The Problem Of Skills In Role Playing Games

When I think about effectively using video games to teach, I start thinking about RPGs (role playing games). This framing partially comes from personal bias — I play RPGs more than anything else these days — and partially from half-conscious thought about what RPGs have to offer compared to other types of games.

RPGs offer a number of advantages over other game models, for teaching. First, as Jess pointed out to me the other day, they require minimal dexterity with controllers to play. It’s not like, say, Super Mario Brothers (to name one even people who don’t play video games should know), fighting games like Tekken, or shooters like Doom, in which hand-eye coordination is required to win. RPGs generally offer a long time in which you can consider and prepare for your next move.

Gee notes that in general, good games work on this kind of an “amplification of input principle,” “designed so that they adjust to different levels of play and reward each sort of player, if the player is putting in effort, with some appropriate degree of success.” (Gee p 64) This encourages rather than discourages beginning players. Gee also suggests that “in the real world, science often operates by the amplification of input principle;” he sees the very visible reward one gets for tinkering in a lab (new strains of fruit fly with weird characteristics, explosions if chemicals are mixed the right way) as motivating in itself. (Gee p 64) I think current RPGs, with their extensive, diverse opportunities for trial-and-error tinkering with equipment and strategies, suggest possibilities for particularly good amplification of input.

RPGs also allow for gameplay within a narrative, which not only can be compelling in and of itself but also makes for more opportunities for putting knowledge in context, which all of the books I’m reading say is important for recalling knowledge and keeping it from becoming inert (look for the topic to come up repeatedly in both Bransford and Gee.)

Of course, game type is increasingly fluid. RPGs in particular tend to offer a range of games-within-a-game these days. The Final Fantasy series, for example, has added animal raising, animal racing, treasure hunts, puzzles, card games and other games of chance, dexterity side-games, and army battle tactics simulations to the small-party battle simulations of a traditional RPG. RPGs could easily be used to frame simulations (let me know if they have already), offering more opportunities for the player to identify with the characters onscreen than a simulation alone would.

This could be an excellent way to develop the identification with academic communities that Gee wants to see among students. (Whether we all agree that encouraging students to identify with academic communities is a good idea, or not practical, or displays a bourgeois bias — or whether Gee is even correct that a student in an ideal science class takes on the identity of a scientist — is a question for the flamers in the peanut gallery ;)) Imagine a game, for example, in which you role play as a scientist, studying microbial development in a lab simulation, and then put what you know to practical use in healing a community (or heck, germ warfare if you prefer) in an RPG scenario.

The limitation of RPGs that I keep bumping up against, however, is that in them, “skills” are only metaphors for code. Gee talks briefly about how one’s skills contribute to one’s identity (p 52-53). The identity a character builds up in an RPG can be comprised of a range of physical skills (lockpicking, swordsmanship, martial arts, the ability to tame animals, knowledge of how to raise particular plants, and so forth), socially relevant skills (charisma, orientation towards “good” and “evil”), and personal attributes (dexterity, ability to heal). I think in general this is a promising model for encouraging kids to think about themselves and their abilities along multiple dimensions and at multiple levels. I’ve also been messing with the idea that one could, say, create a game in which players would gain the ability to “see” like a historian, an anthropologist, an architect, a physicist, etc, and use those “lenses” to demonstrate how one might notice and interpret things differently as those different kinds of experts. (See Bransford, Brown, and Cocking’s How People Learn, Chapter 2 for more on why an understanding of expertise is important to teaching.)

But the problem is, like I said: skills in RPGs are no more than code. If your character gains skill in lockpicking — to use one of Gee’s examples — in a game, doors simply open for her when she approaches, rather than remaining impassable. There’s no manipulation with the controller, even; no presenting of a lock model on the screen. The player doesn’t learn anything about the mechanical principles behind a lock, or about categories of locks, which she can apply to locks she encounters in real life. Game-specific strategies and hand-eye coordination are still the only skills that an RPG really develops in the player,, as far as I can tell.

