I’ll
wholeheartedly admit it, Atticus Finch is my hero! To Kill a Mockingbird is one of the novels I look forward to
reading each year with my freshman students. Integrity, character, and
standing up for what’s right are concepts that students seem to understand
through Atticus’s struggles while defending Tom Robinson in a community that is
seemingly against him. To Kill a
Mockingbird is undoubtedly a wonderful novel. But I have another admission:
Sometimes I need more!
And I’m not
alone. Over the last five years, I’ve heard excellent discussion amongst
my students about character and story development from reading To Kill a Mockingbird, but the “real”
conversations about these topics takes place after class is over—when students
crowd around my desk to talk about video games. It is in these
conversations that my students skillfully analyze character and story through
interactive fiction. It is from these conversations that I slowly
realized that my students demand more interaction with characters and story
than a novel can provide.
As the
increase in technology pushes our capabilities of teaching in the classroom, it
also increases the level of collaboration and interaction students have with
each other and the world. Growing up with Twitter and Facebook, today’s
students need interaction in order to understand and make sense of the world
around them. The same is true in the classroom. Reading a book “the
old fashioned way” doesn’t offer the same level of interaction that our
students have grown up enjoying; it just doesn't seem as relevant.
Over the
course of the last twenty years, video game technology has also improved from
the pixilated characters and settings of the 8-bit Nintendo Entertainment
System to lush, vibrant vistas of the Xbox 360 and Playstation 3. These
artfully rendered games immerse players into a world that a written novel could
not begin to describe. Look at the
Playstation 3 downloadable title Flower
for example. In this game you play the
role of a flower petal seeking to repopulate a world devoid of color. Using the intuitive controls, players are
able to engage in a truly unique, "Zen-like" experience.
In the end,
as a teacher seeking a relevant entry point for students to engage in
literature, I can't deny the power and influence of video games. While there are many games on the market that
I would not use in my classroom, there are twice as many that I would. The same could be said for books, of
course. Regardless, I know the majority
of my students are playing video games at home with greater regularity than
they read books. And with that said,
it's time to start making the case for interactive fiction!
Shane A. Sullivan
@SSullivanLHS
teachingtolead@blogspot.com
I was reading interactive fiction when I was in elementary school like it was going out of style, though it was purely for entertainment back then. Video games were still pretty new - those were the Apple IIe days! I think you are correct that the interactive format has great potential for education; in fact, I've recently published a flight training book using that format. There's a lot of potential that exists to blur the lines between books and games, to make education more interactive and personalized. And thus more fun and effective! But still...may To Kill a Mockingbird live on for a long time!
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