I had the pleasure of listening to James Gee discuss learning principles of video games at an ALEA conference on the Gold Coast in 2004 and have since read his book, What video games have to teach us about learning and literacy. This blog is how I have applied some of these principles in my classroom. I will be constantly updating this post and linking explicit descriptions of designed learning activities that link to the concepts and ideas.
Lower the consequence of failure.
Video games do this so well. How can we lower the consequence of failure for students in the classroom?
The connection between this principle and my classroom is developing programs that enable students to work at their own pace.
Quite a challenge within the constraints of a politically driven educational institution! I adapted this principle from three perspectives. Students self efficacy; their perception of and their learning styles and their academic ability.
- Creating and maintaining a collegial classroom through opportunities for students to work in a variety of learning communities in each lesson has enabled them to build positive, respectful relationships that allow them to feel valued and safe about contributing to all classroom activities.
- Connecting students to their learning styles so they confidently use their strengths to develop their weaknesses.
- Creating networks of support with the classroom and providing opportunities for them to develop these networks through knowledge creation.
Performance before competence
When I play computer games I have endless opportunities to practice. Problem solving to reach the next level.
The connection between this principle and my classroom is ensuring the programs are designed with competence levels clearly visible to the students through progressive assessment tasks.
Linking Criteria Quality rubrics (CQ) to learning opportunities provides students with a clear understanding of the expectations of the level of knowledge creation is required to meet the outcome. I will add another blog entry that explains how to create and utilise a CQ rubric.
Ranks players high on agency tree

When I recently joined Runescape and attempted to complete the quests I quickly realised my strengths with the virtual world. I was safe moving around completing tasks that highlighted my competence.
The connection between this principle and my classroom is creating expert networks.
Creatively identifying students for their expertise early in the year and utilising their skills with learning opportunities.
Problems well-ordered
![]()
How well do computer games do this? If you have ever played Spore you will gain a sense of a well-ordered computer game.
The connection between this principle and my classroom is having visual documentation of designed learning that is transparent in its purpose, translucent in how it can be adapted and prescribed in its content.
Utilising www.cglearner.com to design learning programs for students enables a virtual connection between the students, parents, the school community. Inviting comments from relevant parties and enabling access to explicitly described learning opportunities that can take place and the users pace. Linking these learning designs to virtual support for problem solving would enhance this program modeling the principles of video games.
Cycles challenge, consolidation

In my repertoire of video games Sims would be the game that is gauged highly within this principle.
Connecting students to each other through grouping strategies that gives them control of deciding which learning community they should choose to be successful in achieving their goal.
Give verbal information just in time
Computer games provide feedback at every virtual opportunity.
Feedback, feedback, feedback! On demand, on time and when needed. Quality written feedback through CQ rubrics, verbal feedback throughout every lesson. Providing opportunities for feedback from peers and the school community. Setting up activities that result in feedback through successes or failures.
Seating plans that enhance learning and shift the agency of being a responsible learner onto the students

