Why Pokémon Go and Minecraft in the classroom are very bad ideas
When forced upon students by schools, technologies that encourage play rapidly lose their appeal.
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For media inquiries, contact:
hello@educationfutures.com
It’s “back to school” season in the United States and Europe, and the social media universe is ablaze with ideas on how to harness the Pokémon Go craze in the classroom. Some examples:
Global skills? Critical learning? This all sounds wonderful … except that it is not.
When forced upon students by schools, technologies that encourage play rapidly lose their appeal. We’ve seen this before, with examples of how Minecraft can be brought into classrooms to meet Common Core Reading standards, among others. And, these activities, it can be argued, simply ruin a student’s love of Minecraft.
Minecraft and Pokémon Go are built around ideas of free play (play without direction). These are digital expressions of a natural human activity where invisible learning flourishes. Through play, children discover their interests and aptitudes. Play inspires curiosity to test boundaries and learn social rules and norms, together with the development of many soft skills.
In Minecraft, kids build what is of interest to them, fight off creepers, play games with others through mods, and experiment with new ideas. These activities can be done individually or in groups. Learning happens all the time, and because the sandbox world encourages exploration, it is optimized for free play.
Similarly, Pokémon Go encourages kids to engage in free exploration within their communities. They may meet other players, create new social rules, build new friendships, etc. The game provides a framework for new social experiences, but what is learned from it are hard to quantify. What happens, for example, when children engage with people from cultures beyond their own? What do they discover? How does it change them? What new approaches or activities might they create? What skills, competencies, or insights might they develop? This is learning beyond any core curricula.
These games do not belong in classrooms. They are frameworks that place trust in kids to develop their own skills and knowledge. They trust kids to learn what is important to them in ways that are meaningful for them.
The purpose of controlling an educational experience is to make learning visible. It is built on distrust of the learner. Connecting pedagogies of distrust with games such as Pokémon Go or Minecraft creates a disharmony between a realm of free play and control that is not dissimilar to the experience of looking at a beautiful garden from a prison cell.
If we want to enable invisible learning through technologies, we have to enable trust and reduce the amount of control over learning experiences. Stop using technology to control learning experiences. Stop using technology to create pre-determined learning outcomes. Stop expecting kids to love learning the same old stuff just because we’ve hijacked their favorite games.
The bottom line is learning through these platforms must be centered on trust, and trusting that children always learn — no matter what. It is time for educators to take charge, and look at how we can develop technologies to open ecologies of student-lead learning through invisible approaches. We need to control less, and attend to student learning more.
Education Futures LLC
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