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The Blue DOT - 12: Reimagining Learning Spaces for Uncertain Times

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OPINION<br />

How Games<br />

OPINION<br />

Connect Us<br />

MATTHEW FARBER, Ed.D.<br />

Matthew Farber, Ed.D. is an Assistant<br />

Professor of Technology, Innovation<br />

and Pedagogy (TIP) at the University<br />

of Northern Colorado, and cofounder<br />

of the TIP Creativity Lab. His research<br />

is at the intersection of game-based<br />

learning and social emotional<br />

learning (SEL). He studies affinity<br />

spaces of educators who use games<br />

in classrooms and how they af<strong>for</strong>d<br />

student agency while also teaching<br />

skills of empathy, design thinking, and<br />

systems thinking. He also works in<br />

youth initiatives around game design<br />

as a <strong>for</strong>m of self-expression.<br />

In 2018, 55% of frequent game players<br />

reported that they played games as a way<br />

to socially connect with friends and family<br />

(Entertainment Software Association,<br />

2018). As we stay home during the current<br />

COVID-19 pandemic, that number is now<br />

quite likely much higher.<br />

Last spring, the World Health<br />

Organization (WHO) partnered with<br />

video game publishers to launch<br />

#PlayApartTogether, an initiative<br />

to promote social gameplay during<br />

the lockdown. Game companies<br />

helped spread the message of<br />

staying home, washing hands, and<br />

physical distancing. Shortly after its<br />

start, the campaign gained over “4.7<br />

billion consumer media impressions<br />

worldwide” (Takahashi, 2020, para. 1).<br />

In addition to online video games, many<br />

people play board games together over<br />

videoconferencing apps like Zoom and<br />

Skype as a way to connect. We play to<br />

connect with one another. It’s what makes<br />

us human.<br />

An Opportunity to Teach SEL<br />

Together<br />

When we play games together, we practice<br />

social and emotional learning (SEL)<br />

skills like self-regulation, goal-setting,<br />

perspective-taking, and responsible<br />

<br />

SEL skills with games may seem like an<br />

elegant, silver-bullet solution to teaching<br />

and learning. After all, games can teach,<br />

engage, and assess. But we must be careful<br />

not to use games as instruments, or as<br />

educational technology tools. Games are<br />

best thought of as shared experiences<br />

<br />

trips where learning can be framed and<br />

contextualized.<br />

Like other <strong>for</strong>ms of media used as<br />

teaching tools, games have their strengths,<br />

but also their limitations. Let’s use the<br />

math game Slice Fractions as an example.<br />

In the game, the goal is to help an<br />

elephant get across the screen by slicing<br />

<br />

fractional notations display. <strong>The</strong> game is<br />

literally teaching fractions experientially<br />

through cycles of play and game-based<br />

assessment.<br />

But something curious happened when my<br />

10-year-old son played. When I showed<br />

my son fractions written out on paper, he<br />

could not solve them. He lacked context<br />

on his own to transfer newly learned<br />

(and seemingly mastered) skills to other<br />

environments. However, when I showed<br />

<br />

<br />

was better able to make connections.<br />

Like books, film, and other<br />

media we use in learning<br />

contexts, games cannot<br />

stand on their own as<br />

teaching tools without<br />

an educator, parent, or<br />

caregiver to mediate<br />

transfer of learning.<br />

But what makes games<br />

unique <strong>for</strong> learning is that<br />

educators can play along<br />

with students, teaching<br />

them as they go!<br />

<br />

we use in learning contexts, games<br />

cannot stand on their own as<br />

teaching tools without an educator,<br />

parent, or caregiver to mediate<br />

transfer of learning. But what<br />

makes games unique <strong>for</strong> learning is<br />

that educators can play along with<br />

students, teaching them as they go!<br />

SEL Games to<br />

#PlayApartTogether<br />

After playing basketball or cricket, players<br />

(and onlookers) talk about the experience.<br />

Many games lead to a discussion<br />

among players, which is known as<br />

the metagame—the conversations<br />

around and outside of the game<br />

itself. This is often where teachable<br />

moments reside. This is one of the<br />

reasons we play to connect to one<br />

another.<br />

Next, I share two games I use that promote<br />

metagame conversation around SEL skills,<br />

in particular, ethical decision-making with<br />

perspective-taking. Using games, these two<br />

skills can be taught in tandem, as players<br />

ISSUE • <strong>12</strong><br />

2 3

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