Thursday, February 13, 2014

Ted Talk Quest-Gaming can make a better world


Below I am going to share my thoughts on this Ted talk.

First the most powerful statistic to me was that of the 10,000 hours and reference to Malcolm Gladwell's Outliers. I read Gladwell’s Outliers and remember thinking to myself after reading that section what it would have taken for me to be a virtuoso at multiple things. I thought if I studied economics at an earlier age perhaps I could have solved  tribal divisions in Africa and their logistics problem. I thought if I devoted my 10,000 hours to business I could have been a mogul. I thought more  about time wasted sleeping in, being lazy, and looking for shortcuts. That  brutal honesty is what haunted me when I started to think about the 10,0000 hour theory. It was more haunting when McGonigal discussed the parallel track for education. My initial thought was of the power that could be harnessed by combining the 10,000 hours people are already devoting to their “productive downtime” in gaming with education. Publishers are the ones in my opinion squandering the opportunity to engage their customers and players with educational opportunities within their games.   We need the infinity wards, Treyarchs, Bungies,Activisions and other gaming publishers to produce something that can be both money making, fun and educational. In my previous posts the thought of tangential learning is at the forefront of this possibility, but their lies even more opportunity than that. Something that could be for the greater good on all levels.  That parallel exists, but right now it exists as a lost opportunity for publishers to give back on a societal level.  We should demand more from them, after all, look at we are giving them. 5 years of eight hour days with weekends off ( for some).  Those were some initial reactions to this inspiring call to arms video. Below I will answer some specific questions we were asked.

The first question we were asked was can play and learning be combined. I generally don’t like to answer anything with a definitive answer. One thing economics has taught me was that a 360 degree approach to everything is often the safest bet to see all sides of a statement or issue. I’m going to break that rationale approach and say with 100 percent confidence play and learning can not only be combined, but should be combined. The only reasoning I can offer is through the day to day learning my three month year old daughter and I give each other.  Everything we do with Brielle is based on play which came as the suggestion from our pediatric doctor. Play is really a key component in her development. She is learning everything for now through play, so my opinion is play and learning should be combined especially given its importance in early childhood development. I guess a question that remains is, what happens when we grow up that starts to deviate from learning through play. I don’t think we stop learning through play, maybe the lessons we learn are just different.  I’m not sure if that even makes sense except in my own mind. What I mean is, I understand that collaboration., teamwork, and communication are all skills we learn and develop through play, but as a child, play is used for essential skills. What if we use play for essential career skills, or academic skills? Play to create some sort of specific meaning that has powerful real world achievements, not that teamwork, communication, and collaboration aren’t powerful real world achievements, but how many players take notice that these are skills being gained through play?  
What role does acknowledging progress play in successful gaming and is their transfer to education?
Another powerful statement in the video was the suggestion that many people escape to virtual worlds because of the constant positive feedback. Progress of play speaks to us directly and psychologically.  In a classroom that is perhaps not gamified one thing I fear is maybe a traditionalist (not that its a bad thing, every teacher and style is different) effect of teaching that may remain. The mighty red pen with all the items circled that were wrong or worse yet, only providing a number on an exam and nothing else(meaning no feedback, positive remarks, or encouragement just the number grade). Classrooms that run in this manner are only providing achievement and progress through a standard assumption of grading. A is good, B is okay, C is average, D not good, F failure. Suppose that was the ONLY feedback students were getting. These classrooms are missing the opportunity to keep students engaged and working towards a goal on a constant basis.  Instead they may  have to wait until an exam for the feeling of achievement (or sometimes the opposite effect if the student does poorly on the exam).  Below is my attempt to be creative with the point i’m trying to make. (please understand i’m not calling all educators and classrooms this traditionalist style, unfortunately my fear is some do still exist)

