The games are all over the place, in the palm of your hand with smart phones and tablets, on the computer, on the traditional consoles, and even running directly into the Tv. And to be seen as the villains in the past, so in theory they encourage violence and the spread in the young, it seems that the game is now turned on (with the pardon of the pun) and more and more games are now being used as extra tools in the learning process.
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Video games have the ability to go beyond the barrier of a hobby and to help bring the entertainment and interactivity to the classroom. To play a video game, in a general way, that it stimulates the ability to perceive thee, and encourages them to make quick decisions, calculate risks, and to manage the various elements, while at the same time, to make a mistake and learn from it.
By Greg Toppo, a reporter for the specialist in education in the USA Today, and author of the bookThe Game Believes in You” (The Game Believes in You,” or, in free translation), writes that “after decades of ambivalence, suspicion, and sometimes hostility to, the teachers are beginning to discover the charms of the game and digital simulations, and, in the process, rewriting the rules of the centuries-old knowledge, motivation, and success.”
Already, the Washington Post stated that “the school is the final frontier for gaming, and its adoption has been slow, but is gaining more and more supporters.” We are dealing with children and young people in the digital age. It is only natural that the old methods of teaching, that pretty much is mostly analog, does not have the same impact as in decades past.
Gamificar some of the educational processes, that is, to pass on to the student, the content, the grade of the school in a way that is more attractive, and it speaks in the language at this young age, becoming more and more digital, there has been an approach used by many teachers, including those in Brazil, and that has brought a return as well as positive.
In particular, you will get to know a professor who teaches History to its students, with Assassin’s Creed and other games, and even the Game’s developer, this series will also talk about all of the meticulous work of research that is done in order to create the game, as well as Microsoft explains it as the Wallpaper has changed to the concept of gamification in education.
The “Leap of Faith” (from a History teacher
The “Leap of Faith” or “Leap of Faith” is the classic jump in the game, red dead Redemption, where the protagonist must rely on his own skill in the playing of a very high, and you are able to land safely.
By making an analogy to the real world, it is known the movement has been adapted for the education of the teacher, Marili Bassini, who believed in the idea and managed to implement with success the dynamics of the video games in their classrooms.
The teacher and the teacher Marili Bassini’s degree in History from PUC-Campinas) and a master degree in Cultural History (UNICAMP), brazil. She is currently a faculty member in the Organization of Courses and pre-university courses, and teacher in the new independent states (NIS (Centre for Integrated Education), of the Fundação Romi. Marili is also teaching in the Network of the British (SP), in São Pedro, Piracicaba and Capivari. In addition to the Story, she is also working with the Philosophy and the social sciences.
Marili, who had been working with the new technologies in education, she began to notice the games with the other eye when you look at the theme of some of the games, it is possible to notice, that so much of what he himself was teaching in the classroom I was in there. “I realized that I couldn’t get even the most ( … ) of the students in the adolescent] to comment on the game. There was a passion for the very first time that I took the game to the living room. Don’t stop, and I went in deeper”.
Marili account to your youtube video in the beginning, the greatest resistance came from their own colleagues. “There was a fellow from the area who came to call me crazy in the beginning, but then they saw the results let. He was dazzled by the engagement of the students,” he said.
With the support of the coordination and direction of the school in which it is engaged in the design of the games, the teacher makes it clear that the students are the main actors in the process.
“The students were hints of the game that I hadn’t seen before, and went back to find out. No one does anything on his own. This is the sum of the efforts, and they are the big stars. (…) We are learning together,” says the teacher. “From then on, the result has amazed all of us. The involvement of the students, and to focus on their classes, ( … ) surprised us”.
Marili states that it is possible to stimulate the students in various ways with the games ever since, increasing interest in the research into the refinement of the information, how to choose reliable sources, to have a critical look at the issues, work as a team, and so on.
“I’ll bet you that this is the future of this dynamic, different, that’s school work, with a different teacher. A teacher who is only going to help you ‘join the dots’, and the rest of the students are going to do,” he emphasizes. Marili when you talk about gamification in the classroom. “I personally think that this is the future of education.”
And how do you choose which game to bring to the classroom? Marili account, which started with the design of a game with Detroit: Become a Human, where they discussed subjects such as philosophy, history, and literature. Then, when you are working with some of the titles in the series, Assassin’s Creed, Marili went on to promote the students ‘ further discussions and interdisciplinary work.
“The choice of [ red dead Redemption] is due to the historical nature of the franchise, and dealing with the issues,” he says. “The idea is to make a step in the history in the series, and that it is also showing the limits of the research, as it has to be done to achieve the landmark, and the selection of sources of information,” points out the professor that you want to use the Site in the future, as well as by the appeal to history.
A time capsule of the Assassin’s Creed
As a teacher, Marili Bassini said of the series, Assassin’s Creed is known for its strong historical appeal, even after making a few necessary adjustments to make the game. Those who continue to walk through the process of scrutiny during the development of the game in the franchise, it’s Maxime Durand, Production Coordinator, and a Historian of the Game.
Maxime says in the youtube video that is all over Assassin’s Creed iii has been created with the help of historians and management consultants. He says, further, that in the process of setting the scene and the detail of the game starts off with an in-depth research of historical eras and characters of remarkable in those times and places that are relevant. This is a constant throughout the development of the game.
Even with all of the research, he says, to re-create the past perfect, that is impossible. “We only have fragments of it [in the past], and possibly lose a critical component,” says Maxime. “Even so, the team can still work with what you have left to do is a serious work of research and documentation. To this end, we rely on our advisors and a great deal of references to books, historical magazines, peer-reviewed papers, online archives, and museums, and archeological sites,” he says.
In spite of some of the educators use the series in Assassin’s Creed iii in the classroom, Maxime says that there is a partnership with schools. However, noting that the focus of most education of the game, Ubisoft has created a dedicated mode to do this.
“In Assassin’s Creed I and Assassin’s Creed iii the Odyssey , you have the ‘Discovery Tour’. It is possible to walk around freely, explore and learn about the ancient ancestors without having to be concerned with the aspect of the normal campaign of the game,” says Maxime. In this way, everyone can figure it out and learn on your own time, or, if you wish, you will also embark on a tour that was made with the curator of the historians”.
On the way Discovery Tour-this is a free update for everyone who already own the Assassin’s Creed iii the Odyssey , and the Origins for consoles and PC. In addition, the Game offers a version of the “stand-alone” (separately, without the need for the base game) on the PC, a low-cost, in order to be more accessible to both teachers and students.
“Even the teachers and the students who don’t have a computer that is well-equipped, or in a console, you can still take advantage of the Discovery Tour. We have a 30-travel-tours-available-in-the canal of Assassin’s Creedon YouTube,” says Durand.
In a creative world made out of blocks
To re-create aspects of the ancient civilizations in one game is quite a challenge, especially when trying to be as faithful as possible to the events of last season. But what if you had the opportunity to create their own world, freely, block by block?
With this in mind, we can travel in the universe of the interactive of the historical events to a different place where your imagination and creativity are your only limits. Minecraft is a game type “sandbox”, or a box of sand (in free translation), where you can explore, break down, build up, create adventures, and so on. Established in 2011 by Markus “Notch” Persson and the game that was later obtained by Microsoft, as early as 2014.
For her appearance, well colored, and mostly without demonstrations, of graphic violence, in Minecraft, since its creation, it has fallen into the graces of the children, young persons and educators, who saw in the sandbox is a great tool to develop attention and thinking of the students.
Barbara Cabral, Director of Education at Microsoft, in Brazil, explains in this interview in the youtube video that is given to the call for education in addition to entertainment, in and of itself) that Minecraft has a variety of partnerships with institutions and organizations in support of education, as well as a platform that brings together multiple modes of learning using the game.
The “ Minecraft: the Education Edition, is an online platform for learning-based games that develop skills in STEM (short for Science, Technology, Engineering, and Math (in English), to release their creativity and engage students in collaboration and solving problems,” says Vera. “It offers features specially designed for educational use, including tools for assessment, and the multiplayer in the classroom to allow the students to work together in the immersive environment of the game.
In addition to the schools, you’ll see highlights that, in march of this year, the company has announced a pack of free access to the Microsoft Education Collection, which is available as a free download until June 30, 2020.
“With hundreds of children and families in the home due to the closure of the schools, the families that have to deal with in need of help with their children’s education in remote and to balance this with the time it takes to have fun. For this reason, we have added a new type of Education in the Minecraft Marketplace, the educational content is free for parents to download,” explains the director.
Vera says that Microsoft has already led to other projects in the area of education, and in April of that year, she performed for the year 2020, Minecraft Education, the Challenge. The challenge of building a virtual it invited students from all over the world to learn about sustainability, and social inclusion. The proposed solutions have been designed with the Minecraft: the Education Edition.
“The challenges are always a great way to engage your students in creative problem-solving, and the learning is project-based,” explains the director. The “ Minecraft: the Education Edition, it encourages collaboration and communication, and also to create a sense-of-humour and fun, which is particularly relevant at the moment of suspension of social life”.
Video Games in education, so why not?
Video games are a great form of entertainment and challenge, but maybe you’re on the limited and just look at them in that way. A few years ago, and I’m not talking about for such a long time, to consider the possibility of using a game as an extra tool for education, it was regarded as an outrage.
As time went on, a new generation of students are almost completely immersed in the digital world is a reality, and the schools need to find new ways to engage the attention of this young man’s computer. And why are they not in the game? Gamificar some of the processes of education, not only proved effective as it made the teaching more dynamic, interactive, and fun for the students and the teachers.
As well, ” said the professor, Marili Bassini, “if you don’t like it, and don’t have fun with what you do, there must be something wrong.”