Posts tagged Classroom

800px-super_mario_64_box_cover

Super Mario Brothers in the Classroom (Part 5 of 7)

0

This is long overdue, and I am sorry.

As the first title for the Nintendo 64 system, Super Mario 64 changed the way we look at games.  Up until this point, games had been mostly a two dimensional affair, with some lame attempts at immersing the player in a larger 3D having entered the video gaming fray.  It wasn’t until Super Mario 64 that we learned just how much fun it is to run around everywhere in a game instead of just usually going from left to right.

Play a game like Banjo Kazooie or the Jak & Daxter and then play Super Mario 64. Notice anything?  They all share similar game play.  Your view is from behind your main character and you’re in a 3D rendered world.  This “style” of game was created by Super Mario 64. The first time you fired up this game on your Nintendo 64 was the first time you ever played anything like this and let me tell you having experienced it first hand, it was a pretty amazing moment.

These days, these types of 3D platforming games are a dime a dozen.  I’m not saying that’s a bad thing.   There is an excellent selection of titles just like this out there that will provide hours of enjoyment.  Super Mario 64, being the first 3D platforming game, brings a unique scenario to the table.  Through this title, we can understand how the 3D platforming game has evolved over the years and see just how much influence this one particular title has had on the gaming industry.

These things about stood out to me as I recently replayed the Super Mario 64:

1. Originality

It may be a hard thing for younger students to grasp, but this game was one of a kind when it first came out.  Explain the history of the Mario series and how it evolved from 2D to 3D.  Emphasize just how much of a change it was going from Super Mario World to Super Mario 64. With those ideas established, then have your students look at other 3D platforming games (I recommend the Crash Bandicoot series, any 3D Sonic games (especially Sonic Adventure for the Sega Dreamcast), or the games I mentioned above.  What have those games borrowed from Super Mario 64? Where have they made improvements on the game play of Super Mario 64?

2. The World of Super Mario 64

While the world in which Super Mario 64 takes place may seem small to the worlds in which games take place these days (I’m thinking of The Legend of Zelda: Twilight Princess), at the time of the release it felt like the world was never ending.  Each world had it’s own unique feel, enemies, music, and more.  What are the elements of each of these unique worlds and how do they work together to create a unique feel?  Can these worlds be mapped out visually?  How are they constructed?  Since the game is in a 3D setting, I would recommend using Google Sketch Up to have your students either recreate the Super Mario 64 worlds visually or to have them create their own worlds influenced by the game.

Technology is not the enemy!

15

Let’s talk about education.

We’ll start here. This is an old old 8bitlibrary post that leads to a video of James Paul Gee, one of the world’s experts on using gaming as a teaching tool. His idea that the traditional schooling structure now has “competition” was one that resonated with librarians. By competition, he meant this: in the past, if you wanted to learn something, you had to go to “school”. NOW, you can go lots of places; I’ve managed to get things like “Login with Facebook” and mobile “touch” integration on this site without ever going to school to learn it. Gee goes on to list LIBRARIES (along with the internet) as one of those “competitors” to schools.

But what does this “competition” mean for the traditional educational system?

This leads me to something I shared on Facebook a few days ago. It is just a short article from the New York Times that suggests cheating in K-12 schools isn’t just a problem, it’s an epidemic. We had a lengthy discussion on the topic, which was launched with the comment I made:

As someone who was a HS student just as the internet rose, we  never thought of it as “cheating”. IRL, you use all the tools at your disposal to accomplish a task, including working with others (aka “sharing answers”), using multiple information sources (aka “pasting from the web”), and choosing the fastest means to solve a problem (aka “texting”). All of my post-HS accomplishments (like 8bitlibrary.com) were partly because I employed the same “illicit” skills I learned in HS.

While in the traditional, 19th-century notion of “school”, these things might be considered cheating. But let’s analyze the skills that these students are learning in this process: they have learned to solve problems by communicating quickly and effectively (in their case, via txt message & sharing answers). File that under working with a group, team building, and effective communication skills. They are learning how to think outside the box. You know who else thought outside the box? EVERY INNOVATIVE HUMAN BEING, EVER. When Pink Floyd sang “we don’t need no education” on The Wall, they didn’t mean they didn’t need to learn. They meant they didn’t need that traditional learning structure. Our students are learning valuable life skills in many cases despite of the education system, rather than by it.

That leads me to the next link. It is another article from the NY Times that summarizes research on the relationship between student achievement and access to a computer at home in low-income households. The results were (seemingly) pretty dire, with a noticeable achievement gap by the low income students at school when a computer was introduced at home. One of the findings was that the students spent their time playing games, which is presented as a negative in the article. Our readers are here at 8bitlibrary.com because they know games are not bad, and this leads us back to the first link where James Paul gee suggests that using games to teach is the wave of the educational future. I could link you to my School Library Journal article on using Pokemon as a Teaching Tool, but I won’t, because I’ve done that already.

So in that NY Times article, there’s just negative comment after negative comment about low-income students who have computers at home (and, let’s not forget that old basic rule of comparisons “Correlation does not imply causation“). So in one of the studies, there were strict filters put on the computers so the students could only use them for what was deemed “educational” by those performing the study. What the most interesting line in this article says is:

When devising ways to beat school policing software, students showed an exemplary capacity for self-directed learning.

That line was buried all the way in the last paragraph of the article. The sentence that follows it is:

Too bad that capacity didn’t expand in academic directions, too.

This is what is wrong with the education system. When teachers have students who show “an exemplary capacity for self-directed learning”, if they can’t direct that capacity into “academic directions”, we have a system of failing teachers, not failing students.

And this is what Gee talks about in that original link. If the education system doesn’t “reform”, these learning “competitors” will constantly put the education system in deeper and deeper irrelevance.

Super Mario Brothers in the Classroom (Part 4 of 7)

3

Released in 1990 as the flagship title for the Super Nintendo, Super Mario World didn’t change how we play video games but it gave the Super Mario Brothers universe some wonderful features that are still featured in the games that we play today.

In particular, two things about Super Mario World stood out to me as I recently replayed the game:

1. The Spin jump:  Basically, you jump gets some more firepower.  In addition to being able to KO enemy by stomping on their head, the spin jump allowed you to bust bricks and defeat some enemies that couldn’t be killed with the standard jump.

Doesn’t sound too fancy, right?  BUT IT IS!  Think about modern Mario games and his ever popular butt thump.  This is where it came from.  The butt thump is a central feature in 3D Mario games.

2. Yoshi: Mario’s always been the star of his games, but Yoshi gives him a major run for his money.  It was in Super Mario World that Yoshi made his first appearance.  Since then, Yoshi’s had so many spin offs (read my review of one of those here) that he’s almost become his own franchise.

This is what Nintendo does so very well.  They’ll add one small element to a game that won’t seem like a big deal, yet over time it becomes almost as important as the original game itself.  Yoshi is a perfect example of how a simple idea can be taken to the next level.

So how can we incorporate Super Mario World into the classroom?

  • Examine how Yoshi has changed the landscape of Super Mario Brothers.  Look at the Yoshi character over a large period of time (1990 to present) and trace the path of his humble beginnings to his current status as a gaming icon almost as big as Mario.
  • The little details: The spin jump changed how we play Mario games forever.  Has this element been translated into any other games that you can think of?  Have students look at the history of games over a time period and focus on the little details.  What elements have changed the way we play games?

Sorry for the long overdue part 4 of this installment.  I promise to not make you wait for part 5 as long!   -Justin

Go to Top