What is it about games that draw us in? They are engaging,
challenging and entertaining. Wouldn’t it be great if we could make classrooms
the same? The idea of game informed learning suggests that we can bring these
elements that keep us playing games into the classroom. This doesn’t mean that
a class has to literally BE a game, but that the design of the class should be
informed by that which makes gaming so intriguing. I’d like to particularly
address how RPGs (Role Playing Games) could help to inform class design.
A part of traditional RPGs is storytelling. Table top games
are often loosely plotted out by a GM (Game Master – though you might know this
better as the DM, Dungeon Master from the popular Dungeons and Dragons game)
and the players interactively and collaboratively fill in the story as they go
along. RPG style video games (such as Final Fantasy) have also made the player
an interactive character within the story. Often in these types of games, the
player gets to make some choices about how the plot goes (often in the form of
answering questions differently or taking one of multiple plot tracks), but the
plot usually ends in the same way for all players. MMORPGs (Massive Multiplayer
Online Role Playing Games) have taken this same idea and fleshed out a world full
of choices for the player. Like in most RPG video games, there is an overall
plot that is played through with some choice as to how to arrive at the end.
Unlike most video game RPGs, there is a wide world outside of that plotline in
which the player gets to develop their character. MMORPGs like World of
Warcraft (WoW) and Guild Wars 2 have full crafting systems, auction houses,
weapon/armor/clothing management and other engaging aspects that allow the
character being played to be individualized and fleshed out. In a game like
this, the player has many choices about what kind of character they play
(personality, appearance, traits, storyline choices). This complex style of RPG
creates an interactive space with thousands of other players and a barrage of
choices that a player has to make each and every time they play.
It is this last iteration of RPG games that provide the most
interesting design style for educational purposes. As teachers, we seek to make
our students active, engaged learners and citizens. This requires students to
understand how to make decisions, how to plan, how to manage time and material –
the list goes on and on. What better way to teach students these things than to
put them through the process of decision making, long term planning and self
management? With an environment that causes them to regularly make decisions
about what they will do (therefore planning for themselves and their schedules),
students can choose which approach to material suits their interest and
learning styles best, and take ownership of their education in a new way. Part
of what makes these kinds of games engaging is the fact that players get
incremental feedback, notice of achievements, and small rewards as they go.
There isn’t a celebration every time a task is completed, but instead there is
acknowledgement of how these small tasks build up for a full effect. Rather
than giving in to instant gratification or having to provide huge end goal
rewards that don’t maintain the interest of students, a constant feedback and
acknowledgement of small achievements for actions that help build toward a
larger, more holistic goal. This sounds exactly like the kind of environment I
would like to teach in.
So how exactly does running a game informed class like an
RPG look? Check out one example at The Mac
Lab. Mike Skocko, a high school art teacher, has done exactly this. He has
taken the MMORPG style very literally into his classroom. His students join the
TAG (The Artists Guild) and gain XP (experience) by completing quests
(assignments) – some of which they get to choose, while others are necessary
for “leveling up”. Students get to acknowledge their own achievement levels and
can claim their own mastery. While this might raise the concern that students
will game the system and claim mastery without it – don’t worry. Mike has set
up a system in which students can challenge each other PvP style (Player vs.
Player in gaming terms) to prove they have mastered the skills and tools. While
this may not work for all kinds of content, other more traditional options (quizzes,
tests, papers, presentations, etc) could serve to demonstrate the mastery of
the student when they are ready to claim it.
At
the same time, this model doesn’t have to look exactly like gaming. As is
pointed out in the article “Game Informed Learning: Applying Computer Game
Processes to Higher Education”, simulation is a game informed style of
learning. One secondary education example might be dissection or the simulation
of dissection on a computer, which is often provided as an alternative to
actually dissecting an animal for biology. This gives the student the ability
to gain from actual experience of dissecting an animal, usually meant to
parallel the exploration of what a human body might be like. The articled cited
above uses the example of medical students being given case studies and having
to play out their examinations and diagnoses as though they were already
working at a practice or hospital. These are situations in which students have
to make real time decisions based on knowledge to learn about a larger process
or topic
This is an idea that I very much hope to be able to explore
and implement in my own classroom in the future. What do you think? Could
students benefit from game informed learning in all subjects?
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