The man the myth

The man the myth

Thursday, February 4, 2016

Social Improvement Learning Theory (SILT): Combining Reconstructionism and Vygotsky’s Pedagogy

Social Improvement through Reconstructionism
            Social Improvement Learning Theory (SILT) is one which conceptualizes every learner as having distinct needs, and distinct potential strengths by which they could ultimately make productive changes to the community in which they reside. Reconstructionism provides the baseline by which the rationale for this learning theory is to be understood.  Reconstructionism is based on the premise that humanity can control its destiny through education to reform society to its desired outcome (Hill, 1997).  In this regard, and considering that it is a critical approach to learning, its application here is based on the normative goal of rendering the world a better place, and creating structures of mutual respect in relation to individual and collective self-actualization.  With this in mind, the purposes of a Reconstructionist approach to teaching and learning are to create educational structures which make improving social conditions possible. 
            Education within a SILT framework is always reform and focused on purpose.  From this aspect, the needs and capabilities of each individual are to be taken into account, as are their places in the collective and personal interests to derive an approach to learning which is symbiotic to needs, desires, and potentials.  By conceptualizing education in such fashion, it becomes possible to begin the work to achieve macro-scale social goals through micro-level learning processes.  The SILT approach is oriented to bringing about social change.  It takes into account the needs of both the collective and the individual learner in terms of charting relevant educational pathways.
Grounding itself in Reconstructionist theory, SILT is one which predicates the rationale underlying learning, either in the context of childhood learning or continuing adult education, as being oriented towards improving the structures of the social world which surround us. In this respect, it adopts a critical approach which bridges the gap between the macro and micro level structures of learning through the combination of Reconstructionism and Vygotsky’s approach to pedagogy. Beginning with the former, this theory is predicated upon the notion that the end goal of learning is always to empower learners so that they may think critically in a manner conducive to improving the structures of social life which surround them.  As such, the core of Reconstructionism, which is at the foundational core of this theory of knowledge, deems optimizing the social world as the logical extension of learning, and as this personal theory’s macro level raison d'être.
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            Shifting to the micro level and engaging in an overview of Vygotsky’s approaches to cultural-historical psychology as well as the zone of proximal development, perhaps there are respective and bifurcated roles for each within SILT.  Beginning with the cultural-historical contingency, which lies at the heart of Vygotsky’s work, factors associated with globalization require that the cultural contingency inherent to learning be expanded so as to include a truly global component.  On this basis, critical thinkers and innovators of the future will absolutely need to be able to master cross-cultural differences to ensure success in a globalized and networked society.  In turn, the theory of proximal development informs SILT inasmuch as the scaffolding which emerges from it presents a graduated structure of learning germane to maximizing the potential of all individuals.  Writ-large, the combination of these elements can then emerge as a structure that facilitates maximizing the potential of learning in the twenty-first century’s demanding context.
Reconstructionism and the Baseline of Learning

            Reconstructionism embodies the baseline of SILT in that it provides an important macro level rationalization for the purpose of learning, itself.  In this regard, Multicultural Education: Reconstructionism Coming of Age Author T. Mathai Thomas (Teacher Education Quarterly, 1994) argues that the Reconstructionist approach is one which privileges the optimization of social structures, and the creation of structures of egalitarianism as the normative baseline of its approach to education.  With this in mind, the curricula derived from the Reconstructionist approach are ones which are premised on reforming the educational question so as to achieve social justice, equality, and other connected end-states.  Thomas (1994) proposes that, as a philosophy of learning, Reconstructionism is most important in that it provides an ultimate goal for the educational enterprise in the form of both individual and social betterment through the learning process.

            The utility of Reconstruction in this context derives from the rationale that it provides for education.  Thomas (1994) notes that in any educational context it is crucial to reconcile the macro level purposes of education with the micro level processes by which education and learning occur.  As such, Reconstructionism is of great utility here in that it provides a macro level rationale for educational enterprise.  By focusing on the betterment of society, and the manifold stakeholders, the Reconstructionist approach is one which is capable of not only encapsulating the pedagogical approaches by which learning takes place, but also of bringing about a common purpose for teachers and learners, alike.  Its embodiment of a macro level rationale for the purposes and end goals of education represents a necessary component of SILT.

