By Adam Powley (@MrPowley)
In the B.C. years of my marriage (that is Before Children) my wife and I rocked Guitar Hero. Neither of us play guitar but ability to pretend to be rockers, enjoy the music, and just be goofy with each other got us through some tough times. We were in the B.C. era because of infertility issues and jamming on together on a fake plastic guitar was one way for us to have what game designer Nicole Lazzaro called “Serious Fun”, or mind altering play. This silly game, with its cartoonish rockers and its Superstar Mode Power Up, was a way for us to escape and find a meaningful connection with each other.
During one of our jam sessions one of our guests noticed that I picked up on new game mechanics pretty quickly and told me it was “evidence of a misspent youth”. I took this to mean that I had spent a lot of time playing video games in my childhood. There was a negative connotation to this but I wasn’t upset because I did play a lot of video games but I did a lot of other things too. Flash forward to marriage AD (Achieved Descendants)* and my new job as an 11th grade US History teacher and that misspent youth began to pay off when I joked with a colleague during lunch duty that school should be more like a role-playing game. This discussion led me on a journey towards gamification and game-inspired classroom designs and has radically improved both me and my students’ classroom experience. There are so many game inspired concepts that I am grateful for but I am extremely thankful for the notion of a reset button.
If you like what you have been reading Click here to continue reading Adam’s post!