Achievement is a benchmark like rungs of a ladder, the further you climb the closer you get to your goal. When climbing a ladder that goal is the top. When taking a class the top of the ladder is to achieve learning objectives and standards. Now imagine a really really long ladder, one with 180 rungs. Your job is to climb the ladder to the 180th rung. Much like students are to go to school for 180 days where I am from and at the end of those 180 days the student passes to the next grade. Climbing this ladder is challenging enough but now suppose you only received feedback or the chance for positive remarks maybe every 30 rungs. At the 30th rung you were tested and told whether or not you were on track to reach the top of the ladder. Depending on the feedback maybe you’d be motivated to keep going, maybe you wouldn’t. Maybe you’re losing focus, or other things are starting to fight for your attention and climbing the ladder is easily becoming a notion of secondary importance. Now suppose at every rung of the ladder there was engagement that allowed you to accomplish a challenge and reward you with points to level up. Something that is positive that you felt you earned, better yet, you are aware  that the next rung is even better than the previous rung of the ladder and all of a sudden getting to that next rung and eventually the very top is an incredible challenge and task that you can’t wait to accomplish. Instead of being motivated every 30  rungs, your motivated every single one to get to the next. Rungs could be replaced by weeks or days and the achievement motivation or positive progress can be used to keep students engaged and progressing with interest daily.


Reflect on Jane's 4 things that games do to make us "virtuosos": Urgent Optimism, Social Fabric, Blissful Productivity, Epic Meaning.

The first one is urgent optimism. I like to think of gamers as the “keep calm press continue and game on” type personality. Dr. Angela Duckworth labels this type of long term goal purusit as grit. “Grit: Perseverance and Passion for Long-Term Goals” (Duckworth, Peterson, & Matthews, 2007)
I think the more we understand about GRIT and gamers the more we’ll see optimism is truly a great bond many gamers have.  For those who have never had the help of a complete stranger while getting worked over by the sith or watched people do good things for others in the virtual world this may all not make any sense. Malcolm Gladwell once said“ to a worm in horseradish the world is horseradish” To a non gamer this saying will fit perfectly with those who think differently about the urgent optimism characteristic.  Blissful productivity is my second favorite characteristic.  To some lurkers that do not try to understand gaming from a narrative or humanities standpoint, gaming is a time waste.  Those who game understand its like watching a 8 to 10 hour interactive movie unfold. It’s more about solving puzzles and making tough leadership decisions on the Normandy.  It’s working with a friend in Portal to find out the cake is a lie.  To them It is not a mindless relaxation. As matter of fact “Identifying a direct connection between the stimulation of neural circuits and game play is a key step in unlocking the potential for game-based tools to inspire positive behavior and improve health,”said Brian Knutson, Ph.D., associate professor of psychology and neuroscience at Stanford University and co-author of the article. Active involvement in video game play sparks positive motivation in a way that watching and hearing information does not,” said Steve Cole, Ph.D., Vice President of Research and Development at HopeLab, professor of medicine at the University of California, Los Angeles  http://www.prweb.com/releases/2012/3/prweb9293984.htm

In another study “After playing the shooter game, the changes in electrical activity were consistent with brain processes that enhance visual attention and suppress distracting information,” said Sijing Wu, a Ph.D.

clearly not mindless wasting. Not only is it blissful productivity to the player who is engaged  studies are showing it is also blissfully productive on a neurological and motivational standpoint.



Overall I think this video touches a large overarching call to arms . The small nuances that can be used in everyday life through the power of gaming came out of the larger picture as well. A society that games for a better society seems like a  noble cause to me. On par with that noble cause is drawing attention to the camaraderie and human emotion virtual worlds offer, which holds a question. Why are we the best version of ourselves in video games and not in real life. Whether for education purposes or societal purposes there is no doubt a lot can be learned from studying online and gaming behavior.

References

Duckworth, A. L., Peterson, C., Matthews, M. D., & Kelly, D. R. (2007). Grit: Perseverance And Passion For Long-term Goals.. Journal of Personality and Social Psychology, 92(6), 1087-1101.
Nauert, R. (n.d.). Active Video Gaming Changes Brain Waves | Psych Central News. Psych Central.com. Retrieved February 12, 2014, from http://psychcentral.com/news/2012/04/27/active-video-gaming-changes-brain-waves/37927.html
Streeb, K. (n.d.). Video Games in the Brain: Study Shows How Gaming Impacts Brain Function to Inspire Healthy Behavior. PRWeb. Retrieved February 12, 2014, from http://www.prweb.com/releases/2012/3/prweb9293984.htm

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