What to Keep in Mind When Developing Games for the Classroom: Part 3 of 3

I had the pleasure of attending the 9th annual Games for Change festival this June, a celebration of “serious” games with high goals and expectations for the budding medium. In my first report I discussed the importance of transfer when making a video game for education; in the second I talked about open-ended game play. Here is the third and final rule.

3) If all else fails, have them make the game themselves. Using game design as a teaching tool in the classroom was a major theme over the weekend. Whether teachers use game design tools such as GameStar Mechanic or adapt scientific and mathematical concepts to creative puzzles in Portal 2, more and more educators and designers are seeing the power of invoking the students’ own creativity and interests, and thus their engagement. Better still, an interest in game design can open a whole new creative experience for students, one dependent on STEM skills that might otherwise be dismissed as “boring.” The technology showcased at Games for Change revealed a sliding scale of abstraction and technical complexity, from Gamestar Mechanic, a completely GUI-based tool for middle schoolers, to more complex tools like GameSalad and Microsoft’s Kodu. Valve, the company behind puzzle game Portal, has created a level-building tool specifically for teaching physics and scientific concepts by having players create their own puzzles and adventures.

Because the kids learn through doing, they take ownership of their own education; rather than just getting a Game Over when they mess up, students have to account for boring play or unwinnable challenges to their friends and peers, otherwise known as their playtest group. On the other hand, when they succeed they don’t just get to win the game — they have created something to be proud of and return to time and time again.


Tracy Carlin is a Communications and Public Policy Intern at SIIA. She is also a first year graduate student at Georgetown University’s Communication, Culture and Technology program where she focuses on intersections in education, video games and gender.

The New News Mogul in the Information Age

In the July/August issue of EContent Magazine, SIIA’s vice president and general manager of the content division, Kathy Greenler Sexton, explained how in the age of Web 2.0 news moguls can come from a variety of small social media spaces.

“When you think of a mogul … it’s all about relevancy and context, and a mogul has the influence,” says Greenler Sexton. “But influence on the web, depending on who you are, you don’t need that money to match the old moguls of the past. But you will have the influence.”

With cheap or free platforms like Twitter, Facebook, and WordPress available to all, news “moguls” can be companies of one working out of their living rooms, not just the wealthy tycoons of the past. Yet Greenler Sexton warns EContent not to assume that means old-fashioned news resources are doomed or can not adjust to the times. Content can come from anywhere – it is quality that differentiates the wheat from the chaff.

“I do think that there are very thoughtful news providers out there that will continue to provide very thoughtful news,” she says. “You have these aggregators who are helping people skim everything and keep up with [the news]. You’re going to have the ‘news of the moment’ or the ‘tycoons of the day.’ You’ll also have very thoughtful writers who might be setting up their own blogs and building very thoughtful businesses out of it…A lot of the traditional players shouldn’t be counted out because they have resources and they have a lot of talent, they’re going to find a way to thrive in this new world. So those traditional moguls, I wouldn’t count them out either.”

With new content providers popping up every day, and new modes of delivery like tablets and mobile phones transforming the way content is presented, the content industry has become an increasingly personalized experience for consumers. It’s up to these providers to determine their value, whether it is up-to-the-minute news updates and discussion (the role of the blogger), highly developed research and analysis (research firms and companies like LexisNexis) or unprecedented access (traditional journalists). For content today to thrive, finding this identity is key for reaching the desired audience.


Tracy Carlin is a Communications and Public Policy Intern at SIIA. She is also a first year graduate student at Georgetown University’s Communication, Culture and Technology program where she focuses on intersections in education, video games and gender.

 

What to Keep in Mind When Developing Games for the Classroom: Part 2 of 3

I had the pleasure of attending the 9th annual Games for Change festival this June, a celebration of “serious” games with high goals and expectations for the budding medium. In my first report I discussed the importance of transfer when making a video game for education. Here is the second rule.

2) Don’t spoon feed game play. The best educational games are open. There’s a game design rule that has always proven again and again to be true – don’t depend on the instruction book to teach game play; no one reads them. It’s the same with educational videogames. Walls of text and specific linear game play, leading kids on a leash, doesn’t lead children to ask questions or think critically about the material; it’s about as helpful as leading a kid through an instruction book on the concepts you are trying to teach. They’ll tune out.

