My colleague Tess tipped me off to McGonigal's TED Talk. After
watching, I sent off an email to all of our colleagues encouraging
them to watch and suggesting that Evoke might be a nice tie-in for our
yearlong "Sustainability" project. I see real possibilities to develop
students' 21st century skills -- especially critical thinking, problem
solving and decision making, but also communication and collaboration,
creativity and innovation and digital citizenship. For example, gamers
have to solve problems using innovative methods. They work
collaboratively and creatively to do so. They follow a code of conduct
in their virtual world.
I am not a gamer. As part of Ruben Puentedura's class, I tried a
"Cinderella" game in which the programmer had the gamer be a parrot
who knew the answer to the prince's plight -- finding the true
Cinderella. But I -- the parrot -- could not talk, only squawk. The
game's challenge was to figure out how to communicate this very
important and life-changing information to the prince. I was horrible.
I played the game probably 10 times -- failing each time to let the
prince know that his Cinderella was not the stepsister whom he was
taking to the altar. I found it difficult to remove myself from the
game and refocus as the class conversation continued after our hands-
on gaming period concluded. UGH. During my downtime this summer, I
plan to return and see whether I can crack the code. I think I might
need a little help from my friends!
Not being a gamer, I am intrigued with McGonigal's energy and
excitement around gaming and its possibilities for education and the
world at large. Problem solving and collaboration are at the core of
these games. I loved her discussion of what gamers are "good at":
1. Urgent optimism -- Gamers' ability to tackle obstacles with a
reasonable hope of success.
2. Weaving tight social fabric -- She explained the trust involved to
play a game with someone: Trust that the other person holds the same
values as you and will be steadfast in his/her pursuit of these
values. The idea that we like people better after they play a game
with us. This made me think I should give up part of my recess and get
outside and play with the kids as some of my dedicated colleagues do
daily instead of my playing with them on computers or with books three
afternoons a week. :) I love the idea of play building bonds, trust
and cooperation -- which, of course, it does!
3. Blissful productivity -- My favorite -- "Work is not work if we are
having fun doing it!" or Seymour Papert's idea of "hard fun."
Here is a quote from Papert on Logo -- Scratch's predecessor:
"Once I was alerted to the concept of "hard fun" I began listening for
it and heard it over and over. It is expressed in many different ways,
all of which all boil down to the conclusion that everyone likes hard
challenging things to do. But they have to be the right things matched
to the individual and to the culture of the times. These rapidly
changing times challenge educators to find areas of work that are hard
in the right way: they must connect with the kids and also with the
areas of knowledge, skills and (don't let us forget) ethic adults will
need for the future world."
McGonigal says gamers spend 22 hours a week on gaming, and she likens
this is a part-time job. Like Papert, she contends that we as humans
are "happier working hard and are optimized as human beings to do hard
and meaningful work." Amen.
4. Epic meaning -- She discusses how gamers are drawn to awe-inspiring
missions and committed to saving the virtual world.
I cannot wait to read McGonigal's dissertation. I am intrigued by her
idea to make the real world like a game so that gamers can use their
virtual skills to solve real-world problems and change their belief
that they can find success and conquer virtual worlds, but cannot
conquer the challenges of their real world. Here's the link:
http://avantgame.com/dissertation.htm
-- warning: it's 573 pages ... but like any good blogger she has it
chunked into bites/bytes of 45 pages or so.
Besides saving the world with Evoke, here's what's on my radar to
explore because the possibilities for creation, collaboration, and
connections are powerful:
* Using Scratch to animate. One of my students is an expert Scratch
animator; I plan to have him teach more of his fellow students -- not
just the peers in Computer Club. I love the programming part of
Scratch -- programming the Scratch cat to achieve my students' weekly
challenges:
-- Creating the Olympic rings -- in the correct order and color
scheme.
-- Spelling my name.
-- Building a trapezoid or other geometric shape ... but I haven't
really tested its animation capabilities.
* Trying out World without Oil and SuperStruct (the games McGonigal
mentioned).
* Playing with Cool Iris, which I found when I explored the PowerPoint
verses Prezi debate. (I love Prezi and hope to use it with students to
allow them to build "the real, true me" poems -- an idea that came to
me at RUHS graduation on Friday night.)
* Finding a free text-to-movie platform -- the 7th graders and I
experimented with Xtranormal this spring ... but the free version
doesn't seem to allow one to create unlimited movies.