Last night Jim Gee had a student playing HALO. It was difficult for me to sit there, fighting the urge to grab the controller and take out Convenant troops. We discussed what made this game so engaging (for some). We talked about tension–right away you (the player) understands that you are Master Chief, brought out of cryo because you have to keep the ship’s data (and AI construct) safe from the enemy (think Luke Skywalker and R2D2 in A New Hope); you have only a few moments to get the sleep out of your eyes, as the enemy is literally breaking down the door to get at you (think Leia on the ship, putting the Death Star data in R2). You have a purpose, and everyone is depending on you. So here we have a compelling narrative that places the player in the role of the protagonist (again, think Luke Skywalker–who wouldn’t want to be a Jedi?).
This game is a completely different experience than playing WoW. First, WoW is third person–I never feel like I’m actually the avatar on the screen. And I know I’m not there to save the world/galaxy/universe. Second, WoW forces collaboration to happen between players (in Star Wars speak–Luke would never have gone to Cloud City without a healer, hunter, and off-tank), and I find this frustrating for many reasons. And third, WoW doesn’t come with a narrative, a story-line that drives the gameplay. Although every player can go from level 1 to 60, essentially, the narrative for each player (the avatar’s “life”) is different, if you want to call this a narrative.
But what does all this mean in terms of learning (my oft asked question this semester)? First, we realized that not all players enjoy HALO-like experiences. Gameplay styles may be associated with learning styles, so it may not be possible to design an edu-game that engages all students. Second, I can see how embodying a character thru 1st-person and thrown into a tense situation would compell students. Instead of Master Chief, perhaps Dustin Hoffman in Outbreak or Sphere. (Not knowing a great deal about edu-games, there are probably many that do this–but well?) Third, we discussed how allowing students to work at their own pace (for example, you can hang out in the safe area of HALO until you have mastered the controls for movement).
School doesn’t seem to allow for this–the content drives the narrative of school. I see this in my syllabi each semester. But, then, this seems problematic in the current educational model; could a 7th grader struggling with algebra (or writing, for that matter) stay in that algebra class until they get it? I don’t see a 12th grader in 7th grade algebra simply because of the stigma attached. Heck, putting myself in that situation I might take the C or D just to move on to the next class and possibly cheat to do it. Reminds me of 7th grade Spanish, actually. Never liked it or “got” it, so I made little cheat sheets for vocabulary; I wasn’t very good at cheating (always thought Mrs. Rutan was looking at me), so I only got Cs and Ds. Seems that intrinsic motivation was at work here. So everything gets really complex. Giving me more time in Spanish wouldn’t have worked for me, but a videogame where I had to learn Spanish to accomplish a compelling goal might have.
Again, I’m struggling with how I can bring the learning pricinples that games demostrate into the writing class–a compelling, immersive rhetorical situation and role, for one. We know that writing for a grade or the teacher or learning how to find sources isn’t good enough.