A few years ago I was a manager for several different
GameStop stores. When I decided to make a big career shift and move into
teaching, one regret I had was that the vast majority of the experience and
skills that I had built up to be a successful and marketable retail store
manager wouldn’t really carry over. But upon reflecting on my experiences in different
stores, it hit me that I have a fairly good insight into areas that almost all
American students have an enormous interest in – not just video games, but
music and movies as well.
For video games, it’s important to acknowledge that they
aren’t everyone’s cup of tea. There is a very large gender gap when gauging students’
interest in electronic gaming, although more and more girls have found gaming
approachable and accessible in the past five or ten years. Systems like the Wii
and Nintendo DS and the growing popularity of simple mobile games have brought
in tons of demographics that would never have been interested in gaming in the
16-bit days.
What I’ve found most fascinating about the gaps in interest
in video gaming is that there’s virtually no difference in interest across
different socioeconomic groups. Attainability of the most modern gaming
machines and the newest software may be different, but you’ll find no shortage
of students in Newark who love playing their Playstation 2 systems as much as more
affluent suburban students who own every up-to-date console available. A shared
interest like this seems very rare to me, it doesn’t seem very likely that children
with such starkly different backgrounds and cultures would universally love video games. So if a vast majority of our students are so into gaming, why is
it so hard to come up with ways to use this interest to engage our students’ learning?
It could be that educational software is simply unwelcome on
these platforms. Consoles like Leapster are a rare case of a perfectly
effective educational video game experience, but only because all the hardware
and software is exclusively focused on that purpose. Furthermore, the target
audience is for a fairly young age, and as it carries no other entertainment
purposes, other home and handheld consoles become more desirable as the child
grows older.
When the DS first came out, Nintendo began exploring ways to
incorporate educational software and came out with some great titles like Brain
Age, Personal Trainer: Math, and Learn Science. Brain Age in particular was a
huge commercial success and got a lot of parents to reconsider the value of allowing
their children to spend time playing video games. To a certain extent, though,
the presence and success of the games may have been based around naive purchases.
In my experience, the vast majority of the copies of educational software we
sold were purchased as gifts by the parents or relatives but rarely or never
put to good use. Lots of children immediately traded the software in to buy
more engaging games, and the general impression I got was that the only benefit
of having educational software was that Nintendo made their products more
marketable by claiming they had better intentions for the kids using their
systems.
Despite the inherent difficulty in merging the worlds of
electronic entertainment and education, I feel that there’s something important
to our students’ ever-growing interest in video gaming. I’m not sure how I
would go about tying in this interest my students may have into my classroom –
I’m certain that engaging the students as a class with games would be
ineffective, but in certain one-on-one scenarios perhaps I can use a particular
student’s interest in games to motivate learning. In my case, this may be
finding out what kind of game they’re into and having them analyze how certain
physics properties were programmed into the game’s engines or perhaps having
them find moments in the game where the physics don’t actually make sense.
In the end, regardless of how any of us may feel about gaming, we have to face facts - we're all going to have students who love them. How would you go about engaging a student who has no
interest in your class but loves playing Halo?
Brian,
ReplyDeleteI was literally just going to write a post about this! I find this topic to be so interesting; how can we engage a student in the classroom if all he can think about is that wicked Team Deathmatch that he and his friends won last night?
I believe the answer lies heavily within the reasons why students love video games so much: the teamwork, the intensity, the collaboration, and the reward. I am not saying that any of these things are easy to implement in a classroom, let alone at the level they are seen and expressed in video games, however I do believe that is a good place to start.
Excellent write up.
-Joe
Thanks, Joe! I think you hit what I was getting at right on the nose - the spirit behind all the teamwork, collaboration, attention and diligence that go into gaming is what we strive to have our students bring to the classroom! What's so encouraging is that a lot of our students who will struggle academically may have success in all of these areas in gaming, so there may be hope in finding a way to show them how to bring that motivation and drive for success back into school.
ReplyDeleteAlso, Joe, as a fellow gamer - what are your thoughts on online gaming with your students? It could be awesome to school them in CoD like Dr. Ma pwned us in ping pong!
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