Skip to main content

How Video Games Do a Great Job of Assessing Students



I was at TIES today listening to 3 great presenters on video games in education. Colin Maxwell, Roxana Hadad, and Seann Dikkers spoke about teaching video game design as well as what video games teach kids. Seann Dikkers did a great job of sharing his research at UW-Madison on gaming. He talked about how video gaming deals with losing. Old games like PacMan had music at the end to make you feel defeated, but gaming designers have designed today's games to encourage kids to retry things multiple times until they figure it out.

He used the terms little l and Big L losing. In other words, kids are willing to go through a series of small losses if they know they will figure it out in the end. He talked about high stakes testing and traditional education models as Big L losing. We don't give kids the opportunity to learn from their mistakes. We don't allow time for the "messiness" of learning. I couldn't agree more. Imagine a classroom where students are encouraged to take risks, make mistakes, learn from them, and try again until they get it right.

Dikkers also referred to the Pause button and Save button idea as key educational concepts. Kids need to pause the process when they get frustrated and come back to it later. They need to Save their progress and make learning a continual process throughout their education.

Finally, Dikkers spoke about the fact that in video games, we don't teach a bank of knowledge upfront. Instead, students are able to find the needed content when it becomes necessary. This is opposite of how we teach. We give kids content and tell them that they may need this information someday. Given the accessibility of information, we need to move to a different model.

We don't need to play video games to learn from them (although I think there are many great uses for playing and designing games in the classroom.) We can create classrooms that use the same concepts as video game design. For example, video games use a concept called looped mechanics. This means that the game learns how good the player is and adjusts accordingly. The game spirals up, getting more difficult as needed. In effect, it gives ongoing formative assessments and "teaches" the player at their level. Here is a short list of ways we can use video game theory in our classrooms:

  1. Give ongoing formative assessments to constantly adjust the level of challenge for our students.

  2. Don't teach everything upfront. Give your students a challenge and help them access the content as they need it.

  3. Use little l losses as an opportunity to encourage your students to try again and learn from their mistakes.

  4. Make losing fun so kids will be more willing to make mistakes and take risks. (Use music or video clips or games to lighten the blow of losing.)

  5. Use media rich lessons to engage students.

  6. Build in communication tools into lessons so students can collaborate.


If you would like to learn more about gaming in education, here are a few websites to check out:

gamingmatters.org

http://www.educationarcade.org/

http://www.marcprensky.com/dgbl/default.asp

http://www.edutopia.org/james-gee-games-learning-video

http://mason.gmu.edu/~lsmithg/jamespaulgee2

*Image courtesy of http://whyfiles.org/255videogame/images/civ_screenshot.jpg

Comments

Popular posts from this blog

Metamorphosis revisited

I posted before about metamorphosing in an evolving world. I want to revisit this idea. It has been bothering me that change seems to come so slow. There are many reasons for this, including leadership, state testing, resistance to change, resources, etc... But despite all of these factors, I truly believe that we can bring about more significant change. I'm not talking about technology, so much as I am talking about rethinking what we teach. While I see many teachers evolving (including myself), I think we are too painfully slow for the kinds of changes that need to take place. Photo by Morti Riuuallon http://www.flickr.com/photos/ultimorollo/2520525316/ The best way for us to metamorphose is to follow the example of the butterfly. The caterpillar starts by eating constantly. We, as teachers, need to consume information as if our future depended upon it. It does. We are becoming obsolete and our only chance of remaining relevant into the future is to understand it and adapt to i

The Wonderful World of Updates

As a SmartBoard district, we have many teachers using SmartBoards, Airliners, and, of course, Notebook software. So as a Notebook user, I am very excited about the new version 10 that has recently been released. It has many great new features which I will be sharing in later posts. However, as the primary trainer for users of Notebook software, this transition raises many questions about the value of updates. Many of our users are new to Smart Notebook software. I have trained about 100 people this year alone. Now I need to go back to them and tell them that this great tool I showed them is about to look quite different. To a third of them, this will be welcome news. They want the updates. They want the new features. They will pick it up quickly. To a second third, this will raise trepidation. Just when they are getting the hang of it, they go and change it. They will require a fair amount of support to bring them up to the same level of comfort with the new version. That leaves the re

Teaching for Tomorrow Part 1

A group of teachers are reading Teaching for Tomorrow by Ted McCain as a summer book group. As we read we will be sharing (I hope!) our ideas about the book. If you are not part of our summer book group, feel free to join in the discussion. All ideas are welcome! If you have any thoughts about Section 1: What Skills Will Students Need for the 21st Century?, please leave a comment on this post. Hopefully this will lead to a discussion on this topic. I look forward to hearing what you have to say.