Jessica Millstone of the Joan Ganz Cooney Center and Allisyn Levy of BrainPOP presented case studies where teachers flocked to games that didn’t explicitly explain rules, instead opening both players and teachers to multiple styles of play and instruction. The Lure of the Labyrinth, for example, releases players into the game world after a short narrative comic, with no explanation for how to play or what mathematical concepts the game will teach. It is up to the player and their instructor to experiment with the point-and-click interface, which allows children to explore and problem-solve and teachers to provide any level of instruction. Another example, the educational version of Minecraft, duplicates the original commercial game’s open-ended sandbox design, while giving instructors extra powers to better harness the world to their own instructional purposes. Attending educators were especially pleased with Minecraft.edu’s versatility and their ability to craft lessons around its simple block-based game play — teaching children things like collaboration alongside traditional mathematical lessons.

In the final part, I’ll talk about one of the most popular topics at this year’s Games for Change – having kids design their own games for learning.


Tracy Carlin is a Communications and Public Policy Intern at SIIA. She is also a first year graduate student at Georgetown University’s Communication, Culture and Technology program where she focuses on intersections in education, video games and gender.

What to Keep in Mind When Developing Games for the Classroom: Part 1 of 3

Last week I had the pleasure of attending the 9th annual Games for Change festival, a celebration of “serious” games with high goals and expectations for the budding medium. In the hands of capable and creative developers video games have been used to promote social change, tackle complex political issues and educate everyone from kindergarten to college and beyond. Attendants at the conference included designers, developers, businessmen, and teachers interested in using video games in their classrooms. Their questions and comments over the course of the three days were highly enlightening and gave me the rare opportunity to see what teachers desire from games for learning. In the next few days I’ll post three lessons I took away from the festival for those in the educational technology industry interested in developing video games.

1) Transfer should be a top priority, not just fun. It’s great if kids can use mathematical or scientific concepts to blow away aliens or save the princess, but when confronted with the same ideas in a standardized test will they remember the connection? Games offer teachers the rare chance to have children directly interact and problem solve with concepts usually taught with a simple formula and memorization. But that doesn’t mean developers can rely on excellent, engaging play to commit a concept to a child’s memory. Designers must account for and plan for in-game content to easily transition to the real world.

Marion Goldstein, Research Associate at EDC’s Center for Children and Technology, explained how she approaches the concept of transfer in her presentation on a game to teach concepts of photosynthesis. RubyRealm does not explicitly teach the terms or the physical process; instead, it uses the building of glucose cells as a model for gameplay and an abstract visual. The game is played at home for a minimum of thirty minutes. The next day in class is where the specifics of photosynthesis are explained by the teacher, using classroom materials linking images from the game and the scientific terms and concepts. The teacher can control how much or how little of the class is devoted to the game, although it’s encouraged by the developers to use materials using same visuals as the game. A “transfer task” reinforces the similarities of game play and real science, insuring the students understand how plants build glucose molecules. The more gradual, multi-level system led to a stronger understanding and familiarity with the standard equation and the use of glucose in plants. Teachers in the audience appreciated the time devoted to transfer and the openness of the courseware.

Next time, I’ll discuss the importance of open-ended game play.


Tracy Carlin is a Communications and Public Policy Intern at SIIA. She is also a first year graduate student at Georgetown University’s Communication, Culture and Technology program where she focuses on intersections in education, video games and gender.

This Week in IP Enforcement

Report: Online Counterfeit Sales To Overtake Street Vendors (National Journal)
More counterfeit goods will soon be sold online than on the street, according to the latest report by the U.S. Trade Representative.

Advertisers pledge not to support ‘rogue’ pirate sites (The Hill)
Two major advertising trade associations released a set of best practices on Thursday to ensure that companies do not place ads on websites dedicated to offering illegal copies of movies and music.

Google, authors go head to head over digital books (Reuters)
Google Inc, in a long-running legal dispute over its plans to create a digital library of books, argued in court on Thursday that associations of authors and photographers should not be allowed to sue the company as a group.

Tech Firms Crowd-Source to Fight Suits (Wall Street Journal)
Tech giants like Microsoft Corp. and Apple Inc., along with several start-ups, have tapped Article One Partners LLC to crowd-source evidence that a patent they are being sued for allegedly infringing isn’t novel. Proving so in court can invalidate a patent.

OSS adoption in emerging markets encouraging but doesn’t combat piracy (ZDNet Asia)
Open source software (OSS) has picked up in the region with different levels of adoption in different countries, however, it is not a silver bullet to combat piracy, say market watchers.

