Education and Triple-A games.


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The day I started playing video games, was the day that Tiberium Sun was launched. I was in high school and could not wait to get home from school to play it. Fast forward years into the future, after the reapers were defeated (Mass effect) and we have found out that Master Chief (Halo) is still alive, kicking and has teamed up with his old squad mates, I always feel like that teen again, eager to get my hands on that latest game. Although that has been less frequent lately, yes, Xbox, I am looking at your somewhat rather disappointing year, I still look forward for all the major titles announced and released each year.

As a teacher who has played most of the major releases on Xbox and PC, I find that gaming gives a thrill akin to new movies or any new tech that has been released on the market. Yet, if you take a closer look, it is undeniable that most games follow the same formula. First person shooter games normally would require you to run through a level killing most enemies, often rewarding you with a great story-line or some new weapons. Multiplayer has not exactly changed much, except for some pacing or some new tricks that you can pull in that game. The same goes for technology as well, smartphones often are relatively similar, often having larger and larger screens each year or an even more X-pensive price tag.

There are however a few elements that make these new games more compelling each time they are released. These elements if incorporated into education would make learning so much more fun.

Great story


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I played Halo not because of its revolutionary new way of first person shooter games are like, I played Halo 1 to Halo 5 because of its story. I really wanted to know what happened to the main characters and the world around it. I wanted to know how a good character can be portrayed as a traitor. I was excited, I was pumped and I bought the game without even looking at the review.

Now imagine if a course was sold similarly, the day you enter school is the beginning of your adventure. You progress through different levels of difficulties, winning and perhaps losing some battles, you form important alliances and defeat important bosses. In many cases, school is like that. Every grade is a level, every battle an exam , ever alliance a friend and every boss a challenge. Now, if we can package school in that manner, there may be stress involved, but like a game, most would continue trying again, somewhat like a restart. This helps build up the child's tenacity, never giving up in the face of difficulty. Is that not one of the most important lessons we want to teach our children?

However, what if we are not able to sell the story because it is just too difficult to implement? Perhaps, a simpler approach from games can be used.

The grind


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Many games are repetitive, do this, kill that, get this. That formula is used in all levels of the game with a little bit of tweaking. As such, is it not absurd to charge the users top dollar for such a simple concept? However, what makes the players come back for more is not the game but being rewarded with better and better equipment, armor or weapons. Players are often said to have to 'grind' for better equipment.

In order for one to do well in exams, the common way of training the child is by getting them to study and complete as much homework as possible. This is to train them for the ultimate boss, the test. Such homework and tasks may require the child to complete similar tasks again and again in order for them to master a certain concept or task. When placed side by side, the homework is the missions set forth in the game. At the end of the mission, the player may obtain certain equipment that can aid them in their quest. In terms of homework, this will be bits of knowledge that contributes to them mastering a topic.

As such, to motivate a child to grind, perhaps a good way would be to point out how their knowledge/equipment can be used to defeat a boss/exam. Few things such as badges, color or even attractive stories of the knowledge acquired can be used to spice up the learning process. Much like a game, this will likely push the child to be want to continue learning.

Conclusion

In the end, its not about what is being taught, but how its being taught. We at times use age old teaching techniques because of time constraints or other factors. That being said, if we can package it exactly the same as triple-A games, with great story-lines and an addictive way to continue playing (or grinding), I am sure most students will be very excited to go to school.

Perhaps then, even I may just quit my job and go back to school as a student instead of a teacher.


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