Fix 14: "Massively multiplayer foresight: Reality is stuck in the present. Games help us imagine and invent the future together" (McGonigal, 2011 p. 302). Games - the term has an understood theme: fun. That is why we say fun and games, isn't it? Games can be a lot more than just entertainment. They are also educational and have the potential to motivate us to think about real life, and very serious, situations. One such game is World Without Oil. McGonical (2011) discusses World Without Oil stating that it is a "life-changing six-week experiment" that shows through simulation "what would happen if the demand for oil did eventually outstrip our supply, and what we could collectively do about it" (p. 303). This game simulated how the people and the economy would be impacted if this happened. How would we solve this issue? A lot of issues get put off until there is a crisis. Simulating a crisis now can help us plan for what we will do when it happens. It also may expose a reality so grim that we see how pressing the need is for change.
This is something that is applicable in our lives and our jobs. Think about your daily job. Say you work in a university, like I do. Well there are a whole series of things that must go well for the university to stay in operation. We need federal money. What if that money dries up? What if there is a recession and there is no more funding? What if students cannot afford to come? How do we fund our research? How do we educate people? What if we can't educate students? How do we pay for overhead, such as labs, the lights, heat? There are so many questions that need to be answered if a crisis like that were to happen. Simulations can help us determine some of the answers so that if the situation ever happens, we have a plan in place.
Say your job is in a different field. You are the manager of a factory. What if there is a natural disaster? Can people get to work? Can the trucks get in? This doesn't even have to be something that is a worst case scenario. We use this daily. We play the game of what if? in most of our major decisions. What if I have the shipping trucks leave at 5:00 AM instead of 7 AM? What will the results be? We use a series of math and simulations to see what the difference might be. Would that be better? Worse? I have a small restaurant. How many employees do I need? A simulation of real time events might be the best tool to help you establish all of the what ifs? Simulations help you look ahead to problems and try to find solutions. Because of this, simulations are a valuable tool to introduce into the classroom to get students used to thinking about all of the what ifs.
Now imagine that those what ifs are part of the fight for your life. Imagine you have cancer. The diagnosis can leave many feeling that they lack control. Other than trusting your doctors and trying to do some research, there is little to be done. A game called Remission 2 is designed to allow individuals to literally fight against cancer. Remission 2 has a variety of partners, largely children's hospitals. Playing the game can help to empower them by "provid[ing] cancer support by giving players a sense of power and control and encouraging treatment adherence" (About Remission 2). Treatment adherence and empowerment can actually help improve the odds of survival and recovery.
While some children and adolescents are fighting for their lives, others are fighting to learn the importance of geography and history. Global Conflicts is a game that is designed to help students see their world and work to solve global problems. You might not be able to physically take your students around the world to help them understand global issues, but games like Global Conflicts are the next best thing.
I have been playing, over the past semester, The Settler's Online. My town advancement has continued, although my level advancement has slowed a bit. I have reached a level plateau that I have been stuck at for a bit now. Most of the current quests require things I rarely have in plenty, such as defeating a bandit camp with X amount of horsemen or something similar. That is part of games, just like it is part of life. Sometimes we stall out a little and need to find a new way to get everything going again.
The Settler's Online is a God game. A God game basically means that I, as the player, exist outside of the game time and am controlling and shaping the reality of the game world. In the Settler's Online, I decide how many people live here, where buildings go, send men to their deaths, and shape the future of the world. Other similar games are the Sims.
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| A view of a town in the Sims |
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| A family tree in the sims |
McGonical (2011) discusses a the three skills that are needed in this kind of game (p. 297-298). The first concept is "taking a long view" (McGonigal, 2011 p. 297). This means that small actions have long term impacts. In the settlers, some stuff might not matter, like one well, but then again it might. Is the placement wrong? Is there enough? Too many? Each action has a reaction, but it might not be immediate. Taking a long view means considering the long term impact of my actions, not just the immediate or an impact that would happen soon.
"Ecosystem thinking" is the second skill (McGonigal, 2011 p. 297). That means seeing how everything inter connects. When I place a mine, I am not just placing a mine. I am funneling resources to dozens of different parts of my city. That mine is crucial, not just to having that resource, but to the success of dozens of areas of the city. For some, the entirety of the city may rely on that one mine.
The third skill that McGonigal (2011) describes is to take a "pilot experimentation" (p. 298). This is scenarios within scenarios. If I do this, what happens? You do it at a small scale first, to see the larger impact. I recently did this by seeing if a good way to get coins was funneling production into something that I knew I could do well - water and fishing. I started price watching water and fish and found that I could sell these effectively to get a fairly substantial amount of coins - better than with gold mines. I started small to ensure that I was not paying more in the long run, through the chain. To fish, you need a fisherman. That is a one time cost. Then you need the water - which is preexisting. The fish are not limitless. Resources must be spent to stock the ponds. The total cost was far below the actual coin cost. So I poured resources into that. I repeated the process for wells and water, now flour and bread. I am making more than enough to fund my city, to get the resources I might be lacking, and I am generally leaving each day with a profit, even after funding expenses.
All of these skills are important to learn. The long view and the ecosystem thinking helps to show that actions have consequences and that everything is interrelated, even something simple like a new job. Do I take the job? What are the impacts today, tomorrow, in a month, in a year, in 5 years, in 15 years, in 50 years? What is the impact for my future children? Their children? My actions now impact them too. How does taking the job impact my family, my current workplace and coworkers, my neighborhood, and everything else? I am a piece of each of them, leaving that might upset some part of the structure - for some things it might not. Can I sample it first through pilot experimentation? Can I try independent contracting on the side to make sure that I like it before I commit?
As far as our students, these skills are important now in their education, but also in their future lives. Someday they will be the ones deciding about the job. Then their job might have them shaping a workplace, city, or something even larger. Skills such as collaboration, working on something on an epic scale, or doing their work with wholehearted participation can be taught through games. All of these are concepts discussed in McGonigal's book (2011) and over the last several weeks of this blog.
McGonigal's book (2011) was interesting to read. Overall, the concepts that I found most interesting were that games are so vital to how we learn, that anything can be a game to help keep you motivated, and that on top of motivation - games can make work fun. I've always loved games, but part of me felt like maybe at some point I should eventually grow up and put the game aside. I've been resisting that because there is still something really awesome about entering a world so different from my daily own. Turns out, according to McGonigal, that is part of what makes games so effective for learning. We are in a world that is not our own, willing to take risks, to learn, and that we are learning important skills like collaboration while doing it. Games can be playful or serious, but no matter what, they are offering us skills ranging from hand eye coordination to getting out housework done to pondering the solutions to very real and very serious world issues. Playing games like the Settler's Online helps to show that every part of the city is important and each small part plays a huge role in the larger success. Pairing that with McGonigal's book helps illustrate the parallels between that and the real world. Just like that one water well is vital to the success of the civilization, we all have our roles and are vital to the success of our own worlds. Our daily interactions and lessons learned have a far greater reach than any of us realize. We could all benefit by taking a moment to reflect on what our part is and how we are impacting the people and world around us for many years to come. It is out mission to share that with our students as we engage and inspire them to learn and to change the world around them.
Interested in learning about more ways to teach through games? Remember, your decision to integrate that game could be the spark that inspires someone to choose a career, which leads to an advance in knowledge or new product, which influences someone who finds solution to the oil crisis. Terry Heick offers some advice on ways to get games into the classroom.
I want my students to feel this excited when learning because the lesson I provided is engaging.







