There are a class of digital games which require the formation of “cross functional teams” (Gee, 2005). Cross functional teams are “a group of people with different functional expertise working toward a common goal.” The ability to take on and respect these different roles is a sign of good, healthy collaboration rather than simple “group work” where participants work side-by-side but not together.

To access the best gear in World of Warcraft, for example, groups need to be formed in order for certain content (raids or dungeons) to be successfully completed. The kinds of challenges the groups face demand there be a character up front sucking up all the damage from the big bad guy (a tank), someone staying out of trouble healing (a healer) and three other characters doing damage to the big bad guy (DPS – damage per second characters). Characters specialise in their areas and need to stick to their role if the encounter is to be successful; you cannot win a dungeon if your group comprises solely of one class or of people not sticking to their assigned roles (read: a Leroy Jenkins).

Players must understand their character’s abilities and roles, but also integrate and coordinate smoothly with the group as a whole, embodying what James Gee calls “cross-functional understanding” (2005). What you get then is a group coming together in a shared endeavour, each character an integral part of the puzzle. These dungeons constitute an “Affinity Space” – a place where experimental learning happens, where newbies and masters unite, knowledge is dispersed and leadership is flexible. In a World of Warcraft raid group you learn and grow together; fail and succeed together.

A group of people working together, taking different roles, communicating and collaborating? This is good stuff – stuff which indeed hits on many aspects of what we consider to be elements of good learning experiences:

  • It flexes many of Guy Claxton’s characteristics of powerful learners, most notably that of experimentation and the virtue of sociability (Claxton, 2013).
  • It takes a cue from not only a constructivist view of learning, where learning emerges from experiences, but also a connectivist approach where learning is strengthened and enhanced when nodes of knowledge (players) connect and diffuse knowledge.
  • It is an interactive approach to learning, not one in which learners are passive receptacles (Becker, 2011).

What is interesting is considering these informal, affinity based groups alongside the idea of identity and social inclusion as well. It allows students to experiment with different roles and identities, ones which could be altogether different from those they embody on a day-to-day basis. It doesn’t matter how fast you run or what clothes you wear or what your recent writing sample was scored at – in a MMO (massive multiplayer online game) it comes down to how well you know your class, how well you can work together, communicate, collaborate and trust each other. Participation in affinity spaces can bridge barriers and bring people together.

Setting up experiences where students get to be a part of a cross functional team can therefore lead to great learning in and of itself, but can also be used as a springboard or scaffold into offline collaboration too. Cross functional teams are valued hugely in many areas because they can flexibly meet challenges and deliver creative outcomes. Helping students to be active participants in these kinds of groups – to be able to take on different roles (a leader or a follower, a devil’s advocate, an experimenter, or a dreamer) – is good stuff. The importance then would shift into reflecting deeply on your online experiences and taking those learnings into group projects, social interactions, and collaborative learning IRL. Thankfully there are strategies and tools that can assist this – de Bono’s Thinking Hats and NoTosh’s Design Thinking tools spring to mind.

Digital Games are not just the past-time popular media would have you believe, but powerful spaces for learning and powerful prompts into other learning. Using cross functional teams as a training ground for offline collaboration and social inclusion is one of these.

So – who do you want to be today? A tank, a healer or a DPS?


References

Becker, K. (2011). Distinctions between games and learning: A review of current literature on games in education. In Gaming and Simulations: Concepts, Methodologies, Tools and Applications (pp. 75-107). Hershey, PA: . doi:10.4018/978-1-60960-195-9.ch105

Claxton, G. (2013). What’s the point of school?: Rediscovering the heart of education. Oneworld Publications.

Gee, J.P. (2005). Good video games and good learning. Phi Kappa Phi Forum, 85(2), 33-37. http://dmlcentral.net/sites/dmlcentral/files/resource_files/GoodVideoGamesLearning.pdf

I’m a gamer at heart. Have been since Dad bought home a brand new Apple IIe sometime in the late 80’s. I played everything from Where in the World is Carmen Sandiego, to Oregon Trail, to Lemmings, to the original Prince of Persia, and haven’t stopped since. After high-school I took a tumble into World of Warcraft and spent a good (read: very good) amount of time in Azeroth. I was in a serious raiding guild, even. I’ve since moved away from the MMORPG scene and am enjoying my PS4. I’ve just finished playing The Last of Us, which was a brilliant, captivating story and enjoy pwning n00bs via epic headshotz in Battlefield 4.

I’m also an educator, passionate about leveraging the affordances of the digital age for good learning.

Naturally then, I have come to this most recent paper in my Masters programme, “Game Based Learning”. Here is where my current thinking is at regarding gaming and education and it’s challenges and opportunities…

Games have the ability to be platforms for great learning or platforms for mindless consumption. I’m not saying that mindless consumption is a bad thing – I do it all the time, but only at home after a hard days work and when the 2 year old is asleep. School is for learning and challenging and growing the skills, knowledge, and dispositions people need for an increasingly digital future-world. Games are risky, perhaps, at school, because game-design is based on elements which immerse the gamer into the game world, keeping them wired in and playing. Educators need to be careful, critical, and judicious when selecting how to best use games for good, solid, helpful learning.

You can ham-fistedly, haphazardly introduce games into the classroom without considering their effect. Much like app selection, it’s important to choose games with a critical eye. Is this just fluffy, round the edges learning, or will the experience of the game truly bring about deeper understandings and authentic learning. Is the game a skill and drill game (which has it’s place) or a sandbox game? Games such as Minecraft and apps such as Explain Everything are powerful platforms where students can be flexing their creative muscles and producing innovative, personality-filled learning, for example.

But where might games fit? The technology is here, the will is here, but if we are mandated by the Government to be focusing heavily on reading, writing and maths, and being judged by the public and the Ministry on our reading, writing, and maths data in league tables and such, is there room for the judicious use of games? I certainly hope so, but can’t quite see how they might fit together just yet.

It’s my intention in this paper to find where the two may meet – gaming and traditional school stuff we have to do.

There is the other side of the coin here too – building the skills, knowledge, and mindset a programmer / creator of games requires. This is amazing, authentic learning, so rich in both skill development and dispositional development. To have students growing up understanding the world around them is created and create-able by themselves, not just there to be consumed, is powerful learning.

I’m also interested in this lingering notion that gaming is for socially-inept weirdos. I’ve felt it myself when explaining to people how I spent a few hours playing a certain game on the weekend. They don’t quite get it. The only people I can really talk with about gaming is my 7 – 11 year old students! What cultural, social pressures would gaming in a classroom face? Quite a hefty amount, I presume.

So that’s where my current thinking is at regarding gaming in education. A slight inch of sceptiscism which I’m finding odd considering my years and years of gaming experience, but mostly curiosity and interest and a true desire to find out how games could fit into the multitude of other competing considerations which swirl around schools. I’m really looking forward to exploring these challenging questions further.

Game on!