I believe almost any game can be
adapted or used in the classroom for some purpose regardless of student age,
from child to adult. Sometimes it requires thinking outside of the box or
analyzing each part of the game to find how it can be relevant to modern day education, though. Any game where multiple
people are on the same ‘side’ encourages and teaches teamwork skills. Games, where students play against each other, shows them how to overcome challenges and be a
good sport. Even games played solo can teach
patience and focus at least. I believe the trick is to find games the students
are interested in as these have the best potential to be used and helpful. I
even have a friend who told me that during law
school she had a professor that used poker to teach them how to keep a
straight face, or poker face while
debating and presenting cases. I believe there is not a single game that can be
used in all situations and that careful consideration needs to be made when
picking the game for the intended audience and learning environment. However,
here are two examples of mainstream games being used for educational purposes.
Assassin's Creed, a lesson in
history
It is said that history is written
by the victors and this plays into education as well. In countries where the government or ruling body is more authoritarian can
have history books that teach very jaded views of what actually happened.
The Assassin’s Creed
game series covers many time periods including the Crusades in the middle east,
Renaissance in Italy, the Ottoman Empire, the American Revolution, and even the
age of piracy in the Caribbean. The
first game takes place in the Middle East during the Crusades and is played
from the perspective of the Nizâris, or assassins of a minor Shi’i sect that was an important political factor at the time. The problem is that the majority of the educational
texts written about this period of history were
written by Sunni opponents or European travelers who did not understand
the history or significance of the region.
The game tells the story from a Shi’i
assassin point of view, including teaching the reasons and motivations for the
actions that were taken and their effect on history. It is important to note
that the game is ‘historically guided’ but is not entirely accurate also, it is a game after all. However, an article
from the American Historical Association
points out that for undergraduates, the
accuracy is less important than the excitement and curiosity to learn that the
game invokes in history students. The article (Trépanier, 2014) states,
Yes, “historical” video games are filled with inaccuracies. Yet more than a limitation, these inaccuracies can serve as a pretext for discussion. For example, what factors, beyond sheer ignorance, caused these inaccuracies in the first place? How do various cultural influences, such as the conventions of cinema, shape the way in which they present history? How do they relate to ethical and commercial considerations?
In the game, the time period is
represented accurately from the character designs, real world events, to the
accents and wording that is used. The game teaches how life ‘felt’ during those
periods. This feeling the game conveys to
students of history, helps them understand regional bias and prejudices that these Shi’i, whose story the game tells,
encountered and how they dealt with it by
the ways of the time period. Is the game biased or slanted towards a particular
point of view? Yes. And that is ok, even in education. As Squire (2011, p. 24)
points out, “… remember that all representations of history are imperfect.
Simplification is at the heart of historical interpretation; books include some
facts and leave out others, while films
tell stories from particular perspectives. Games happen to frame history according
to certain variables (and not others).”
This popular meme represents the
modern day gaming-student and is not fictional in some cases.
World of Warcraft, economics 101
I love the Massively Multiplayer
Online (MMO) games. My favorite going on 12 years is World of Warcraft. This is
a fantasy setting game where ‘good and bad’ (in the game each side feels they
are the good guy with the other being the bad
guy) fight for power, resources, and recognition. While the game as a whole can be used to teach teamwork and
organization skills, there is one part of
it that is used more than any other for education, its economy. In World of Warcraft, the players drive the economy through
the buying and selling of resources through an auction house. The prices of
these resources vary depending on their usefulness, availability, and demand,
just like a real economy. Students can learn how supply and demand work in a
free-trade setting and the influence that has on related goods and services in
an environment without real-world consequences.
I have been lucky enough to see
World of Warcraft being used this way for a classroom and it opened my eyes to
the potential of gaming in the education
of all levels. I have gotten the impression over my six years of online
education that educators do not always see the big picture or even the little
picture when it comes to games in education. Educational games do not need 100%
factual information in all areas if only a portion of the game applies to the lesson being taught. For
example, in World of Warcraft, there are big events called raids where 10-25 people all
gather to fight big monsters. This part of the game has little (although some)
impact on the economy lessons and does not need to be a deciding factor in its use. Just like their being elves, orcs,
and Pandaren (big panda bear people, yes
I am serious) has no bearing on the educational value of the game for the
economy lesson. That said, the different races and the side they fight for can
be a lesson in prejudice and preconceived notions about good and bad, right and
wrong that has real world value.
Educators need to think outside of
the box and use the resources their learners will understand. These two games
would not work for every class or every student but they can in the right class setting. Not every student is a gamer or
understands the value games can possess for learning but with the world
becoming more digitally inclined more people to
understand the concepts of gaming than don’t. As educators, we need to take advantage of this and use it for our own
purposes. Every source of learning is biased in some form and to think games
should be excluded from learning because of bias or being called entertainment is… biased.
References
Squire, K. (2011). Video games and learning: Teaching and participatory culture in the
digital age. New York, NY: Teachers College Press.
Trépanier, N. (2014, May).
The Assassin’s Perspective: Teaching History with Video Games. Retrieved from https://www.historians.org/publications-and-directories/perspectives-on-history/may-2014/the-assassin%E2%80%99s-perspective.