Gaming:The
Teaching Method.
How
can games teach?
Zak
Field (1200771)
Introduction
Living
in such a technological, the way in which we receive information has
changed and
advanced.
We have the ability to reach the unreachable, and this is not just
referring to the
unteachable
students. At any age, there is the possibility to learn something
new, a new profession,
opinion
or remind yourself of something old. With this evolution of
technology, the focus is now on
rethinking
how we teach the youth.
'...properly
designed educational games, informed by research, have the potential
to transform
education.'
(Fletcher, 02/'14)
Nowadays,
teaching methods are outdated and are too generalized for students.
Reverting back to
Jean
Piaget's (McLeod, '12) study of cognitive development within
children, the fundamental
element
is the rate in which a child can learn. The Plowden Report having
contextualized his study,
states
that 'At the heart of the educational process lies the child.'
(Gillard, '04) The system should
lose
sight that it needs to be tailored for the individual child otherwise
the chances of them retaining
information
and progressing with understanding will be slim. This is of course
difficult as the
teaching
curriculum needs to be at the same standard for each school, and the
cost and time taken to
teach
each child in a way that suits them would be expensive and
impractical. The school system
has
been too focussed on statistics and figures, tests and scores, which
has created a great deal of
pressure
on students. This in turn has generated a common fear of failing,
that worry of getting an
answer
wrong and being judged for it. This is putting students off even
attempting to answer
questions
let alone inspiring them to find out more on their own account.
School becomes
associated
with negativity and embarrassment and the child loses any ambition to
progress. They
look
forward more to their free time than the hours at school. Games
within school have the ability
to
change all this. By creating an alternative world, games allow us to
play, win and fail as
anonymously
as we choose. It creates a safety net that if we fail, we can easily
start again.
“Human
psychology tells us that players should enjoy a game that
satisfies the need for control,
bestows
a sense of one's progress, and fosters relationships with friends and
others encountered.”
(N.L.
- 02/'14)
These
are qualities most games have to keep the players interest but the
question is how can they be
utilised?
The sign of a good game is to always send the player away with
something new, whether it
is
learning new information or something they didn't know they could do
but always with a sense of
achievement.
What
benefits would games have in school?
An
important issue within the school system is that of self esteem.
Students of all ages still
have
a fear of failing, made to feel stupid or that others are judging
them. There isn't the informality
or
accommodating nature that is so prominent in a game. There is the
opportunity to progress in a
game
and to be rewarded and praised along the way. The player is never
given a task or a mission
that
is impossible to complete, it may be difficult and you will need to
work hard but it is always
reachable.
There is also the social aspect, the working together to reach a goal
rather than
competitiveness.
Typically game communities are trusting and willing to give advice
and aide when
needed.
The people they meet online are like-minded and just as passionate
aiming for the same
goals.
Possibly the most popular gaming community and certainly one of the
largest is that of World
of
Warcraft. At the height of its popularity, since it was launched, 12
million people were playing
the
game. Jane McGonigal, a games designer, describes this in more detail
as to why
gamers
prefer their virtual world over their real lives, or school life in
this particular instance. 'We
feel
we are not as good in reality as we are in games' (McGonigal,
02/'10). In reality when faced
with
a problem, the reaction is to view it with anxiety and possibly
depression, not the enthusiasm
and
determination you would in a game. Her point is that 'In games, we
are the best versions of
ourselves'
(McGonigal, 02/'10), the most helpful and willing and driven to
achieve because of the
constant
feedback and ability to progress.
McGonigal
designs games that are live events or campaigns more than actual
video games. They
could
be considered more of social experiments than games, to change
people's outlook on life. She
tries
to incorporate the techniques and feelings you get from a game and
implements them into
everyday
life. Her theory is that if world problems were approached and solved
like those in a
game,
the world could be changed for the better in a much shorter amount of
time. She mentions
World
of Warcraft and it's number to demonstrate the might of these
players, had they the
opportunity
to apply their passion and determination to real life.
Examples
of games already integrated into the school system.
