[Edu] Curriculum and Cooperative games
Smithhemb at aol.com
Smithhemb at aol.com
Thu Apr 5 06:30:03 EDT 2007
In a message dated 4/4/2007 7:49:30 P.M. Eastern Standard Time,
xmiyux at gmail.com writes:
The game [LOTR} truly is an example of very difficult decisions to make and
everyone working together to try to win. As long as one player makes it to
the end to destroy the ring then all the good guys win. If everyone falls to
the dark then all players lose together.
There's the rub. I don't see how a cooperative game that designates all of
the players as "good" and urges them to work together to triumph over an
unembodied evil does anything to dismantle our war culture. It's an
us-against-them with "them" logic in which "they" lack humanity and "we" must suppress
internal divisions and urge self-sacrifice. Sounds like the stuff wars are
made of.
As for games in which all players win or lose, an 8 year old friend of mine
had a really interesting perspective: "I don't care if I win," she said.
"It's fun for me when my friends win. But why play a game where no one will
win?" After which she refused to play Break the Safe a game whose cooperative
(beat-the-clock) mechanism I've often seen bring out real bossiness and power
struggles among young players. Once everything you do affects whether or
not I succeed, the logic goes, I have a legitimate interest (and should have a
say) in what you do and I want to make sure you don't screw up. This logic
can involve identifying the presumed weakest link and bullying that person
into following the will of the majority and/or designating a leader who calls
the shots.
In short, I think these issues are much more complicated than we're giving
them credit for.
Sue Hemberger
Washington, DC
************************************** See what's free at http://www.aol.com.
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