I started this blog talking about video games and their
relation to lesson planning. I find it funny and fitting that the last post I
write for this class is on the same topic. At the MACUL conference on Friday, I
got to listen to Brady Van Maison talk about video games and their relationship
to the classroom. He covered an amazing amount of material in just an hour,
from gamification to Minecraft in the classroom, even discussing some of the
ways in which video game design is like lesson design (just like my post!).
What I wanted to focus on was his discussion of what a game actually is and why
that’s an important part of why we love to play them.
Mr. Van Maison referred to the four things that make a
game a game: a goal (think objectives), rules (limits/challenges on how to meet
the goal), feedback, and the promise of achieving that goal. All of these
relate to motivation and even if we don’t turn our whole class into a game, we
can learn from games by studying these elements. These attributes of a game
have a lot to do with both our motivation to play a game or engage in a lesson.
Start with a goal. Very few people want to do something
that they don’t get the point of. Games give us a definite goal to work
towards. This is pretty translatable to the classroom when we tell our students
the objectives they are supposed to be hitting and the reason those objectives
matter.
Next come rules. The way in which Mr. Van Maison
discussed rules as a challenge to hitting the goal made me think of how I could
design assignments that were more interesting even while they were more
challenging. Mazes are a great example of how totally arbitrary rules make the
challenge more fun and encourages creative problem solving even though it makes
a simple task more difficult. I think this kind of thinking could be applied to
designing assessments, but I’m still working on specifics. Perhaps some lovely
readers have suggestion?
The next element of a game is feedback. Players need to
know how close they are to achieving a goal or when they’ve met a goal and are
ready for the next one. Like goal-setting, I think the application to the
classroom is both obvious but meaningful. How are my students going to know
when they’ve reached a goal? Even more importantly, how do they know when they
have almost reached a goal? I try to get my students feedback quickly but this
is a reminder to focus on getting them feedback when they’re ALMOST THERE to
encourage them to hang in just a little longer and meet that goal.
Finally, nobody wants to play an unwinnable game. Video
games go from easy to hard levels for a reason. If they started out too hard,
players would get discouraged and never push through level 2. This reminded me
of the importance of incremental goals in the classroom. Students need that
feeling of success on easier tasks before they’re ready to push on to the
harder ones. I looked at the quizzes I’ve been giving in class. I think they’re
actually harder than the tests. Maybe what I need to do is approach quizzes as
mini-bosses: something challenging but beatable to whet the player’s appetite
for a bigger goal.
So there are four elements that make a game, how they
connect to motivation, and how I can connect those lessons back to the
classroom. I think edugames and gamification are important and fascinating but
just looking at games on a deeper level can show us something about how humans
have fun and challenge themselves. Maybe I should even adjust my motivation for
lesson planning. I job is to help students explore history. I need to guide
them through the world so that it makes sense and give them the tools and
skills they need to explore it for themselves.