Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Sunday, July 10, 2016

The Power of Gaming- Pokemon Go

There is an ebb and flow in the attitudes and buzz around gaming in education. This week, with the release of Pokemon Go, I saw, once again, the power of gaming in action. Pokemon Go was released. Pokemon Go is an augmented reality game that allows users to interact with a Pokemon world overlaid on the real world.

My younger kids play it (10,12) of course delighting in the Pokemon they find as we drive around town. My 22-year-old son and 26-year-old nephew are also enjoying it. Reliving parts of their childhood they are interacting and discovering the hidden world around them.

Next to my house there is a park, now visiting the gazebo gives you Pokeballs and the sign is a Poke Gym. Traffic around the park has more than doubled with kids teens and adults stopping to explore the digital and the real.

My point is not to celebrate this particular game. My point is that gaming is something that appeals to the digital generation. This app makes participants move (you need 2K steps to hatch a Pomkemon egg). If done correctly it can generate learning, motivation and a sense of adventure. I can easily see a game app at a museum, sending users to find specific exhibits and discover ideas and histories. There can be a real reward but just as easily you can just have a leaderboard and levels that seem to motivate gamers. Imagine a city creating an app that provides points for each landmark, and cultural event.

Just imagine what we can do!

Wednesday, February 18, 2015

Generation D- the impulse to re-engineer

I was playing a quiet game of Candy Crush yesterday and my 8 (soon to be 9) year old son Itai came and sat next to me. For me, casual games like Candy Crush are a great way to pass a few minutes and do some problem solving. Itai, however, is generation D (digital) child and reacted to the game in a very different way.       
As I was olaying Itai was making suggestions about moves and figuring out how the game worked. Finally he said: "Wouldn't it be great if you could design your own board and could decide where the jelly and chocolate went?" He continued musing: "you could design your own special candy like a cross between the fish and chocolate". His stream of ideas went on as I was playing and I cannot remember them all, but what I do remember is how easily he has focused on the creation side. 
This of course is not accidental. I have been observing in schools and at home the impact of games like Minecraft and Little Big Planet. For adults they are games, but I argue that for kids they create new ways of thinking. As a result generation D maybe growing up the most creative one yet, a generation that has a creative instinct. A generation that idenftifies a problem and doesn't just want to solve it, they want to re-engineer it. The question for us is how do we design schools that cultivate and support this world view?

Sunday, September 28, 2014

Game based Mechanics at School

Last week I went with my kids to their school's "fun night". The fun centers around a fair like set of activities that generates funds for the school. My kids love the little games and winning all the nearly worthless little prizes and punches on their cards. This time the organizers decided to simplify things by taking the stuff and punches out of the activities.

I was watching my son Oren walk around trying to decide what to play. "Why don't you play this one?" (pointing to bean bag target game) I asked. He looked at me and said "You can't win anything so what's the point?". The organizers have definitely simplified the organization of the fair but they completely missed the game mechanics. To keep humans motivated and in this case creating enjoyment the game has to have a point. The point can be a prize, points, a leaderboard or boasting rights but it has to have a point.

I think this is the point that people miss when we talk about how our understanding of games can inform education. It is not about making educational games. Instead it is about importing the idea of feedback and rewarding incremental progress. Education has always been very good about long term rewards- semester and course grades, GPA and even entry to college. We are considerably less adept at rewarding incremental progress and specific achievements. The only example that I can think of in recent years is the work in RtI (Response to Intervention) on reading fluency. In it students receive weekly probes and chart their progress. This has worked almost too well encouraging students (and teachers) to focus on rate too much. This however highlights the enormous promise in using feedback on incremental achievement progress. Badging anyone?

Sunday, March 23, 2014

Five things I Learned at EdCampOmaha

I just came back from EdCampOmaha and I am still
 processing. EdCamp is an unconference without a program, fees or a hierarchy. You just show up, offer a session and join others. The experience was immersive, so much enthusiasm passion and powerful learning moments that you cannot but feel hopeful about education teachers and the future. Teachers came from as far as Minnesota and Oklahoma but also Iowa, Kansas, and Missouri.

The energy was undeniable and I wish every one of my students was there to experience it. So here are five things I learned or relearned:

1. Democracy in professional development works, to a degree. In EdCamp sessions are arranged on the fly and teachers choose by title. In essence anyone can create a session that anyone can attend. Participation is key. The afternoon crowd also showed that people vote with their feet and choose to come back in smaller numbers.

2. Gamification can be effective without technology. And easier to implement in some ways. Physical badges, leaderboards and other ideas can put a spin on tedious tasks. Thank you Nate Balcom. The session has renewed my interest in gamifying a portion of my classes.

3. It is fun to be a learner and just enjoy. Its been awhile since I've been to a PD conference just to learn and not be in charge, worry about details or prep another presentation. I've been doing so many TechEDGE conferences and presenting in others that I forgot the joy of just being open to new ideas.

4. Some people are so impacted by circumstance and professional isolation that they find it hard to open up to other possibilities. In a few of the conversations I had it became clear that professional isolation in some schools created an environment in which educators find it hard to innovate. They want to, and I guess they came to edcamp to get energized but the isolation was so severe that they actually sucked the energy out of discussions. My heart went out to them.

5. Teachers are focusing on student creation. Student creation is a literacy multiplier and some teachers have figured it out. The teachers I talked with (especially from Bellvue) were on fire saying: "I have been one to one iPads since January, it has transformed my teaching. I cannot go back!" Thank you Brent for an exceptional opportunity.

Great learning with great colleagues! I do have some ideas and concerns but those will come at another post.

