1. What is the main argument the author is making in Chapter 5.
The main argument that the author is making in Chapter
5 is that a connection between video games and learning is evident and that good games have the potential to be a huge factor in the progression of learning within schools.
2. What constitutes a theory of learning?
The thing that best constitutes a theory of learning are patterns and principles.
3. Why did the author struggle to learn to play Warcraft III? What needs to proceed before good learning principles?
The author struggled to play
Warcraft III because it was "too hard". To make a good game, it should not be too hard for a player to play that they can't even figure out the first few levels.
4. How would have the authors struggle with learning to play Warcraft III been interpreted in school?
The authors struggle with learning to play Warcraft III would have been interpreted in school as a failure.
5. What kind of learning experience might be better suited for at risk students?
The learning that would best be suited for an at risk student would be a horizontal learning environment. This allows at-risk students to be in a motivational environment instead of a classroom that has made the material "easier".
6. Why does the school-based interpretation of "at risk" lead to bad learning?
The school-based interpretation of "at risk" leads to bad learning because the students are not learning at their full potential and are not engaged in challenging instruction.
7. What do schools need to do to function more like a good game?
For school's to function more like a good game, they will need to make school more motivating and engaging as video games do. When a student plays a video game, they are engaged and challenged to complete a task. Students need hands-on learning, not worksheets.
8. What is different about how good games and school assess learners?
The difference about how good games assess and how schools assess learners is that schools assess their learners based on cumulative and standardized testing. Good video games assess learners by allowing them to assess themselves based on things that they do and do not know.
9.
What are the attributes of a fish-tank tutorial that make it an
effective learning tool? How is it different than school-based learning?
The attributes of a fish-tank tutorial that make it an effective learning tool is that they are an easier version of real-world events and environments. This is different from school-based learning because information and material is given in different varieties of learning through the fish-tank tutorial.
10. What is a sand-box tutorial? Why is effective? How is it different that school-based learning?
The sand box tutorial allows a player to feel more free to explore what the game might be like. This allows the player to figure out what is occurring and make discoveries. This is effective because the player has an opportunity to figure out what is expected of them before continuing. This is different from school-based learning because schools only teach to the book and not to the students needs.
11. What is a genre? Why is it important for good learning?
A genre is the type of what something is. They are important for good learning because many different things are learned in different ways. Not everything can be taught in the same way as something else.
12. According to the author, what to learning and play having in common?
According
to the author, learning and play should always be fun, motivating, and engaging to the student.
13. How are the skills test in good games different from skills tests in school?
Skills test in a good game is different from skills tests in school because skills tests in school are not developmental or evaluative.
14. How does RoN support collaborative learning?
RoN supports collaborative learning by creating a social space where people can communicate based on the same interests as others who share the same knowledge.
15. Match at least one learning principle of good games (on page 74) with each the following learning theorists you have studied in 3352:
Dewey: #17
Vygotsky: #12
Piaget: # 5
Gardner: #14
Bandura: #9
Skinner: #15