For those of us who grew up playing the Sonic the Hedgehog games on the Sega Genesis (and those currently playing the many remakes), I'm sure you remember the first time you accidentally landed on a set of spikes. A very nasty "piercing" sound effect would play, you lost all of your rings, and Sonic went falling back in a dramatic, helpless manner.
That's when you first learned that you should avoid those spikes.
Commercial video games have been covertly teaching us, and we have been inadvertently learning from them, since the days of Pong. Using a variety of design principles and mechanics, video games and virtual worlds have served as the epitome of the digital learning experience long before iPad apps, MOOCs and other digital learning environments invaded the educational world.
Educational researchers have discussed this phenomenon for quite some time, and it seems that educators and educational leaders are more open than ever to using video games as learning resources. As we prepare for the release of the Playstation 4 and XBox One, and as we try to figure out the best ways to implement video games into the classroom, I have begun to wonder:
How far are we from having a high-quality educational video game console for the home? By this I mean one dedicated to a television set like Playstation and XBox. Is this possible?
An engaging, high-quality educational video game console for the home could be an amazing advance in education (and possibly a major tool for the "flipped classroom" strategy). I think we are closer than ever before, but there are still many major factors to consider regarding how to make sure such a console succeeds.
Here are some of my thoughts:
- One of the biggest challenges would be marketing. Video game consoles like Playstation and XBox are marketed to their target audience with a focus on fun, innovation, and expression. You feel like you're a part of something bigger when you play the latest video game at home, even if you're playing by yourself (subsequently, you may feel like you're missing out on something if you're not playing the latest games). An educational video game console would have to be marketed in a way that brings this sense of fun, innovation, expression and belonging to the student, or else he or she may never feel compelled to play.
There are many other areas that need to be discussed regarding creating a great and successful educational video game console for the home; too many to list in this blog. But there is no doubt that we are closer than ever to this possibility, and that if this feat can be achieved, it would be an exciting and revolutionary achievement for education.