Vygotsky and Cultural-Historical Psychology
Moving forward to micro level pedagogical structures, Vygotsky’s work represents one of the two foundational cornerstones of the presented SI theory of learning.  In this regard, Vygotsky’s (1978) concept of Cultural Mediation is an essential cornerstone of any culturally-contingent theory of learning.  Vygotsky’s theory proposes that the process of learning, always enshrined with a given cultural space, is predicated upon the degree to which a child or other learner is capable of gaining mastery of the intersubjective shared knowledge of their community (Mayer, 2008).  This process, which Vygotsky (1978) refers to as internalization, is one which is based on the development of practical knowledge allowing for the accomplishment of important social functions (Kozulin, 1990). With this knowledge being culturally-contingent in nature, Vygotsky (1978) proposes that the earliest and most elemental stages of learning are those which allow a learner to develop mastery of the baseline cultural functions which are necessary in their cultural space. (Fox & Reisconscente, 2008)
            Once internalization has been completed, Vygotsky (1978) argues that the process of critical thinking becomes enabled through appropriation of adult behavior and cultural norms.  In the context of internalization, the next logical step of its completion is the development of the critical thinking skills which requires a learner to innovate within the context of the cultural space in which they live.  With this in mind, Vygotsky’s insight, vis-à-vis appropriation, pertains to the manner in which it represents the juncture at which the learner moves from acting on the basis of internalized cultural codes and schemas to innovating, in terms of their own behavior, within the context of these structures.  “Only the mastery of abstraction, combined with advanced complex thinking, enables the child to progress to the formation of genuine concepts” (Vygotsky, 1986, p. 106).  Therefore, the appropriation phase, crucial to the development of the learner, is analogous to the development of critical thinking skills which all learners require to achieve the highest levels of cognition and development (Kozulin, 1990). Moreover, these serve to bring about the critical thinking-based innovation required in the context of any cultural or economic structure.
Vygotsky and the Zone of Proximal Development
            The theory of the Zone of Proximal Development (Vygotsky, 1986) is central to the SILT philosophy.  Vygotsky uses this concept to denote the significant gap in which a learner’s development can be manifested between contexts where they are operating without assistance contra to being under the tutelage of a skilled instructor.  In this regard, Vygotsky (1986) rejects the notions of Constructivism, Behaviorism and Gestaltism which would otherwise create a critical and immutable relationship between development and learning (Kozulin, 1990).  Rather, Vygotsky (1986) argues that it is possible for learners to develop skills which go beyond their developmental level on the basis of the proposition that learning is imperative prior to development.
            Zone of Proximal Development is a theory which leads to the concept of scaffolding.  At its base, it refers to the fact that, in the development of any learning process, it is absolutely necessary to adjust the level of support provided to a learner.  There is no one “cookie cutter” method to learning or instruction.  Within the context of the cultural contingency of learning, it becomes apparent that the principle of scaffolding is one which implies that all learning activities must be tailored to the specific situation and potential of the individuals involved in the learning process.  With scaffolding relevant and applicable to both teachers and students in the nexus formed by the zone of proximal development affects both student potential and teacher capacity this graduated approach is one which takes into consideration the wide heterogeneity of capacities (and cultural factors) associated with both teaching and learning (Stone, 1998).  Ultimately, the insights regarding gradualism provided by the zone of proximal development are ones which dramatically affect the micro-level elements of the interconnected teaching and learning processes.
A Learning Philosophy in Practice
            Moving from the abstract to the pragmatic, the purpose of SILT is to reconcile the macro level element of Reconstructionism with the micro-level insights of Vygotsky’s work.  In this regard, SILT as laid out is one which seeks to build on the synergies existing between these two bodies of scholarship as to bridge the micro-macro gap in a feasible fashion.  In so doing, it deploys Vygotsky’s important micro level insights in a manner germane to reconciliation with the macro level purposes of Reconstructionism.  In sum, the focus on nexuses which is elaborated upon below is one which seeks to reconcile the purposes of education and learning with the micro level tools which are most ideal to maximizing the effectiveness of the learning process.  The approach presented below, combining Reconstructionism, cultural contingency and gradualism is one which seeks to construct learning as something which occurs, on the basis of purposefulness for the achievement of ultimate social and cultural goals.
Globalization and Learning
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            Shifting to Vygotsky and the micro level processes of education associated with this approach, his work is incredibly important in the context of an emergent globalized economy and culture.  The focus on cultural-historical psychology, which lies at the heart of his work, is crucial to any modern theory of learning inasmuch as the cultural barriers which previously created distance between cultures have disappeared, and left behind great synergies of cross-cultural pollination.  On this basis, Vygotsky’s (1978) chief applicability to SILT pertains to the cross-cultural dynamics to which his work is capable of bringing structure.  Concerning this point, and under the premise that children increasingly require frameworks of learning which will be beneficial to integration within a global culture, Vygotsky’s concepts of internalization and appropriation become incredibly relevant to teaching and learning.  Indeed, it will be crucial that teachers increasingly work to build pedagogical structures that are imperative to integrating multiple sources of culturally-contingent knowledge into their pedagogies.
            It is specifically the linkages between integration and appropriation which will be of the greatest importance to the SILT learning process. 