What a player might even develop in a game model like this is a superficial appreciation for the benefits of lockpicking — or knowledge of plants, or charisma — without ever trying the skills out herself. Games continuing to work in this model could end up developing attitudes in students which are profoundly unhealthy for future learning, rather than encouraging positive attitudes towards learning, testing hypotheses, and other benefits which Gee suggests games foster. (I should note that Gee generally does not seem to be suggesting ways in which games can be used for educational purposes. Rather, he is talking about the learning that goes on in games, as they stand, to point up the ways in which contemporary schools fail to present good learning opportunities. It’s my own interests which are leading me to apply his ideas to the possibility of developing better educational games.)

There have got to be ways around this problem. One of them is probably incorporating simulations into games, as I suggested earlier. I’m pretty much finding it tricky, though, to come up with ways in which a game might reward or even assess academic ways of thinking. Getting students to transfer skills used in games to real life is a whole ‘nother can of worms…

Cited in this essay:
Bransford, John, Ann Brown, and Rodney Cocking. How People Learn.
Gee, James Paul. What Video Games Have To Teach Us About Learning and Literacy. New York: Palgrave MacMillan, 2003.

Metacognition Semester: Socio-cognitive Literacy Imbalance!

The view from where I stand is this: The classes I took last semester mostly did not treat the issues I am most interested in studying in depth, or if they did, they basically satisfied my interest in their topic and I won’t be heading that way again. Yet I was covering a very healthy range of subjects and using a variety of skills and resources to do so: Internet discussions, printed fiction, Java code examples, kids’ software, video lectures, journal articles, philosophy, history (on the reading/input end), and debugging, adding to comment threads, writing case studies, developing concept webs, synthesizing a diverse range of theories (on the production/output end).

All of the classes I am taking this semester, by comparison, including my independent study, have something to do with media literacy, a major interest of mine. All of them, so far, are prescribing remarkably similar literature which spans the narrow range from sociology to cognitive science, covering scant more than psychology and theories of literature between those two areas.

Sadly, I am reading a lot of things which are basically textbooks, and it is very, very hard to get anything useful out of them. I take twenty minutes to reaad a page. I can feel the skimming abilities I developed last semester crumbling. I had been learning to look for important ideas which were new or difficult for me. Textbooks make that nearly impossible. Basically, I’m drinking from a firehose of literature reviews: rather than following the development of one theorist’s idea through examples, I’m frogmarched through an overview of all of the ideas of a given field, ancient or recent, useful or discredited, important or peripheral. When someone in a field I don’t know well is presenting all of this information to me I find it nearly impossible to think about which of the information is new or useful to me; I end up thinking, “Have to underline this, it is an idea this specialty talks about, all of these ideas are interrelated” As in high school, I end up with pages of underlined text, and feel like a goofus. It doesn’t help at all that my cognitive science class is online, so there is no spoken lecture to connect to

You know what I’d rather do? Read the original goddamn literature, and find my own way around through literature reviews. Or talk to professors or grad students in the field, find out what ideas they are working on, relate them to my own ideas, ask what ideas inform theirs, and evaluate whether those informing ideas are worth cannibalizing to support my own ideas. I feel like I’ve learned a lot just from watching Roger’s face when I get him to talk to me about various theorists, and watching for when he curls his lip. Ideas come from people, and how they relate to each other hinges and hangs on a social structure. That is where their power and their meaning comes from. The idea of semiotic domains — domains of social meaning, as Gee defines them at least — makes a lot of sense to me.

It seems totally ironic to me that these people who are writing about how people learn are completely unable to put their ideas to practice to effectively communicate the interrelations and importance of those ideas to me in a simple goddamn book.

