[game_edu] The Multiplayer Classroom
steve graham
skudge at gmail.com
Fri Jul 1 13:09:19 EDT 2011
Comments below.
On 7/1/2011 11:40 AM, Ian Schreiber wrote:
> Yes, balance is important. Wouldn't want our students to game the
> system and exit the class with a higher grade than they deserved
> (unless it's a game balance class, and exploiting the system is the
> direct application of the skills you're teaching ;-)
lol
Or a lower grade, either.
>
> Ironically, I think the danger of student exploits is higher in
> classes that *aren't* "gamified." With a class that is already run in
> a playful manner, the students are already operating somewhat within
> the Magic Circle; in my game-like final exams, I find that about five
> minutes in, most students have completely forgotten that they are in
> the middle of an exam worth 20+% of their final grade, they're just
> having too much fun. By contrast, with high-stakes grades in the
> absence of other mitigating factors, students have been trained
> (practically from kindergarten) that Grades Are Everything, and they
> therefore have the incentive to exploit the system (if not cheat
> outright) to reach this singular goal.
Nice point. OTOH, I think it is very reasonable to think that students
are *already* playing a game in classes, even if they aren't "gamified".
The problem is that in classes which haven't been explicitly gamified,
the students are playing a game of "maximize score while minimizing
effort" (or maybe "minimize effort for adequate score"), rather than a
game of "maximize learning".
I don't think this is a coincidence. School has already established a
"magic circle", separate from "real life", where the problems (and
consequences) are virtual. It *is* a game. It's just not generally a
fun, motivating, or well-balanced game!
cheers,
skg
--
steve graham
associate professor
computer game design
dakota state university
skg at dsu.edu
605-480-6603
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