Gaming and the classroom
Great post, Antero, and your question of "Specifically, can a video game act as a useful means to convey narrative?" is exactly what I keep wondering as I dip my own toes into the world of gaming, too. I say, Yes it can. But not always. And is the chaos you talk about just part of the narrative device? Yes, it can, but most teachers see chaos as the opposite of learning -- unstructured activity. Right?
I find it interesting that there is this divide in the gaming world between narrative-driven games and non-narrative games. I think, too, that gaming is like some Strange Other World for so many teachers, although I wonder if that is shrinking with more apps and games on mobile devices?
I would love to see more reflective posts by teachers who have successful married gaming with narrative form in the classroom, and how they did it. I think we need more of those models. At least, I know I do.
The other question is: what happens when teachers appropriate gaming for learning? What does that do to the kids who game for some aspect of identity? Are we changing the field for them when we say that now gaming is learning? Something I wonder about ...