By Jamaal Ryan
Last weekend, I had the privilege of attending PAX East in
Boston. Sure there were panels to attend and games to play, but a particular
conversation with a history teacher gifted me with a new perspective on video
games and education.
The teacher and I conversed about how video games can be implemented
in the classroom. I mentioned how I’ve read about games like Portal and Minecraft can teach math, science, and communication. The educator
explained how he’s used games like Papers,
Please and his own methods of using Portal
in the classroom. Being that Papers,
Please is drawn from historical fiction, he didn’t so much try to teach concrete
history with it as much as he was looking to have his students learn about the
socioeconomic systems of governments.
His prime example with Papers,
Please was when an immigrant pleaded not to let the individual behind them
through because they were a sex trafficker. After examining the alleged
trafficker, one of the students denied his acceptance based on the plea of the
previous immigrant even though all of his checks were cleared. Later on, the
student was penalized for the denial because there was nothing on record that
justified turning him away which resulted in a decrease in pay, directly
affecting their ability to provide for their family.
His second example was an observation on how students played
Portal. After assessing a range of
students from different academic performance levels, he concluded that the
lower performing students excelled at Portal
far better than the higher performing students did. He theorized that the lower
performing students approached levels in a trial and error fashion – an
approach that isn’t appropriate for conventional academia – while the higher
performing students were slow to success because they carefully observed each
puzzle before solving. He added that the trial and error approach, which he
pointed out is more aligned with real world problem solving – allows the
students to reach the solutions faster that those who carefully assessed.
After dinner, I intended to speak to him about an idea for
an experiment that I’ve been kicking around for almost a year. In graduate
school, I remember being painfully bored in my Research in Social Work class. Looking
at the professor with pen and paper was a quick way to put me to sleep. I then
began playing Jetpack Joyride on my
iPod Touch. With Jetpack Joyride’s
low bar requirements of input and attention, I was able to stimulate my mind to
the point that I was capable of paying closer attention to the professor. I was
even taking better notes than my classmate that sat next to me (who actually
was looking at my notebook for any notes that he missed). I relate this closest
to students that doodle in class but are still able to pay attention.
My idea was to test a group of students on their proficiency
in taking notes by conventional means. Then take the students who performed
poorly and provide them with a game that had a low engagement requirement, and
test then again to see if their attention was rated better.
I’ll be the first to admit that regardless of the results of
such an experiment, handing some students a devise to play games on and not
others is a sure way to allow the classroom to devolve into anarchy, but it can
reveal yet another way games can be helpful in the classroom. The educator also
told me about a panel that he attended at this year’s PAX that discussed how
games can be effective in educating students in the classroom from teaching
history through the Oregon Trail to
having students design a game based on the civil rights movement.
Games are becoming a larger part of children’s lives, so it’s
becoming ever more practical that more educators join the medium and incorporate
them into the classroom.
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