This week I saw gaming in a whole new light as I excitedly began to see the true potential digital blurring has to offer the greater good of the planet. Digital blurring not only interchanges a platform of skills amongst different digital technologies (Howell, 2014), but can further blur from the cyber world into the physical dimension, as indicated by the below video.
Children are the future, and if we want to alter future mindsets in order to heal the world what better way to reach children than through gamification, as gaming is a fun and interactive way to scaffold students’ learning and evokes “blissful productivity” (McGonigal, 2010).
As a teacher, I would employ games that go beyond basic moral messages contained in this simple Sploder game I created: aim for prosperity and avoid ‘bad people’. I would expand to incorporate games that produce skills and knowledge, as well as spark emotion, about authentic global issues that need urgent attention (McGonigal, 2010). Examples of these issues include environmental preservation and destruction of the segregation illusion that comes with patriotism, race, and status. McGonigal (2010) talks about gamers coming up with unique solutions for global issues. However, for primary schools, I suggest having multiple choice option games where constructive actions that can be taken to achieve positive outcomes for humanity and the planet warrant ‘correct’ answers. Children’s mindsets influenced by gaming are then blurred and transferred to the physical dimension where, hopefully, these new ways of thinking become a norm and the planet gradually transforms.
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Howell, J. (2014). Living and learning in the digital world mod 02 04 week 7 [ilecture]. Retrieved from http://echo.ilecture.curtin.edu.au:8080/ess/echo/presentation/9d8a1cd3-f679-4184-8791-6765f6454274
Interinclusion. (2014). Laptop [Image]. Retrieved from http://www.interinclusion.org/inspirations/upgrading-the-video-game-of-life/
Kendoan. (2012). Faces [Image]. Retrieved from http://kendoan.wordpress.com/2012/10/01/online-identity-in-online-gaming/
McGonigal, J. [TED]. (2010, February 1). Gaming can make a better world [Video file]. Retrieved from http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
Sedona Crystal Rainbow. (n.d.). Peace earth [Image]. Retrieved from http://www.sedonacrystalrainbow.com/Heart.htm