"[I]f I had to live my life again, I would have made a rule to read some poetry and listen to some music at least once every week…The loss of these tastes is a loss of happiness, and may possibly be injurious to the intellect, and more probably to the moral character, by enfeebling the emotional part of our nature." --Charles Darwin

Showing posts with label cooperative learning. Show all posts
Showing posts with label cooperative learning. Show all posts

Monday, March 28, 2011

Interactivity is Authentic

If you've read much of this blog before, you'll know I am a strong advocate of Authentic Learning, having helped pilot a project to develop a community of educators sharing authentic learning design. But as an English teacher, some of the areas we stumble on in creating such designs are (a) ownership of the work; (b) working cooperatively; and (c) identifying or developing a real audience. Our solutions to these challenges can rude toward the crude, for example, in-class presentations of group projects. You have an audience, but it is not a real one. You may not have co-operative work, but parallel work. And who ever felt ownership of the experience of holding up a chart or a poster and talking about it?

Interactive fiction answers a lot of this. For people of my age, who came of age in the 1970s or early 1980s, you may remember these as text-based adventure games, which were infuriating to us old-school types because the rules and procedures are never set out in advance. You were endlessly lost in some cave trying to figure out how to go right or whether you should put down the candle in order to pick up the wand. And endless prompts as we endlessly tried to do the same thing over and over, despite ample proof that it didn't work. (Or anyway, that's what happened to me.)

But as you may have noticed, technology, especially computers and their programming have developed somewhat in the last 30 years or so. Those text adventures are now called interactive fiction, not least because (a) they are far more sophisticated and complex than they were and (b) they can be created by users, rather than merely existed in closed, pre-packaged forms. And they can be created by teams or groups of users. In short, text adventures have morphed into a quasi-literary activity, in which text can be as good or bad, cursory or detailed, reflective or aggressive as the creator or creators wish. And in the course of this development, interactive fiction is (a) owned by its creator(s); (b) mostly written cooperatively; and (c) is capable of developing a real audience, that is, the players who experience a story as a game, with alternate outcomes (which encourages repetition and re-exploration, a hallmark of good literature).

But our students have grown up completely in the era of interactivity, of the democratization of creativity. Stories told by a storyteller in only one way, as in novels and films, are but one way to experience a narrative, and probably becoming a minority taste. Our students have a natural feel for open-endedness, for the hope built into the idea that the end is not yet written, and that a story is not to be heard, but experienced and participated in. What I'm trying to say is that if you are over 45, this may require some mental adaptation, but I believe such an adaptation is not only advisable, but necessary.

The chances are that many of your students, especially the most imaginative and creative students are already doing this with your friends. You should ask who is participating in this, and what kinds of things they like and how they are interacting with their friends. You might want to scaffold your design with a pilot group, who can get you past your initial stumbles, presuming this is a new or new-ish area for you. (If it's not new to you, you really don't need to read this whole post -- just grab the link for Inform and begone with you!)

And, if like me, you're not sure where to begin among the competing aggregations of fiction, message boards and blogs, may I suggest a site and system called Inform, which was brought to my attention by a close friend who knows how enthusiastic yet clueless I can be about this kind of thing. Inform uses plain-language not just for the text that the players experience, but for the programming code. If you are a fogey like me, you need to adjust to thinking of narrative in terms of creating (or describing) an environment and setting rules by which the narrative will proceed. It's simply a matter of learning to turn over the some of the power of the storyteller over to the audience and relaxing one's grip over the order in which information is dispensed.

Obviously, this kind of writing is not going to yield a Harold Pinter or even a Dan Brown, whose craft is entirely based on the slow, calculated release of information in a particular order. On the other hand, many writers such as Cervantes, Dante and Raymond Carver and John Irving do not exert such tight-fisted control of the timeline.

Here is a video tutorial on some of the programming protocols and systems in Inform. You'll see they are fairly easy and intuitive


The challenge remains to incorporate this into our specified course of study. Of course, there are always ways and means to give encouragement, support and course credit to independent writing. But for the less naturally motivated student, interactive fiction can be used as an analytical tool, especially for those works which we teach with a strong focus on the temporal and geographical environment, such as The Great Gatsby, Lord of the Flies, or To Kill A Mockingbird or The Kite Runner. The environmental aspects and the choices made by the persons in the story can be parsed out in a very precise manner so that the player can see to what extent the narrative is driven by environment and to what extent choice.

"Bold, persistent experimentation." If it's good enough for a US president facing the worst economic crisis in our history, it's good enough for me. Plus IF is bound to be a lot more fun than the National Recovery Act.

Wednesday, January 5, 2011

Video gaming is the future of teaching


Since I started teaching, early in the previous decade, it has been accepted wisdom to treat video games like television, instant messaging and pop culture -- a distraction that pulls students away from a disciplined program of learning.