Should the next generation of learners be able to think critically within the context of a globalized economy and culture, it will be vital that its members be able to draw on a multitude of cultural schemas and constructs.  The tasks of teaching and learning will grow in their holism, through the lens provided by Vygotsky as to attain a peak wherein the concept of learning, culturally-contingent in nature, sees its boundaries expanded to include a holistic and global component.  From this foundation, it will become possible for a new generation of learners, immersed in a global culture, to procure the most relevant elements of their surroundings as well as their learning, and innovate through the appropriation which lies at the core of Vygotsky’s theory.  In optimizing the fortunes of the collective and the conditions within it, it becomes crucial to enlarge the cultural spaces in which teaching and learning efforts take place so as to reflect the heterogeneous realities of undertaking teaching and learning programs in a globalized world.
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Scaffolding and Proximal Development
            Based on Zones of Proximal Development (and the scaffolding approach which emerges from it), SILT is one which is graduated in its core nature.  In the context of the purpose orientation and cultural contingency discussed above, it remains imperative that individual learners are provided with the structures of pedagogical intervention most germane to their success.  As such, the tailored approach of scaffolding, associated with the notion of proximal development, is one which seeks to provide all individual learners with the specific interventions they may require on the basis of the combination of their life goals, abilities, and societal needs.  Therefore, the use of scaffolding is meant to reverse the dynamics associated with the anonymity which seems to currently pervade society’s assembly line educational structure.  So that every individual can be allowed to reach their full potential, it becomes necessary that educational interventions, designed to optimize learning, be specifically tailored to those who are receiving them.
            The importance of knowing the learner and their needs is of the utmost importance within the SILT micro level educational paradigm.  Due to the specificity of the approach proposed herein, it emerges as crucial that educational platforms be distinctly tailored to both the specific needs of the individual and the collective.  Given the latter’s relevance to the pro-social mission of Reconstructionist pedagogy, reconciling individual and collective needs, within the context of scaffolding, is absolutely critical to the success of this approach.  To achieve success in this regard, educators must work to consistently evaluate and adjust the interventions which they make use of in dealing with specific learners.  In seeking to optimally adjust these interventions, it becomes clear that the connections between teachers and learners must be continual, and constantly updated.
            Ultimately, and with critical thinking skills and abilities pertaining to pro-social innovation lying at the core of SILT, the scaffolding approach used here and mimicking Vygotsky’s transition from internalization to appropriation must be designed to optimize learners’ abilities to make use of their culturally-contingent information in a sophisticated fashion.  Ultimately leading to the type of innovation which is necessary for both social progress as well as self-actualization, this continuous approach to developing critical thinking skills, and the ability to appropriate, represents the principal micro level focus of the learning theory advocated in favor of, here.  With this, continuous evaluation and adjustment must be the norm if individuals and the groups which they make up are to be the subjects of the types of innovation-driven reform which the Reconstructionist approach is so stringently focused upon achieving. (Thomas, 1994, p.74)
SILT in Practice
My familiarization with students is relatively limited as Classified Staff and as a Coach (1st year in higher education).  However, I envision SILT being responsive to the individual academic needs of each student-athlete while allowing for cultural awareness and an educational perspective/experience outside of maintaining academic eligibility and developing athletic performance (My primary coaching duties).  Due to the lack of preparedness of most incoming athletes (48 of 65 in remediation), Vygotskian methods from a Reconstructionist perspective can be a method for amelioration.  Specifically, scaffolding the knowledge and skills on campus and within the athletic program can prepare students, academically. 
As a Head Coach, ideally, I would propose a system where students requiring remediation would redshirt (sit out a year from athletic participation) and focus on academics before devoting any time to athletics.  The systems are in place to apply the aforementioned method by way of National Collegiate Athletic Association rules, California Community College Athletic Association and West Hills College Coalinga policy (via redshirting); however, the pressures of college football make it a tough sell.  For example, a potential recruit can choose to go to another school that guarantees the chance to play immediately as a true freshman versus subjecting one’s self to an academics first philosophy as I am proposing. 
As a Head Coach or Athletic Director, I would require athletes to devote hours to study hall (limited by NCAA rules) and require sophomores to mentor incoming freshmen.  The Zones of Proximal Development concept will be utilized to socialize remedial student-athletes to the discipline that it takes to handle the rigors of college athletics combined with the expectation of academic success.  38 of the incoming 65 freshmen class have goals of transferring to a Division I university to continue their athletic careers (according West Hills College Coalinga Eligibility Data Sheets).  45 student-athletes are in remediation requiring them to either attend summer school to have a chance at graduating in 2 academic years or attending another semester after exhausting community college athletic eligibility.  To give West Hills College football players a realistic chance at realizing goals of Division I football from the standpoint of academic eligibility, an academic focus from admittance gives them a realistic chance (students athletes have 5 consecutive years to complete 4 seasons of Division I eligibility). 
The role of the instructional core in athletics is slightly different from the traditional sense in education.  It consists of student athlete, coach, and course load.  Ideally, all the pieces must work in conjunction to the benefit of the student-athlete.  In current application, it is geared towards the athletic program.  Students attending class and maintaining a minimum level academic performance allows for optimal results on the football field.  Using Reconstructionist perspective, the coach and course load can improve the student athletes in areas outside of athletics.  Team policy can be the catalyst to addressing remediation. 
SILT can also be a Reconstructionist method to a (my) desired end-state of de-emphasizing athletics in higher education.  Perhaps, wins and economics may be drivers of decision making in college athletics but what about the wellbeing of the student-athlete?  More importantly, what about the academic success of the student?  With SILT, the focus would not just be on the de-emphasis of athletics merely for academic altruism but for better student-athlete academic outcomes.  The goal would be not just staying eligible to play on Saturdays, but being a true asset to the student body and developing life skills.  West Hills College is a very small community college of 1200 students (westhillscollege.com/coalinga/about/why_choose_whc.asp) in rural Fresno County.  Realistically, cranking out future NFL talent is not feasible due to the dynamics of location, size of the program, and a less than stellar history wins and losses but producing student-athletes that can transfer as “fully academically qualified” and while being people of  character is possible.   SILT is a way to reach out to academically challenged student-athletes while also attempting to reform the current dynamics of college athletics.  

