Discovery learning remains very popular today, BUT! All is not well in the land of self-guided education.
Every time the research catches up to discovery learning and starts to question how well it works, the name changes to aliases like problem-based learning, experiential learning, constructivist learning, etc.
Pure discovery learning leads to frustration and misconceptions. Often all the effort of learners gets devoted to surface-level trappings instead of deeper mastery. Lots of the literature points to expository instruction as a much better alternative.
Adventure games like the Kingâ€™s Quest series make for perfect examples of discovery learning gone rampant. Thereâ€™s unwinnable situations all over the place, and far too often they boil down to grinds of trial & error that donâ€™t actually teach any gameplay skills.
One of the articles we talk about this week concludes that â€œadventure games committed suicide.â€ Will discovery learning share that same fate? Check back next week as we tie all this together.
We also have a fancy new Facebook page, where weâ€™d love to hear about your experiences (good and bad) with discovery learning.
Show Notes & Links
- Last weekâ€™s episode, our introduction to discovery learning
- Why Minimal Guidance During Instruction Does Not Work, by Kirschner, Sweller, and Clark, 2006, Educational Psychologist
- Does discovery-based instruction enhance learning? by Alfieri, Brooks, Aldrich, and Tenenbaum, 2011, Journal of Educational Psychology
- Who Killed Adventure Games?
Games mentioned in this episode:
- The Vanishing of Ethan Carter
- Hyperlight Drifter
- Kingâ€™s Quest series
- Mystery House
- Space Quest
- Leisure Suit Larry
- Quest for Glory
- Police Quest
- Gabriel Knight
- Hugoâ€™s House of Horrors