“This is a book about how computer and video games can help adults rebuild education for the post-industrial, high-technology world by thinking about learning in a new way” and David W. Shaffer (2007) goes on to illustrate how computers can be used to learn authentically and deeply through relevant and meaningful curricular experiences; how to use technology to level the playing field for all learners; and how to leverage technology in order to foster [learner] empowerment through successful learning experiences. What must be further understood is that computers are not being used to replace paper and pencil skill based learning tasks. Learners need to use technology to innovate. Present day educational systems were designed to maximize content delivery as efficiently as possible to create a homogenized workforce. With the global economy that exists today, “innovative thinking is what counts, and education for the digital age shouldn’t be about learning to do what a computer can do” (Shaffer). Rather, education should be about learning how to interpret, evaluate, and apply information – in other words…innovate. How Computer Games Help Children Learn shows how using structured computer games (or simulations) can fulfill this newer and more realistic learning need.
Summary - Numerous reports and studies continue to show that the United States is seriously lacking in the global workforce economy. Yet our greatest asset, the educational system, is failing to keep pace with the ever increasing demand for innovative workers and continues to educate learners for non-professional work. David W. Shaffer (2007) uses years of research to show how the correlation between “thinking style” (epistemic) games and authentic learning experiences increases the learner’s understanding and retention of the content material. “What matters in the digital age is not learning to do things a computer can do for you but learning to use the computer to do things that neither you nor it can do alone” (Shaffer). In order to do so, we as educators must develop a new way to think about learning and in doing so, we will discover what it means to become a truly innovative workforce – “…providing products, services, and technologies that let people share information, work together, and do things in new ways” (Shaffer). Throughout the book, learners take on different roles to solve real-world problems through [computerized] simulations or games. In taking on these roles, learners develop four distinct levels of understanding, reasoning, and experience in order to conduct themselves in the same manner as would be expected for any professional working in that capacity out in the workforce.
Knowledge - Knowledge refers to the inherent information required by the learner simply to participate. In order for someone to “act” as an architect, doctor, etc., one must know the relevant language and understand the relevant purpose of that profession. Shaffer (2007) uses his research to show that learners taking on the role of a professional requires the learner to complete and internalize far more content information than if merely learning a topic or skill.
Skills - Skills refers to the comparative thinking that comes from evaluating one’s own work, taking the results of that evaluation and moving forward with a “new and improved” plan of action…“innovation cannot happen in isolation: It is by definition new and different; therefore it has to be new and different from something” (Shaffer).
Values - Values refers to the learner developing a sense of ownership or “caring” about what the professional finds significant and important. “By playing a game based on the things professionals do in training, players can learn to think innovative ways – and to care – about a wide range of complex and important problems and situations” (Shaffer).
Identity - A sense of identity describes how learners perceive themselves and their effectiveness to invoke change or innovate when acting as a professional. Identities “are ways of seeing and solving problems that matter in society and that have the power to help shape how young people see themselves and the world around them” (Shaffer).
Critique - I have read many, many pedagogical books throughout my teaching career, but none have touched me quite like this one. The words ‘computer games’ in the title caught my eye, but his theory, research, and application held my attention and captured my imagination. “In playing games, … children are running simulations of worlds they want to learn about in order to understand the rules, roles, and consequences of those worlds” and Shaffer illustrates, repeatedly, what true learning looks like when utilizing strategies that draws the learner in and teaches them how to think creatively and approach problem solving through the eyes of a professional, instead of a passive bystander.
Author’s Qualifications - David W. Shaffer is currently a professor at the University of Wisconsin – Madison and a game scientist at the Wisconsin Center for Educational Research. To date, he has received approximately $11,000,000 in research grants and sponsorships related to the study of how innovative technologies change the way we learn and think. The thematic content (epistemic game value) of this book was derived from his working papers written while studying the effects that computer games (simulations) had on learning combined with relevant resource material from over 250 additional authors. Shaffer continues to share his insights and findings through journal publications (20), personal presentations (27), and professional memberships with various journal organizations (15). Shaffer holds an MS and PhD in Media Arts and Sciences from Massachusetts Institute of Technology.