I love getting the chance to chat with like-minded educators at conferences, and since I left NCCE last week I’ve been processing all of the great discussions and ideas. At the conference I presented about some of the classroom gaming I’ve been doing, but I also got so see a few other presentations on similar topics. It’s clear to me from the discussions I had after these sessions that the concept of gaming in education makes sense to a lot of educators, but often the parallels between gaming and learning are not immediately obvious, particularly when trying to make the argument for classroom gaming to school leadership. To help other educators understand and articulate the value of gaming in the classroom (both through gamification and playing games) I thought I’d write a few articles to focus on some specific benefits of gaming. My hope is that you can use these as discussion starters in your schools and districts to help get the gaming ball rolling. Given my track record of updates to this blog (read: I’m bad at updates), I don’t know how many of these I’ll do. Baby steps.
Rules Are Fun!
One of the prime reasons that we play and enjoy games is the constraints of their structured rules. It may seem counterintuitive to say that rules are fun, but rules provide players a framework within which they can strive for success. No rules means there’s nothing to challenge your progress. No challenge means no sense of achievement. In other words, we need rules and constraints for our successes to have any meaning. So why do the rules of a game produce an enjoyable and engaging experience that encourages progress, while the rules of school often produce a de-motivational experience that shuts down student progress? It all comes down to the perceived potential for success.