{"id":278810,"date":"2025-06-24T22:52:41","date_gmt":"2025-06-24T22:52:41","guid":{"rendered":"https:\/\/michigandigitalnews.com\/index.php\/2025\/06\/24\/how-to-be-as-interesting-as-a-video-game\/"},"modified":"2025-06-25T17:07:59","modified_gmt":"2025-06-25T17:07:59","slug":"how-to-be-as-interesting-as-a-video-game","status":"publish","type":"post","link":"https:\/\/michigandigitalnews.com\/index.php\/2025\/06\/24\/how-to-be-as-interesting-as-a-video-game\/","title":{"rendered":"How To Be As Interesting As A Video Game"},"content":{"rendered":"<p> [ad_1]<br \/>\n<\/p>\n<div itemprop=\"text\">\n<aside class=\"mashsb-container mashsb-main mashsb-stretched\">\n                <\/aside>\n<p>            <!-- Share buttons by mashshare.net - Version: 4.0.47--><\/p>\n<h2 class=\"wp-block-heading\" id=\"h-on-student-engagement-how-to-be-as-interesting-as-a-video-game\"><b>On Student Engagement: How To Be As Interesting As A Video Game<\/b><\/h2>\n<h3 class=\"wp-block-heading\" id=\"h-terry-heick\"><strong>Terry Heick<\/strong><\/h3>\n<p>Agreeing on how to best establish what a learner understands isn\u2019t simple \u2014 if for no other reason then understanding itself isn\u2019t simple.<\/p>\n<p>The <a href=\"https:\/\/www.teachthought.com\/learning\/difference-gamification-game-based-learning\/\"><strong>difference between gamification and game-based learning<\/strong><\/a> is important: the former uses encouragement mechanics to promote engagement, while the latter uses video games as core sources of learning material or cognitive action) is one response.<\/p>\n<p>By embedding diverse achievements into activities and assessments, learning progress can be refracted infinitely. These systems would be able to more flexibly respond to unique learner pathways and abilities, and would further serve as encouragement mechanics \u2014 instead of one carrot stick, there are hundreds. And not just carrots, but every fruit and vegetable imaginable.<\/p>\n<p>But video games have even more to offer formal learning systems. Lots more. While what actually constitutes a video game is changing with emerging technologies, in these digital playgrounds progress is usually iterative and requires players to demonstrate proficiency in certain areas.<\/p>\n<p>To be able to do\u00a0<em>this<\/em>\u00a0before moving on to\u00a0<em>that<\/em>.<\/p>\n<h2 class=\"wp-block-heading\" id=\"h-how-video-games-have-mastered-learning-engagement\"><strong>How Video Games Have Mastered Learning Engagement<\/strong><\/h2>\n<p>There are tropes in video game mechanics that players almost universally dislike, including \u2018training\u2019 sessions, where players must prove to the video game that they can perform a basic function before moving on. Turn left, turn right, jump, pick up an object, open a map, etc.<\/p>\n<p>Unskippable cut scenes that aren\u2019t meaningful or integral to the game itself are also not fun.<\/p>\n<p>A lack of player choice\u2013games where developers lead you down a single path and offer the appearance of choice without offering any agency of note? Not \u2018engaging.\u2019<\/p>\n<p>A game that\u2019s too difficult or too easy? Not at all engaging.<\/p>\n<p>A game where the mechanics themselves aren\u2019t engaging\u2013the actions and behaviors that players can actually control\u2013isn\u2019t fun because what you\u2019re doing isn\u2019t engaging. You\u2019re just operating the functions of a pre-determined system that doesn\u2019t need you, wasn\u2019t created for you, doesn\u2019t require specific genius or talent you might have, and looks and sounds and plays the same for every single player regardless of their abilities, background, goals, interests, etc. Sound familiar?<\/p>\n<p>While something like a basic proving ground doesn\u2019t sound bad in theory, it stifles fun because it destroys the players\u2019 own sense of pace, interest, and curiosity. It is a stern reminder that you are playing a game, that the game is in control and you\u2019re only along for the ride, which dissolves immersion as well.<\/p>\n<p>Not much different than school, then.<\/p>\n<p>Most game designers have learned, however. Mandatory training sessions and even unskippable cut scenes \u2014 breaks in play that force players to watch videos that may or may not be integral to the game \u2014 are less frequent than they were two years ago. They\u2019ve also evolved unlocking. By performing tasks \u2014 as minor as opening a treasure chest, or as significant as completing a level \u2014 new \u201cthings\u201d are unlocked: new areas, new weapons, new characters, new abilities, and so on.<\/p>\n<p>These mechanics serve to encourage the player because to move forward, items need to be checked off \u2014 in a manner that is not only visible, but that rewards play, experimentation, and curiosity. And in contrast to the aforementioned mandatory training session, they are incremental, intermittent, often voluntary and reward players immediately.<\/p>\n<p>Climb a mountain or slay a robot enemy? Bam. Shiny new item as a reward, proceeding level unlocked, game completion percentage blinks on the screen. Immediate feedback and visible progress.<\/p>\n<h2 class=\"wp-block-heading\" id=\"h-takeaways-for-learning\"><strong>Takeaways for Learning<\/strong><\/h2>\n<p>So what\u2019s this have to do with school? A lot, actually.