Gee Reading
If video games were destined to teach anything, I believe teaching foreign languages would be it. Traditional classroom settings have failed throughout history to consistently produce successful foreign language learners. Natural acquisition settings, in which people are exposed to language in context, and have ample opportunity to practice new linguistic forms is the ideal language learning environment. However, the latter choice, relocating to an area in which the target language is widely spoken, is impractical to most people. Video games offer an alternative to actually being in a foreign country: the possibility of recreating a context rich environment in which language learning can take place.
My proposal for language teaching video game would be designed as a first-person adventure game, relying heavily on voice recognition activity with motion sensor control pads. In Return of the Karate Masters the emphasis is on game play. It was designed not to feel like a typical language learning class. While not purporting to replace a language curriculum, this game could be used as a classroom supplement, or simply as another vehicle for teaching language. The game itself would be successful in teaching language if the player could “lose themselves” in an engaging world with a compelling narrative. That is, by emphasizing the story, the player would be motivated enough to put in the endless hours of practice necessary to hone language skills, and win the game.
Gee develops a strong argument as to why good video games have great potential to teach. Pertinent to our discussion here is how he argues how video games are ideal for learning environments that are characterized by situated cognition and active learning. Gee writes, “…video games are particularly good places where people can learn to situated meanings through embodied experiences in a complex semiotic domain and meditate on the process” (p. 26). Contrast this context rich learning afforded by video games with the dexcontextualized pedagogy in traditional language learning environments. Here students are merely taught to memorize lists of words, and exposed to grammar in a vacuum devoid of meaning. This can be traced to what Gee describes as the content view of learning, in which students are expected to recall facts. However, language does not exist in a vacuum. On the contrary, it relies heavily on the semiotic domains in which it is used. If one believes that language is best learned by doing, by meaningful active practice, then it naturally follows that video games is an ideal medium to teach language.
Video games are context rich environments that present language in its living form. Contrast this with countless language textbooks that present its material in decontextualized forms, and encourage the mastery of those forms through rote memorization. Today’s video game consoles offer ultra realistic graphics and dialogue. Interaction with the game itself is moving beyond the standard keyboard and control pad. Notice the technological motion sensor technology present in Nintendo’s forthcoming console, Wii. In the near future, voice recognition technology adds yet another dimension of interactivity that would ideally suit language instruction video games.
Besides providing a virtual world in which situated cognition can take place, video games as a medium have other properties that would benefit language learning. First off, video games are very interactive. In a language learning video game in particular, players can interact with video games in a controlled environment that offers non-judgmental feedback. Hence failure in language learning video game is certainly less embarrassing than making linguistic gaffes in front of real people. Also, players can progress at a rate of his choice.
In addition, video games can be concocted to maximize constructivist-learning principles within its design. Players must go through an iterative process of practice and reformulation of strategies in any good video game. Failure can be programmed within a game to occur quite frequently so that a player must constantly reformulate hypotheses. In addition, good video games present a level of challenge that is not way beyond ability: good games are never so difficult that they discourage a player from even attempting to play. As a result, video games naturally motivate: notice the countless hours players spend in order to defeat a challenge.
In a language learning video game, the growth of the individual identity into a community of practice as Henning (2003)describes, “a central idea of the situated learning perspective,” takes quite literal form (p. 145). The main character in Return of The Karate Masters will undergo a process of identity change, just as the person playing the game, in learning a new language. Gee observes, “Learners participate in an extended engagement (lots of effort and practice) as extensions of their real-world identities in relation to a virtual identity to which they feel some commitment and a virtual world they find compelling” (p. 67). Enormous effort went into the character design of the Return of The Karate Masters so that players would feel a connection to them, so that they would be willing to put in countless hours of linguistic practice, and not notice it. I believe that this would be the key to success to the game.

