RAB Source Entry 3 – Jhan Pesantez

Part 1: MLA Citation 

Alexander, Kris. Kris Alexander: How Video Games Can Level up the Way You Learn. 1678377048. www.ted.com, https://www.ted.com/talks/kris_alexander_how_video_games_can_level_up_the_way_you_learn 

Part 2: Summary 

In Kris Alexander’s TED Talk, “How video games can level up the way you learn,” he talks about that video games are powerful learning tools and not just entertainment. He gives his own experience of how he used his own learning technique to help him succeed in class. He found out that cognitive overload, which is an event that occurs when audio, text, and video are not sufficiently different when used at the same time, is why he was having trouble paying attention with the teacher’s excessive texts and overloaded lesson. Alexander explains that video games can change how people absorb and retain information through engaging and interactive experiences that encourage players to experiment, strategize, and learn from their mistakes in real time. He describes how games provide a unique way of hands-on learning by involving players in the learning process, unlike traditional education models. For example, gaming companies like Unreal Engine use these ways in their games which involve creative problem-solving and critical thinking and allow players to use that knowledge reasonably. Furthermore, Alexander highlights the potential of games to promote a sense of mastery by setting achievable goals and giving feedback, both key factors in motivation and learning. This repeat of failure makes games ideal for educational settings, as they develop resilience and an approach to problem-solving. Alexander also highlights how games can relate to individual learning paces, allowing players to learn at a comfortable speed without the pressure of falling behind. This aspect enables learners to practice and master skills independently, engaging a sense of accomplishment and confidence. By utilizing the principles of video game design, Alexander believes educators can create more effective and inspiring learning experiences that prepare students for real world challenges and improve their educational learning experiences. 

Part 3: Rhetorical Analysis 

The genre of Kris Alexander’s TED Talk is an educational speech that uses an engaging and persuasive tone to explain the potential benefits of using video game elements into learning, as he uses a conversational style in explaining his speech. He establishes ethos by explaining his expertise and his experience as a video game designer and educator, making his points credible and relevant. His use of logos appears in his logical breakdown of how games build resilience and critical thinking. He also uses pathos as he appeals to the audience’s curiosity and interest in modernizing education. The intended audience is educators, policymakers, and parents interested in new and creative learning methods, and his purpose is to show how video game principles can help grow and enhance education. The TED organization, known for sharing ideas that shape cultural and social thought, enhances the credibility of Alexander’s talk. The website has won many awards and the speakers themselves have won many major awards including the Nobel, Pulitzer. This tedtalk was made in 2023 which is very current as it responds to a growing interest in digital literacy and video games in learning, making it relevant to current educational discussions. 

Part 4: Notable Quotes 

“I fixed the problem for myself by essentially using the teacher’s voice as the soundtrack for the game I was playing. And this brings me to my first point. Video games, by design, are a complex blend of audio, text, video and interactivity that can intensify focus. And because of their enjoyment factor, these components of video games can help with something our students desperately need in the classroom: motivation.” (Alexander) 

“Now, if the goal of a post-secondary education includes students getting a job in the same thing they went to school for, guess what? Schools are failing. More than half of graduates do not get jobs in their field of study.” (Alexander) 

“Now, I’m not suggesting that video games replace classroom instruction. I’m advocating for the components of video games, especially the engaging ones, to be ported into classroom instruction because the audience, the students, clearly understand the medium. There are roughly three billion video game players worldwide. Video games contain the blueprint for engaging education because of the way that they cater to human learning, a complex story interwoven with learning content and a bit of artificial intelligence for difficulty and balance.”(Alexander) 

Leave a Reply

Your email address will not be published. Required fields are marked *