e-Learning Ecologies MOOC’s Updates

Take Learning Games more seriously...

It’s time to take video games seriously. Since the days of Super Mario Brothers, parents and intellectuals have put up their noses to video games, assuming they are only for weak-minded youngsters.

The gaming industry generated ~120B in revenue in 2018 (Business Insider), almost 3 times as much as Hollywood. It’s time for educators to leave their bias and embrace games as a serious learning platform.

Games are, of course, effective teachers of motor skills/hand-to-eye coordination. The basic premise of the first video games was that pressing a button or moving a joystick to create movement on the screen. This simple connection can be used to serve those suffering from nerve damage or brain injuries.

Most early games were based on a simple premise like “save the Princess” or “fight the bad guys”. As video games have evolved, so have the narratives. Some games have plots that rival Hollywood blockbusters and book series for complexity, twists, and thrills. The plot to Dragon Age:Inquisition is summed up on Wikipedia in 7 paragraphs. With complex characters and complex plot comes the opportunity to teach empathy and compassion. Complex social issues can be explored.

Complex games can also explore the relationship between choice and consequence in a complex way. In Red Dead: Redemption 2 the protagonist is a Character in the Wild West. As he makes decisions throughout the game, such as which bandits to pursue, which people to save, and which to kill, these decisions follow him and cause the people he meets later to interact differently with him. In this way, difficult subjects such as prejudice and racism and can be addressed in a more engaging platform.

Movies have long been an avenue of exploring these issues. The difference is that the game allows the viewer/player to actively participate in the process, which means she will feel responsible for the outcome. That shared responsibility is harder to convey without the personal stake of participation.

My hope is that video game makers and educators will lay aside their prior grievances, and work together to use video games in a positive, educational way. I believe students will benefit from it, and enjoy their education!

References

https://www.businessinsider.com/video-game-industry-120-billion-future-innovation-2019-9

https://en.wikipedia.org/wiki/Dragon_Age:_Inquisition

https://en.wikipedia.org/wiki/Red_Dead_Redemption_2

  • Antoinette Morrison