Double Entry Journal #12

Chapter 5: Learning and Gaming

1 What is the main argument the author is making in Chapter 5.

2. What constitutes a theory of learning?

3. Why did the author struggle to learn to play Warcraft III? What needs to proceed before good learning principles?

4. How would have the authors struggle with learning to play Warcraft III been interpreted in school?

5 What kind of learning experience might be better suited for at risk students?

6. Why does the school-based interpretation of "at risk" lead to bad learning?

7. What do schools need to do to function more like a good game?

8. What is different about how good games and school assess learners?

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?

10. What is a sand-box tutorial? Why is effective? How is it different that school-based learning?

11. What is a genre? Why is it important for good learning?

12. According to the author, what to learning and play having in common?

13. How are the skills test in good games different from skills tests in school?

14. How does RoN support collaborative learning?

15. Match at least one learning principle of good games (on page 74) with each the following learning theorists you have studied in 3352: