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Gaming Classrooms

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Mon Mar 27 2006

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When showing a great simulation to an instructor, I often get back the following response.

"It seems like students could game this." Then the instructor leans back, smiling triumphantly, as if having delivered the killing blow.

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"Well, the simulation represents about 15 hours of student time. Sure, if they wanted to put in an additional 15 or 20 hours, they could probably get a better score not on their successful integration of productive knowledge, but on finding the cracks in the scoring algorithm and level design." I reply. "But that would almost necessarily come after they learned quite a bit."

The instructor shakes his or her head. "The whole gaming thing troubles me. We need to have a higher level of integrity in any kind of grading or scoring."

Here, for the first time anywhere, is what I really want to say:

"Listen. I have been gaming classrooms for my entire life in order to get better evaluations, comments, grades, or certification scores. I have been dressing appropriately, feigning interest in topics that bore me beyond belief, cramming for tests in a way where my command of the information has a half life of hours desperately hoping that I forget the information moments after I write it down not moments before, skimming tangential sources to ask the one question that makes me seem much more knowledgeable than I really am, interviewing past students to see what will be on the test, playing back what the instructor said without understanding it at all, and pretending to take notes when I am really designing a biosphere in the margin. You want to talk about gaming? What do you think all of your students are doing all of the time?"

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