How Video Games Can Level Up the Way You Learn | Kris Alexander | TED

93,877 views ・ 2023-03-10

TED


Please double-click on the English subtitles below to play the video.

00:03
When I was in senior year university,
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this was around 2004,
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I was in one of those classes
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where the teacher would read the slides word-for-word
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as part of a three-hour lecture.
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Oh.
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Oh, you all know what I'm talking about?
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(Laughter)
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I ended up doing alright in the class by catering to my own learning style.
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After a little bit of experimentation,
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I found that playing a video game during this lecture,
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a game like Tetris, or in this particular case,
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"Zelda: The Minish Cap,"
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helped me pay attention
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because the primary way I engage with information is by listening.
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And this meant
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that the teacher's voice with matching text
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were a distraction for me.
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Anyway, I was at the back listening and participating, mind you.
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But one day, this teacher decided to call me out.
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He stopped the class and said, "Excuse me.
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Are you playing video games in my class?"
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And then I said,
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"I am, sir, but this is the way that I learn."
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And then he said,
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"There's no way that you're learning anything."
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And then I said, "Sir, I'm not interrupting.
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I am learning, and I’m even participating.”
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And then he said, "No, I don't want you playing video games in my class."
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And then I said, "Sir ..."
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(Laughter)
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And then I said, "Sir, I'm going to place this Game Boy Advance on the table,
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repeat your last two sentences word-for-word,
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and then I’m going to pick up this Game Boy Advance and keep playing.”
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And then he said, "I don't think you can do that."
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And then the class went, “Oooooh.”
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(Laughter)
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You can picture that, alright, cool.
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So I placed my Game Boy Advance on the table,
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I looked him right in his eye,
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repeated his last two sentences,
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word-for-word,
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and then I picked up my Game Boy Advance and kept playing.
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(Laughter)
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And then you know what he said?
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"Alright, carry on."
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(Laughter)
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So since that day, I’ve become a professor myself ...
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of video game design.
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And I'm convinced that there's absolutely something
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that video games can teach the world of academia.
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Like, how they can cater to human learning,
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how they can enhance online instruction
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and how they can provide clear objectives.
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Let me explain.
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Humans can take in information in three core ways:
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audio, text and video.
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Now, as I demonstrated earlier, I'm an oral learner,
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which means I prefer to take in information via sound.
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And some studies show that when two or more of these channels are used,
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learning gains are higher.
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But, there's a catch.
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Now, I was struggling to pay attention in this class
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because of something called cognitive overload,
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which can happen when audio, text and video
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aren't different enough when used together.
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So when the audio of my teacher matched the excessive text on his slides,
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my brain was overloaded.
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Teachers who use technology in the classroom
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need to ensure that each channel is complementary,
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otherwise, students are going to have difficulty transferring information
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from working memory to long-term memory.
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Now, I fixed the problem for myself by essentially using the teacher's voice
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as the soundtrack for the game I was playing.
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And this brings me to my first point.
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Video games, by design, are a complex blend of audio, text,
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video and interactivity that can intensify focus.
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That was the point of my PhD.
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(Laughter)
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And because of their enjoyment factor,
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these components of video games can help with something
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our students desperately need in the classroom:
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motivation.
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Now, at their best,
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video games can immerse us,
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focus our attention
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and provide clear objectives with demonstrated output.
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You know how well you're doing every step of the way.
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And video games can teach multiple things simultaneously.
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Like ...
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There's this class I teach,
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game design,
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where I like to use a video game called “Virginia.”
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Now, in “Virginia,” you play as Anne Tarver,
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a newly-hired FBI agent
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who is tasked with internally investigating someone
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who just happens to be the only other female agent in the precinct.
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And this game is based on a true story.
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Now, on the surface, I’m using “Virginia” to teach game design.
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But I'm also using the mechanics of video games
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to trick students into exploring complex concepts
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like history, sexism, racism,
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corporate culture and tokenism
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while we play this game together.
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To me, effective instruction merges theory and practice.
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Each week in this class,
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I like to pick a unique video game that matches the game theory
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and sprinkles in a couple of life takeaways.
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We play the game together and talk about it,
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and then the students have to go and make video games themselves.
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And this all happens -- wait for it --
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online.
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(Laughter)
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And guess what?
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COVID forced everyone to join me teaching online,
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and most schools struggled.
