Bernstein’s explication of pedagogic codes highlighted for him the way schools limit the creative possibilities available to students by – to continue my metaphor - dressing them in such restrictive uniforms. Allowing students to creatively and playfully engage with different roles allows them the possibility of engagement in the language of their culture not just as passive recipients, but as active agents.
What I think computers and virtual environments may have the potential to provide to learning that traditional classrooms usually cannot, is the kind of playful engagement with identity that is needed to allow for Bernstein’s desire that students have access to the “unthinkable”. As Rieber et al argue: ‘the time has come to apply what we know about learning, motivation, and working cooperatively given the incredible processing power and social connectivity of computers.’ (Rieber, Smith, & Noah, 1998, p. 2) Like so many of our readings for this unit, Rieber et al argue that computer environments can facilitate a kind of ‘serious play’ that is engaging and empowering for students.

Software such as “SimCity” “Civilization III” and “Age of Empires” allows students to engage in a complex and meaningful environment where they must adopt roles quite different to those usually required in a classroom. In these games the computer becomes, in Mitchel Resnick’s terms, a ‘paintbrush’ (Resnick, 2006) with which students can actively explore and shape their environments. Resnick invites his readers to compare the three terms:
Television. Computer. Paintbrush.And decide which two should go together. He wants computers to be seen not just as passive ‘information machines’ akin to TV, but as a ‘new medium for creative design and expression’; as ‘paintbrushes’ (p.1). Kurt Squire makes a similar plea in his discussion of video games as ‘designed experience’ (Squire, 2006) where he argues that there is a need for a ‘mature body of games scholarship’ which can address the ‘critical study of games as participation in ideological systems, “learning as performance” and educational games as designed experiences.’ (p.20) Squire rightly points out, it seems to me, that it is not enough to critique the ‘text, image and animations’ (p. 21) of games, we need much more complex models for discussing the kinds of roles that students take in particular gaming environments. My view is that the work of sociologists like Habermas may be a good starting point for constructing such models (see my previous post).
For Squires it is what he describes as the ‘functional epistemology’ of games – the fact that learning is about ‘doing’ – that is one key component to their uniqueness. There seems to me to be a strong parallel here with my earlier description of my Year 9 students dressing in suits to visit the city. By changing the script, as it were, for their performance, we seemed to be allowing students to actively play a new part as they engaged with a series of tasks in the city; they were out there doing their learning – not in a classroom having the learning done to them. Quoting Clinton, Squires argues that ‘figuring out “what the body can
do in the world is figuring out who you
are in that world”’(Clinton. 2004, p.3 in Squire, 2006, p. 22).
Figuring out who you are in any world is a primary concern for an adolescent. Computer games and virtual worlds seem to me to have great potential as a space for safe, creative, playful and meaningful exploration not just of alternative worlds, but of alternative selves. Perhaps then we might see less of: