[Paleopsych] VV: Will more professors develop video games for their classes?
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Will more professors develop video games for their classes?
http://www.villagevoice.com/generic/show_print.php?id=59899&page=aviv&issue=0502&printcde=MzMxODE2Nzg2NQ==&refpage=L2FydHMvaW5kZXgucGhwP2lzc3VlPTA1MDImcGFnZT1hdml2JmlkPTU5ODk5
by Rachel Aviv
January 11th, 2005 12:05 PM
On Martin Luther King Day in 2002, the West Virginia-based white-power
group known as National Alliance came out with Ethnic Cleansing, a
video game for neo-Nazis and similarly deranged Americans. A beefy
white character dressed in Klan robes darts around a city slaying
"sub-humans," who, upon collapsing, whimper little death-ditties
ranging from "Oy vey!" to "I'll take a siesta now." In the background,
plans for world domination and inspirational hints like "Diversity,
It's Good for Jews" are pasted on subway walls and street lamps.
Ethnic Cleansing doesn't just indulge such fantasies, but meticulously
teaches the specifics of its worldview (why we should kill, who we
should kill, and the history of white "victimization") through
repetition, hands-on participation, and a series of escalating
challenges. The natural instructive potential of video gamescurrently
enjoyed by mostly religious and military groupshas caught the
attention of educators willing to try anything that gets a student to
become obsessive about mastering a system of thought. As James Gee, a
professor at the University of Wisconsin and author of What Video
Games Have to Teach Us About Learning and Literacy (Palgrave
Macmillan, 2003), sees it, Ethnic Cleansing is a persuasive example of
how games can be used to convey ideological messages. "Modern video
games are profoundly motivating, certainly much more so than
textbooks," he tells the Voice. "They're about taking on an identity,
making choices and looking at the world a certain way. We can only
hope that people with better philosophies than the National Alliance
make some games. What about the worldview of a scientist?"
Recently a handful of professors across the country have developed
video games for their classrooms that dramatize science, history,
politics, and even literature. At MIT, a group of scholars and
software designersleaders in the Microsoft-funded Games-to-Teach
projectdesigned 15 prototypes for college use. In Sole Survivor, an
Intro to Psych game, students experiment on a series of depressed,
psychotic, or otherwise dysfunctional individuals in order to save the
world from "evil leaders of a Planetary Alliance." Prospero's Island,
a lit-crit simulation being designed in collaboration with the Royal
Shakespeare Company, has players work through Tempest-specific
metaphors by completing tasksfeeding junipers to Caliban (for
increased sex and strength), or literally climbing the waterfall of
Prospero's tears.
So far, the only design used with any real frequency (or that has
significant funding) is Environmental Detectives, a game about
toxicology that, according to the publicity material, "combines the
dramatic appeal of Erin Brockovich with the pedagogical value of
inquiry-based learning." A digitalized quest for the source of a
"mystery" chemical spill, E.D. has been used in about 14 courses, the
majority of them at Harvard and MIT. Games-to-Teach designers hope
that more classrooms will adopt not only the game, but the obsessive
video game culturein particular, the lack of stigma surrounding
failure.
But even for profs who agree that their teaching methods could use a
technological update, video games are still financially forbidding,
not to mention conceptually loony. According to Edward Castronova, a
professor at the University of Indiana (and author of the forthcoming
Synthetic Worlds), "At this point, saying to an English professor,
'Why don't you teach this course with a video game?' is kind of like
saying, 'Why don't you teach this course with a basketball?' "
A self-described "academic failure," Castronova once wrote an
economics paper in which he computed the gross national product per
capita of the fantasy land in Sony's EverQuest, declaring it the 77th
richest nation in the world. He is part of a burgeoning community of
professors who rely on dreamy, digital netherworlds to convey course
materialeach one describing their class as the "first of its kind."
At Northern Illinois University, Stephen Haliczer, a proud "apostle of
interactivity," designed a simulation, "Surviving the Inquisition,"
for his online course "Witchcraft, Heresy, Criminality, and Social
Control in Modern Europe." Students play a converted Jew who is tried
by an Inquisitor and then tortured, absolved, or burned at the stake.
"It was a blast," says Michael Spires, a grad student in Haliczer's
seminar in 2003. "The standard image that most non-historians have of
the Inquisition is that it was run by terribly vicious and oppressive
people, but that is really not the case. When you play, you seeif you
had any wits about you, you could game the system."
Wary of misrepresenting history, most humanities professors who have
experimented with digital simulations have done it in slightly tamer
contexts, where the gamer mentality can co-opt the academic lesson
without any major distortion. The U.S. Congress simulation LegSim (now
being used at more than 10 schools, including SUNY Geneseo, Brown, and
the University of Oklahoma) allows students to operate their own
virtual legislaturedrafting bills, "meeting" in committee, and voting
online. The New School is developing a similar kind of political
digi-world called Swing Statesundergrads will play a Republican or
Democratic presidential candidate, fighting to win an election.
Although New York schools haven't designed many curricular games, the
city has pushed ahead in a slightly different field"meaningful
content" games, which promote social and political awareness. Last
June, a trio of New York-based nonprofits (NetAid, a U.N. organization
that fights world poverty; Global Kids, Inc., a leadership group for
urban youth; and Web Lab, a new-media think tank) hosted a conference
called "Serious Issues, Serious Games" to explore ways of using
digital playthings to "advance society." Out of the conference emerged
Games for Change, an interest group that has already worked with a
number of pristine simulations where "winning" involves successfully
dealing with issues like AIDS, poverty, and racial profiling.
For educators, games are not only a catchy way to appeal to the
otherwise bored and twitchy, but also a concrete embodiment of
pedagogical theories about interactive, student-based learning. Unlike
the usual proponents of vague and utopian teaching methods, those
intellectually invested in video games feel a sense of inevitability
about their project: Games have already outsold the Hollywood box
office. According to Suzanne Seggerman, co-director of Games for
Change, they will easily worm their way into the academy, just as film
did 30 years ago.
"Using video games as a learning tool is newborn, squirmy, and barely
formed," she says. "But it's only a matter of time. Talk to me in 10
years. We'll all be playing."
More Education Supplement 2005
[10]More Than 'Just Say No'
Addiction studies thrives in academia
[11]The Acid Test
At an Indiana lab, better thinking through chemistry
[12]Wrestling With the Margins
The academy puts on its tights and steps into the ring
[13]Education Listings
[14]The Plot Thins
English majors! Christopher Booker's new study just made your life
much easiermaybe
References
10. http://www.villagevoice.com/arts/0502,tuhus-dubrow,59940,12.html
11. http://www.villagevoice.com/arts/0502,dayal,59938,12.html
12. http://www.villagevoice.com/arts/0502,lagorio,59937,12.html
13. http://www.villagevoice.com/arts/0502,edlist,59936,12.html
14. http://www.villagevoice.com/arts/0502,winter,59908,12.html
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