Two of the most popular movies these past six months have been the reboot of Jumanji: Welcome to the Jungle(2017) and Steven Spielberg’s adaptation of Ernest Cline’s Ready Player One(2018). Both movies are about gaming and teachers interested in gamification can borrow some elements from these movies to boost their game-infused classroom. In this post I am not going to review or critique these movies, both have merits and criticism. Rather, I want to identify the gaming elements that can be models and mentors for our own gamified classroom whether you are an expert player or noob.
Jumanji: Welcome to the Jungle Game Conventions:
3 Lives – Each of the main characters in the movie has three lives. Some characters risk these lives in order to level up, challenge, or help one another. What if students had “three lives” or three tries to complete a task to quest? How would this impact their effort and abilities to succeed in the classroom game?
“NPC” or a “cut scene” – Once the four main characters arrive in Jumanji, they meet Nigel, an NPC (Non-Player Character), and as such is only programed with certain responses for certain questions. The characters even audibly freak out when a “cut-scene” comes onscreen, before Spencer (Johnson’s character) explains that many games have them to explain backstory. What is the backstory to your game? The more backstory your students know or learn, they are more invested in the game.
How to Win the Game – The only way to escape the game and survive is to complete the task, so the four students try to survive the jungle of Jumanji with various threats bearing down on them. The key here is that the players had to work together in order to finish their quest and win the game to get back home. Team work is essential and similarly, team work can be the key to success with quest based learning.
Reading Player One Game Conventions:
Similar to Jumanji, Team Work is essential in Ready Player One. The protagonist, Wade Watts actually wins the Oasis with the help of his friends. If students are given missions and tasks where they have to work together, are able to crack codes, uncover the treasure, and battle the bosses by putting their heads together.
Easter Eggs – An Easter egg is an intentional inside joke, hidden message or image, or secret feature. Some websites state that there are more than 120 Easter eggs in Spielberg’s Ready Player One adaptation. Most of the Easter eggs in Ready Player One happen to be allusions to retro video games and movies from the 1980s like RoboCop, The Flash, Freddy Kreuger, The Iron Giant, to name a few. For a complete list check out this blog post from ScreenRant. The idea with Easter eggs is to provide another layer of challenge or hidden message to the game. In fact, before the movie was released, there were Easter eggs dropped all over Twitter to promote the movie (See below). What if you were to plant a few Easter eggs in your homework assignments, Google Classroom, or dare I say worksheet. Imagine the fun students might have cracking the secret message or to uncover a new side quest or mission.
Borrowing elements from 80s video games. Each level that Wade must reach references an 80s video games. We can look to games of over times for elements to use with our students from Dance Battles to scavenger hunts.
Whether you use all of these elements or just a few, adding a few gaming touches helps to draw in your players and students into the game of school or the game narratives you have created for your classroom.