What attracts and “glues” kids to today’s video and
computer games is neither the violence, or even the surface subject matter, but
rather the learning the games provide. Kids, like and all humans, love to learn
when it isn’t forced on them. Modern computer and video games provide learning
opportunities every second, or fraction thereof. (Prensky,
2003)
Before I even address this quote, I should probably provide a disclaimer
that I'm a gamer. I've been playing
computer games since the 80's on my father's old (and to me, beloved) TRS-80,
and have played different games as the offerings evolved from single-player games, to 6-player online
groups to full-fledged Massively Multiplayer Online Role-Playing Games. In short, I like to think that I’m fairly
familiar with video games.
Firstly, I disagree with Prensky’s
assertion that video games “provide learning opportunities every second, or
fraction thereof.” Games have cycles, or
rounds, and learning just doesn’t happen all the time. For example, in an MMORPG, it’s common for a
player to go out and gather resources.
There’s usually no learning going on here, it’s repetitive, and players
do it in order to have resources they can use to advance their character: to
make in-game money, or to improve their crafting skills. At high levels, players repeat dungeons over
and over. Again, there’s no learning going on, the
players are hoping to find special gear that
will make their characters stronger.
Second, I’ll disagree that kids play video
games for the learning experiences. It’s
true that a lot of learning that goes on while playing games – first
the rules, what skills/moves a player can use, what combinations will (and will
not) work depending on the various challenges. However, if I refer back to those
non-learning activities of the previous paragraph: gathering resources
can be relaxing. Doing dungeons often
happens with a group of friends, and they’re exciting. In addition, many players also talk to each
other in real time as they play, using Skype-like programs, so that it becomes
a social activity as well. In the end, I believe that kids (and adults) play games because they are fun.
Dave Guymon wrote a blog
post in February of 2014 in which he talked about the 5 elements that make
games fun. Here is his list:
1.
Goals are achievable without being too easy
2.
All participants have a similar chance of winning.
3.
The risk of failure is present, but not overwhelming.
4.
Positive feedback occurs during the process.
5. There
exists negative feedback as well.
I
agree with all of these points. Another
word I’d use for the first point is the following: Challenge. When things are too easy, it gets boring, and
we disconnect. Whereas when we need to
push ourselves, we engage more. We can
even relate this back to Krashen’s input hypothesis of i+1, where students
improve their skills by listening to language which is just slightly beyond
their current level, thereby challenging them. *
I think we can take Guymon’s list, and apply it directly to the
classroom, either to gamify activities or create game-based learning to
create a more realistic combination of Prensky’s enthusiasm for games and learning. In
fact, I think Guymon’s ideas lend themselves beautifully to creating an
engaging classroom environment:
- the
learning goals should be “achievable without being too easy”
- every
member of the class should have a “similar chance of [succeeding]”
- students
can fail, but it shouldn’t be “overwhelming”
- there
should be “positive feedback,” during the process
- there
should be “negative feedback:” feedback that lets a student know that what
s/he is doing isn’t working or isn’t correct
To return to Prensky, I do
think that games can be useful in the classroom, and that games can give us
some ideas of how we can engage our students more. I’m just not sure that Prensky completely
understands video games or that his ideas of why kids like them are on
target.
Eli, I really enjoyed your post. I agree with you on both counts that students play games for the learning experiences. I believe it is more for the gaming elements that Karl Kapp highlighted & that you've pointed out by Dave Guymon. I love how you applied the gaming elements to the classroom. For the most part, they are things we already know we should be doing, but it provides a great reminder when we get caught up in everything that we are trying to accomplish each day.
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