Showing posts with label WoW. Show all posts
Showing posts with label WoW. Show all posts

Wednesday, November 18, 2009

Using Authentic Gaming to Engage Kids in Authentic Learning

Here's a reader comment from Steve Lissenden on yesterday's post about gaming and student networks. I repost it here for your perusal as I think he touches on some really important topics -- like using MMOGs to foster creative writing -- that all of us should consider when we talk about authentic assessment and measuring student understanding.
I'm a teaching assistant in a year 5 class (9/10 years old) I am trying to engage one student, who is almost totally switched off from most lessons, by tapping into her interest in WoW. I asked her yesterday to write me a story based upon her adventures in WoW and she straight away picked up her pen and started to list the characters in her story. She has not yet started writing sentences but even so this is progress.

I intend to keep going down this route and intend to bring in opportunities to explore other virtual worlds, such as Myst, as a platform to engage creative writing.

I'm also having conversations with the children about the games they are playing on their consoles to understand the networks they are involved in and the contexts they prefer. This in itself is something new as I have found most teachers either do not think to discuss gaming or, in some cases, actively discourage talk about games. This something I find baffling considering the major part gaming plays in children's lives and the many opportunities this provides for educators to connect with their students in meaningful ways.

Gaming itself is a form of 'text'. And, especially in terms of fantasy MMOGs, games are complex narratives. Well, if you've got a kid who won't read a book, but who maintains a high-level character on a complicated MMOG, the problem likely isn't that the kid isn't able to understand complex narratives.

There's something deeper going on.

I think the key to Steve's method is getting the student to write about his or her character and their experiences in the game. As any gamer knows, it's easily possible to get by on quests after only reading a small portion of the available [directional] text within the game itself; so the experience within the game is often more self-directed and often less driven by a written narrative.

A problem for teaching kids reading and writing?

Not necessarily. Steve's method bypasses the obvious difficulty therein presented. [i.e. Steve makes it not about reading the text necessarily, but reading the experience.]

For if I'm reading him correctly, what Steve is getting at is that he's got a student who may not be a great reader, but who has a natural inclination for internalizing narrative.

And I think most kids internalize narrative. And it expresses itself in different ways whether in MMOGs or running around in the backyard with a wooden sword. It's the foundation of the kinds of role playing games all creative kids enjoy.

The thing we have to consider in terms of reaching these kids is that their internalized narrative might turn out being a better vehicle for expressing understanding and aptitude than any narrative we can pull from the shelf and force upon them. The internalized narrative might prove more valuable to authentic assessment than any of the books on our shelves.

Sunday, August 23, 2009

What WoW Can Teach Us Teachers

Something happened over the weekend that really impressed me.

The ‘thing’ was Blizzard Entertainment’s announcement of the next World of Warcraft expansion. On the surface, this might seem like nothing more than a video game promotion. But, when your ‘video game’ consists of an online world inhabited by more real human citizens than New York City, we as folks working with tech on a daily basis should take notice as to what they are up to.

And what they are up to is something phenomenal.

Whereas previous expansions of the adventure game have offered users new quests and new areas to explore, this expansion does one of the most radical things ever attempted in a virtual reality MMOG.

It destroys the world.

Literally. The expansion, called Cataclysm, actually destroys and re-creates the entire multi-continent virtual world that WoW players have come to know over the past few years.

In effect, what the folks at Blizzard Entertainment are banking on is that serious gamers want change.

And what could signal a greater change than actually turning the entire virtual environment on its ear?

Now, in my thinking, there is something to be learned here. For thirty+ years, we’ve treated schools like boardgames. And every few years, we’d announce that the game was changing, but we kept using the same board and the same pieces. We changed the rules, but forced the players to use the same old dice.

Now, we have the opportunity -- as in what Blizzard is doing with WoW -- to dramatically change the environment itself. We can keep the knowledge we've gained through our experiences, but apply it and let it manifest in new ways over a changing and changed world. And we can let that changing and changed world to inform us. To inspire us. And to push us off onto new adventures.

Because our kids are dying to take on new adventures. After all, they live in a world where they expect upheaval and change; they don't understand why so many of us are so afraid of it. Change -- whether in school or in an MMOG -- is a challenge; it's not in and of itself a good thing or a bad thing. In a way, change is worth only what you put into it.

And by destroying the very virtual world so many gamers have come to expect, Blizzard is really putting everything they've got into change.

So here’s the challenge to teachers: be like Blizzard. ‘Destroy’ the world you’ve created for yourself. All of those things you’ve spent years working out -- from seating arrangements to the way you assign homework -- take all those things, crack ‘em like eggs, and see what’s inside.

Try something new at least once a day. Don't let the kids predict you. Mix it up. It's not going to confuse your students (for long...); it's going to intrigue and inspire them.

Don’t be afraid of the cataclysm, embrace it.