The problem I see with academics in connection to video games is
that there is a sizable contrast in the sense of achievement between the
two. For some people tests can be an
achievement akin to surviving a level or unlocking a power up, but for many the
sense of achievement comes during graduation or the final days and weeks of senior
year as pressure is lifted and there is a more enjoyable and fun atmosphere in
the school. One might suggest that
perhaps reaching summer vacation is like beating a level in a game, i.e. freshman year of
high school = level one of the 'game' of high school, and yet this has not been my experience or the impression I have
gleaned from talking to students about summer and school. Instead, it has been my experience,
that summer vacation is seen as a reprieve from school and more along the lines
of a much need pause and bathroom break during game play than the finish line
of a game. As Jane McGonigal (not
to be confused with Minerva McGonagall of Harry Potter fame) mentioned in her
TED talk the notion of “epic win” is a strong motivation for gamers and I see few
opportunities for most students to experience this in school (as things are currently situated) with any
frequency, perhaps once or twice a year a student may experience an "epic win", but that is over the course of an entire year, hardly comparable to the more frequent rewards and sense accomplishment provided by video games over a more limited time frame.
Perhaps Ms. McGonigal is too close to the making of games
for her outlook on games seems overly simplistic and widely exaggerated. “In real life when we face failure,
when we confront obstacles we often don’t feel that way (referencing the way we feel in games). We feel overcome, we feel overwhelmed,
we feel anxious maybe depressed, frustrated or cynical. We never have those
feelings when were playing games, they just don’t exist in games.” Clearly, Ms. McGonigal has never
played FIFA or experienced lag on Halo or tried playing Contra without
using the Konami Code (famous video game code that in Contra gives 30 extra
lives and is the only way to beat the game without being a freak at video games). I also sincerely hope that Ms. McGonigal is misguided when
she says we are the best versions of ourselves in games or else the world truly
is
doomed (Warning:
Link may or may not contain salty language). Video games can be immensely
frustrating and aggravating, sometimes to the point that one gives up or
abandons the game, but gaming is by choice school on the other hand is
not. Technically school becomes
optional sometime between 16 and 18 depending on the state and before that it is possible to dorp out if parental permission is gotten, but in reality there is intense social pressure
for youths to finish high school so many do not truly view this as an
option. In contrast when I play a
video game I get to pick the game, I get to pick who I play against (computer,
friend, random dude on the internet etc.), I usually can pick the difficulty
(easy, hard, insane or against a noob, 1337 etc.) and when I choose these
things I, and many others like me, prefer a challenge, but I also like to win
so the level of game play is adjusted accordingly so that I can win while still
having to put forth noticeable effort.
Again here is a situation that education cannot feasibly match. I cannot possible adjust the “sliders”
on the classroom to perfectly match each individual student, in my classroom as there will
typically only be one of me to 20-30 students and those students will all have
different preferences and abilities even in AP and advanced classes where a
certain amount of prior knowledge is required.
In response to some of Mr. Gee’s
paper:
He asks "Why should the identity of being and doing science be less appealing (in comparison to video games)?" My response to that is one's “identity of being” in biology
typically starts off being not so good to awful at biology and unlike Elder
Scrolls you’re not slaying skeletons or dragons to improve your “identity”
rather you’re reading dozens upon dozens of dense pages out of a biology
textbook. Between the two slaying
dragons is generally seen as more fun.
I generally agree with Mr. Gee’s
assessment of interaction and comparing schools to video games, but he forgets
that they’re no bullies that you don’t conquer in video games, you don’t get
swirly’s and embarrassed in front of all your peers in video games, but for some
students this is a very real part of their academic experience and the type of
interaction they frequently experience in school.
Again I agree by-in-large with Mr.
Gee, but when he says “in school, they should help “write” the domain and the
curriculum they study” he is taking an overly simplistic view that would be
amazing if it were more frequently realized.
I wholeheartedly agree with Mr.
Gee when it comes to risk taking.
Risk taking and the potential repercussions that come with failure in
the school are much greater than those in video games and as a result the
willingness to take risks is higher in video games. Mr. Gee asked earlier “How do you get someone to learn
something long, hard, and complex and yet enjoy it” and in my opinion one of
the biggest aspects that is preventing more kids from enjoying the challenges
presented by school is these intense repercussions that can come with risk,
though they do not always come and often come to a lesser degree than students
anticipate.
I spoke to customization earlier and I
would love for more customization to take place I just believe that limited
resources and time means that there is only so much customization that can
feasibly take place. That being
said I do plan on attempting to tailor my lesson plans to meet the needs of as
many students as feasible and I am currently grappling with the notion of
giving different amounts of work to different students, as we have mentioned in
class which should hopefully allow for some customization by students (I am
currently leaning in favor of this notion).
Agency is important if students are going
to enjoy school and sadly Mr. Gee is right that “such ownership [as found in
video games] is rarer in school.”
I suppose I shall stop here as this post is already far too
long and I do not wish to scare off the few poor souls who read my blog. I will leave you with the most important takeaway I got from Ms. McGonigal's talk "Gamers always believe an epic win is possible" and this, to me, is the feeling we need to cultivate and make students believe is possible in schools.
Smorgasbord Fun Fact: Peanuts are an ingredient in dynamite!
or more accurately:
Obligatory Title Reference: