Rethinking Numeracy in the Design of Games for Learning
Ben DeVane · Christopher Holden
Wed., June 10, 5:00–7:00, Great Hall (4th floor, Central)
The world is in the midst of the worst economic crisis since the Great Depression. In the United States alone, total home equity has dropped by approximately one third—a loss of $4 trillion—and total retirement savings had fallen by one-fifth from their mid-2006 peak values (Altman, 2008). While the primary reason for the current crisis lies in the deregulation of credit and housing markets (Krugman, 2008), the failure of mathematic and financial education to adequately teach the public how to approach complex credit instruments stands as a proximate cause (Kozup & Hogarth, 2008). Even amidst curricular reform measures that emphasize "critical reasoning" and "adaptive problem solving" (NCTM, 2008), math and financial education remain rooted in normative modes of learning centered on decontextualized knowledge, abstract problems, and universal maxims. In this symposium, we draw on data from different game-based research projects on math and financial literacy to outline a new theory of situated numeracy learning with video games.
Games for learning and the struggle for relevance and meaning in math education
Math researchers have begun to look towards informal mathematical practices for insight into content, cognition, and pedagogical structure (Lave 1988; Nasir, 2000). However, embedded within math curricula and classroom practices are normative values which favor instructional paradigms focused on generality and displace those that emphasize the particular nature of "everyday" mathematical practices (Walkerdine, 1996). As a result, powerful situated approaches to numeracy education are unfairly dismissed as not mathematically rigorous (Brown, 2001; Schoenfeld, 2002). Similar tensions will emerge as designers of games for learning seek to engage players in authentic, meaningful learning activities while maintaining legitimacy within mainstream mathematics discourse (see Ernest, 1991). As spaces that emphasize both situated activity and systemic thinking, educational video games can help researchers re-imagine mathematics education as they interrogate the value of the "math problem" for learning and reconnect numeracy to "everyday" social practices (see Moses & Cobb, 2001).
Financial literacy and experiential learning in/with video games.
Most contemporary approaches to financial literacy education are rooted in a behaviorist psychology (Shane, 2001) and emphasize abstract principles for financial behavior (Lucey & Giannangelo, 2006). Research on this curricula has found that they have very little if any impact on students’ financial knowledge (Peng et al., 2007). However, students who participate in game-based curricula perform better than their counterparts on measures of financial literacy (Mandell, 2006).
We argue that games present an alternative pedagogical model. The psychosocial moratorium that video games provide gives players the chance to build financial meta-knowledge by exploring and experimenting with the mathematical relationships between elements of a complex morphologic system (see Gee, 2003). Players thus develop an embodied empathy for the dynamic workings of the game model (Gee, 2007). Such affordances make games excellent spaces for players to develop their financial knowledge and dispositions—a position that is increasingly accepted in mainstream financial education discourse (Bernanke, 2006).
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