Thursday, January 19, 2012

Seduction of Video Games

This post is a reflection on an article written by Keith Stuart.

Keith points out several fascinating arguments in support of the argument that, contrary to popular belief, video games are not "just a waste of time," but that they actually "fulfill intrinsic human needs." And you thought your kids were playing Call of Duty just to see blood spatter their screen and (hopefully) their adversaries. Apparently, we don't play games just because they're fun or they're beautiful. Here a the reasons Keith mentioned in his article:

  1. We learn interesting stuff from games in ways our brains prefer
    • Our brains prefer to learn "through systems and puzzles." Games provide an educational environment where it is OK to fail, unlike the high pressure we often feel in real life to get it right the first time
    • Games provide us with tools to complete tasks, beginning with simple tools and simple tasks. We are also given the time and environment to master the simple tools and simple tasks before progressing to bigger, more difficult ones.
  2. Games give us the control
    • We like to play games that give us the ability to make big decisions that effect the outcome/storyline. Sims, for example, lets us "play god."
  3. Games notice/reward us
    • You do something in a game, you get something out of it, whether it is some item or a screen animation telling you how awesome you are with music effects. When you keep your head down and do your work in real life, you aren't usually noticed.
  4. Games exaggerate our victories (and failures)
    • When you do really simple tasks, you reap really big reactions. For example, when you kill someone on Call of Duty, blood squirts in every direction, sometimes onto your screen. Sometimes, the other player gets blown back. It's really fun to watch. Even when the gamer messes up or gets killed he has fun doing it if the "dying animation" is fun to watch.
Now for the million dollar question. How do we translate these four concepts imply as we relate them to an educational environment? 

  • Educators need to create an environment where failure is OK. I'm sure you can think of an old saying about failure leading to success. Our primary goal as educators is the success of our students. Let them fail, but let them fail safely, so they are not crushed and ruined by failure, but hardier and wiser as a result. Secondly, teachers need to provide students with tools to succeed, starting with simple, easy tools and working up to the more complex. 
  • We  need to allow our students to master each skill before progressing to the next one. Too many times teachers move on to the next chapter even if sally and bobby failed the last one. Ideally, we would figure out what went wrong and where, and allow students to master each skill/level/task before moving onto the next.
  • Reward students for even the most menial tasks. This can be done through an encouraging word or a pat on the back. A smile works well, too. Many students love to be recognized in front of their peers. Don't tell Michelle Obama, but I think candy is a good reward as well. You would be amazed at the power of a single skittle. Kids are hungering for positive attention. Let's reward positive behavior with positive affirmation.
  • Exaggerate. If Bobby usually makes Cs on a test and he makes a B, how about a high five? Announce to the class that Bobby worked extremely hard and has shown the most improvement on his grades, or make up some other really-super-awesome reward for his efforts. Celebrate small victories in big ways. 

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