I came across the concept ‘engagement’ in one of my courses last semester.
It is said by Saks (2006) that employees who are engaged exhibit attentiveness and mental absorption in their work. Wagner and Harter (2006) also indicate the engagement allow employees to display a deep, emotional connection toward their workplace.
Although it is related to the organizational performance, it does not directly link to the learning or motivation. While I am considering why immersion can lead people to learn, I think one of the possible reasons is because they are engaged in the game environment, and then they learn naturally with enjoyment.
So, engagement is a key. Why not learn through ‘games’?
After reading part of Gee’s work (2007), I think one of his arguments is as following. The reason why people generally believe that ‘playing video games is a waste of time’ is because video games belong to one of the semiotic domains, and they are not expected as the academic domains by some parents. As a result, they are not considered as valuable objectives in this society.
It seems to be reasonable, however, can people really learn through ‘immersion’?
Murray (1998 p.99) mentions about the enjoyment of immersion “In a participatory medium, immersion implies learning to swim, to do the things that the new environment makes possible.” In the MMOGs environment, we do learn how to navigate our avatar in a brand new environment. By immersing ourselves into the virtual world, we do actively learn how to communicate, interact with people, and gain sense of safety and respect from others.
Look closer to the narrative component of the MMOGs or games.
Murray (1998 p.100) argues that stories arouse the deepest fears and desires from ourselves. We feel satisfied when we project ourselves into a wonderland where the dreams are safe and sound. I believe it is why we are more willing to devote our times into game environment instead of listening to a lecture or attending a seminar. We feel being protected and being cared in the environment, and then we are engaged. Afterwards, taken for granted, we learn better.
“The great advantage of participatory environments in creating immersion is their capacity to elicit behavior that endows the imaginary objects with life”. (Murray, 1998 p.112)
I think that is where the simulation games can take advantage from it.
However, the key is how the learning can be transferred into the real-life content.
Well, to be honest, I don’t know, but I think I have learnt a trick. We need to escape from the real-world to stimulate our potential (a new ‘me’) to learn, but we still need to realize it new ‘me’ is not real, and we should remind ourselves of knowing the way back by seeing Harold’s moon. (Murray, 1998 p.103)
References:
Murray H. J, (1998) "Immersion" In Murray H. J, Hamlet on the Holodeck, pp.97-125, Cambridge, Mass: MIT Press
Gee, J.P. (2007) What video games have to teach us about learning and literacy Palgrave Macmillan.












