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Video Games in the classroom
by www.nytimes.com
The students — a pack of about 20 boisterous sixth graders — were meant to observe how the robots moved, then chart any patterns they saw on pieces of graph paper. Later in the class period, working on laptops, they would design their own games. For the moment, though, they were spectators.
Doyle, who is thin and gray-haired with a neatly trimmed goatee, sat at a desk in the center of the room, his eyeglasses perched low on his nose, his fingers frenetically tapping the keyboard of a MacBook. The laptop was connected to a wall-mounted interactive whiteboard, giving the students who were sprawled on the floor in front of it an excellent view of his computer screen. Which was a good thing, because at least as they saw it, Doyle was going to die an embarrassing death without their help. Doyle had 60 seconds to steer a little bubble-shaped sprite — a toddling avatar dressed in a royal blue cape and matching helmet — through a two-dimensional maze without bumping into the proliferating robots. In order to win, he would need to gobble up some number of yellow reward points, Pac-Man style.
Doyle smiled. “All the time in the world,” he said, before taking his sprite on a deliberate detour to get even more reward points. The move, like a premature touchdown dance, put his students in agony.
The students — a pack of about 20 boisterous sixth graders — were meant to observe how the robots moved, then chart any patterns they saw on pieces of graph paper. Later in the class period, working on laptops, they would design their own games. For the moment, though, they were spectators.
Doyle, who is thin and gray-haired with a neatly trimmed goatee, sat at a desk in the center of the room, his eyeglasses perched low on his nose, his fingers frenetically tapping the keyboard of a MacBook. The laptop was connected to a wall-mounted interactive whiteboard, giving the students who were sprawled on the floor in front of it an excellent view of his computer screen. Which was a good thing, because at least as they saw it, Doyle was going to die an embarrassing death without their help. Doyle had 60 seconds to steer a little bubble-shaped sprite — a toddling avatar dressed in a royal blue cape and matching helmet — through a two-dimensional maze without bumping into the proliferating robots. In order to win, he would need to gobble up some number of yellow reward points, Pac-Man style.
Doyle smiled. “All the time in the world,” he said, before taking his sprite on a deliberate detour to get even more reward points. The move, like a premature touchdown dance, put his students in agony.
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