Digital Games: Cross Functional Teams and Collaboration

There are a class of digital games which require the formation of "cross functional teams" (Gee, 2005). Cross functional teams are "a group of people with different functional expertise working toward a common goal." The ability to take on and respect these different roles is a sign of good, healthy collaboration rather than simple "group work" where participants work side-by-side but not together.

To access the best gear in World of Warcraft, for example, groups need to be formed in order for certain content (raids or dungeons) to be successfully completed. The kinds of challenges the groups face demand there be a character up front sucking up all the damage from the big bad guy (a tank), someone staying out of trouble healing (a healer) and three other characters doing damage to the big bad guy (DPS - damage per second characters). Characters specialise in their areas and need to stick to their role if the encounter is to be successful; you cannot win a dungeon if your group comprises solely of one class or of people not sticking to their assigned roles (read: a Leroy Jenkins).

Players must understand their character's abilities and roles, but also integrate and coordinate smoothly with the group as a whole, embodying what James Gee calls "cross-functional understanding" (2005). What you get then is a group coming together in a shared endeavour, each character an integral part of the puzzle. These dungeons constitute an "Affinity Space" - a place where experimental learning happens, where newbies and masters unite, knowledge is dispersed and leadership is flexible. In a World of Warcraft raid group you learn and grow together; fail and succeed together.

A group of people working together, taking different roles, communicating and collaborating? This is good stuff - stuff which indeed hits on many aspects of what we consider to be elements of good learning experiences:


  • It flexes many of Guy Claxton's characteristics of powerful learners, most notably that of experimentation and the virtue of sociability (Claxton, 2013).
  • It takes a cue from not only a constructivist view of learning, where learning emerges from experiences, but also a connectivist approach where learning is strengthened and enhanced when nodes of knowledge (players) connect and diffuse knowledge.
  • It is an interactive approach to learning, not one in which learners are passive receptacles (Becker, 2011).

What is interesting is considering these informal, affinity based groups alongside the idea of identity and social inclusion as well. It allows students to experiment with different roles and identities, ones which could be altogether different from those they embody on a day-to-day basis. It doesn't matter how fast you run or what clothes you wear or what your recent writing sample was scored at - in a MMO (massive multiplayer online game) it comes down to how well you know your class, how well you can work together, communicate, collaborate and trust each other. Participation in affinity spaces can bridge barriers and bring people together.

Setting up experiences where students get to be a part of a cross functional team can therefore lead to great learning in and of itself, but can also be used as a springboard or scaffold into offline collaboration too. Cross functional teams are valued hugely in many areas because they can flexibly meet challenges and deliver creative outcomes. Helping students to be active participants in these kinds of groups - to be able to take on different roles (a leader or a follower, a devil's advocate, an experimenter, or a dreamer) - is good stuff. The importance then would shift into reflecting deeply on your online experiences and taking those learnings into group projects, social interactions, and collaborative learning IRL. Thankfully there are strategies and tools that can assist this - de Bono's Thinking Hats and NoTosh's Design Thinking tools spring to mind.

Digital Games are not just the past-time popular media would have you believe, but powerful spaces for learning and powerful prompts into other learning. Using cross functional teams as a training ground for offline collaboration and social inclusion is one of these.

So - who do you want to be today? A tank, a healer or a DPS?

References

Becker, K. (2011). Distinctions between games and learning: A review of current literature on games in education. In Gaming and Simulations: Concepts, Methodologies, Tools and Applications (pp. 75-107). Hershey, PA: . doi:10.4018/978-1-60960-195-9.ch105
Claxton, G. (2013). What's the point of school?: Rediscovering the heart of education. Oneworld Publications.
Gee, J.P. (2005). Good video games and good learning. Phi Kappa Phi Forum, 85(2), 33-37. http://dmlcentral.net/sites/dmlcentral/files/resource_files/GoodVideoGamesLearning.pdf

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