This post originally appeared in The Total Learner Experience in May 2010.
I’m attending the Game4Change Festival in NYC for the first time this year. I might do a bit more formal commenting in later posts, but these are a few of the thoughts that keep coming up:
1) STEM– everybody kept talking about STEM content (science, technology, engineering and math) but I always wonder if STEM content in games is accurate and/or complex enough. I don’t know what the answer is to the balance of engagement and science content, but the brief glances I took at some games were encouraging.
2) What is the role of facilitators and teachers for these games? I am not sure that higher level learning outcomes happen for the majority of learners/players without some guided instruction. I know that some choose to become engrossed in this worlds, but the vast majority do not. Also, who will be pushing kids to these worlds. It seems like you will need lots of engaged ambassadors helping get the word out and getting the kids initially turned onto these games.
3) “Everyone”– People kept saying that everyone plays games. There was a good bit of homogeneity to the crowd. Mostly young, male, and white, with a few Indians and women. This was a laptop-carrying crowd, and while access was mentioned during the education days, it wasn’t so much yesterday during the main session. While I spoke with some practitioners who seemed to get it, a lot of the comments I heard tended to assume technological prowess.
By far, the getting kids involved with social games– as both creators and players– was the best takeaway I had from this conference. It reaffirmed and rekindled my belief in the power of kids doing.