Brock delivers his seminar |
This may sound a little strange but for one Minneapolis teacher video games have become learning tools for his class of sixth to eighth graders. Brock Dubbels of Seward Montessori in Minneapolis designed his ‘Video Games as Learning Tools’ class to span a three week period, requiring children to create detailed multimedia presentations from video games played in groups. He explains that the children are not just learning from the games content but also gaining key skills from playing and studying the games. Dubbels, who has a background in cognitive psychology, goes on to say “It connects to their lives. Research shows that children want to perform where they have competence.” Brock Dubbels spreads the word with training seminars and online courses designed to show other teachers how his three week course works.
The children split up into groups and play video games. They
take notes whilst playing, with the goal being to explain how the game is
played, how a player might win and how the game is designed. It is said to be a
modern version of a book report. But is this new take on the rising popularity
of video games a healthy and positive attitude? Or will it just teach children
that they can just goof around playing video games and call it learning? Is it
even new?
The Beginning
Ralph H. Baer's prototype Television Gaming and Training Apparatus |
Commonly referred to as the ‘Father of video
games’, Ralph H. Baer is a WWII veteran who began work as a television engineer
in 1951. He saw the potential for television to become more than a passive
device and to become an interactive medium. In 1966 he began his research into
what has become a lasting legacy. During the design phase he devised categories
for his home video gaming system: Action, Sports, Puzzle and Instructional. His
prototype machine which came to be known as the brown box, was not just
designed for interactive entertainment but for education and training also. It
was touted as able to improve coordination between hand and eye, improve numeracy,
and problem solving skills. A company called Magnavox saw Baer’s technology in 1971 and
purchased the patents. As a result, the creation of the first games console was
realized. 1972 saw the launch of the Magnavox odyssey. Marketed with 12
available games, it was way ahead of its time. Created for entertainment and
education as it was, it appears things have come full circle.
Present Day
Nintendo. Old and new |
With Nintendo
pioneering the videogame revolution with the hugely popular Wii and DS
consoles, the software developers are creating games and software programs
designed to train the body and mind. Titles such as Brain Training, Wii Sports,
My Word Coach, Sight Training and the recent EA sports title EA Sports Active have
all been well received and successfully changed the face of modern video gaming
into a widely accepted medium. They give people the opportunity to develop and
learn new skills in their own home and be active and healthy whilst doing so.
Does this mean, however, that video games deserve a place in the classrooms?
School is a Place to Learn
In schools, children are often required to read modern or
classic literature and to demonstrate their understanding and ability to absorb
information by delivering a written or verbal report detailing specified
subject matter. A mainstay of education for decades, this has been a tried and
tested method of teaching and evaluating. So what is it that has changed that
now requires video games to be played in classes in order to educate our
children? Is this likely to be constructive towards building a better future?
Are these children being equipped for life in the world beyond school that awaits
them? Those opposing the idea would argue that children are going to leave
school believing that they can ‘play’ their way through life too. It could be seen as pandering to the children
or that the education system is desperately reaching for something to save it. In
some extreme cases it could be feeding addictions among young children who may
become obsessed with gaming. Such concerns must be given serious attention if
this venture is to maintain any credibility.
On the other hand, perhaps this is the beginning of an
evolving education system that has accepted technology as a useful tool to enhance
the learning experience and stimulate children into being more involved in
their classes. It is something that they can connect with on a very real level.
Gaming is present in their lives, vivid and tangible. Studying and writing
reports about video games is not going to replace literature, just as Wii
sports is not likely to replace Gym class, but it can add a new perspective to
exploring the written word. Evaluating video games requires a different style
of evaluation and writing and encourages more exploration of personal
involvement with the subject matter. While a good book can draw you into to the
story and create entire worlds in the reader’s head, the experience may be largely
passive. Video games puts the player into the story. Becoming the lead
character whom the story unfolds around, making the choices of where to go,
what to do and how to do it. Whether embroiled in the fantasy tale of ‘The
Legend of Zelda’ or the cerebral sci-fi action hit ‘Metroid Prime’ or even
‘Tiger Woods Golf’ and ‘NBA’. The player is in the story to experience it first
hand instead of through the eyes of another. The benefits are clear, whether
they are appropriate in a school environment a topic for debate.
Video Games as Learning Tools
The class devised by
dubbels requires children to work co-operatively in groups in order to achieve
their goal. The analysis is complex and in depth, the level of skill necessary,
not only to successfully navigate the game but to create the presentation and
deliver it upon completion, is high. There are technical skills required as
well as writing skills and a level of comprehension needed in order to
understand the elements of a detailed analysis. Dubbels slideshows are far from
simple.
·
Try an
example: Snakes and Ladders:
·
What are the elements of this game?
·
What makes the play emergent?
·
Is the game non-linear?
These three questions are, of course, only a small part
of the whole project.
LittleBigPlanets
physics and level creation
inspire imagination, learning, and creativity.
And
it's massive fun!
|
These discussion criteria are for a board game and, while
the principle is the same for any type of game, the complexities of the
analysis will increase with the complexities of the game. The creation and
development of the games is yet another aspect of the analysis. There are many other
academic competencies involved here including advanced comprehension, analysis,
practical and technical writing, communication, pattern recognition, decoding
and information gathering. Further to the academic benefits are the behavioural
and social benefits. Play is essential to learning for children and central to
cooperative behaviour, we all engaged in role play as kids. Our parents gave us
educational toys to play with helping us to develop basic skills safe in the
knowledge that skills learned during play are essential to later adult social
development. An organizing principle that can create a foundation for social
attitudes beyond school, clearly this does have a place in education where one
of the purposes of schooling is to prepare children for life.
It’s a Fine Line
There is a balance
achieved by this method of learning, one which is intentionally devised to
include work and play. These two activities overlap each other, each one
including an element of the other at specific points. The saying goes ‘All work
and no play make’s Jack a dull boy’ and it is more factual than most will
assume. When work and play are combined in a learning environment, learning not
only becomes fun but is more effective. Learning through play as children is
already well established. To continue this method into comprehensive schooling
can only further develop children’s social awareness and make them better
learners. Just as parents did when they gave their children educational toys to
play with as infants, when a parent gives their child a games console they can
be encouraging further learning, even if they are unaware of the benefits.
Moderation and observation however is necessary. Ensuring the games that are
played are appropriate for the child such as not allowing a 10 year old boy to
play 18 certificate titles, this may be obvious but is often neglected.
Children like to perform where they have competence and to
quote Brock Dubbels “You can take the play out of learning, but you cannot take
the learning out of play”. Let this be encouraged. There are many superb video
games available that have positive educational qualities. The industry is truly
making a mark on the world, on our way of life and now on the way we can
educate our children. So the next time you turn on your games console, pay
attention you just might learn something.
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