Institute
of Play is a group of game designers that came together to make games
that educate
but
also are engaging and exciting for children. Having recognized that
it is no longer just about the
acquisition
of basic skills and learning facts, but teaching students how to
think, solve problems and
being
able to communicate concisely. Their aim is to 'design experiences
that make learning
irresistible.'
(Institute of Play, '14). At a young age, a child still needs to be
fascinated and curious
about
new information and with the constantly advancing technology, why
shouldn't it be used?
“Video
games have the power of visualizing things, of creating open-ended
environments for people
to
explore things, of engaging and motivating learners. What you have is
a strong learning approach
that
should be added to the educator's toolbox. (Plass, '14)
GlassLab
is a company (part of Institute of Play) who designs educational
games for schools. They
are
aimed at are those who have already learnt the basic skills such as
reading and writing. The
games
GlassLab design try to teach a more difficult skill; the ability to
solve problems and think
critically.
For example, they created SimCityEDU, a revised version of the
original aimed especially
at
children. It requires the child to think about the economy, social
aspects and to plan ahead and it
does
this by setting them tasks that they have to complete. They have to
work in pairs to to build a
city
and collaborate to rectify any problems that arise. Using trial and
error and their own
experience,
they have to figure how to solve certain issues through logic
contextual knowledge.
Similarly
to SimCityEDU although in board game form, there is the World Peace
Game. A teacher,
John
Hunter, replicated the world and all of it's problems and let a group
of 9 year olds try to fix
them.
'They learn to overlook short-sighted reactions and impulsive
thinking, to think in a long-
term,
more consequential way.' (Hunter, '11) This was in order to engage
the children in real world
issues
and to teach them in practise the idea of cause and effect, that they
had to consider their
moves
in relation to what could happen further down the line. The results
have proved to be
surprising,
primarily because they children showed compassion and rational
thinking and actually
managed
to right a lot of the problems.
A
game with a corresponding concept is Civilisation, a command and
conquer style of game,
although
you play as various people who lived thousands of years ago. The
game's objective is to
build
an empire from nothing taking into account exploration, warfare and
diplomacy, as well as
conquering
other players. This informs of great historical leaders but also the
resources available;
the
lifestyle of the people. It also spans over many years and introduces
one civilisation to another
that
would have never come in contact in real life. Institute of Play
created a classroom version of
the
game called Historia which was paper based but still involved the
same principle (due to its
popularity
is now being turned into a digital game suitable for the classroom).
The principle is to
teach
through action and keeping the students interested and engaged about
facts they would
otherwise
be taught. This approach works because having their own empire, they
have created
something
they will want to learn how to protect. By giving them something they
will care about,
the
interest has evolved from the classroom and into their personal
lives.
How
do games teach adults?
The
game industry has branched out into great diversity for genre and
game type. Becoming more
popular
are sandbox style creation games, the forerunner of which being
Minecraft, an open world
game
without a storyline or objectives (except to survive). This game is
essentially the tools to
create
and explore. The
largest grossing indie game to date, Minecraft has now been utilized
for the
classroom
teaching students maths, geometry, reading and writing, and social
skills. The style in
which
it has been created means it can be adjusted by the tutor to produce
a controlled atmosphere
to
which they can teach a specific subject. Not only this but it
encourages creativity and
imagination.
Unlike SimCity, Minecraft presents more spontaneous problems, as the
objective is
survival,
the player may be put into a situation that is difficult to get out
of. It also causes players to
work
together and help each other out.
A
more in depth approach to educating whilst playing is its lasting
effect upon the player. This can
be
through a well told story, the concept for the game's world or the
experience the player has whilst
playing
the game. A storyline that is memorable is a storyline that makes you
question and indeed
pursue
more knowledge on the subject. Of course, what we seek in preference
is all relative as is
what
we retain from the game. In regards to education though, it is
shedding light on new
information
or a different perspective. For example, the Bioshock back log
describes a world
striving
for perfection but ultimately falls to ruin because man isn't
perfect. The references include
the
tension of Communism during the 1950's and Ayn Rand's political and
philosophical novels
Atlas
Shrugged and The Fountainhead.
Alternatively,
it is the experience that the player has playing the game that can
have the lasting
effect.