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But there are many examples of effective online instruction
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in unlikely places like YouTube streams,
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Netflix programming,
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and, believe it or not, Amazon's Twitch.
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Now, as you probably know,
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Twitch is an online streaming platform
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where people can watch other people play video games.
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But it can also be used to learn how to paint with Ergo Josh.
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Learn how to play piano with Juanorpiano.
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Learn how to code with RothioTome
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and even how to cook meals with yarumichan.
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Uh-huh, yeah, real.
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(Laughter)
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And Twitch had an average of 2.78 million concurrent viewers in 2021.
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Now, that's a lot of motivated learners if you actually think about it.
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One of my favorite classes to teach online
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is a class called Esports Broadcasting,
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where I'm essentially just using video games
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to teach students how to professionally present themselves online
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using a free piece of software called Open Broadcaster Software, or OBS.
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Here, I teach them how to connect any available camera to the software.
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Add white balance
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(Laughter)
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and color correction to help that image pop,
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(Laughter)
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use on-screen text to complement the video,
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(Laughter)
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and compress any available microphone to make it sound and look
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exactly like what they're accustomed to consuming online.
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And the same processes that hooked viewers on Twitch
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are the same processes schools should use
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to learn how to engage students online and globally.
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That should be one of their objectives, shouldn't it?
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(Laughter)
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Hold on.
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What are the objectives of a post-secondary education anyway?
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And what could education overall learn from video games,
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which clearly say:
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start here,
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do these things
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and then obtain these things.
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Now, if the goal of a post-secondary education
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includes students getting a job in the same thing they went to school for,
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guess what?
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Schools are failing.
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More than half of graduates do not get jobs in their field of study.
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That would be like enrolling in chef training
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and then graduating to start a job in data analytics.
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Why not just enroll in data analytics?
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You could.
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Grow with Google has an online program
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promising you a job in data analytics starting at 74,000 dollars a year,
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and that program is free to start.
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Epic Games offers a pathway to become a developer
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with its Unreal Engine for interactive 3D development,
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a field that they say has gone up 601 percent
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and is paying people 57 percent more than the average salary.
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For clarity, their Unreal Engine is the same tool used to build Fortnite
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and the same tool used to build some of the backgrounds
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behind "The Mandalorian."
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At no cost to use.
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Are y'all hearing all these near-free, no-fee examples I'm giving you?
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(Laughter)
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University in particular is mad expensive.
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The cost of university has gone up
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1,200 percent since 1980.
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To me ...
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To me, there's not a single job, trade or discipline
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that doesn't in some way connect to the video games industry.
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There are dentists like Dr. August de Oliveira,
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who are using augmented reality to see the roots of your teeth
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while working on your teeth.
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Psychologists are using virtual reality to help you overcome a fear of spiders,
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and broadcast technicians responsible for filming a dragon
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flying over a live stadium full of people
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as part of a League of Legends esports broadcast.
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Video game technologies are embedded in all of these.
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And that must mean that the video games industry is not just made of players
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but made of you.
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Now, I'm not suggesting that video games replace classroom instruction --
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Settle down, internet.
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(Laughter)
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I'm advocating for the components of video games,
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especially the engaging ones,
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to be ported into classroom instruction
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because the audience, the students,
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clearly understand the medium.
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There are roughly three billion video game players worldwide.
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Video games contain the blueprint for engaging education
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because of the way that they cater to human learning,
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a complex story interwoven with learning content
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and a bit of artificial intelligence for difficulty and balance.
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Online instruction can be enhanced
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if schools turn to top streaming platforms and streamers
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to learn how to effectively engage students online.
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And the objectives for education overall need to be as specific as a video game
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so that those who are enrolled
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have a clear line of sight to where they're headed.
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If we can start showing students how their passion for playing
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connects to their futures,
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we will have done our jobs.
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The next generation of teachers
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are those who can connect the path of study
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to profession via passion.
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Oh, and one last thing about the playing of video games.
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There's a 2022 study suggesting that the playing of video games
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is associated with heightened cognition,
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faster reaction times,
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improved working memory
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and modifying the cortical networks associated with the process of playing.
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And that ...
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is what I should have said to that teacher.
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Thank you.
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(Applause and cheers)
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