In "The Seduction Secrets of Video Game Designers", Keith Stuart discusses why people love video games so much. It is surprising to many that the world 'mindless' is never used and video games actually play on our love for learning. Yes, I absolutely said video games and learning in the same sentence. I would like to discuss how these engaging aspects of video games can translate into the classroom:
1) An 'effective creative' environment - Video game users operate in a universe where failure is ok. This provides the motivation to try new things. In the classroom, students are rarely rewarded for trying something. They are simply given corrective feedback and hardly able to apply the feedback before a new standard is being introduced. Students need an environment where they feel welcome to try new things without fear of failure. The old saying 'A for effort' is an interesting one, but students' effort should be rewarded and an environment should be created where students are ok with trying. Teachers often give unit tests or assign projects or term papers where it is a one attempt deal. How can we better provide ongoing feedback to students where they feel that mastery is truly the goal? This course has shown an effective means of doing so. If a student doesn't fulfill requirements on the first attempt, they are given feedback and welcomed to try again. In the mean time, the game administrator is able to issue rewards. Not all of these rewards are based upon completion of assignments. It would be great if we rewarded students for their unique abilities and not just how they master a standard (especially only on one attempt).
2) Interesting Tools - In video games, we are given interesting tools such as weapons or magic. While the complexity and sometimes wild nature of the tools is engaging, it is more about what we do with the tools that keeps us hooked. We are able to first get the tool. Then, we are able to test the tool. Eventually, we are able to master the tool. As you become more skilled in a game, you are able to better utilize the weapons provided to you. In the classroom, we could absolutely capitalize this. Students would like to acquire tools, test them, and then master them, but we often bounce from one skill to the next leaving students behind. Teachers can be creative in finding exciting activities that stagger the application of a given skill. Simplified example: Writing paragraphs, writing 5 paragraph essay, writing novels. Let's provide opportunities that increase in complexity so students can see how far that they can take a given skill.
3) Choosing and Planning - We love autonomy. We love to be in control of our learning. It is a wonderful thing when students get to choose how they display mastery. Whether through options on a project-based learning assignment, a learning menu, or even giving students creative control to come up with how they display mastery, options are great in education. Students feel as though they truly have ownership of their learning. They'll choose activities that they are interested in and likely display mastery through their preferred learning styles. This can only increase student engagement and enable students to really feel as though they are in control.
4) Disproportionate feedback - In games, users are rewarded for very simple tasks. In most classroom, simple tasks for students are simply expected. If you don't complete the simple tasks, you either get in trouble or don't have an opportunity at completing the larger tasks. Supporting students in doing the little things will keep them engaged and make sure that they are detail-oriented. Students often go into 'zombie mode' on day-to-day tasks. If they feel like they'll be rewarded, they will put much more effort into the little things. As teachers, we can do this in a lot of ways. I absolutely love online learning badges. They usually have an accompanying picture and description. Don't we all love being commended officially? These badges can help show students love for doing things that they are not usually rewarded for.
5) Online community - Online gaming communities show the social nature of our beings. Grouping and collaboration should absolutely be used in all classrooms, but online collaboration seems to be that much more appealing to students. Back channels or discussion boards can be used where students can respond whenever and from wherever they need to. They also aren't plagued by face-to-face social anxiety as students sometimes have.
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