Conclusion
            In the end, the educational framework laid out here is an ambitious one.  Due to SILT having both macro and micro level aspirations, respectively pertaining to pro-social change and individual self-actualization, it seeks to form a nexus between the needs of the individual and those of the collective.  In this regard, the baseline of a macro level rationale set about by Reconstructionist Theory is one which serves the fundamental purpose of anchoring this learning theory, and of ultimately deriving the micro level approaches most convivial to successfully implementing its corollaries.  Reconstructionism gives SILT a unified purpose in that it seeks to reconcile individual learning objectives and achievements with the most important social goals which themselves serve to create conditions germane to economic, political, and social harmonization.

            With the micro level component inspired by the work of Vygotsky contributing to the achievement of this broader project, through the expansion of cultural referent objects and the gradualist approach to pedagogy elaborated above, SILT is also one which is virtuous because of its profound egalitarian connotations.  Adapting education and learning to the needs of different individuals, all the while considering the needs of the collective, this approach is one which pays heed to the full gamut of goals set forth by Reconstructionist pedagogy.  As such, it is an approach which has the potential to contribute to improving the world as much as it will serve to improve the learning outcomes of those studying under it. 


References
Fox, E., & Riconscente, M. (2008). Metacognition and self-regulation in James, Piaget, and Vygotsky. Educational Psychology Review, 20(4), 373-389. Chicago   
Hill, A. M. (1997). Reconstructionism in technology education. International Journal of Technology & Design Education, 7(1/2), 121-139.
Kozulin, A. (1990). Vygotsky's psychology: A biography of ideas. Cambridge, MA: Harvard University Press.
Mayer, S. J. (2008). Dewey's dynamic integration of Vygotsky and Piaget. Education and Culture, 24(2), 6-24.
Stone, C. (1998). The metaphor of scaffolding: Its utility for the field of learning disabilities. Journal of Learning Disabilities, 31(4), 344-364.
Thomas, T.M. (1994). Multicultural education: Reconstructionism coming of age. Teacher Education Quarterly, 21(4), 71-78.
Vygotsky, L. (1986). Thought and language. Cambridge, MA: MIT Press.
Vygotsky, L.S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.

Tuesday, February 2, 2016

Edtech and Gaming

The laptop or gaming console is the new method of attaining a liberal arts education in the sense that one can be exposed to and familiarized with a plethora of subjects.  For example, while learning how to input data in spreadsheets, a student can learn mathematical concepts without having a grasp of formulas and laws of mathematics.  One can also develop management and leadership principles by developing basic computer functions to meet real world needs.  Gaming eliminates the old methods of memorization instead building on existing knowledge to create new ideas and creativity
Alternate Reality Gaming (ARG) is an attempt to imagine a world that is different from the one that currently exists.  McGonigal (2011) observes gamers play A World Without Oil in his research to come up with strategic ideas to real social problems.  Gaming is a tool to come up with solutions to potential hazards.  The virtual world enables strategy without necessarily attaining real life experience.
Image result for Alternate Reality GamingGaming allows for the modern day learner to conceptualize the abstract.  Prior to a society where access to computers was not common, the need to learn abstract concepts was necessary to progress to the mental process of visualization or conceptualization.  That is no longer a requirement.  Software can now perform that function or compute data and graph it into something visual (and of utility).  
By using a virtual image, probabilistic literacy or comprehension is possible without mastery of functions, variables, and numbers in an analytical sense.  Gamification is a manifestation of how learners conceptualize.  .Han (2015) defines gamification as “using game design elements in non-game contexts to motivate and increase user activity and retention” (p. 258).  While mostly used in employee training and online education, Han (2015) explores the elements of gaming that attract students.  
  Clark and Ernst (2009) explore the benefits of educational technology in Gaming in Technology Education.  “The study of gaming can teach life skills for the twenty-first century that employers want...these include analytical thinking, team building, multitasking, and problem solving under duress” (p. 21).  They observe students making the decision whether to learn through data driven or concept driven models.  “Concept-driven modeling, the one most associated with game art and design, allows students to design and integrate two-dimensional, static, or animated graphics” (Clark & Ernst, 2009, p. 22).  This is conceding the idea that the modern student learns primarily by understanding concepts before fully comprehending abstract ideas.  Clark and Ernst (2009) believe that gaming is a method in which to capture student interest and provide sufficient scaffolding to build on a gamer’s self-interest and motivation.  Clark and Ernst (2009) conclude that technology is integral to the learning of the modern student.  Educators have to be able to harness it into their teaching methods to facilitate learning.
Bellochi (2012) explores the world of ARG which allows gamers to explore and strategize a world that doesn’t currently exist.  Variables are added or taken away from a virtual world to run simulations and come up with solutions.  Alternate realities create new solutions to future hazards.  For example, gamers with no biochemistry background were able to use ARG to conceptualize the design of M-PMV retroviral protease to assist in AIDS research (Khatib et al., 2011).  This was a quandary that had stumped seasoned biochemist but the power of gaming enabled gamers to solve this issue.  “Our aim was for Foldit players to use these tools to solve real-world problems” (p. 1175).  ARG can be used to advance the knowledge of STEM and Social Sciences.
Jean Piajet is the founder of Constructionism (Papert, 1993).  It is an extension of Constructivism by taking learning that occurs inside the learner’s head and manifests it into something tangible or able to be shared.  It builds off internal curiosity to spur creativity and learn without being taught.
Papert (1993) stresses building from material.  He also stresses physical computing which the ability to embed interactivity or intelligence into objects for everyday usage.  This can be manifested in the form of Legos or robotics kits.  Papert (1993) aspires to alter traditional relationships with computers and gaming.  “In the LOGO environment the relationship is reversed: The child, even at preschool ages, in control: The child programs the computer.” (p. 19) Image result for Papert
The “making tinkering, and engineering” concept (Martinez and Stager, 2013) applies to learning through gaming with the gamer using the device to exercises the processes in this theory.  Games allow for the gamer to “make” solutions to potential real world problems.  Curiosity allows for tinkering or ideas and hypotheses to eventually create something (engineer) tangible.
Barab, Gresalfi, and Ingram-Goble (2010) have developed a theory of transformational play is based on Dewey and Bentley’s Theory of Transaction (1960).  It is a continuum of shared knowledge.  Barab et al. suggest that transformational play is a transaction of knowledge among gamers and game designers.  “Our design therefore positions learners as active decision makers who use their understanding to inquire into particular circumstances and change them” (p. 526).  To be actively involved in transactional play, the learner must take on the role of protagonist, while employing conceptual understanding, to transform a problem-based fictional context (p. 526).  The player’s understanding of content as well as self to address social problems are important aspects of transformational play.