I've learned better. Video games ARE learning. We teachers need to not only accept this, but embrace it. As long as we abandon the field to commercial game-makers, we are surrendering important real estate in our student's brains which could yield better and deeper learning than we have seen in our generation as teachers.

I was converted largely due to this episode of On The Media, an NPR show I am seriously addicted to. The episode made two points that were clinchers to me: First - of all the things video games are teaching, they are teaching perseverance. So many of us are convinced that kids don't want to do anything that's hard or that takes a lot of time and has a lot of obstacles. Beating a video game is hard, takes time and has many obstacles to success. The key difference is that players are motivated to play and to win. That is obviously the piece that we are missing when we are teaching. We do not create tasks that students want to succeed at. Some will be motivated by secondary rewards like parental approval, better GPAs with possibilities for better futures, but not everyone is wired that way. That has nothing to do with our "modern high-speed culture." Twas ever thus. Most people need reinforcement while they are working and they need to be able to visualize the goal right in front of them. Video games do that.

The second clincher was this: 10,000 hours. According to this podcast, studies show that students will spend 10,000 hours playing video games during their school careers. Anyone who has read Malcolm Gladwell's book Outliers knows that 10,000 hours is what is required to create an expert or a virtuoso. That's the amount of time young Bill Gates spent learning to write programs; it's the amount of time the Beatles spent in dirty German dance clubs learning to become a band; it's the time Tiger Woods and Michael Jordan needed to become who they are. So like it or not, are students are becoming experts, and the problem is that we don't know at exactly what yet.

Another important element, which I picked up from a book called What Video Games Have To Teach Us About Learning and Literacy by James Paul Gee is that despite the stereotype of the lonely, isolated nerd, gaming at its best is intensely social. First of all, many games, especially online games require one to enter a milieu, adopt an identity and interact with others. Right away, the gamer is performing critical learning and synthesis functions, taking information about the environment and the persons one finds in that environment and transforming the data into tasks and choices. This is higher-order learning, and the learning increases. Moreover, one can work cooperatively with other players, or learn about cheats, shortcuts and easter eggs from other players. And most experienced players don't mind helping out novices, and teaching them how to avoid rookie mistakes. This is exactly the kind of cooperative learning that we are trying to implement in school, both because it is an element in workplace preparedness and BECAUSE IT WORKS. Students learn better by teaching and learning from each other.

Game playing transforms the learners relationship with text. As Gee notes, people under 40 don't pick up manuals to learn to play a game, they start playing. And if you pick up the manual before you play, it doesn't make sense. After you have some expertise, the text starts to make sense. So it is with reading. For a 14-year-old to pick up a 19th century novel makes no sense. The entire environment is foreign, and it works by rules the reader has not yet learned. How much more sense it would make in cooperation with an integrated course which included social studies which laid the groundwork for the novel and made acquisition of both texts more comprehensible and enjoyable.

I'm not saying that schools should buy video games with educational content pasted in to Make Learning More Fun. What I'm trying to say is that we need to understand how it is that students are becoming willing and enthusiastic learners for thousands of hours without coercion or compulsion, and use those discoveries to make our students into motivated learners, without regard to external rewards and punishments.

Here's an example: Learning is more engaging when it's embedded in narrative. I'm not saying everyone should teach literature. We English teachers have made the teaching of reading into a stunningly boring process by dissecting the beast, tossing the juicy meat of storytelling away and forcing students to chew on the gristle of literary devices and "authorial voice" and sociological interpretation and a whole lot of rubbish. So don't look to us to help. Here's an example. You have to teach trig. You have to. And as you begin to draw charts of sines and cosines, the students ask "why do we have to learn this?" and you get pulled down that boring road.

What would happen if you never mentioned trig, but simply started with a blood-spattered crime site, one which required you to figure out from the angle of the spatter on the wall, exactly where the bullet impact had taken place. What if you arrived at trig inductively from a narrative, rather than introducing the narrative AFTER the boring bits. Suddenly the "boring" bits become a means to an interesting end, and I would bet that students would breeze through for the opportunity to solve a murder.

That's just one example of what we learn about learning from gaming, and I for one will need more time and study to glean what I can. But I know that I need to start now.

A lot of real smart people have given a lot more thought than I have to this, and one of the most inspiring is Jane McGonigal, as you can see in this TED talk:



In the interest of full disclosure, there are educators, such as Ali Carr-Chellman, seen below, who believe in the actual use of video gaming in instruction, for the specific purpose of re-engaging young men who have become disengaged or even absent from school, a observable trend over the last 40 years. This is a more localized application of the concept, but may be of specific interest to some of my fellow teachers:



I've been kicking and screaming about kids playing video games instead reading Hawthorne for many years now. I'm convinced now that the video games are not the problem, but the way I've presented Hawthorne; and that, moreover, the solution is found in a discerning analysis of what it is that makes those games so compelling.