Gonzalo Frasca is a video game designer and theorist whose research
considers the potential of games as tools to raise social consciousness. His
work is highlighted in the book, Video Games and Eduation, but I
left the book and read Frasca's article titled, “Video Games of the
Oppressed”. His work is tied to the idea that critical theories of pedagogy can
be used as best practice in our current state of education. (Frasca 2004) says,
“videogames could indeed deal with human relationships and social issues, while
encouraging critical thinking” (p.85).
How can your content area tap into issues of human consciousness? This is
getting practical. For example, students do not learn about just the concepts
in science, but the biology of those concepts at play in the real world. There
are thousands of games out there for many systems both new and old that employ
scientific concepts in its fundamental game play. In those, many contain other
hidden teaching elements that are just waiting to be used as a teaching
resource. Depending on the educational context, sometimes the virtual world is
the best place to experience certain types of learning.
As I read through the political, persuasion, and propaganda
section of this book, I keep thinking about how our rights as free and equal
citizens in the U.S. have shaped so much of the current state of education and
video games today. Starting off in the 50’s with Brown v. Board of
Education (1954), educational equity and equality have been hot issues for
concern.
Brown v. Board
of Education changed education in the United States. After this court case
came to decision in favor of educational equity, it would set forth the
dominoes for other similar issues to be heard. During the time of the case,
education was in a rough spot. Education and schooling, like many other
socially constructed things were hinged between rising tensions of inequity and
social justice among racial minorities in most parts of the country. Brown v. Board of
Education was a landmark case that would create a ripple in the paradigm of
thought that fueled much of the effort to change how "schooling" is
delivered to whom, why, and where.
On the other end, simultaneous growth in the area of video game development
has been propelled by legal battles starting in the early 80’s. “In 1983, the
Supreme Court of Massachusetts likewise decided that “any communication or
expression of ideas that occurs during the playing of a video game is purely inconsequential.”
This led to odd laws around the nation like in Illinois for example. There, it
became illegal to play video games under the age of twenty-one in an arcade
without a parent. Food for thought. We have changed a lot in thirty some odd
years. What is next?
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I agree with you that many things are created to support certain ideologies. usually text curriculum, media, and other institutions serve people in power intrest which affect video games as well
ReplyDeleteI agree with you that many things are created to support certain ideologies. usually text curriculum, media, and other institutions serve people in power intrest which affect video games as well
ReplyDelete