If you have been following the news lately you have probably read about some of the educational efforts right now to integrate online multi-player games like Eve-Online, Second Life and World of Warcraft into classroom learning environments, or at least harness the popularity and power of the games in an attempt to encourage learning among users. It is not an idea peculiar to educational bloggers… Second Life even has an educational section devoted entirely to integrating the program into learning. There have even been several attempts to build a game that teaches a courses for you. (UNC-G economics course comes to mind – NPR article). So what is the future of all this?
This past week I had the privilege of meeting a group of other techie people here on the UNC Campus for lunch. Among this group was Elizabeth (Libby) Evans. She is currently a Manager of Training and Education at Information Technology Services here at UNC. In any case, we got chatting about multi-player online gaming and the attempts to integrate these platforms with in education and I thought it would be interesting to post some thoughts here… of course in an attempt to solicit your comments and thoughts!
“Killing the Fun”?
Our discussion started out by focusing on the viability of adapting any popular online games into an educational setting. Would the students accept such a change or would it just ‘kill the fun?’ I am most apt to believe that it would alter the game as a whole, but what do you think? Would an educational component to popular online games ruin the game itself?
Problem: Engaging the Students?
Today I was reading an article written by Naomi Rockler-Gladen of Colorado State University and she characterized “Generation Y” (mostly those in college) as having a “non-existent attention span” and “extremely good with technology.” Although there could be arguments against both of these assertions, I think these are both generally true. Students in college (and even younger ages) are generally very good with technology and have short attention spans. They are used to working online… doing many things at once… jumping from one thing to another… and practically living online. There are literally hundreds of things clamoring for students attentions… sometimes even while class is going on. Teachers everywhere have to compete with the multimedia attention of this generation, but it is not easy.
Solution: Linking the Digital World with the Real World!
As Libby and I talked she mentioned an idea that really struck me! Why don’t we have activities in the ‘real’ world that link with the digital world our students are living in each and every day? For example, why don’t we link time a student spends in the on campus gym working out with their physical strength in Second Life? The time they spend in the library with their ability to handle certain situations in the digital world? Most importantly and perhaps the biggest motivator, why don’t we link time a student spends in community service or some sort with actual money that can be used in online games? Our campus, and I’m sure many others, already track what students are checking out of the library, when they go to sporting events, and even when they spend time in the gym… let’s link that to a digital life to motivate students. Even as I type this, I am already getting flashbacks to”Big Brother” in George Orwell’s 1984… but there has to be something there for educators. What do you think?
Solution 2: Database of Activities for Teachers
The last idea is also an idea from Libby, but this one needs a little more thought. It would be great if there were a database of activities that teachers could pull from that would be presented to students in their digital world that tested their knowledge. If for example a student had a Spanish, Math, and Political Science course each professor could log on and choose certain activities that incorporated what they were learning in the classroom at that time. Each student would then have an individualized… TRULY CROSS-DISCIPLINARY game that they could play. Right now I am working with a program with the Spanish department called Auralog. It is basically a program for language acquisition that has a huge library of activities that the teacher can access, choose and assign to students. There is a tracking module so the teachers can see what the students are doing. It is only activity based at this point, but it would provide a great foundation for a larger project in other disciplines in a gaming sphere.
The big question with this one is the activities themselves. What kind of activities can be incorporated into a game that don’t take away the fun of the game? What kind of situations could be presented that would provide the most potential for the students to learn in a variety of disciplines?
What do you think?
I guess the overall purpose of this entry is to just throw this idea out there? What do you think about the whole online gaming world and it’s potential for education. What challenges do you anticipate for students as they play these multi-player games? What ideas do you have?
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