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Curriculum & Instruction 225 North Mills Street Madison WI 53706 |
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Our Work With The MacArthur Foundation
The MacArthur Foundation launched its five-year, $50 million digital media and learning initiative in 2006 to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life. They believe that answers to these questions are critical to developing educational and other social institutions that can meet the needs of this and future generations. The initiative is both marshaling what is already known about the field and seeding innovation for continued growth. As part of the MacArthur Foundation’s initiative, the University of Wisconsin and the Advanced Academic Distributed Learning Co-Lab in Madison received two major grants. Both grants were to the members of the Games, Learning, and Society Group (GLS) at the University of Wisconsin-Madison, with Prof. James Paul Gee as PI. The first grant (Gamestar Mechanic) involves designing and assessing software and curricular that help young people learn about game design. The second grant (A Productive Approach to Learning and Media Literacy through Video Games and Simulations) funds basic research and proof of concept implementations at the University of Wisconsin-Madison. Gamestar Mechanic Gamestar Mechanic is a collaboration between a highly innovative game company—the Gamelab in New York—and the Games, Learning, and Society (GLS) Group at the University of Wisconsin-Madison (formerly the GAPPS Group). Gamestar Mechanic is a game designed to teach young people about game design, with the emphasis on design, not programming. The goal is to help young people—gamers and nongamers—learn what it is like to think about design and to think like a designer. Game design involves a rich array of knowledge and skills. Knowing how to put together a successful game involves system-based thinking, iterative critical problem solving, art and aesthetics, writing and storytelling, interactive design, game logic and rules, and computer skills. The designer must also be a socio-technical engineer, thinking about how people will interact with the game and how the game will shape both individual, competitive, or collaborative social interaction. Designers must use complex and technical linguistic and symbolic elements from a variety of domains, at a variety of different levels, and for a variety of different purposes. They must explicate and defend design ideas, describe design issues and player interactions at a meta-level, create and test hypotheses, and reflect on the impact of their games as a distinctive form of media in relation to other media. And each of these involves a melding of technological, social, communicational, and artistic concerns, in the framework of a form of scientific thinking in the broad sense of the term (e.g., hypothesis and theory testing, reflection and revision based on evidence, etc.). Learners are making and thinking about designed complex interactive systems, a characteristic activity in both the media and in science today. Reflecting on and practicing design in these terms can lead, we believe, to skills that are crucial for success in the modern, high-tech, global world. We live in a world replete with interacting systems—natural and designed—that create complex risks, such as science, market, state, and demographic systems interacting to affect global environmental change. Game design is a but a start in learning to think of complex interactions among variables, people, and technology, but it is also a domain where eventually, through “gamed simulations”, designers can help others reflect on issues of social change and complex interactions among systems. Gamestar Mechanic is part of larger movement today—a movement of which the MacArthur Digital Media and Learning initiative is very much a leader—that stresses young people as producers, not consumers of knowledge and media. Thanks to modern digital technologies, young people today—if they are willing to put in the effort—can produce media (video, machinima, music, animation, graphic arts, modded games, blogs, wikis, and so forth) at a professional level. They can join robust communities or affinity groups where people’s status is determined by their skills and often their ability to help, teach, and collaborate, not their age, race, gender, or school success. Such production often leads young people today to become “tech-savvy”, by which we mean technologically skilled, unintimated by technical and technological matters, and able to integrate technology into artistic or social concerns. In turn, such tech-savvy identities are crucial for success and power in the modern world. A real issue arises though of the social distribution of production skills and tech-savvy identities among young people today. Are all children getting these opportunities or only more privileged one? How does gender work in this respect? What if young people today pick up tech-savvy skills and identities primarily out of school? What if schools do not, for the most part, offer kids tech-savvy identities and skills? Gamestar Mechanic can be viewed as a game about “modding”, as a tool meant to engage young people with a “modding” attitude. “Modding” is the term gamers use for the practice of using the software by which games are made—software today is very often readily available when one buys a game—to modify a game, sometimes in small ways and sometimes in major ways, major enough to constitute a wholly different game. For example, young people at MIT, under the direction of Henry Jenkins, made a game about the American Revolution from the software with which the Dungeon and Dragons game Neverwinter Nights was made. Modding is a quintessential tool that can lead a young person to take on a strong identity as a producer and a tech-savvy individual, almost always today as part of a collaborative effort among a community of modders and players. The Games, Learning, and Society Group at the University of Wisconsin-Madison has advocated a productive approach to media literacy that is epitomized in modding and the modding attitude to technologies.
A Productive Approach To Learning And Media Literacy Through Video Games And Simulations We live in a global and high tech world that relies on science and technical information more than ever in the past . Today, not just professional experts, but “everyday people”, including quite young ones, are producing, not just consuming. Young people today produce more media—more video, animation, journalism, fiction, web sites, videogames, and even baseball statistics—than do “professionals”. And, thanks to modern technologies, they are often doing so at a professional level in terms of both appearance and substance. It is essential, though, to realize that the new—new media and technologies—does not remove the old. Print literacy and traditional school-based skills do not disappear; they do not become any less important, but, rather, they change their place in the new ecology of learning and knowledge in society. Indeed, young people today do more reading and writing than they ever have—witness the vast proliferation of fan fiction on the Internet—but do it in new as well as old ways. So there are two goals: making kids tech-savvy and, at the same time, ensuring they master the linguistic and cognitive skills associated with the academic content areas of schooling. Our research is based on our belief that we can build linguistic, cognitive, and tech-savvy skills for today’s less privileged children through centers of expertise involving productive uses of new digital technologies, including video games and related simulation technologies. We build these centers of expertise in a two-pronged approach centered around, first, young people’s emerging popular cultural interests, such as their video games, and, second, around adult-like professional practices (e.g., urban planning, journalism, engineering) in which children today can fruitfully engage thanks to modern technologies. At the same time, we intend to build these centers of expertise in settings that will eventually put pressure on schools for much deeper reform. Our key goal is to help build a new academic field—a field devoted to Digital Games and Learning. To do this, however, we need to instantiate our ideas in actual “proof of concept” interventions. Each of our projects speaks to the same basic themes; they are each intended to contribute to the same overall theory, a theory which will offer foundations for a field of Digital Games and Learning. Commercial Games: History (lead: Kurt Squire) Urban Ecology (lead: David Shaffer) Environmental Detectives (lead: Kurt Squire) Tech-Savvy Girls (lead: Elisabeth Hayes) Knowledge Communities in Online Gaming Worlds (lead: Constance Steinkuehler) Non-game media and connections to Chicago and MIT (lead: Erica Halverson) Games for Leadership and Change (lead: Richard Halverson) |
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