<\/p>\n<p>While there is no single way \u2018school is,\u2019 there are general patterns that reward compliance, thoroughness, and punctuality while stifling learner-centeredness, abstraction, and play. What would happen if a student engagement was required to unlock the next assignment in a project-based learning environment? In light of student engagement demonstrating irregular progress rates \u2014 especially in middle school \u2014 holding a student engagement back because they are struggling with an idea doesn\u2019t make sense.<\/p>\n<p>So video games don\u2019t do that.<\/p>\n<p>While the player \u2018struggles\u2019 \u2014 i.e., build fluency with a skill or idea \u2014 game designers let the player continue to play. To learn. To have skills modeled. To be inspired. Game designers learned to give the game back to the players so they could unlock their own experiences \u2014 and inspire the game designers to boot with their ideas.<\/p>\n<h2 class=\"wp-block-heading\" id=\"h-getting-out-of-the-way\"><strong>Getting Out Of The Way<\/strong><\/h2>\n<p>Essentially the matter at hand here is personalized learning. Allowing users to proceed at their own pace, to play with ideas and content, and to gain a variety of achievements beyond those educators insist upon. Learning is very much a game. It has rules, rewards, and should be amendable to suit the goals and natural gifts of the learner.<\/p>\n<p>Video games have been forced to change from their linear, closed-ended approach because they are essentially small businesses, and in any business that isn\u2019t \u2018making money,\u2019 there is no guarantee of future games.<\/p>\n<p><span style=\"line-height: 1.5;\">But for learning environments, the potential loss is much greater. <\/span><\/p>\n<p><span style=\"line-height: 1.5;\">And so they must\u00a0<\/span><em style=\"line-height: 1.5;\">at least<\/em><span style=\"line-height: 1.5;\">\u00a0match this kind of evolution by putting students first, and adapting the game to them. One way of doing so is offering diverse pathways through content to unlock, and offering equally diverse rewards for said unlocking.<\/span><\/p>\n<h2 class=\"wp-block-heading\" id=\"h-how-to-be-as-interesting-as-a-video-game-engaging-today-s-students\"><span style=\"color: #000000;\"><b>How To Be As Interesting As A Video Game: Engaging Today\u2019s Students<\/b><\/span><\/h2>\n<p><span style=\"line-height: 1.5;\">1. Design lessons that \u2018can\u2019t work\u2019 without student engagement<\/span><\/p>\n<p>2. Design learning experiences so that students see visible progress on a daily basis.<\/p>\n<p>3. Make objectives clear, and offer student engagement multiple ways to accomplish them.<\/p>\n<p>4. Give students the tools to design and build something you hadn\u2019t even considered\/never would\u2019ve thought of.<\/p>\n<p>5. Design with iteration in mind: one skill builds on the next, and students need it all to succeed.<\/p>\n<p><span style=\"line-height: 1.5;\">6. Use project-based learning where students design the entire process from brainstorming to publishing.<\/span><\/p>\n<p>7. Give students malleable learning tools and resources that they can customize, or \u2018upgrade\u2019 to fit their approach to learning.<\/p>\n<p>8. Make learning both collaborative and competitive.<\/p>\n<p>9. Consider challenge-based learning and place-based education, where students solve problems important to them, in communities that are watching.<\/p>\n<p>10. Gamify your classroom in a way that focuses not on standards, data, or \u2018proficiency,\u2019 but personal progress meaningful to the student.<\/p>\n<p>These approaches, while vague, can help you get the jump on learning engagement in your classroom that parallels the stuff that captivates them so completely on all those digital screens.<\/p>\n<p class=\"has-text-align-center\"><em>10 Strategies To Design Your Classroom More Like A Video Game; Design Your Class Like A Video Game<\/em><\/p>\n<p><!-- CONTENT END 1 --><\/p><\/div>\n<p>[ad_2]<br \/>\n<br \/><a href=\"https:\/\/www.teachthought.com\/learning-posts\/design-your-class-like-a-video-game\/\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>[ad_1] On Student Engagement: How To Be As Interesting As A Video Game Terry Heick Agreeing on how to best establish what a learner understands<\/p>\n","protected":false},"author":1,"featured_media":278811,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"_uf_show_specific_survey":0,"_uf_disable_surveys":false,"footnotes":""},"categories":[173],"tags":[],"_links":{"self":[{"href":"https:\/\/michigandigitalnews.com\/index.php\/wp-json\/wp\/v2\/posts\/278810"}],"collection":[{"href":"https:\/\/michigandigitalnews.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/michigandigitalnews.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/michigandigitalnews.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/michigandigitalnews.com\/index.php\/wp-json\/wp\/v2\/comments?post=278810"}],"version-history":[{"count":0,"href":"https:\/\/michigandigitalnews.com\/index.php\/wp-json\/wp\/v2\/posts\/278810\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/michigandigitalnews.com\/index.php\/wp-json\/wp\/v2\/media\/278811"}],"wp:attachment":[{"href":"https:\/\/michigandigitalnews.com\/index.php\/wp-json\/wp\/v2\/media?parent=278810"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/michigandigitalnews.com\/index.php\/wp-json\/wp\/v2\/categories?post=278810"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/michigandigitalnews.com\/index.php\/wp-json\/wp\/v2\/tags?post=278810"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}