I know education and I know gaming. I’ve taught middle school students for the
last fourteen years, and I have struggled as most teachers do to get the next
generation to participate in their learning. Students sit glazed over with
bored expressions as we tell them the way to learn is completely separate from
their methods of interaction with the world.
Our education system was created near the beginning of the last century
and had a purpose that is different than what we currently need and hasn’t been
much revised since. As professionals we’ve
done cooperative learning and differentiation; we offer scoring guides and
samples and student choice, and our literature has been sanitized so hard that
is colorless and tasteless if a little too sweet. None of this is part of the rest of our kids’
lives, where they become someone else, live through stories, or watch them
unfold. Popular video games have much to
offer our students, a world they are interested in, a system of constant
rewards and variety, and methods they already use to relate to the world. The games need not be created specifically to
educate because within them are complex systems to be studied, stories,
characters, worlds, conflicts, geography, architecture, psychology, as well as
critical thinking skills, evolutions to inspect, explain, explore, and
evaluate. Games need not be the whole of
education, but a tool, combined with elements we already use. Critical thinking in one area can be transferred
to others. If we show everything games
can contain to students we open their minds and challenge game designers to
keep up with us.
What’s Wrong with Education- I Know, Call on Me!!
Education is stuck in recycled programs we rename and trot
out every few years, and standardized testing and finger-pointing and lower
standards and victimhood. Conversations
in this vein are not helpful and amount only to hand-wringing and magic
cure-all tonics. Our current educational
system was created post WWII where our national goals were to prepare most
students for vocational or factory jobs and a chosen, blessed few for college
careers. Nowadays students need college
degrees for entry level jobs; factory jobs were outsourced or made obsolete by
technology. Our everyday experience has
changed drastically from when I was in school in the 80’s. Now everyone has a cellphone and the internet
and the internet on their cellphones, there is DVR and gaming systems that do
more than game. 97% of teen boys play
video games regularly and 94% of girls do the same. What is wrong with education is we keep
telling kids how they are supposed to be educated and assume they’re going to
be excited and grateful- they’re not.
Imagine what it’d be like to be asked to sit silently and read a book or
puzzle out a math problem on your own when everywhere else kids are bombarded
and a part of media. They are keystrokes
away from a hundred people. The world is
literally at everyone’s fingertips, and we are asking them to be solitary,
silent, and focused when every other second is filled with light, color, sound,
and text.
Books are fantastic and should never go away, but even the
ways we can read have expanded. We need
to meet kids where they are at and begin to incorporate more types of the media
into classrooms, especially video games.
Video games are available to wider and wider audiences and every
individual can find a game that suits them.
Games are interactive and give immediate feedback which encourage
players to go further, to try again, to be curious and this is the foundation
for learning. Jane McGonnigal points out
that we will fail and fail again in games and happily return until we
succeed. Games are cooperative and
competitive and students are inherently social. Games are a language children
understand and part of their daily lives.
Why aren’t we using them to teach?
WHAT VIDEO GAMES HAVE TO OFFER
It’s obvious, kids
love games, adults too. Ask a teenager
the perfect character build in Modern Warfare or how to beat the big boss in
Mario Sunshine and they can tell you in detail.
Ask them how they solved a puzzle in Uncharted or to describe what
happened in Rapture and they will. There
is nothing wrong with the minds of our youths; they are just as spongy as
they’ve ever been, but this does not appear as obviously in their schooling as
it once had because we are looking for it in the wrong place.
Video games, even the popular, pulpy ones contain volumes of
useful information, insight and creativity.
Almost every game from zombie invasions to MMA fighters have some sort
of storyline and idea of characterization and character development. Many games look at themes such as war,
family, utopia and dystopia, redemption- some in such a way that moments stay
with you well after the game. We can
teach students to look at these, evaluate them, compare them to other works and
media. Games explore gender and social
roles in ways that are more personal because players have a stake in them; they
are living as that character in that world, playing through their circumstances
not just reading about someone else who will make their own decisions. In games, students can explore the
consequences and effects of different actions in the same situation. Games can practice morality and ask big
questions. Games ask us to take care of
our avatar and the world they are inhabiting, isn’t this what we want ?
Games are filled with systems that students can learn to
break down and investigate as they would in science or math. Design elements, setting, geography,
characters, can be explored and explained, researched and studied on the
veracity of the game’s historical or scientific settings. There is almost no subject that cannot be
studied in video games, and it is work students will want to do, and can
continue doing in their own homes. When
our youth are shown an expanded way of seeing, of knowing, of evaluating they
can use it anywhere. The video game industry has grown from a few guys making
puzzles for their friends to a work place with specialists, writers, actors,
programmers, designers, and games have developed their own canon and giants on
whose shoulders the next generation stands.
Then there is the creative and praxis side of things where
students can be asked to plan games, create characters, settings, stories,
themes, systems and they can do it in small groups or on their own. They can research, revise, and learn the
creative process that is used in every field, conceive, experiment, evaluate,
scrap, revise, start again and it takes place in a world of infinite answers
instead of just one.
Education needs games.
They can create a love of learning.
They can engage. We need to meet
the kids where they are at and to catch up with the modern day and the reality
of how people glean and disseminate information. Our kids are playing them anyway, why not
show them all the magic that is there? Why not teach them how to be wonderers
and thinkers? Isn’t that the purpose of
education to begin with?
No comments:
Post a Comment