Konstantin Mitgutsch (2012: 572) shares “insights into the experience-based process of learning and its recursive motion, structures, and patterns”—“the recursive process of experiencing unknown situations and of restructuring former experiences”. He starts (p. 571) by asking the blog title question and by indicating it “reaches back to the roots of the institutionalization of education in general”. He continues to indicate that “ludologists, educators, psychologists, anthropologists, and philosophers” in the 18th and 19th centuries recognised and promoted the potential of playing. He adds that “players achieve an enormous amount of information through playing digital games”.
Digital games have been capturing academic interest since the early 1980s. Initially the dominant focus of research had been on risks and environmental effects. In contrast the focus of contemporary research shifted to the “positive and beneficial aspects of playing”—“A frequently applied term used to describe learning in games is digital game-based learning (DGBL)” (Mitgutsch, 2012: 572-3). He quotes the Federation of American Scientists (2006: 3) believes that “computer games are a constructive tool to foster learning”:
The success of complex video games demonstrates games can teach higher-order thinking skills such as strategic thinking, interpretative analysis, problem solving, plan formulation and execution, and adaptation to rapid change.
Although the PC-games industry develop and sell games that foster learning, it must be kept in mind that the focus is on profits and market preferences, rather than on an educational rationale. Mitgutsch (2012: 574-5) summarises literature that focus on reasons why computer games engage learners as well as several aspects that support the learning process.
Learning “is often reduced to an act of acquiring” while it is often overlooked “that every learning process starts with a particular experience of something”—people cannot necessary “choose to make a particular experience like” ordering from a catalogue; instead experience happens (Mitgutsch, 2012: 575). John Dewey in 1916 pointed out that learning from experience entails making backward and forward connections between what is done/tried and what is gained as result—it is not a linear act of acquiring; but rather “a circular process of suffering, doing, experimenting, transferring, and playing”. Games offer exploratory territories and therefore serve as powerful learning enablers.
Mitgutsch, K. 2012. Learning through play – a delicate matter: experience-based recursive learning in computer games, Chapter 36, pp. 571 - 584. [Retrieved 25 June 2012 from: http://www.springerlink.com/content/h2534141vvm55m32/fulltext.pdf] in J. Fromme & A. Unger (eds). 2012. Computer Games and New Media Cultures—A Handbook of Digital Games Studies. Dordrecht: Springer Science and Business Media. Retrieved 25 June 2012 from: http://www.springerlink.com/content/978-94-007-2776-2/#section=1083651&page=1
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