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Perspective & Tips on Teaching with our 3d-style
games
in Sunday School
by Neil MacQueen,
www.sundaysoftware.com
WHY 3d style
games are great to teach with
When I was a kid, I could
play Asteroids on my Atari 2600 for hours.
My daughters have grown up
with Nintendo 64 and now XBox, and I have to admit, I've played right alongside
them. Asteroids was "2D," ie, up/down, left/right. Nintendo and XBox
feature "3D" style games, ie, up/down, left/right, forward and back. It was
inevitable. Our brains want interaction and control. And when they get it, the brain pays attention and wants more.
This
is why we're striving to teach with computer games... because they are
ENGAGING and ENGROSSING
to the learner both on a superficial level (kids
love them), and on an educational level (brains love
them).
Oh I
know, some teachers don't like "games"
...where have we heard THAT before! They're
suspicious of anything that looks like too much fun.
They feel like a fifth wheel because the kids aren't
looking at them, -they're engrossed at the screen.
Get over it, and get on with it. The kids can
multi-task just like everyone else. They can
interact with YOU, each other AND the game all at
the same time. And because they're ENGROSSED, they
are more open, and have fewer "issues." >> But if
you're going to try and "teach" standing 5 feet
away, you might as well go out for coffee and let
the kids run around. No, you gotta get IN there,
right next to them. See this picture above?
Notice where the teacher's hand is. The teacher is
not only right by the student's side, he's helping
him play.
This
picture on the right is astounding:
The lab is being visited by someone dressed up
as Moses -mask and wig, and yet the kids are
glued to the screens.
Some
teachers don't like "3D" style games because they're
not GOOD at them. They're all thumbs. I hear
this quite frequently from some customers. Gonna
have to get over THAT too. We're not making the
games for adults. The secret is to find teachers who
like computer games, or at least, can play them well
enough to show the kids. I also recommend you have a
teenager preview the program WITH you, and then help
you in class.
Most
of these 3D games all work the same, and that's why
the older kids pick them up easier than most adults:
familiarity with the genre. For example, they know
that to make something happen in a 3D environment,
sometimes you have to approach the 'trigger point'
(door, gate, device) more than once. Our Sunday
School 3D games are not multi-level 10 hour
game-fests. So there's really not THAT much to learn
how to do in them. But if you're not good at these
games, or don't understand them, get a teen to help
you.
Things about our
3D "Designs" you should know...
In many ways, our 3d games are like
SCAVENGER HUNTS. You control the game and what to
look for, --but the kids play to discover the content.
During AND After the Scavenger
Hunt, you talk about what they've found.
But they're
not in complete control. Our 3d games are not random. We've designed our
software to unfold content in the way a TEACHER wants it unfolded,
...i.e. to follow a Bible story and have lesson style content (background,
questions, facts, reflection questions, etc). But the kids feel like
THEY are in control. That's the secret.
In
most 3D games, the player's POINT OF VIEW is that of the main character. YOU move through the
landscape, can turn around, jump, and look down and up. YOU pick up things, fly
things, thrown things, shoot things. In 3D style games, the character is often
seen in front of you. Galilee Flyer, Exodus Adventures, Attack of the Sunday
School Zombies, and others in our catalog are designed this way. It's
intentional: we are designing-in the focal state, and reducing outside
distractions. And it's up to you the teacher to take advantage of it.
But this
type of learning requires a degree of manual
dexterity. 3D games are more than "point and
click." That means the kids need TIME, and
they often need HELP. When teaching with a 3D game,
make sure you have plenty of time. Bring in extra
helpers. And make sure you have the teaching guide
with all the "tips" and "shortcuts" marked so you
can move your students along if you need to.
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Scavenger Hunt examples...
in Galilee Flyer, for
example, they must fly to find content. In Exodus Adventures,
they must find the Marah branch or Burning Bush, or the correct room, or go find
Dabney to find out what to do next. In Attack of the Sunday
School Zombies, they must find and stop the zombies. From the teacher's
standpoint, what the kids are doing is moving through content in an orderly
fashion.
We design some of our software as 3D games
because kids are very GOAL ORIENTED at the computer. They know the objective is
to "beat the game" and don't want to lose. This makes 3d style software
really sneaky from a teacher's standpoint. The only way you can "beat"
Exodus Adventures is to listen to the story
and know what to do next in the story, -maybe even read a Bible verse to
figure it out. Or take Bongo Loves the Bible CD for
example... the only way you can "win" and get more bananas to fling at the
plants and mummies --is to answer the questions correctly. And when they're done
playing through the content, they want to play it AGAIN. So ideally, you
don't just use Joseph's Story once and put it away. You schedule OTHER times for
the kids to come in and play it again. And guess what...they learn the story
better the second time too.
We design some of our software as 3D games
because the "game engines" can be really good at rewarding kids for reading and
paying attention. Take Galilee Flyer for example. The only way to "beat"
Galilee Flyer is to correctly match all the verses in the game you've selected.
And we award "time bonuses" for answering questions correctly Pretty
sneaky of us. Kids don't want to lose. And even when they win, they can fly the
game again to get a better score. These 3D quiz games, such as Flyer or Bongo
Loves the Bible are designed with the idea that repetition is the cornerstone of
all learning.
