Taking a long view
When playing
Settlers you have to think about the outcome of your actions in the
future. You can’t use all your licenses
trying to create pinewood when you will need more licenses to build other
buildings to produce other resources. You
also have to think about what your building and what resources will be used to
produce items using these buildings. For
example, I built 6 coking plants because I was in the red with coal. However, I did not think about my pinewood
production when I built all the coking plants.
I was not looking into the long-term effects one change may have. I can relate this to personal growth by
thinking about changes I make in life.
One wrong decision can have a negative effect on my future. Therefore decisions need to be thought out
thoroughly in which multiple outcomes are foreseen.
Ecosystems thinking
Ecosystem
thinking is similar to taking a long view.
You have to think how one change is going to affect the rest of what you
have created. In playing Settlers I have
come to realize everything depends on everything. I also came to the realization that
everything needs to be rationed correctly to create a “green” functioning
production system. In life, everything
is also a “complex web of interconnected, interdependent parts.” (McGonigal
2011, p. 239) One change or one decision
can change the whole web that is already created.
Pilot experimentation
When I added
more coking plants to my settlement I was taking the chance in experimenting
with my production to see what the outcome may be and if it may be the best
outcome. I have experimented with many
things on my settlement to make my settlement better or in some cases
worse. I have built another mill and
bakery to create more bread only to pause the production because I was using
too much wheat. I have leveled up by
bronze weaponsmith to have more bronze swords only to run out of bronze bars
constantly. I leveled up two iron smelters
only to run out of coal and iron. My
many experiments, or “…small tests of different strategies and solutions…” (p.
240) as what McGonigal (2011) would say, have helped me and hurt me on my
settlement but I have learned from each test.
In life you “test” many different things before you know what really
works for you. I have worked different
jobs, tried new workout routines, and change my direction in teaching as tests
in life. Everything is not successful
and will never be but it doesn’t mean you should stop trying and experimenting
in life.
These skills teach individuals to take
chances and expect failure to only learn more.
Just like the game World Without Oil (WWO) that McGonigal (2011)
mentions, you prepare for a world with limited supplies of oil. You change your lifestyle to adjust to a life
without oil. The changes can benefit you to live with limited supplies or you
learn that there are things you just can’t live without. You then learn to ration the use of oil to
things you feel are more important and you learn to live that way. (p.
243-254)
This kind of gaming experience and skill
learning can be used in an educational context by allowing the students to
encounter chance and failure. It can
empower people by building confidence that they can make a difference. As I was reading Chapter 14 I couldn’t help
but think of the many games that help others like the rice game Free Rice,
Foldit, and the many other games for change.
I thought about how my little actions in those games can change big
things in our world. These educational
experiences can change the outlook on life for students of all ages. I believe children have the mindset that they
can be anything, do anything, and change anything. Why not keep this mindset through the use of
games where they are continuously making that difference?
The first most memorable concept from
McGonigal’s book is the benefits of socializing while gaming. I have learned so much more after I began
socializing. I created more, built more,
and was more successful after socializing.
The next memorable concept is the sense of community in games. I mentioned the guild I joined multiple times
in my blog and I continue to mention them because I have felt so connected to
the community I am a part of. Everything
they have done has helped me become a better “gamer” and has improved my
understanding of Settlers so much more. The
last most memorable includes two of McGonigal’s concepts, I have experienced
fiero by leveling up and achieving things I never knew I could achieve but this
was done in part with accepting failure as something that can be positive. I failed many times in the game and have felt
defeated but I kept trying. The feelings
I got when I finally figured it out, the time I had the “ah-ha” moments, was
the best feelings in the world! I wanted
to do more and get farther and I felt like I could do it all and more in those
moments. Overall, the book itself will
be memorable as I find new games to include in my classroom.
McGonigal, J. (2011). Reality is Broken. New York: Penguin Group.
McGonigal, J. (2011). Reality is Broken. New York: Penguin Group.
As I read through your thoughts this week, it did remind me of some things that I had forgotten from the early weeks of the game. I guess I can see how your actions with production placement and using building licenses is taking the "long view" that McGonigal talks about. I struggled with those same things and went back in and moved things around to see if my production time improved. As I consider using this game (or something similar) with my students in the fall, I think that your mention of taking chances and failing is an important concept that they need to experience. Well stated!!
ReplyDelete