At the NCSS conference this year one of the few
sessions I went to promoted a series of games put out by PBS called "Mission US." It struck me quickly that these games
have a lot of potential- more than many other games I've seen that are designed
for classroom use, which are more about rewarding students for jobs well done
or repetitive drill for low-level cognitive skills rather than for actually
supporting instruction in critical thinking and analysis of more complex ideas.
Some of the work I've done outside of the
classroom this year has been a collaborative effort between
"technologists" and NYC educators to create new technologies for the
classroom that are actually useful, easy to implement, and attractive to
teachers. This is a significant
departure from many technology initiatives, which are created by people outside
of the classroom and oftentimes by people who have never been in a
classroom. Most of these
initiatives fail because they don’t lead to real academic improvement or
achievement and are really more about bells and whistles than solid
instruction.
One of the major veins the larger group of
technologists and educators has worked is "gamification": bringing
elements of gaming such as leveling-up, accruing points, and defeating levels
into an academic curriculum. There is a wide range of opinions about gamifying
education, ranging from the naysayers to those that believe this will help
deliver public education from its obvious bottoming out (see the previous post
about Ravitch’s view on education).
The largest issue I have with using games in
the classroom is that when you play most video games there is essentially one
preferred outcome- completing a level.
While there might be some variance in how a level is completed, the
problem is the same and is not created by the player and there are generally
very few ways of effectively addressing the challenge. In education, this strikes me as
something that puts a learner at quite a disadvantage, as they will develop the
mindset that the end goal is obvious, that there is only one, and the ways to
solve the problem are either predefined or extremely limited. This seems to put boundaries on
critical thinking, problem generation, and problem solving skills.
On another level, I think that video games are
rotting many young minds in this country.
They’re addictive and have replaced hours of time that could have been
spent playing and discovering things with friends, reading, etc.
At the conference, a representative from PBS
presented the first mission in the "Mission US" series, entitled
"For Crown or Colony?". The goal of the game is to teach
students basic facts about the colonial period and pose problems that can be
discussed in the classroom by the teacher and students, thereby directly
supporting instruction about the colonial period in United States history. The developers recognized that
flexibility is a must for any academic curriculum, so they provide graphic
organizers, vocabulary exercises, extension activities and other materials for
the game, while at the same time promoting the idea that this game could be
used for one day, two days or three weeks. This leaves it up to the teacher to determine how it best
supports the students’ needs and how it can be woven into the curriculum he or
she developed- quite a departure from the canned online curricula being sold in
licenses by the thousands all across the United States.
The PBS game is also set up like a choose-your-own-adventure
book, wherein your actions change the outcome of the story. Because of this, students can play the
mission numerous times and get a different perspective on the colonial period
in what seems to be a fairly engaging way. I actually had to refocus my attention on the speaker several
times, as I was getting sucked in before he was even half-way through the
session.
This year I started using more BrainPOP videos as homework assignments. My
assumption was more students would watch them and complete the associated
quizzes than would complete reading assignments about similar topics. When students do this, it frees up more
class time for things such as writing, inquiry, and collaboration, and also
shifts the structure of the class.
Instead of class being used for both content acquisition and skill
development, it becomes more about the latter, which is something for which the
students seem to need a bit more guidance.
While I can't endorse it yet, I'm definitely
going to pilot the use of "For Crown or Colony?" in my homeroom this
year to see how it engages students and how well they learn content through
it. PBS is also coming out in
January with another mission about abolitionism. Based on what the presenter showed at the conference, I’ll
likely give that one a whirl as well.