Just Do It (Again): How Virtual and Video Game Labs Give Students the Freedom to Fail

With all the discussion about job creation and a difficult economy in Washington, it’s hard to see the positive outliers on the edges. STEM positions, as reported by Mel Schiavelli at the US News and World Report, are being created every day for those lucky enough to have the education necessary to take on the task. Unfortunately STEM, short for science, technology, engineering, and mathematics, is the greatest weakness of the US education system. Ranking 35th in math literacy and 29th in science (according to the Institute of Education Sciences), we as a nation not only risk not filling our open technical positions but have already begun to struggle against international competition. Dean Kamen, inventor of the Segway, claims the US’s worrisome STEM rankings are caused by a fear of failure. As he tells the US News and World Report:

“I think we’ve created a society that is so risk-averse that kids are taught—”Whatever you do, don’t fail.” A consequence of being unwilling to fail is that you’ll never try really big, bold things. Once you define success as loss of failure, we’ve lost innovation, we’ve lost our edge.”

Kamen is right, but there’s a difference between being right and being easy to implement. In an underfunded school what little laboratory equipment they have is expensive, delicate, and difficult to replace. Teachers fear losing their resources in the classroom, which prevents students from having complete and open access to hands-on lessons in the sciences. Innovation, while not outright forbidden, can not adequately flourish in this environment.

So what’s the solution? Have you checked in with a computer game lately?

The educational technology sector has seen potential in utilizing video games since their inception; the interest has only grown stronger and broader over time. The Education Game or Simulation category proved to be one of the most popular for entrants at this year’s CODiE Awards. If you look at the list of finalists, the popularity is no wonder. Game developers have created an unprecedented number of educational games for a bevy of diverse audiences, from small children to high schoolers and beyond the traditional K-12 system. For instance, the 2011 CODiE winner Hospitality and Tourism Interactive uses an interactive and online virtual world to encourage college students to explore career paths in the hospitality industry.

While controversy remains on to what extent educational and serious video games can teach children one thing is certain – in a video game you really learn how to fail. James Paul Gee called this the “Psychosocial Moratorium Principle” in his landmark book What Video Games Have to Teach Us About Learning and Literacy. Put simply, in a video game your consequences for failing are far lower than in a real world environment; thus the player feels more comfortable with taking risks and innovating in a virtual space. While “death” is a common trope in almost all games, most still save your progress with only some token punishment for whatever error caused your loss of life (such as a loss of experience, lowered health, or the loss of a certain amount of progress). Even the most major losses can be rectified by starting again. Pride is the only loss one might endure in the “real” world. If only students felt the same way when playing with a chemistry set or trying to practically apply Newton’s 3 Laws.

With a virtual lab, students could play with all the different disciplines in the STEM spectrum without fearing reprisal for failure. Meanwhile, parents and teachers would not have to fear injury as a result of a lab experiment. While in a real world classroom students would not be allowed to use a Bunsen burner alone, in a virtual environment the same students could mix any number of chemicals and see the results, both the desired and the undesirable. This idea extends far past traditional K-12 schools. Carnegie Mellon and Stanford are working together on EteRNA, a game environment for simulating and experimenting with RNA molecules. Through this powerful application gamers are not only learning about RNA but helping scientists uncover new breakthroughs in how the tiny cells behave. Innovation might be scary in the real world, but in a virtual environment even the impossible can be tested and played with – and made a form of entertainment as well.

See also:
CyGaMEs Selene: A Lunar Construction GaME
Muzzy Lane’s ClearLab Project


Tracy Carlin is a Communications and Public Policy Intern at SIIA. She is also a first year graduate student at Georgetown University’s Communication, Culture and Technology program where she focuses on intersections in education, video games and gender.

 

Get Ready for the Buyer/Supplier Forum

The SIIA and SLA will co-host the Buyer/Supplier Forum on day two of this year’s Information Industry Summit. This new event will bring information professionals with content buying responsibility together with Information Industry Summit attendees to discuss how content will be delivered and licensed in an on demand world. The robust afternoon agenda includes “Special Interest” lunch discussions and sessions led by industry analysts who advise on both the buy and sell side.

The Buyer/Supplier Forum will be led by Chair Webb Shaw, J.J. Keller & Associates, Former Chair of the SIIA’s Content Division Board of Directors, and the sponsor of the SLA Rising Star Award and host of the Rising Stars/SLA Fellows Roundtable at SLA’s annual conference. The event is free for approved information professionals with purchasing responsibility.

The preliminary schedule includes Special Interest Lunch Discussions and a series of presentations from leaders in their fields. Outsell, Inc will explain The Changing Needs of the Enterprise Content End-User; after that John Blossom, Shore Communications will speak on Rapid response: Matching premium content to on demand user needs. The event will end with Robin Neidorf, FreePint and a session on Buyer-Seller-User: The true lens for evaluating ROI.

Register online.