We design some of our software as 3D games
because the "game engines" are good at telling a broad story. The
3D game tools are primarily designed to "get from Point A, to Point B, to Point
C" --and to do things at each point in order to advance to the next point.
So while to the first-timer, Exodus Adventures may
look randomly laid out, it's not.
It's very linear...
a)
go here and do this,
b)
then look here and find this thing related to the story,
c)
then go here and figure out this other thing using this Bible verse, then....
So for
Example: in
Exodus CD you can't get to the burning bush without
first learning about how and why Moses escaped
Egypt.
For a GIANT
story like Joseph, you can't possibly teach all that the
story means in one lesson, or even two. And if all you want to
teach is Joseph's, then while you'll find his dreams in
the game, the software isn't going to focus on them.
That's INTENTIONALLY not how it's designed. It's
designed to teach the broad story -which is one of my
mantras. (Those of you who know me from my work in the
Rotation Model for Sunday School will recognize that
emphasis: "First, teach the story!")
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POINTS TO
REMEMBER:
- 3D Games are
essentially Scavenger Hunts
- Because of
the way 3D games are built, they're really
good at walking kids through a storyline, or
presenting quiz questions.
- But because
of the way they're built, kids can bypass
content, unless you're holding them
accountable for it.
- We put Extra
Content in the game for the teachers
to grab hold of (the kids will try to bypass
it). So you need to play WITH them.
- 3d games can
'beat' you. Therefore you need to leave
plenty of time in your lesson to try again.
And sometimes the teacher needs to be "The
Expert Gamer." (which is why you want to
print our game guides.
- Play along with them.
Observing is not teaching.
- Yes, kids can play
TOGETHER. They do it all the time when
they're with friends. Manage their working
together with some sharing rules.
Read more
articles about teaching with software
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Understanding
WHY, isn't the same as "doing it right" however.
So here are my teacher-to-teacher tips about teaching with our 3d
games:
1. Preview the
game with our outline in hand.
Take notes. btw...our free guides are at
www.sundaysoftware.com/tips
2.
Understand how things work. The guide will tell
you, but basically, all 3d games work by your
character "triggering" events. Find this, then...
Walk into that, and...
IF you try to do things out of order, the game won't
let you advance. For example, in Exodus Adventures,
you can't leave the Burning Bush level until you've
found all the places where God wants to talk to you.
If you're all thumbs with these games, get a teen to
help you.
3. Decided
what to key on, where to pause, what to skip, and
what you may want them to come back to after they've
finished.
4. Note those
"secrets" about certain parts of the game
which you can dole out to your students to push them
along. For example, in Miriam's Library, read the
guide about bypassing Mirriam's Song Game if you're
short on time. Or in the Land of Goshen, TELL them
where to find Dabney's video recording (in the
Hebrew home) rather than having the kids wander
around looking for it.
5. Play
along with them. If you're
not going WITH your students, you're not using the
software the way it was designed. Sit with them the
computers. I have specifically put in questions,
comments, and misc content that I KNOW the kids will
bypass. Kids will be kids. But they are there for
YOU the teacher to grab hold of and comment about
during or after the lesson.
6. If
you can't be right there, give them a worksheet
which has questions about the content they are going
to be playing through. This will slow them down and
get them to READ.
7. Have them SAVE
their locations as they play. Many of our 3d
games have a "Save/Load" feature. These "saved
spots" can be a way for you and the kids to GET BACK
TO certain locations for further discussion.
8. Teach using the
software with your OLDER KIDS first. Their level
of gaming proficiency will help YOU become better
acquainted with the software. Then use it with the
younger children.
9. YES, you CAN
use 3D game software with NON-readers. They will
love it, but need a lot of help. So make sure you
invite some of those older kids to help you -who've
already learned the software with you in a previous
class.
10. With more
complicated games, have some High Schoolers help you,
and make sure you leave PLENTY of TIME to play the
software during class time.
UPDATE:
3D software is a
challenge to previewing teachers for many reasons.
They may be unfamiliar with the style of software,
or find the game too challenging to learn in the
allotted time they have set aside for preparation.
Some adults also find the experience of "3D"
unsettling, even nauseating. Research shows
that adult are more susceptible to dizziness than
children when playing 3d games, and women slightly
more than men (oddly enough, much of this research
comes from training simulator research done by the
US Army.) A
small percentage of children may also experience
dizziness when moving in 3d environments.
Helps:
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Have a teenager help
you play the game. They are very familiar with
this type of software and can show you the
ropes.
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Avoid previewing or
playing the games in darkened rooms. Play in a
well-lit room.
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Sit directly in
front of the screen, not off to the side and not
too close.
-
Move in one
direction at a time: forward, left, back, right,
--rather than pressing the forward and side
arrows at the same time. This will reduce eye
strain.
-
Don't preview the
games when your eyes are tired or with bifocals
on.
-
Take breaks. Look
away from the computer screen every 5 to 10
minutes.
-
Walk, don't run
through 3d environments. Moving at slower speeds
reduces eye strain.
I have put
BUNCH of additional gaming tips and lesson tips in
EACH of our online guides. View and print them
at www.sundaysoftware.com/tips
Need
help? That's what I do. Email me at
neil@sundaysoftware.com |