The Right Name
I remember one morning during my student teaching. My fourth bell, a particularly lively group of ninth-graders, was just about to begin. I was turning students' attention to the warm-up when I approached two young males in the thick of a passionate conversation. Before redirecting them, I stopped to eavesdrop. Let me summarize some of the elements of discourse I overheard:
- Stating arguments
- Defending arguments using specific examples
- Providing counter-arguments to those examples
- Citing sources of bias
- Using personal experience, story, and anecdotes as evidence
- Incorporating evidence based on outside knowledge
We were in an English-language arts (ELA) classroom. I couldn't believe my ears. These two boys who I struggled to motivate and keep engaged in and out of class were employing powerful techniques of rhetoric and exemplifying the best of argumentation.
And oh, they were talking about video games.
One was arguing for the superiority of Playstation 3. The other, Xbox 360. I didn't make them do the warm-up that day. I just asked them to lower their voices to respect the other students penciling down their responses to the prompt. They were already doing English, although we might not call it that.
When it comes digital games in the classroom, we need to heed the old Chinese proverb: The first step towards wisdom is getting things by their right names.
If I told a colleague or parent that I planned on incorporating a digital game in my secondary ELA classroom, I venture that many would raise their eyebrows at me skeptically. Why? I think "digital games" evokes very specific images, ideas, and images for many adults, including, primarily, violent video games involving guns and fighting and general idleness and time-wasting. In other words, I think skeptics fear that incorporating games into classrooms translates to a bunch of boys twiddling their thumbs as their eyes glaze over at a screen of a soldier shooting some kind of monster. And, once we start, that this is all that will ever go on in the classroom.
False.
Sure, these games exist, but these aren't the only games that exist. These games are popular for students' gaming at home, but we must remember that there is an extensive class of legitimately educational games.
So, we need to get things by their right names.
On the one hand, as educators, we face a problem of ignorance: we lack information and knowledge of what kinds of digital educational games are out there. On the other hand, as educators, we face a problem of confusion: we are still trying to properly theorize and conceptualize the outcomes of digital gaming in the classroom.
To Game or Not to Game?
Given the concerns about games, this is the question.
My answer? Game. Here are my arguments for the use of digital games in the classroom:
- Research supports the ability of games to motivate and engage students in learning activities and promote higher-level cognitive, affective, and psychomotor abilities ((see Sardone & Devlin-Scherer, 2010; Hong, Cheng, Hwang, Lee, & Cheng, 2009)
- Motivation and engagement are some of the greatest challenges teachers face
- Critical and creative thinking are top educational priorities, and are at risk in an educational culture where standardized assessment often addresses lower-level cognition
- Games connect to students' experiences and interests, in form and function
- Effective instructors value students' backgrounds and incorporate their lives into the classroom
- Effective instruction needs to be relevant to students' lives
- They can be the subject of conversation/discussion/career exploration/debate, as highlighted above, not just something students play
- Games promote a constructivist classroom
- Digital games put learning in students' hands, controlled by their interactions and their pace
- Digital games rely on discovery, trial and error, mistake-making, risk-taking, self-evaluation, metacognition, and problem-solving
- Students make meaning out of and interpret their experiences with games
- Games facilitate natural learning
- Learning takes place even when it does not conventionally look like learning is taking place
- Pleasure and fun have a place in the classroom and can improve students' perceptions of schooling
- Games encourage professional growth
- When tried, teachers tend to revert to the way they were taught, which, traditionally,is objectivistic; games challenges teachers to expand their pedagogy
- Games represent another powerful technology teachers can employ and opportunity they can seize
Try out this digital game for size: The Blood Typing Game, posted on the official Nobel Prize website as the 2012 winner of the Best Game category for the Swedish Learning Awards. I played it and learned about blood types, blood transfusions, and the challenges of emergency medical situations.
And oh yeah, I had fun. Learning is not the enemy of fun.
Game Responsibly
As educators, we must attend to the very real concerns that digital games do raise. We need to listen to voices of dissent and respect their opinions. However, we also need to be advocates for providing our students with the best tools available for their learning. We need be agents for change, and not succumb to fears, nostalgia, or orthodoxies ("There are bad games out there, so we shouldn't even bother with them..." or "When I was in school, we..." or "If they are not reading, they are not learning...")
That's why I propose a few guidelines for gaming responsibly in the classroom:
- Anchor the use of digital games in clear, measurable learning objectives and a specific rationale: games should never be for their own sake
- Review digital games to ensure appropriateness of content
- Inform colleagues and parents of the use of digital games, including rationale/objectives
- Exercise variety: games are just one technology in the digital toolkit
- Provide alternative means of engagement: games do not motivate all students
- Allow students to play educational digital games during free time or downtime
- Facilitate exploration and discussion of the nature of games and humans' relationships to games
- Games raise important existential questions about why humans like to play that merit consideration
- Games raise important social questions about violence in games and addiction to games that merit discussion
- Games involve complex, interdisciplinary elements, from story to computer science that merit exploration