Whoa. The next thought on my mind is “Where are their hyperlinks? Where is the wiki where I can add my own interpretation to help position an article?” As much as I think about the Internet I have generally not felt like it informs my learning style in such a fundamental way. I mean, there was no Net until I was like 14, and I just had my first Net-enhanced class last semester, in grad school, twelve years later. Chalk one up to the neurocog sorts who note that the brain continues to restructure as we grow…

Anyway. The imbalance of what I’m studying this semester is why it was dumb to not affix my independent to Frank in an official way. Were I working with him, it would be a pressure valve. He’s a generalist and has a very holistic take on academic development. Should all of my synapses devoted to ideas about social sciences suddenly melt down (I feel it coming in T minus two weeks), I’d have room to take off in some new direction, maybe think about video game design or something. I mean, he says I can still come talk to him, but argh. Bad strategies, Andrews. Smart to think about new literacies with the professor whose focus is new literacies, but dumb to evade the generalist.

The story behind that is that I tend to spook out about people I don’t see often who are very important to me. Same with Jacob. Film at 11. Um, 12. Put your media-critic-news-filter hat on.

* * *

Another observation:

Amazon.com is better for finding books than the library is. It usually has what I want. Plus, if you are looking for the social life of a book, there is much richer information on it than there is in your library. TC’s library especially. OMG I can’t believe how little stuff they have on technology and TV, it’s sick.

Metacognition Week: The (Heavily Drinkies) Semiotic Domain of Graduate Students

This is what I’m finally learning this semester:

I didn’t actually finish the one centimeter of Glenlivet which Jamie poured me that night — good lord scotch is awful — but I’ve finished some stuff since. Not bloody much. I started on Cape Cods. I can’t understand why anyone would want to ruin cranberry juice with a rubbing-alcohol aftertaste.

I don’t know if it’s because I’m older and trying this under controlled circumstances or whether everyone goes through this, but I’m finding that how I regulate myself changes in ways that I didn’t expect while drinking. I have always said I didn’t want to drink because I like being in control of my body. In fact, I find I tend to attempt to control myself more actively and censor what I’m saying even more heavily than usual while I’m drinking, just because I’m aware I’m not functioning at peak capacity.

I got really irritated by the effects of the two thingies of Bailey’s I had tonight. Mostly it just makes me sleepy, a state which I’m generally in anyway on a grad school schedule. When I first felt my limbs go leaden, drinking with Kellan, Robert, Jen, and Nat in Seattle, I said, “Oh, this is just like being on Valium, or muscle relaxants!” leading Kellan to quip, “Gus, the rest of us aren’t addicts.” (I’ve been prescribed both at one time or another. Seriously.)

* * *

In other visual displays of graduate school:

that’s what Frank’s class looked like, more or less.

More grafitti robots

Slashdot ran a piece today about a new grafitti-writing robot, which in this case (unlike GrafittiWriter) works on walls. Imagine Ruckus trying this baby out… maybe with glow-in-the-dark paint, to avoid immediate notice?

Meta-metacognition Week: The Semiotic Domain of Cognitive Science

Started reading Dana’s lit review for her dissertation the other day. It’s always exciting to be handed a piece of reading which is so useful, telling you all sorts of things you barely knew yet that you wanted to know. I’m trying to hack out an independent study this semester and now I’ve got a lot to add to my reading list. Much to my excitement, a lot of the literature on media and technology literacies seems to be tied into sociological work! I expected it to be more cognitive or psychological. Yay!

My understanding of cognitive science, based on my observations of departmental politics at Hampshire, was that it was anathema to social scientists. Happily for me, as I always felt myself straddling the gap between the cog sci professors in Adele Simmons Hall and the social scientists in Franklin Patterson Hall, the stuff that I am reading so far suggests that not only are the two fields cohabiting somewhat peacefully, there is much to be done in exploring their overlap.

In light of this discovery I find myself wondering why the anthropologist who was my mentor at Hampshire seemed a little leery of the cog sci department. I could be confusing his unfamiliarity with cognitive science with his disdain for the cultural studies faculty (who at the time were in the same department as cognitive scientists, train wreck that it was) as “armchair” anthropologists. Or I guess it could have been some personal belief unrepresentative of his field. Then again, he might have been reacting to cog sci’s roots in behavioralism, which I guess is no longer central to the field?