In Jane
McGonigal's TED Talk entitled "Gaming Can Make a Better World," she proposes that in order to solve the world's problems of the future, we need individuals to be blogging a shocking 21 billion hours per week. So exactly why does she feel this way? Let's take a look at these four questions.
Can play and learning be combined?
Play and learning can definitely be combined. As we learned from Mrs. McGonigal's presentation, students learn while playing. Gaming has the power to release certain feelings as well as encourage collaboration, cooperation, and perseverance. I feel like the challenge is thinking outside of the box. At the end of the video, she mentioned three games that The Institute for the Future has created. One of these was about an oil shortage, and students have to figure out a way to survive. Not only is this a game, but it fosters critical thinking and problem solving skills about a real life topic.
What role does acknowledging progress play in successful gaming and in their transfer to education?
Students need immediate feedback. This is one of the strongest points about gaming. McGonigal notes that real life does not give this type of praise that gamers seek. Games also provide players with social interaction consequently allowing gamers to feel that they can change the online world. Gaming transfers into education because teachers give students feedback, students interact with peers at school, and students "level up" after mastering content. By acknowledging progress both online and in the real world, students feel empowered and encouraged to continue their quest.
What do you think about McGonigal's thought about parallel tracks of education (school/games)?
I believe that McGonigal presents an interesting parallel between gaming and education that ultimately would create a paradigm shift in education. If the 10,000 Hour Theory of Success is true then students will need to be challenged. Games do provide the challenge that students seek and continue to foster skills that teachers try to instill in the classroom. Like I mentioned before, I believe that this is possible, but in order to be successful with gaming in education, teachers will have to create the content in a way that excites students.
Reflect on Jane's 4 things that games do to make us "virtuosos": Urgent Optimism, Social Fabric, Blissful Productivity, Epic Meaning.
Urgent optimism is the desire to act immediately combined with the belief that there is hope for success. Social Fabric is the belief that we like people better after we have played a game with them and that we build stronger relationships. Blissful Productivity states that gamers are happier when working hard and that they are willing to work hard to reach the goal. Finally, epic meaning is the collection of relevant knowledge that expands and grows over time. Through gaming, individuals are becoming virtusos or experts in these areas. Although gamers do not feel successful or capable of changing the real world, they do believe they are making an impact in the online world.
When creating games for my classroom, I will consider the amount of hours it takes to complete the course. I will also offer levels, tools for specific levels, and feedback. I also believe it is important to show a progress bar throughout the game. Finally, from Ms. McGonigal's TED Talk, I believe that the most important thing is to create a game that allows students to solve a real world problem.