Thursday, July 19, 2012

Video Games and Teaching?

            I myself am a gamer, to a certain extent, so naturally the subject of gaming as it relates to the world was interesting to me. If I get a day off I love nothing more than to sit around and play video games for hours on end. Though I have a very narrow selection of games, I love to play them as often as possible still. My wife currently does not allow me to play very many video games though, and I can see why. They do take you away from the real world and as an adult I need to be responsible about real life things. I agree with Gee in the sense that video gaming does help you escape the real world, because the life in the game is structured so that you are doing something extraordinary, and the game is structured to make you struggle to reach that point. Shouldn't school be set up more like this though? Shouldn't school push students to extraordinary measures and help them to accomplish their goals in a sense where they enjoy it and can take pride in their work? The schooling I was involved in never did so, but it's an intriguing concept. I have no idea how you could set it up, but I'm definitely interested and think it could be applied to class.
            I had never thought of the possible implications that gaming has. Once the thought was put out there for me to see though an invisible barrier broke in my mind and I was all like, "Whoa". I actually went and got my wife(who restricts my video game time) and said something around the lines of "You see, I need to play the video games. So that I can be prepared to save the world in real life". To which she responded with a quick "no". From what I said there though you can see the struggle with this concept. How do you relate the want to learn and save the world in video games to real life?
            Gee's reading and McGonical's talk at Ted were both very interesting. I agreed with almost everything Gee and McGonical were saying. For instance Gee talked about how in the video games if we fail we can just try again, but there are harsher consequences in the real world. These games really do push young people to try hard to build knowledge, if only we could translate that to the real world. McGonical talked about blissful meaning, social fabric, urgent optimism, and epic meaning. If we could apply these concepts to schooling it would be a much more enjoyable place, and we may get better results from students. However, I do not think the solution is to use games but rather to take principles from games and apply them to how you set up your class. For instance, McGonical talked about games that students could use to learn... As a young person and a gamer myself I can tell you that nobody is interested in playing an environmental saving video game. You can force them to in the classroom, but the majority of kids would much rather be having fun playing mario or call of duty. (This blog is being weird and I can't see the bottom of the screen where I am typing now.. so I am typing blind and if I make spelling errors I apologize.) Of course I'm sure they could make educational games that are interesting, but they won't be interesting to the level that a real game is.
            I believe that you can use this information to set up your class modeled after video games. The 16 learning principles provided in the Gee article are what you should look to in how to relate video games to the classroom. Though I'm not sure how I would do this or set it up, I did find this topic to be very interesting and would love to see if this develops more in the future.















7 comments:

  1. I think I'm very much in the same place that you are in terms of my thoughts on Gee and McGonigal. I myself am probably more in line with your wife's thoughts on video games but I definitely found the texts we had to read for last class provocative and interesting. Like you though, I don't think the answer is just to get more people to play games ... an environmental game will never have the same appeal as WOW and there's a reason for that. I do think though that school and school work should have all the characteristics that Gee and McGonigal talk about. Which raises the question you posed above: 'How do you relate the want to learn and save the world in video games to real life?'I really wish that this was the topic we discussed in class last week and maybe just in general in the program. I'm taking all these classes because I want to help students learn but how can I get my students to want to? How can school become intrinsically motivating the way a game is and has anyone tried making it so ... If you find any research on that, Let me know!

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    1. It indeed is a very interesting topic. I however have no time to do research on the subject due to our grad school, and I'm sure you don't either. I liked the way you phrased your last question, "How can school become intrinsically motivating the way a game is and has anyone tried making it so" I think that sums up my thoughts on this pretty well. I agree that we should have discussed this topic in class because it's an important way to view this in my opinion. Thanks for your thoughts.

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  2. I feel like your wife in this post kind of acts as the expectations and curriculum that we have to adhere to as educators, discouraging our creativity and perhaps eliminating any chance of epic wins that we might be able to achieve in the classroom.

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  3. Hey Matt, so I totally agree with what you said about gaming. I loved your perspective as you are a "gamer." The other posts that I have read about this topic comes from a lot of who aren't real gamers, so it is interesting to read feedback on McGonigal from someone who has more tangible knowledge on playing video games. I had this feeling that people aren't going to want to turn down mario or grand theft auto to play an environmental saving game, which I elaborated on in my blog, so it was interesting to hear you say that too. While McGonigal makes fascinating points on how people should turn their video game experience/expertise towards these world saving games...who is actually going to do that?? People are going to still keep playing their normal fun video games, because the point of them to some extent is to escape reality. Not just practice reality on a screen. While this is interesting and does sound like it could work, I don't think it really could.

    I loved what you said about taking what video games create into the classroom. I am not sure that McGonigal actually menioned this, but the results could be way more amazing. I know that my focus student at Scarlett was a HUGE gamer. All he wanted to talk about was video games. There has to be some kind of a way that points from video games, or something about that virtual world can be brought into the classroom, to help kids like my focus student learn and enjoy learning more. Such an interesting concept!

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  4. So ... just to keep in the back of your mind ... the Duderstadt Center, where we met last week, has a video gaming library and, at least in the past, you could book a room and play games there. Now you can say, "I'm going to the library" AND play video games! :)

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  5. Hey Matt, I like you, am an avid gamer and agree with your thoughts that video games should be used more extensively in the classroom, even as a break from regular class. Because of the stimulus kids get from video games they are less inclined to accept the concept of delayed reward, because of this they can quickly lose focus, especially in classes that they find boring or useless. History based video games like the total war series, in my opinion, are a great tool that can be used to expand a students horizons about the past. I agree that school should be more accepting of video games and try to incorporate them a bit into their curriculum.

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