Barab et al. also conclude that to achieve transformational play, it requires a balance of tensions.  Quality of content must be tempered against quality of context and quality of person.  The gamer (quality of person) is the wildcard.  “A sense of detachment from the story can allow for more objective analysis and reflection, although it may also breed apathy and disengagement from the lesson.” (p. 533)
“If students have no embedded role, their experience may become impoverished, with a focus on memorization and grade attainment as opposed to meaningful content application” (p. 533).  There have been numerous studies that demonstrate significant learning gains through transformational play (Barab, Dodge et al, 2010; Warren, Dondlinger & Barab, 2009), however, very little of the research speaks specifically to how gamers learn.
An Exploratory Review of Design Principles in Constructivist Gaming Learning Environments (Rosario & Widmeyer, 2009) is an observation of a qualitative study focusing on 12 design principles:  Probing, Distributed, Multiple Routes, Practice, Psychosocial Moratorium, Regime of Competence, Self-Knowledge, Collective Knowledge, Engaging, User Interface Ease of Use, On Demand and Just-in-Time Tutorial, and Achievement.  Players were observed playing Massively Multiplayer Online Games (MMOGs).
Principle 1, Probing Principle, encourages the student to create hypotheses and test them.  In gaming, a player may come up with a strategy to overcome a difficult level or perform a task.  Through trial and error, this hypothesis is tested therefore creating knowledge.
In Principle 2, Distributed Principle, “learners should find growth and knowledge in their interactions with other learners, technology, context, objects, and tools”.  This is not much different from learning in a physical environment other than a virtual one is presumably safer.  But the interaction is what creates an environment of learning.
In regards to gaming and learning, Multiple Routes Principle (Principle 3) speaks to the essence of it.  “There should be more than one way for learners to progress, encouraging them to make decisions and solve problems” (Rosario & Widmeyer, 2009, p. 290)  Gaming makes learning a fluid transaction where students are not just subject to learning by rote or accessing knowledge through a step action drill.  Specifically, proper gaming allows for different styles of learning.  Problems can be approached in different manners for successful results.  The narrative, non-player characters (NPCs), and interaction with objects within the game allow for gamers to solve problems.
The Practice Principle (Principle 4) allows for a learner to try out new tactics without necessarily failing in the game.  This allows for a player to learn new things.  The gamer will not be subject to losing points or starting from the beginning.
Principle 5, Psychosocial Moratorium Principle, is similar to the 4th in that it speaks to the ability to try new ideas in the form of practice before trying in a game setting where points can be won or lost.
Principle 6, Regime of Competence Principle, is the scaffolding in gaming.  “Learners should be challenged to push beyond their comfort/ability zone, but not to an extent that is unsafe or unattainable” (Rosario & Widmeyer, 2009, p. 291).  A game can assess in game performance to allow for some difficulty without totally diminishing the confidence of the gamer.  Once the gamer has shown an adequate level of mastery, he/she can progress to more challenging levels.
Principle 7 is the Self-Knowledge Principle.  It is one of self-assessment for future reference.  “Players should learn about themselves and their current and potential capacities” (Rosario & Widmeyer, 2009, p. 291).  Self-knowledge allows for gamers to obtain knowledge and competency from completing tasks.
In Principle 8, the Collective Knowledge Principle, players accumulate knowledge by observing the play of others.  En masse, they build a “repository of useful knowledge”.  As games have a following, there are discussion boards and other virtual venues for correspondence on strategy and ideas on in game tactics.  Interaction allows for a broad knowledge in MMOGs.
The Engaging Principle is what compels a gamer to play.  It is a non-learning principle but important nevertheless.  The premise is to make education fun and not an arduous chore that requires cajoling.  To adequately achieve the intent of this principle, one must know the target audience.  For example, there are MMOGs that focus on combat situations or fighting situations to appeal to young males.
Principle 10, User-Interface Ease of Use Principle is a common sense approach to learning in gaming but can be forgotten if not assessed properly.  “A poorly designed use interface (UI) will frustrate and anger players, regardless of the type of game”.  The controller or arrows on a keyboard to maneuver of the games characters must logically move in the direction it is moving.  Sometimes, it requires specific knowledge to games.  For example, Nintendo games in the late 1980s had a “goofy foot” approach to maneuvering characters performing skateboard or surfing functions which would be counterintuitive to someone that has never physically performed such a function outside of virtual gaming.
The goofy foot concept applies to Principle 11, On-Demand and Just-in-Time Tutorial Principle.  “Game tutorials should aid players in learning the game mechanics and user interface while they are playing, exploring, or interacting with the environment”.  While the goofy foot concept is unique to skateboarding, it is not necessarily exclusive.  Someone that has never performed such a function can learn and apply it physically and virtually.  In sports games, a similar approach is used in practice games or changing the level of skill from novice to expert.  “Make the tutorial provide feedback to players, when mistakes are being made” (p. 292).  Feedback is rather immediate in sports games.  Success and failure is manifested in terms of points, penalties, fouls, etc.
