Earlier this year I crowd-sourced a list of teaching materials. Now that the fall semester is imminent, I am finally getting a chance to sit down with the list again in order to prepare for my courses.
The subtitle of Minds on Fire is its mission statement: “how role-immersion games transform college.” The book itself is a manifesto for Reacting to the Past, serving to defend and justify the games developed by the consortium.
Carnes’ core contention in Minds on Fire, and the underlying principal behind Reacting to the Past, is that students are engaged in “subversive world[s] of play” that range from video games to Zombies v. Humans to fraternity events. On the other end of the spectrum “all classes are kind of boring.” The solution, Carnes argues, is to harness the subversive worlds of play toward academic ends; that is, give students competitions and games that tap into their natural inclination for this subversive behavior and get them to do more work without thinking about it as work. Teachers facilitate the games, but then step back and empower the students to take the reins.
After setting out these principals, Carnes dedicates much of the book to laying out the advantages and countering the criticisms of using games in the classroom. There are chapters on how Reacting games teach morality and leadership and spontaneously produces community, things which are often touted as the purpose of a humanistic education or baked into college mission statements. Another section rejects the positivist contention that the past is a fixed stream and that opening the possibility of changing the past undermines history education. In each instance, the philosophical and pedagogical ideas are buttressed by excerpts from interviews with students who went through Reacting courses.
Minds on Fire is a convincing read, though I should say that I went in predisposed to think that as someone who has always balanced a fascination with history books with hours of subversive play. Carnes acknowledges, but also skims past, some courses are not going to be suitable for Reacting games and that not every Reacting exercise will be a raucous success. Nor is there much acknowledgement that Reacting is a radical proposal that seeks to achieve a fairly standard aim: significant learning experiences. Reacting classes, by not seeming like school work, give students ownership over their education and “trick” them into having experiences that cannot be faked or cheated.
There are other means to this same end, but there are also numerous classes where Reacting is a particularly effective way to grapple with issues, and I think it is no coincidence that some of the success stories came from Freshman Seminar or great ideas sorts of classes. I also think that long-running games could be particularly successful in discussion sections as a complement to lectures.
In sum: there were times that this book was too much of a manifesto, but while not every course needs to be a Reacting game, but every course can take lessons from Minds on Fire.