Sunday, August 4, 2013

Learning How to Play



(Concerning class #4)
How Can Video Games Model Learning for Us?
            Video games do an amazing thing.  They can take us from our rooms or a busy arcade into a different world.  Like a storybook, they can engage our imagination and let us interact with a world of hypotheticals.  What if you were one of the teenage mutant ninja turtles and had to fight off bad guys?  What if you were in control of how a military base was controlled and strategy was enacted?  What if animals could manipulate the elements and animal fighting rings existed all over the country legally?  They can get us to imagine complex things, and they can do that by teaching us as we go.
            Video games model so many parts of effective learning – tutorials to introduce you to the basic mechanics, the benefit of repetition to get better or pass some tricky assessment, gradually developing/scaffolding knowledge for you as you need it, and drawing you in to identify as the character.
            Tutorials – Tutorials allow you to either refresh your skills or get your basic knowledge to a minimum level depending on your prior-knowledge of how the games work.  Whether it’s a refresher or extra help, our students need a way to bring their knowledge up to a certain mark or into working memory.  Even with just a warm-up at the beginning of class, we can get our students engaged and aware of the immediate skills that they will need to develop in the class.
            Repetition – One thing that video games have in spades is a way to make people invest so much time in straight repetition.  One way that they do it is by incremental rewards whether it’s gold, experience, or, for more strategy based games, better ability.  There comes a certain point where training is its own reward.  If you have ever seen a child replaying the same difficult level just to beat the boss, get the badge, or just grinding experience, you know how video games can generate the player’s own motivation.  Though it may be really difficult to implement some kind of achievement board in your classroom for the first time a student read Hamlet or got 100% on a test, simply playing practice review games like facts on the brain can get students having fun doing school in a more relaxed setting.
            Scaffolding – Games normally have different difficulty levels.  Beyond that, unless you are playing at game that shows that some folks can hate humanity like TMNT for the NES, games tend to begin simple to more complex as you go.  Whether it’s starting with minimal variety of enemies, ala tall grass in pokemon, or playing Starcraft where the possible units and enemies gradually become more complex as the game progresses, games give the players the chance and time to start running to catch up with the necessary skills needed in the near future.  Much like this, when we teach math, we ensure kids can recognize and draw letters before we get them to put them in words before we get them to put them in sentences and more complex thought.  A big difference between lesson plans and games is that games are given a thorough beta play-through before they are released to the paying public.  Sadly that requires more funding and time than most teachers get.
            Identity – Whether it’s becoming Cloud in FF7, a green frog in Battletoads, or being whoever you want to be in KOTOR, video games allow the player to put themselves in the shoes of their character.  Now, we can’t all pull a Ralph Phillips and violently subtract life and value from numbers, but it seems the aspect of playful identity is hard to capture.  Schools have been trying to make students see themselves as the protagonist (biologists, mathematicians, authors, etc), but it does make you wonder what more they could do.  Anecdotally at least, when students are required to post blogs or publicly publish, they are more careful and thorough, and this may be because they are aware that their audience could be more than just a teacher but anyone that visits the medium.  For writing, publicly showing yourself as an author seems to engender the identity and thus the attending joys and responsibilities.  I’m not saying that we should fear of social shame as student motivation, but maybe what students need is to know that their school work can matter outside of the building.
Can there be compromise?
            While we can’t make every part of class an eye-popping fun-fest, we should at least take note of what other media are doing well and borrow as applicable.  Much like how you can disagree with someone about Marmite toast, you can still agree that toast is brilliant and use it elsewhere.  Likewise, it’s important to recognize the purpose behind a medium like video games as different from education though there are commonalities.  Because the goals of education and gaming are different, their means will require at least some tweaking though they can still be cousins.

3 comments:

  1. You bring up some great connections between gaming skills and the skill-building process that occurs in the classroom. It makes me wonder if video game designers would make good teachers? Perhaps taking the relational side out of it. It seems like there are some exceptional video games out there (not that I am a gamer, but from what you’ve described) that really develops and builds higher-order thinking skills based on the foundational knowledge that continues to grow as each level is mastered. The video game designer must really get in the mind of the gamer and what he/she would need to be successful, have fun, stay engaged, be challenged, etc… just as teachers need to consider the same things for students. Your post reminds me of the question Rory asked us in class, “can we structure a classroom for the entire year as a game?” Sounds like you would be cautious about doing so, but there are some interesting ways we can try to incorporate gaming into our class activities and instruction and then see where that takes us.

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  2. Nathan,
    Your post definitely reveals understanding of video games' structures! Not many gamers probably notice that.

    I am particularly drawn to the Repetition followed by rewards aspect you pointed out. I remember Rachel Wannarka saying in Explicit Instruction that repeatedly practicing right answers is the best way to teach. I think so often, we are set on our agendas that we don't stop to make sure students actually grasped the concepts taught. Repetition is how we ensure that students learn what they need to learn. It is better to teach few concepts deeply than many superficially, and video games can teach us this type of perspective.

    Thanks for sharing your thoughts!

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  3. __Like what you said about repeating right answers, this also resembles no opt out. If students don't know the right answer, they should show that they know the correction answer by the end. Like the tutorials, you get walked through and feel like you are doing the steps with a hand guiding you. You still get rewarded for completing the task, but you'll be rewarded even more by doing it on your own and advancing your knowledge. Sometimes you repeat not knowing the purpose, but sometimes it takes a few happy mistakes to get it right. For anyone who's ever played a puzzle game, there is only one correct answer. Right is indeed right.
    __Thanks for pointing out the explicit instruction aspect. This has helped me flesh out my understanding and integrate the other zones of our learning.

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