Principle 12, the Achievement Principle, are the perpetual and visible awards in the process of gaming.  The notion is that by achieving mastery, the gamer will want to continue to build on mastered skills.            
Rosario and Widmeyer (2009) performed a study on five MMOGs and two educational games testing the 12 aforementioned principles.  What was concluded was that not all principles are supported at the same level.  While not allowing all principles to be equally applied, MMOGs and educational games allowed for students to learn in a highly engaging safe environment to test hypotheses.  The study is lacking in quantitative analysis.  Rosario and Widmeyer suggest that more studies will be needed including more games to have statistical significance.  In the observation, the sample is limited to one student from undergrad, masters, and doctoral level of education.
Han (2015) explores gaming and learning theory in Gamified Pedagogy: From Gaming Theory to Creating a Self-Motivated Learning Environment in Studio Art.  He explores ways to increase student interest in learning three dimensional (3-D) animation.  Han develops a theory of gamified pedagogy through his research.  The premise is that students are able to perform advanced tasks by developing basic skills.
Gamification is “using game design elements in non-game contexts to motivate and increase user activity and retention” (Deterring et al., 2011).  While primarily used in training employees, Han uses gamification to come up with solutions to improve learner engagement with the curriculum.  Specifically he asks, “What are the gaming elements that cause student attraction to gaming and makes students willing to spend so much time on gaming?” and “what is gamified pedagogy?” (p. 258).
Han concludes that gaming pedagogy consists of seven elements which are:
1.                  The teacher should use a spiral curriculum.
2.                  The teacher and student should set clear short-term goals.
3.                  The students should have the chance to resubmit their projects.
4.                  The students should be able to learn at their own pace.
5.                  The teacher should provide a safety net for students to practice without embarrassment.
6.                  The teacher should provide a space for students to establish a learning a community.
7.                  The teacher should provide a showcase for students to exhibit their own selected works.
Han also concludes that art studio courses are suitable for the application of gamified pedagogy.  All seven elements can be utilized to encourage self-motivation in students.
Becker (2007) explores the technology gap between students and their instructors.  Citing a lack of preparation teachers are using technology solely for administrative purposes and not to enhance learning or the educational environment.  “It is critical to prepare teachers to use technology effectively in the classroom and developments in technology continue to move faster than almost any other field” (Becker, 2007, p. 480).  Becker suggests that gaming be used a tool to enhance classroom instruction.  Gaming can be used to bridge technological gaps between teacher and student.  “The current generation is growing up with a pastime that demands interaction.” (p. 485).  
Image result for FIFA World Cup Soccer video game
Becker uses FIFA World Cup Soccer to facilitate interaction in an English as a Second Language classroom.  The informal yet responsive atmosphere makes it possible for students and teacher to interact in a learning environment that is familiar yet has enough scaffolding to encourage development among all gamers
Design-based research (Barab & Squire, 2004) seems to be a natural evolution of transformational play to capture the essence of learning through gaming.  The main theme to design-based research is to move beyond the understanding of leaning as it naturally occurs. (Barab et al, 2010) to creating interventions that alter existing conditions presumably for the better.  Advances in technology are creating new parameters by which transformational play can communicate learning and conceptualizing abstract ideas.
There needs to be more longitudinal research and observations in a variety of venues and formats to formulate grounded theory on how the modern day learner/gamer acquires and processes knowledge, epistemologically.  “Future studies should be conducted at other institutions and with learners in other developmental classifications” (Burgess & Ice, 2011, p. 446).
Common themes in learning through gaming are safe learning environment, proper scaffolding, and creation of games that capture and maintain interest.  In the gaming environment, the players must feel safe enough to take chances and explore.  Failure may occur, but it is not detrimental to the point that a player no longer desires to continue playing or is required to start at the beginning or a point that makes taking chances prohibitive.  Gaming has to also be able to develop gamers by having programs that are challenging yet enhance skills.  Game/user interface must have proper aesthetics to capture the interest of gamers.  Games that have educational value should not be “educational games”.  By learning through gaming, the idea is that learning can occur in non-tradition learning environments.  One does not have to be in a classroom to achieve Csíkszentmihályi Flow (2014) in a classroom.  This is possible through gaming.



