[From Bruce Gregory (970507.1540 EDT)]
For reasons we do not have to worry about now, I have been
thinking about lessons we can learn from the phenomenal success
of the video game Tetris. (For those of you who are new to this
planet,in the video game Tetris blocks made up of four squares
fall in random orientations from the top of the screen. A
player moves each block right or left, or rotates it, trying to
position the block so that it fills in the spaces created by
earlier blocks at the bottom of the screen. Completed rows of
blocks "disappear." The pieces fall faster with every new level
of the game. The goal is to fill as many rows as possible before
the screen fills with incomplete rows.)
Hardly sounds exciting. Yet by most measures Tetris is among
the most successful (and addicting) video games yet created.
When I last posted my concerns about teaching a course based on
PCT principles, I worried about "impedance" mismatches between
the goals of the teacher and the heterogeneous goals of the
students. Thinking about Tetris, however, suggests to me that my
concerns were misdirected. The goal of Tetris is to arrange
shapes to fill holes and thus to build continuous surfaces. It
is difficult to believe that millions of people have this as a
major goal in their lives. Yet millions of people play Tetris.
There must be something about the task itself that is engaging -
something more important than the particular goal, even though
knowing this goal is essential for playing the game. I suggest
that this "something" is the opportunity to demonstrate and to
enhance mastery. If I am right, the responsibility of the
teacher is to create a situation in which students can exercise
control. The domain and the perception to be controlled are
secondary to the ability to demonstrate and enhance control.
Every new skill is a new game. What about people who decline to
play? I suspect that the main reason people decline to play is
that they have experienced failure and humiliation in earlier
attempts to exercise control. The teacher's task is to insure
that the game is not so difficult that students give up before
they begin to experience enhanced mastery and challenging
enough to keep the players engaged.
Bruce