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The Halo 3 Question

By Katie Ash 鈥 January 23, 2008 3 min read
A person dressed up as a Halo 3 video-game character appears at the September 2007 launch of the product in London.
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Since its release in September, students have logged millions of hours playing the popular video game Halo 3, according to , the Web site that lets players link up and play. The sheer amount of time spent on the game has educators and parents asking: Are any of the skills honed by Halo 3 applicable to what students are learning in the classroom? And how can teachers tap into that interest?

鈥淲hat turns out to be the education is the collaboration the kids will generate to play the game,鈥 says Elliot Soloway, a computer science and education professor at the University of Michigan, in Ann Arbor.

The first-person shooter game鈥攖he final chapter in a best-selling trilogy designed exclusively for Microsoft鈥檚 game console, the Xbox鈥攁llows players to log in to Halo鈥檚 interactive Web site to link up with other players around the world.

鈥淚t鈥檚 the epiphenomenon of kids working together with kids they don鈥檛 necessarily even know to achieve a common goal,鈥 Soloway says.

In Halo 3, the player must battle and defeat alien enemies to progress to the next level. Extra points are rewarded for actions such as killing multiple enemies in succession, or deducted when the player dies or kills a teammate. Multiple players can link up through Xbox Live鈥擬icrosoft鈥檚 online multiplayer gaming service鈥攁nd battle each other.

Kurt D. Squire, an assistant professor of educational communications and technology at the University of Wisconsin-Madison, agrees with Soloway.

鈥淲hat鈥檚 particularly interesting is that in games like Halo, it鈥檚 self-organizing, so that kids are putting together their own teams and are responsible for managing their own learning,鈥 he says.

鈥淭his type of disposition,鈥 says Squire, 鈥渋s what I and many others believe is the real 鈥榳alk-away鈥 for education: an orientation toward learning that is proactive, believes that learning happens best through trial-and-error experience, and is accustomed to organizing their own self-learning.鈥

But while collaboration, teamwork, and organization are important skills for students to learn, the game may set unrealistic expectations for classroom lessons, Soloway warns.

鈥淭he problem is when those same boys go to school and are placed with a boring book, a pencil, and a piece of paper, and they turn off,鈥 he says. 鈥淸The game] 鈥 implies school will be as much fun as Halo 3. The challenge for the teacher is to channel the kids and have them find [learning] enjoyable.鈥

鈥楥reative Teaching鈥

Video games with potential educational value may have their place in schools, says Soloway, but adjusting teachers鈥 instructional strategies is critical.

What turns out to be the education is the collaboration the kids will generate to play the game.

鈥淭echnology only gets you to first base, but to round home plate, you need the teacher,鈥 he says.

Cathleen Norris, a professor of technology and cognition at the University of North Texas in Denton, also has reservations about the educational potential of Halo 3.

鈥淭here鈥檚 no doubt that children do learn skills like collaboration, cooperation, and problem-solving, but the question is whether or not the skills they learn are transferable to other situations, or are they just good in that context?鈥 she says.

For example, Norris recalls a push to teach students computer programming because it reinforced linear thinking, but researchers later found that teaching programming skills simply produced lots of computer programmers鈥攏ot necessarily better linear thinkers.

鈥淭he skills aren鈥檛 necessarily transferable to other contexts,鈥 says Norris.

The effective transfer of skills from one aspect of a student鈥檚 life to another has a 鈥渓ong, sordid history,鈥 says Squire of the University of Wisconsin.

Halo 3 Demonstration

Never seen the Halo 3 game before? This video clip of a game expert, courtesy of YouTube, shows you the ins and outs of the game.

Still, he says, Halo 3 may have untapped educational potential. The environment created in Halo is one that realistically adheres to the laws of physics, he points out. As a result, some players have performed virtual physics-based experiments鈥攕uch as tying together bundles of explosives to see how far they can blast objects into space, he says.

鈥淪omething I鈥檝e speculated on in the past is that physics teachers could in theory use Halo as a microworld, setting up measurements to see how the physics behaves, if it is realistic, and so on,鈥 Squire says. 鈥淚n the 1990s, educators invested millions of [National Science Foundation] money seeking to build these kinds of environments鈥攏ow we have them 鈥榝or free鈥 and with a much higher level of fidelity. However, they aren鈥檛 really designed for classrooms or learning, so you鈥檇 have to do some real creative teaching to make it work.

鈥淚f nothing else, after watching a round of Halo 3, it does make you appreciate just how primitive our educational system is in comparison.鈥

Katie Ash is a reporter-researcher for 澳门跑狗论坛 and Digital Directions.
A version of this article appeared in the January 23, 2008 edition of Digital Directions as The Halo 3 Question

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