Street Fighter 6

Description
Platforms: PC, Playstation, Xbox Publisher: Capcom Year of release: 2023 Street Fighter 6 is a competitive 1v1 fighting game considered by many to be one of the best examples in the genre. Consistently played at all major fighting game tournaments as an esport, Street Fighter 6 offers a colourful cast with a range of different abilities and play styles which appeals to a broad audience. For new-commers to the genre, Street Fighter 6 has a range of accessibility features such as automatic combos, simplified controls which remove the need to input complex sequences of buttons to execute special moves and more. This unlocks the fun for players of all skill levels as they improve and facilitates the ability for different skill levers to play and have fun together. Street Fighter 6 has a variety of modes, experiences and unlockables, including a very good training mode for practicing. Ideal for quick sessions, the game is easy to set up and play in a short period of time.
Example Lesson
Group size - 2-6 Minimum students: 2 Estimated time: 30-40 minutes, 15 for theory, 25 for gameplay practice & reflection. Learning goals: Learn about pattern recognition within gameplay and opponent analysis. Identify own strengths and weaknesses when it comes to predictability. Verbalization of learning through oral reflective analysis. Instruction Provide a short lecture on prediction, probability and pattern recognition (age appropriate). Split the class into groups of two and play a few rounds of rock paper scissors. Spend five minutes explaining Street Fighter 6 and how fighting games are essentially a system of real time rock-paper-scissors. The practical elements encourages students to both play and watch games of Street Fighter 6, putting theory into practice. Controls are recommended to be on modern or casual, as the focus should be on basic fundamentals of attack vs block vs throw (the rock paper scissors triangle) without the need for complex button inputs and technical game knowledge which would serve as a barrier to entry. After the session, students should be encouraged to verbalize what they have observed about patterns in other students gameplay, and try to identify potential patterns and weaknesses in their own gameplay. If possible, students should try to verbalize what they would try and do differently next time.
TypeDigital
Learning AreasAbstract Thinking Auditory Processing Attention To Detail Comprehension Critical Thinking Data Analysis Decision Making Focus And Attention Forward Planning Logical Reasoning Memory Pattern Recognition Self Expression Speed Of Thought Understanding Of Others Visual Processing
MechanicsAction, Esports, Player vs Environment, Player vs Player, Round Based, Solo Play, Strategic Play, Video Game
Ratings
  • Communication 3
  • Problem Solving 9
  • Information Processing 12
  • Collaboration 3
  • Complexity 0