Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Wednesday, November 2, 2011

Portal: Apologias Abound

Why do so many academics feel they have to apologize for bringing video games into the classroom? It seems like every last paper and book I'm reading begins with "Just hear me out, despite everything this is totally a good idea."
After a brief hiatus from the blog because life decided to happen all at once, I've decided that Wednesdays will be dedicated to my current research on Portal - that quirky, engaging game from Valve Software. If this is your first time reading about my Portal ruminations, you might like to start here where I talk about the hidden depths of the game and its 2011 sequel. I'm developing a paper about the pedagogical and philosophic dimensions of a video game to present at Popular Culture Association and American Culture Association conference in April, 2012.

Since I've already developed a few ideas that I want to explore further, the first step is some research. What have other people said about Portal and Portal 2? The list of blog entries and reviews is pretty substantial, and there are some very good ideas out there. But there's a problem: none of these are really peer-reviewed publications; that is, they aren't published by professionals after (usually anonymous) review and editing by fellow specialists. Basically, no one in Academia has talked about Portal specifically. It's a little disappointing, but also understandable and exciting; there are no ideas for me to use as a springboard, but that's because this game is so new, in a rather niche field, and it means I'm really breaking into new fresh territory with this project.

Still, I need some outside research for a well-rounded analysis. Solution: broaden the scope to video games and teaching. Ah hah! With some judicious trimming of search parameters, I've snagged about twenty peer-reviewed articles. Looking towards books, it's no secret that Kennesaw State's physical holdings are meager in any area. However, we have a wonderful new tool via EBSCOhost's new eBook database. VoilĂ : a dozen full-blown book-length studies and anthologies. So now I have a nice, hefty stack of reading to sift through for ideas.

I haven't finished, but I wanted to talk about a recurring theme in many papers and introductory chapters: an apologia for video games. It's sad and silly all at the same time. No one feels the need anymore to say, "Hey, this Socratic method thing is pretty wild, but listen, it can be effective." (Though apparently, it can get you fired.) Neither does anyone make formal arguments about the inclusion of multimedia elements in lesson plans or that wild and wacky thing called a whiteboard.

The notion that the pedagogical utility of games in general and video games in specific needs to be carefully defended is silly because play is fundamental to learning. Games are effectively heavily-constructed problem-solving tasks with built-in formative feedback. They accomplish almost naturally (I say "almost" because they are designed, after all), what good teachers struggle to do with every lesson: motivate students to confront, analyze and overcome a challenge.

This mania for apologia is sad because it seems like so many academicians and pedagogues have their serious-pants on a little too tight. Don't they remember the joy of play, the freedom of exploration and jubilation of victory; those "Eureka!" moments? Didn't they learn something from those experiences, too?

On one hand, of course, we have to realize where this skepticism - or perceived, potential skepticism - comes from. Video games have a bad rap, so much so that there have been Congressional hearings about violence in contemporary video games and their potential to warp impressionable minds, blah, blah, blah. Videos games are largely thought of as commercial products and diversions - so much so that educational games have developed their own moniker: "serious games." It's difficult to think of a more Orwellian paradox of a term.

To boot, a little skepticism is healthy in the professional realm. Technology should serve instruction, after all; the latter should not bend to the latest fad just because it might better motivate a slice of the demographic pie. While games may be an exciting innovation for effective instruction, the jury's still out about how well they contribute to effective learning. That is, do players/students retain the knowledge, skills and attitudes they acquire during play/study and are they able to apply them later in a different context? To a certain degree, it's a chicken and egg conundrum. There's relatively little evidence because video games as pedagogy are thin on the ground and not many people are using video games to teach because the hard evidence isn't there. (Round and round we go...) Moreover, developing effective video games is a complex endeavor that usually entails a whole team of people with divergent sets of skills, aims and backgrounds. Even more than that, recent findings are conflicting: half of the studies show that games are more effective than traditional instructional techniques, the other half say "not so much..." (Full disclosure, there's a third edition of this book that I've just ordered. Maybe there's something new since 2008.)

But what I'm really interested in with Portal is not so much its uses in the classroom (though I can imagine many), but the way it models good teaching design. Michele Dickey is on the right track with her 2005 article "Engaging by Design," analyzing computer game design and its potential as a model for instructional design. Put simply: good video games are good lesson plans.

