Video Games and Human Values Initiative

A new kind of conversation about games in culture

Where should teachers interested in structuring a class as a game start?

I was thinking that some of the teachers (and some of the parents - it's a parent-participation school) in the school that my daughter attends might be interested in some of Roger's experiments.  So I was planning to I'd point them at Roger's Operation KTHMA posts.

But, now that I think about it, I'm not sure how accessible those posts are - somebody who isn't already a gamer might have a hard time turning those into concrete class ideas.  Heck, looking through the posts, I'm not sure that many teachers who are gamers could pull it off - e.g. the early Operation KTHMA posts don't even mention the Honeycomb Engine, which I gather is a pretty important structuring device in the experiment.

Maybe that's okay; certainly these experiments are new enough that there just isn't a well-paved path out there yet.  And a teacher who isn't sympathetic to games in teaching would probably reject the ideas no matter how they were presented.  But I'm wondering if there's a middle ground of sympathetic ears that we could reach even at this early stage.

Thoughts?  Roger, is there a post that I missed when skimming through your blog that's a practical introduction to ideas for teachers?

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There's Quest2Learn, now, which is working on similar lines, and there's the work of Jim Gee.

But you're right that we need to start working on a ground-up approach, and I'm moving in that direction on two fronts--with Corvus, with whom I'll someday soon produce a classroom edition of the HCE and with my colleague here and at UConn Mike Young. My next project is to design an online course that will provide a toolbox for teachers who want to try out some of these things in the classroom.
Oh, cool! Quest2Learn seems interesting, and I'll certainly point local teachers at your course when you launch it.

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