc. Historical settings are scrupulously reproduced, and
players act within them instead of just reading about them. A group of
boys in a building near the East River evaluate biology-oriented games
while experts monitor their responses. We hear, too, about
virtual-reality versions of Ulysses and Walden.
Kids love the games, and education improves. The emphasis here
falls on description--what the game is like, how a misfit thinker
dreamed it up, how students react. Toppo's confidence overflows, as
he recounts how games are so much better than the old textbook,
chalk-and-blackboard methods.
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Indeed, the more people praise digital play, the more they scorn
traditional schooling. One theorist declares, "You have the prison
which is school." Another says, "It would be criminal if we
didn't start where they are and take advantage of the things they
want to do" (that makes for a lot of criminals in the teacher
ranks). Another educator cites the decline of leisure reading among
teenagers--"readicide"--and then remarks, "Was it the
teaching? Yes." Another explains her decision to shift from
traditional topics to games: "I did it because I was really tired
of studying people being forced to study stuff." A school designer
tells Toppo, "Creating sh***y schools is in our blood." And
here's Toppo himself in the last page of the book: "The system
seems to mess up everything it touches, even the great ideas."
Games are the best remedy, if only we can link the tools and habits
to knowledge and skills. The portraits are lively and inspiring,
Toppo's interviews and observations detailed and animated, but
there is a problem. We never quite complete the bridge to the other
side. Yes, students love games, and the games sound interesting, but the
long-term effect is unproven. A few times, after recounting the
experience of a school incorporating games into the curriculum, Toppo
notes that scores went up. His opening vignette profiles an elementary
school in Washington, D.C., that relied on the Jiji game to teach math.
We have six large paragraphs on Jiji's operations, school
demographics, and a thrilling visit by the Jiji creator. But there is
only one sentence on test results from spring 2014, with a footnote on
the source.
We don't learn of any other factors at the school that may
have contributed to the gains, nor do we know how those students will
fare next year and the next.
And the problem is more than insufficient evidence. Toppo advocates
games as the best tools for learning, but he says practically nothing
about what students are supposed to learn. Chapter seven bears the
subtitle, "How a Subversive Suburban Teacher Is Using World of
Warcraft to Teach Humanities." It follows a free-spirited
60-year-old ("Her hair, by then bleach-blonde, had wisps of pink
and blue") who despises traditional schooling and greets her 6th
graders with "Good morning heroes!" A sign taped to her desk
reads, "REMEMBER! If a future you tries to warn you about this
class, DON'T LISTEN." As Toppo sits in the back, she
announces, "The door is closed and what are we doing? We are doing
something very revolutionary" Then the games begin.
She is a moral example to Toppo, who tracks her to an open-house
event, where she makes the case for games to parents. But only in the
last words of the chapter do we reach the final proof, and it comes
through her voice: "My kids did really, really well on the tests.
And I know why." OK, but we still don't know what the students
learned, and the only information about the exams is that they were
"a battery of skills tests" in New York. Little humanities
content shows up. What books did her students read? We have a quick
reference to The Hobbit, but that's all. Toppo mentions
"ancient civilizations," and a theme of "quests and
journeys" seems to run through the semester, but no historical,
geographical, or religious elements of it are provided. The teacher,
game theorists, and Toppo speak about the games, not the humanities.
The absence of knowledge aims leaves an inexplicable hole at the
center of The Game Believes in You. Toppo addresses the ingenuity of
designers, youth enthusiasm, virtues of games, and dullness of standard
practice, but not the things kids should learn. Ironically, Toppo's
subjects disdain the testing mentality, but curt notes on score
improvements are the only back-end evidence he provides.
This is not to refute the potential of games, but only to pose the
ultimate question. One chapter details Walden, A Game, in which students
view 1845 Concord, enter Thoreau's cabin and family home, chop
wood, and secure food while "actual sounds of Walden" are
heard. Clicking on objects brings up information about them plus
Thoreau's own words. It sounds like a compelling virtual
experience, connecting students with the historical realities of the
time and place. But what do students know once the game ends? Toppo
briefly worries that the game might reduce the meaning of Walden to a
few truisms, but a researcher assures him that if students "invest
a little bit more in thinking about why Thoreau did what he did, why the
game is the way that it is, if they allow the experience to affect them,
they'll take away a lot more."
That's the final word in the chapter, and a telling one. Note
that it equalizes what Thoreau did and what the game does. To prove the
benefits of games, however, let's hear a player of Walden, A Game
respond to the question, What does Thoreau mean by 'Let us spend
one day as deliberately as nature'? or explain Thoreau's
attitude toward charity or tell us what happens when Thoreau asks a
tailor to make him a new coat.
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Those responses have nothing to do with games. Games can draw
students into dry-seeming materials of history, literature, etc., but
the project is successful only when students end the game and expound
the materials themselves. They have to translate a virtual
"experience" into nonvirtual knowledge. So, yes, let's
see more experiments in dynamic game-assisted instruction, but
let's also have comparisons, through knowledge-based examinations
administered before and after the term, of students who were educated
through games and those who weren't.
As reviewed by Mark Bauerlein
Mark Bauerlein is professor of English at Emory University.