The Platypus Closes the Generation Gap
As technology advances at a dizzying pace, popular culture follows suit. The fast pace of change in the modern world leads to a widening of what we call the "generation gap;" that difficulty members of separate generations have in communicating with each other because of differing sets of culturally conditioned formative experiences.
This year marked my ten-year highschool reunion. That's enough to put me in a completely different world from the generation I now teach. Speaking bluntly, I can remember a time before the internet: they can't. That being the case, I am always glad when I can find common ground with my students.
Square-Enix's habit of re-releasing all their great games from the 90's has been a huge windfall in working with my 10th graders. Right now, they're in the midst of discovering "Chrono Trigger" and the Final Fantasy series. This means that when they're geeking out, or trying to share something they're enthusiastic about, I can relate. It's a small thing, but that ability and willingness to relate earns untold capital in the classroom.
Why talk about video games in an educational context? Aren't they just a waste of time? There are actually several good answers to these questions, but I will only address one in this post. In order for students to learn, they have to establish a bond of trust with their teacher. I run into this barrier time and again; students simply do not trust adults in authority positions. The best way to overcome that barrier of distrust is to show that you're willing to hear students' concerns and interests (I usually do this during lunch or passing period so that class can be devoted to the material at hand). If the teacher doesn't show at least a willingness to listen to what the student cares about, no matter how trivial it may seem, then the student sees no need to reciprocate. The goal, of course, is not to leave them in their small hobbies and interests, but once their trust is earned to show them the excitement and interest of the larger world. Study the classics, and you will see just this pattern of pedagogy. Socrates must go down to meet his students before he can attempt to draw them up. In the gospel of John, Christ must first descend through the incarnation before he can be lifted up and "draw all men to (Him)."
This year marked my ten-year highschool reunion. That's enough to put me in a completely different world from the generation I now teach. Speaking bluntly, I can remember a time before the internet: they can't. That being the case, I am always glad when I can find common ground with my students.
Square-Enix's habit of re-releasing all their great games from the 90's has been a huge windfall in working with my 10th graders. Right now, they're in the midst of discovering "Chrono Trigger" and the Final Fantasy series. This means that when they're geeking out, or trying to share something they're enthusiastic about, I can relate. It's a small thing, but that ability and willingness to relate earns untold capital in the classroom.
Why talk about video games in an educational context? Aren't they just a waste of time? There are actually several good answers to these questions, but I will only address one in this post. In order for students to learn, they have to establish a bond of trust with their teacher. I run into this barrier time and again; students simply do not trust adults in authority positions. The best way to overcome that barrier of distrust is to show that you're willing to hear students' concerns and interests (I usually do this during lunch or passing period so that class can be devoted to the material at hand). If the teacher doesn't show at least a willingness to listen to what the student cares about, no matter how trivial it may seem, then the student sees no need to reciprocate. The goal, of course, is not to leave them in their small hobbies and interests, but once their trust is earned to show them the excitement and interest of the larger world. Study the classics, and you will see just this pattern of pedagogy. Socrates must go down to meet his students before he can attempt to draw them up. In the gospel of John, Christ must first descend through the incarnation before he can be lifted up and "draw all men to (Him)."
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