By: Miles Harvey, Ph.D.
Tuesday, April 10, 2018
The future of games as literature looks bright. Things are
starting to change, and slowly, education is embracing game-based learning on a
larger scale. The research is there to back up the idea that video games,
especially in the language arts classroom, are ready to be used as learning
vehicles. Slowly, teachers will start to embrace to use of video games, virtual
reality, and augmented reality as literature in their classroom. The average
age of a video game player in the United States is now 35 (ESA, 2016), which is very
close to the average age of a teacher in this country, which is 42 (NCES, 2012).
The idea is that children who were once known as gamers and
readers are now becoming teachers and researchers. This natural progression
from casual gamer to professional is bringing some exciting changes to many
disciplines. One in particular is the world of education. More and more, teachers
are able to relate to their student’s gaming interests by saying, “Oh, I play
that, too.” The bridge between out-of-school literacies and in-school
literacies has been constructed, and now it is up to those willing to cross it.
During my dissertation defense in March of 2018, Dr.
Christopher Holden from the University of New Mexico asked me a great question.
He first stated, “There is nothing so good that education can’t ruin it.” He
then asked, “As your ideas about using video game as literature gains more
traction, how might the education world negatively impact the adoption of this
idea?"
I had thought about this in recent years as I studied literacy,
video games, and taught language arts and media literacy at a local middle
school. For years, I had been immersed in rhetoric surrounding the world of
literature from the perspective of teachers, principals, policy-makers, test
developers, and various other stakeholders who all wanted to have a say in what
it meant to read. There is definitely a need for various stakeholders to have a
say in what students read, but things have gotten a little messy over the
years. For example, the idea of banned books, grade-specific texts, young adult
literature selections, or literature cannons of prescribed readings have taken
away the freedom from language arts teachers across the country to get students
to read what they think is important. I have a hard time believing that ninth
grade teachers prefer to read, “Romeo and Juliet” every year. Nonetheless, how
does this tie into the implementation of video games as literature in the classroom?
As video games are adopted and better understood by teachers,
principals, policy-makers, test developers, and various other stakeholders,
they will become standardized just like other literary tools. Yes, there will
be banned games, grade-specific games, young adult games, and a cannon of games
prescribed for students. What will be the new “Romeo and Juliet” of video games
for ninth grade students? The projections of the future make me cringe, as my
hopes for the implementation of video games as literature gives the teacher
more freedom then shackles. I can’t imagine students being tested on their
efferent stances on their gaming experiences. Rosenblatt (1978) who championed
the idea of reading for the experience and not for the test would probably
agree on this. I hope my future students will not be tested on their gaming fluency or gaming speed. It
doesn’t make sense to test a student on playing games, as the game is the
ultimate test itself (Gee, 2007).
So where do we go from here? How do we keep gaming for
literary experience in the right hands so that students do not lose the enjoyment
of playing them before school ruins them? How do we resurrect the enjoyment of students
who were once nose deep into their favorite books and now put their nose up in
the air as school has taken those books and turned them into assessment tools meant to
drill and kill? How can we keep the mediums of the imagination into places
where experience reigns supreme?
No comments:
Post a Comment