Sometimes the simplest storyline or in fact no storyline at all will
leave a lasting impression
on
the player. This means that experience doesn't have to be one where
the gamer has their hand
held
and shown how to get from A to B, they only have to be fully engaged
in the experience in
order
to pick up the tools and mechanics of the task then they can complete
the objective for
themselves
thus creating a bigger feeling of achievement and gratification. It
is games like these
(referring
back to Minecraft) which allow the freedom and ignite innovation to
then consider a
bigger
picture. The 'bigger picture' could go as far as career in
architecture, it is a rather crude
interpretation
but the ability to visualize is still there. This is also the case
for The Kerbal Space
Program,
a game that demands the comprehension of physics to progress, a game
that has now
sparked
the interest of NASA and lead onto a collaboration, including real
NASA ship components.
'This
relationship with NASA, the very beacon of big dreams and
imagination, is going to give
players
a real opportunity to learn about the universe we're living in.'
Not
only will it inspire but it can provide new information to those
playing through experience.
Conclusion
The
way forward is to embrace the technology we have and to employ a
method to aid as much as it
is
able. The key to learning and understanding is interaction in any
shape or form, with a
component,
applying the knowledge or with another person. Games have a way to
combine all three
and
provide a fully engaging experience, to ignite a passion that may
then be converted into an
ambition.
'When
you combine this access with the resources kids have—time, a highly
plastic brain, and the
freedom
to experiment with new behaviours, interests, and ways of being—it
is not hard to imagine
a
level of empowerment for kids never before seen in human history.'
(Dunagan, 11/'11)
Bibliography
Fletcher,
S., 01/02/2014, The New Rule of Educational Video Games: Don't be
Boring [Video],
http://www.scientificamerican.com/article/games-the-new-rule-of-education-video-games/
Accessed 15/05/2014
Mcleod,
S., 2012, Jean Piaget,
http://www.simplypsychology.org/piaget.html
Accessed 15/05/2014
Gillard,
D., 2004, 'The Plowden Report', The
Encyclopaedia of Informal Education,
http://www.infed.org/schooling/plowden_report.htm
Accessed 15/05/2014
N.L.,
18/02/2014, What
makes video games addictive?,
http://www.economist.com/blogs/babbage/2014/02/electronic-entertainment
Accessed 15/05/2014
McGonigal,
J., 02/2010, TED
Talks: Gaming can make a better world,
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world#t-441717
Accessed 15/05/2014
About
Institute of Play, 2014, http://www.instituteofplay.org/about/
Accessed 15/05/2014
Plass,
J., 2014, Why
Games & Learning,
http://www.instituteofplay.org/about/context/why-games-learning/
Accessed 15/05/2014
Hunter,
J., 03/2011, TED
Talks: Teaching with the World Peace Game,
https://www.ted.com/talks/john_hunter_on_the_world_peace_game/transcript
Accessed 15/05/2014
Kerbal
Space Program Blog, 03/2014,
http://kerbaldevteam.tumblr.com/post/78664661747/kerbal-space-program-to-add-nasa-asteroid-redirect
Accessed 15/05/2014
Dunagan,
J., Jeffery, L., Fidler, D., Maguire, R., 11/2011, The
Magic of Kids Tech Report,
http://www.iftf.org/our-work/people-technology/technology-horizons/the-magic-of-kidstech/
Accessed 15/05/2014
Game
References
World
of Warcraft, http://eu.battle.net/wow/en/
Accessed 15/05/2014
SimCityEDU,
http://www.simcityedu.org/
Accessed 15/05/2014
World
Peace Game, World Peace and other Fourth-Grade Achievements,
https://www.worldpeacegame.org/
Accessed 15/05/2014
Civilisation,
http://www.civilization5.com/
Accessed 15/05/2014
Historia,
http://playmakers.instituteofplay.org/historia/
Accessed 15/05/2014
Minecraft,
https://minecraft.net/ Accessed
15/05/2014
Bioshock,
http://bioshock.wikia.com/wiki/BioShock_Cultural_References
Accessed 15/05/2014
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