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Lesson 3: Take Risks

Written by Janelle Bence
July 31, 2011

Step out of your comfort zone.

In that same TTT episode, this thought of teaching what we do not know was discussed. The conclusion was we just have to do it. We may not feel 100% confident or comfortable with something like game design, but if you know and believe in the power of games, you know sometimes, you have to take a risk and do it.

This is what happens to gamers. They don’t know what’s around the corner, but they know they have passed certain levels of tasks that would prepare them for the next stage of challenge. A gamer would stop playing if they felt completely confident they would succeed in the next challenge of the game. It would be boring. They would feel less invested in that world because there would be no rigor. Their identity as a particular game character would stop developing because there was nothing else to learn.

Scratch

I need to take a risk in my own learning. I can do what I can to prepare myself by getting acquainted with Scratch or Game Star Mechanic, but I don’t have to be the expert. In fact, my students who are very collaborative in nature would probably thrive in a situation where they could teach me for a change. It’s a paradigm shift, but it’s one my students demonstrate whenever they play a game. If that’s the behavior I seek, I need to model it.

Gamestar Mechanic

So it’s okay to teach something even if I don’t know everything about it. I’m reminded of graduate classes and discussing the expert in his field who could not teach. It didn’t matter how much this person knew because he couldn’t get it across to the students. If I can reach my students, that could mitigate the gaps in my own knowledge.



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