Sunday, October 27, 2013

Super Nerd Sundays Presents: Learning Systems Revisited!



I teach for a living.  It's a strange occupation, to be sure, one I never thought I'd be engaged in, but I've found that I've got a taste for it: the truly grueling failures, the tentative, small successes as students eke forward, grow as people and then, eventually leave your care, hopefully prepared for at least part of what life's going to throw at them.  When I first started teaching, a little over a year ago, I wrote an SNS on how game theory had influenced my student policies, and how I tried to use game mechanics like feedback support as a mechanism for student engagement.

It failed miserably.

Lately, however, I've been trying something new.  I've been giving students hyper-directive feedback about objectives.  That isn't to say that I'm telling them how they should think, or what they should think - while that's unfortunately an all too common practice in education, I find it pretty reprehensible and counterproductive.  No, I'm simply telling students what I want them to get out of each lesson at the end of each lesson.  I watch them attempt a task, present them with feedback, and then discuss, very directly, their performance at said task.

The end result is a relatively high level of student engagement: my students do their work, they employ the feedback I'm presenting them with, and they consider what I'm saying as relevant, rather than vaguely impressionistic bullshit (a potential problem that can emerge from less directive teaching approaches).  Previously, I gave them a performative framework that they could track their progress within, a percentage meter of the course that they could watch gradually fill up.  That failed miserably.  Now, I hit them again with each point, like the end scene of a tutorial, or like a repetitive objective in a game, and the result?  So far, an engaged, attentive classroom that manages the tasks I set them at deftly, and is rapidly improving at learning.

By presenting a transparent goal system, rather than presenting a transparent feedback system, I'm giving my students something concrete to lean on while they study.  I'm making often abstract discussions very, very concrete by solidifying them around one or several goals.

There are rogue data points, but I'm struck by just how effective this method of direct intervention (without directive practice) has been so far, particularly because it's a marvelous way to condition players in video games to be totally unable to solve problems.

In video games, directive objectives, when exposed, tend to make players either feel stupid or lead about by the nose.  Consider a game like Mirror's Edge, hyper-directive in its objectives and its calcification of lessons through objective oriented play and dictation.  Mirror's Edge, after listing off objectives out the wazoo and highlighting relevant environmental frameworks for your playing-ease, ends in an unsatisfying series of puzzle rooms built on those previous objective-lessons which, without the framing that the objective lessons themselves had, are incoherent messes of play.  ID first person shooters are similar, presenting samey gameplay concepts that drive home a single point, reinforcing that point each time, until the game is changed, the stakes are raised, or the context is shifted.  Then, post-context shift, players, who might normally expect a specific lesson, are left to feel out how to blow up the Macron by circle-strafing or charge the Hellcube to tear off bits of the Cyberdaemon.  Assassin's Creed: Revelation's strategy mini-game, which vascilates between piss-easy objective-lesson missions and controller-snappingly-hard pissing in the dark slamming your head against a wall missions is an even better example: the lessons condition you to expect a particular kind of play, based around a single issue, or a new kind of issue, and instead players are simply given a challenge that violates the lessons they were previously taught.

These games are, for lack of a better term, dumb.  Their gameplay and lessons are often quite shallow, and they manifest briefly.  They occur in broad, repetitive systems that draw themselves out through arena setups and repeats.  What's worse, their lessons often make players feel either coddled or extremely dumb, a less than ideal sensation.

Compare this to the way that games like Portal present lessons.  Portal is, at its heart, a game that is constantly teaching you things without telling you just what it wants you to learn.  The end result is that you, as a player, always feel like you're cheating a system by making a discovery or learning a new trick.  When the game finally jumps its rails, it's doing so to literalize the process it's been having you engage in over the course of the game as a whole: the systems, it's time to fucking tear them down.

That kind of learning curve would be ideal in a classroom, but it's tough, really tough, in part because it would require normalizing a non-normalized process.  Portal's brevity is a strength, and it's a strength that allows a struggling player to spend an hour on a puzzle without feeling dumb.  The game, which can be finished in a little less than an hour, can be stretched out, its lessons extended tediously, without feeling tedious.  You aren't in Portal for enough time to actually start to hate it, to grow frustrated at its various systems.

In a classroom, this simply isn't tenable.  Ideally, it would be: you'd be able to have each and every student take as long as they need to achieve each objective, and you'd be able to provide them with directive and non-directive support to that end as needed.  But the reality is that, especially teaching college classes, I have about two hours a week where I've got active, engaged students who are sitting down and absorbing whatever wacky lesson I'm throwing at them, at best.  Usually less.  And students who absorb less quickly, who I entrust quicker learners to bring up to speed, might still not get what's going on by the end of any given class.

So I highlight objectives.  I make it clear that you were supposed to use the rocket launcher to shoot down the Combine helicopter, even though they could've used the gravity gun to throw its mines back at it, or that Swift's use of satire in "A Modest Proposal" was largely unsuccessful, even if it is fun to read, and even though it has sustained itself in our literary subconscious to this day.  I can't say it's perfect.  I can't even say for certain that it works well (though so far, so good, fingers crossed).  Even then, I've got an exceptionally strong crop of students that might skew my data already.

The psychological divide fascinates me.  Perhaps its owed to the structure of play, which is something the classroom rejects quite fiercely.  It is challenging for students to "play" with their thoughts as they, often non-voluntarily, take credits for general requirements, usually after emerging from a public school system which more closely resembles a framework for a particular kind of socialization than an educational framework.  Regardless, the more effectively I can reinforce my lessons, the clearer I can make my intended objectives for my "players," the better.  Now, if only I could find a way to make my paper assignments look like boss-fights.

That might be fun.

No comments: