Tagged: Assessment

The Pac-Man Model of School

Ready! Chomp – chomp – chomp – ch – ch – ch – chomp. Eat the dots. Avoid the ghosts. Clear the screen. Repeat.

How many hours did children of the ‘80s invest in Pac-Man marathons, navigating that maze, staring at the same straightaways and right angles? Enough to create repeatable patterns to clear each screen with nearly mindless precision. Yes, the game required some strategy and skill; however, once players understood the concept, game play was reduced to a matter of accumulating as many points as possible by eating dots in a maze before running out of lives.

Flash Pacman

Got some time to kill? Play a round of Flash Pac-Man on-line.

Old School Design

Pac-Man is a classic video game—as old school as it gets. However, while fans of retro video games still exist, many of our young gamers are not attracted to the simple graphics and redundant concept. With more appealing options available (such as Call of Duty games) to this generation of gamers, Pac-Man fails to maintain their attention long enough to keep them engaged. As video game systems continue to be part of our everyday lives, improved models have evolved to meet the standards of emerging technology and consumer demands. The most popular games present stimulating challenges, authentic experiences (multiplayer options, online gaming, first person views), multiple options to explore, real-time feedback, ability to save progress, and fast-paced action.

Toru Iwatani designed the game to have no ending, as long as the player had at least one life remaining. Only the gifted arcade all-stars would see the game through all 255 screens. Sounds frustrating to the common gamer; yet, we continued to insert the cartridge into the Atari 2600, reset the game, and play again.

The Pac-Man Model

It’s no wonder, in the Pac-Man model of school, students feel trapped in a maze, facing the same routine everyday. The bell signals the start of another day. Down one hallway. Turn left. Then right. Hesitate. Look around for a moment. Resume.

Even during his strongest moments, Pac-Man is a consumer, not a creator. Times of empowerment are limited. The best players take advantage of each power pellet. They make significant progress toward their destination in a short amount of time. However, the further they advance, the more the game seems to speed up. The ghosts get quicker and return to the chase almost immediately. After chomping one ghost (surviving a quiz?), Pac-Man knows he will be challenged by a similar test again.  

Do we ask more from our students? Not according to the Pac-Man model of school. Continue reading

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Academic Anxiety in an ‘A Culture’

Like many educators, I want to create a learning environment around a mindset that teaches students to be patient, trust the process (and the teacher), and celebrate growth. But there is a powerful force that challenges such conditions.

We live in an ‘A Culture.’

In an A Culture, when students sense Assessment, they respond with Anxiety or Apathy. The A Culture creates a mentality of winners and losers where success and failure is determined by data, high stakes test scores, and grades. In a traditional system, weighted grades, grade point average, and class rank sort kids by calculating formulas for reporting educational worth. When students sense assessment, they know they are about to be judged, quantified, and assigned an academic price tag—creating all-time high levels of academic anxiety and perceived learner apathy. Continue reading