Feb24 – Serious Play
Feb 24th, 2011 by pcollins
I live in a gaming household. This was not always the case… there was a time before “the game” but it seems so long ago now, I can’t quite remember it. When I think about the questions posed in this module related to the design of games I realize these are areas that I have explored in my mind countless times before; as a wary on-looker. For instance when I ponder “what aspects of design produce an engagement that feels like immersion?” that’s a straightforward reply. I believe in sanscrit the term is “Shenpa”, which roughly translates into the English word – hook. A good game will have a hook, a big hook. There must be a terrifying challenge or quest that only the rare few can master. And, like gambling or reading a new Dan Brown novel , what it takes to reach the ending… always justifies the means. The design must also include a continuous “hooking” with expansion packs and extra dungeoun levels to promote continuous interactivity with the game. It has to appeal to the ego – otherwise it fall flat.
When I attempt to superimpose my thoughts and experiences with gaming into the classroom there are some big stumbling blocks. One being the disparity I have seen between “educational gaming” and “pleasure gaming”. I have yet to see a design that even comes close to emulating the MMOG experience. The kids and other gamers would be a tough crowd – they have been immensely influenced by strong commercialization.
Then there is the educator, and their ideas and attitudes regarding games in the classroom. They belong to an entirely different cultural generation. The gaming culture has yet to infiltrate this subsection of the population because of the age divide. Many of us are sceptics; we don’t recognize the new “gaming medium” in our practice. Research hasn’t shown a strong correlation between using technology and increasing success – maybe this is just the next wave of theory that won’t be implemented successfully; even with an enormous cost and time investment. I can see that gaming actually embodies many of the unique characteristics of authentic learning but it I’m cautious. Even though I identify with shifting the onus off the teacher and putting it onto the learner, as gaming can do, in the past we have seen that there is little that can replace a strong educator in the learning equation.
I have this article to share on how gaming can make you smarter. However, after reading it, I’m still sceptical. More research is required before an entire shift in our educational context is justified.
CNN – How gaming can make you smarter
http://www.cnn.com/2011/TECH/gaming.gadgets/01/31/video.games.smarter.steinberg/index.html?iref=NS1