I
have played the game Phantasy Quest three times to experience the learning process by playing
a game. First of all, it is an easy game to start with. The visual design is
good, without a bunch of items displayed there to annoy you. The instruction is
clear and explicit, with both arrows and dialogue box reminding you. And most
importantly, there is time limit! Personally I hate those games with time
limits, which will make me too nervous to win the game.
When
I was playing the game, I was thinking that if my future students play this
game in my language class, what would my students learn from this game? The most
basic one is the vocabulary, I think. Each time you click on the item, there is
will be a dialogue box telling what it is. You may click on the item several
times to try to find out your target in playing the game. That kind of repetition
can help students remember the vocabulary in the game. In addition, the game is
a kind of exploring game. Students read the instruction and explore all the
scenes in the game. They can learn how to complete the task step by step, which
means they will become patient in language learning. What’s more, even if they
cannot figure out the route to the destination, they can refer to the
walkthrough, where they can know how to successfully win the game, without
feeling frustrated at all. Let’s see how the game is helpful to students intrinsically.
This game includes almost all the elements mentioned by Tom Chatfield in his TED
video 7 Ways Games Reward the Brain. It
has uncertainty because you are stranded on a deserted island. It gives you
immediate feedback and reward once you click on something. You are engaged in
the game because you are always encouraged to find the target and complete the game.
Besides, the clear and interesting instruction really helps when students are
exposed to the game individually.
With
the help of game, the language learning process becomes more interesting. Teacher
acts as an instructor to give students hints if they need, or enhance their learning
after they play the game. Students would explore the game by themselves first,
and then get some feedback or instruction from the teacher. As a future
teacher, I would use walkthrough for the game. But I would only use it when
they are at loss. I will encourage them to explore by themselves first, and
then provide them walkthrough. To assess their learning, I would refer to KyleMawer's task types for assessing content learned in games. I would ask them to
note down their difficulty and success in the game to assess their personal experiences.
I would pay attention to their emotional change toward the game, for example, whether
they are encouraged by the game to learn more, or they are just frustrated. I
can imagine, gamification in language class would be very interesting!
I really like the way you showed that this particular game "includes almost all the elements mentioned by Tom Chatfield in his TED video 7 Ways Games Reward the Brain." Perhaps a more specific link from Kyle Mawer's wiki would be more useful than the general link. How about http://kylemawer.wikispaces.com/three+stages ?
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