Sylvia and I have been emailing back and forth about video games, mostly because I've been bugging her. My vision, unfulfilled so far, is to have my students create a working video game simulation of The Grapes of Wrath.
Why?
First, a slew recent books have convinced me that video games represent an evolution in thinking about motivation and how we learn. Steven Johnson's
Everything Bad is Good for you, argues that the complexity of modern video games (
and TV) put to shame what humble teachers are able to do in a classroom. For instance, in order to complete a game like
Deus Ex, players need to not only be able think critically, analyze puzzles, and solve problems they also have to be able to deduce the rules of the game without being explicitly told them. For an English teacher, this is a holy grail; the act of reading a new text is similar in that students need to quickly get their bearings and figure out the logic and rules the author imposes on readers in order to be able to make sense out of the book.
So, how could kids make a video game that would deepen their understanding of great literature.
First, there are baby steps. The old choose your own adventure books can be
done wiki-style or on
Keynote. Students could write out a video game proposal that takes a current game (like Civilization III) and modifies the game to achieve a specific goal (give players insight into the moral decisions the Joads need to make in order to survive). Or, students can use drag and drop applications such a
Game Maker or
XNA Game Studio to make their own. Or, and this is the dream, partner with an existing Game design company to create the game (examples include the
Global Kids Digital Media Initiative).
What do y'all think? How can we harness the power of video games in Classroom 2.0?
Resources:
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