Check out her hypothesis yourself the next time you're playing a video game for the first time. Game tutorials are short-cuts: deductive lessons that are time-effective, but often retention-poor. More intelligent games (like Portal) teach you the inherent rules as you go along, using concepts like Vygotsky's zone of proximal development to help you slowly pick up the necessary skills to succeed, and then they let you jump the track and go wild behind the scenes.
Michele Dickey. "Engaging by design: How engagement strategies in popular computer and video games can inform instructional design." Educational Technology Research and Development. 53(2). 67-83.

Wednesday, October 19, 2011

Portal


Speedy Thing Goes In...
Portal is a first-person puzzle-platform game, released by Valve Software in 2007 as part of a product collection called the Orange Box, (Amazon, Steam) which included Half-Life 2, its sequels Episode One and Episode Two, and Team Fortress 2. Unlike its violent (if very smart) counterparts, Portal was a revolution in gaming.

In Portal, you play as Chell (gasp! a female protagonist! and a non-sexualized one!), navigating your way through a series of physics and logic-based tests. Your only weapons are your own mind and a portal device. On most surfaces in the game, the device can place two portals, which create a visual and physical connection between two locations in three dimensional space. A very important aspect of using the portal gun is the principal of redirected but conserved momentum: objects (or people, like Chell) maintain speed when traveling through the portals. This allows the player to access otherwise impossible areas. Check out one of the most challenging and rewarding levels, Test Chamber 18:

Beyond innovative game-play, Portal is great because of its (ostensible) antagonist: the rogue A.I., GlaDOS. Voiced by Ellen McLain, GlaDOS is a sinister and snarky presence, part guide, part personal trainer and all psychopath. It seems odd to state that this is really a large source of Portal's charm: GlaDOS is the player's clue that there is a subtext to the straight-forward problem-solving we're doing. She takes over the smirking role that many of us have when playing first-person shooters, sticking her tongue firmly in her cheek for us.
Portal Pedagogy
The revolutionary nature of Portal (and its 2011 sequel) goes beyond these aspects. Once I played the developer's commentary, I discovered a level of unsuspected profundity. First of all, the game design has a sophisticated grasp of teaching, especially the concept of the "zone of proximal development." In brief, this theory of cognitive development holds that people learn best when we give them tasks that are just a little beyond their mastery. When provided with appropriate models, people figure out how to complete the tasks on their own. And then there will be cake.

Or not, in Portal, but the point is that this game is the essence of well-designed experiential learning. The first few levels are literally "this is how you play the game," but they never feel like a sit-down lecture. They are instead a series of discrete problems to solve, slowly increasing in complexity.

To boot, Valve's Source game engine recreates physics in a very realistic manner. So realistic, in fact, that educators are using Portal to teach about the physical properties of the universe, to interest children in things like math, science, logic, spatial reasoning, probability and problem-solving.


Portal Philosophy
Especially with Portal 2, the franchise goes beyond even those utilitarian domains. The addition of the character Cave Johnson allows the game to slyly lead the player towards an exploration of just what is science? The apocalyptic results of Aperture Science's experiments, it seems quite evident that science is not that they've been doing. But what I really appreciate about the game is that it doesn't hammer you with "This is how you define science, idiot!" Instead, it rewards your critical thinking. Because science is precisely how you win the game: observing, hypothesizing, testing and checking results. Think critically and creatively at the same time.
http://xkcd.com/54/
Beyond an inductive exploration of the nature of science, the story and characters of both Portal and Portal II can lead us to all manner of investigations : about power (economic, technological, political), about history (what happened to the game world?), and even about feminism (a computer game where the female characters outnumber and consistently out-think the male ones is a rare gem, but that brings us back to ideas of power and the binary trap of patriarchy...)


...Speedy Thing Comes Out.
This is really just a sketch of some of the issues that I want to explore more with Portal and Portal II. There are already quite a few folks out in the blogosphere that have ruminated on some of these things (especially GlaDOS) and over the next while I start talking about those ideas. I'm actually developing this for the Popular Culture Association and American Culture Associate national conference in April.