In the 1980s I was the proud owner of a
Commodore 64 and spent many hours shut away in my room playing games and even
more hours in my room waiting for games to load. We are told that children
today spend longer playing on games than they do watching television and the
games they play are in many ways unrecognisable from those which grabbed so
much of my attention as a child. Many see gaming as a pursuit largely followed
by teenage boys and socially-challenged men and educators are often very
dismissive of gaming focusing more on the damage it causes through exposure to
inappropriate material and the loss of time that could be vastly more
productive. But can computer games actually be embraced by education? Should we
not be tapping into this medium which motivates and engages young people so
effectively? Was it Benjamin Franklin who said, ‘we do not stop playing because
we get old, we get old because we stop playing.’?
In an interesting article in The
Guardian ‘News as Games: Immoral or the Future of Interactive Journalism’,
Keith Stuart explores how more interactive approaches could be used to engage
the public in current affairs instead of the more passive forms of traditional
reporting. The stumbling point with journalism seems to hinge on the moral
issues of encouraging people to play games that relate, for example, to the
complicated situation in Syria. But complicated and moral issues have been the
subject of computer games for generations, and the potential to learn from
these is quite exciting.
I remember playing lots of games in the
80s which either directly (Missile
Command) or indirectly referenced the Cold War. I learnt more about this
topic in front of my computer than through any activities at school. I learnt about the American Civil War by
playing a game called North and South
which I didn’t spend my hard earned paper-round money on because of its
historical connections, but through playing the games I picked up on the
industrial prowess of the northern states and importance of the railway for
communication. Ollie Bray (@olliebray) has talked about the importance of designing
‘contextual hubs’ for learning by building educational opportunities around
computer games rather than on simply expecting games to educate without any
structure and support from the teacher. James Gee, author of Learning Theory, Video Games and Popular
Culture believes that gaming can introduce students to more complex and
rich information than they could ever learn in a traditional school setting.
The explosion of online games and mobile
apps means that gaming is not reliant on expensive consoles which schools are
unlikely to purchase in large numbers. Educational games have always been eyed
with suspicion by both students and teachers, perhaps because of the misplaced
concept of what constitutes a learning tool – surely games have no place in
servicing learning? But if the game is part of a carefully constructed series
of teaching episodes it could be a valuable asset. I am currently teaching a
Year 7 History unit on Medieval Conflict and intend to try out some of these
ideas. I have come across a game created for Channel 4, www.1066online.co.uk, which puts the
player in charge of the Normans, Saxons or Vikings during the key battles of
that year. This could reinforce learning about the techniques and tactics used
and even lead to a richer understanding about what motivated people to fight
and the wider implications of such conflict.
Teachers
should tap into this potentially valuable learning resource and remember how
important game playing is to the development of young people. Children spend
hours playing video games, most adults don’t and sometimes we can be too quick
to dismiss the link between gaming and learning. Social media opens up so many
varied gaming opportunities; we would be foolish to continue to play the wrong
game.
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