References
Barab, S., & Squire, K. (2004). Design-Based Research: Putting a Stake in the Ground. Journal of the Learning Sciences, 13(1), 1-14. doi:10.1207/s15327809jls1301_1
Barab, S. A., Gresalfi, M., & Ingram-Goble, A. (2010). Transformational Play: Using Games to Position Person, Content, and Context. Educational Researcher, 39(7), 525-536. doi:10.3102/0013189x10386593
Barab, S. A., Gresalfi, M., Dodge, T., & Ingram-Goble, A. (2010). Narratizing Disciplines and Disciplinizing Narratives. International Journal of Gaming and Computer-Mediated Simulations, 2(1), 17-30. doi:10.4018/jgcms.2010010102
Becker, K. (2007). Digital game-based learning once removed: Teaching teachers. British Journal of Educational Technology, 38(3), 478-488. doi:10.1111/j.1467-8535.2007.00711.x
Bellochi, A. (2012). Practical considerations for integrating alternate reality gaming into science education. Teaching Science, 58(4), December, 43-46.
Burgess, M. L., & Ice, P. (2011). Optimal Experience in Virtual Environments among College Level Developmental Readers. Journal of Educational Computing Research, 44(4), 429-451. doi:10.2190/ec.44.4.d
Burgess, M. L., & Ice, P. (2011). Optimal Experience in Virtual Environments among College Level Developmental Readers. Journal of Educational Computing Research, 44(4), 429-451. doi:10.2190/ec.44.4.d

Clark, A. C., & Ernst, J. V. (2009). Gaming in technology education. The Technology Teacher, (February), 21-26.