Friday, December 27, 2013

QuizUp- Motivation, Learning, and Dashboard Design, and 6 ways it can work in education



QuizUp is one of these flash in the pan games that takes the mobile world in a storm. In less than two months it amassed over 5 million users. If you haven't tried it you should, but not just because it is addictive, but also because it points to some aspects that QuizUp does well, and that we can do better in education. In short I believe that some of the things QuizUp does right we can use in education.


The key is motivation, and QuizUp uses every game mechanic and social aspect to drive you to use the system out of your own volition. First QuizUp allows the user to select the areas they want to be a part of. While we can't always let students choose what they want (vs. need) we know there is great motivation in choice. Second comes the sense of developing an area of expertise. I am for example the "Best in Ancient Rome in Nebraska" a dubious title but it works! We can imagine a best in multiplication in Mrs. Hendriks class or best in Ancient Greece in Washington Elementary.

QuizUp adds to it achievements (win 500 games, get a perfect score). We could structure those in more meaningful categories, imagine an achievement for knowing all the characters in Othello or all the multiples of 9, or the features of the table of elements. Points also work to motivate users, you get points even if you lose (although less) making sure that your effort is always rewarded. In short QuizUp activates all the short reward cycles that make us persist at game based tasks.


Feedback in QuizUp is exceptional. Beside the obvious leader boards, levels and points there are a slew of ways to get feedback. After each game you can study the questions and your responses, you can also see a graph comparing your score and you opponent's. The dash board is the most brilliant piece of design in the game. As you can see on the right one of the main dashboards shows you the areas you have been participating in and the level in each. It allows in one glance to see where the user had put the most effort and how well the user have been doing overall.

QuizUp has some challenges as a learning idea as well. The format of multiple choice works well for this kind of work but it does limit the sophistication of questions as they relate to different levels of learning (think Bloom's taxonomy). In my own participation I figured out I actually think through my responses through the first 15-20 levels. After that my responses are increasingly automatic as I have seen most of the available questions and must activate my mnemonic devices and memorization based on repetition.

So how does it fit into 21st century learning? Well:
1. It is a great way to develop basic knowledge
2. It is a great way to develop fluency (word recognition, basic math facts, historical facts). This will allow the teacher to focus on more meaningful material in class
3. Taking away the time element can help in some cases.
4. Have enough questions in any bank to remove straight forward memorization except when it i the goal (say multiplication facts).
5. The complexity of the question is up to the author, even in a multiple choice format you can get sophisticated thinking
6. If students can actually create questions it becomes a much more sophisticated task (the feature is available)

Sunday, January 13, 2013

Gaming and being Social

A lot has been made about the role of gaming in creating lonely and isolated teens and possibly even adults. I think that it is a complex problem and that gaming can have multiple impacts on any individual- I would actually like to suggest that we stop treating the problem as a pro-con problem and instead admit that any impacts of gaming are complex (cognitive, social, emotional) and depend on both the gamer and the game.

I am a casual gamer, I usually like games that can be played with short bursts with minimal set-up times that can be learned quickly. I simply do not have the time or attention span for more. A few months ago I decided to try a social game on Facebook. I have played social word games before but not games that involved long term engagement. As I like strategy games I tried a strategy game that required me to manage resources and raise an army that can battle computer simulated foes as well as other players. When I started playing I immediately turned off the chat feature. I was not interested in the interaction just in the gaming experience. As the game is geared toward short bursts of activity I slowly built my forces over a few weeks until I decided that I was ready to challenge other players. I attacked a few small outposts. The next time I logged in I found that my forces have been attacked by multiple players and repeatedly laid to waste. This seemed to be more than just an attack. I turned the chat on and asked. The response came immediately: "This is not how we behave in this sector". At this point it dawned on me that by not understanding the social aspect of the game I was missing a window into how gamers are creating social norms and mores within games.

I do not know how this links with life outside gaming if at all. What is certain is that it does not necessarily true that gamers would be less capable socially- the need to communicate with peers whom you cannot see and develop norms and values may have great value in a digitally connected global society. There may be a great potential in developing such games to teach ideas in history and civics.
There might be some strength in helping students see the connection between their online social experiences including gaming and their behavior in the real world.

Happy New Year!


Saturday, August 18, 2012

Video Game like Thinking

Years ago I remember Sarah and I observed our boys playing when suddenly one of them called 'pause' then proceeded a discussion about the nature of pressing the 'X button'. This was not a video game but rather a game they were playing outside borrowing the rules of video games they were playing at the time.

Fast forward a decade or so. Two weeks ago we were in Breckenridge for a family vacation. We sat for lunch in a small pizza/italian place. It's one of these places with paper and crayons so everyone was busy creating in one form or another. Oren who is 8 was busy creating mazes. Now Oren has been a maze fanatic since he was 5 or so. Usually he creates very elaborate designs that can be challenging. He often uses what appears to be mishaps in drawing (e.g. what appears to be accidentally incomplete lines are actually openings) to make the mazes harder.

This time he hands me a this puzzle with a smug look on his face.

Patiently he explains: S is for start F is for finish. I stare at him blankly, he smiles and encourages: "Just do it Abba". I draw a straight line from S to F and he responds smiling: "yes that's it". Then he proceeds to draw this one:

My first instinct is to see if any of the corners just appear to be connected or have tiny gates in them. No the boxes are all closed. "Can I go around?" I ask suspecting a trick. "No" he answers smiling. I know something is going on but I honestly cannot figure out where he is going with this. "I give up" I finally say. Oren then explains patiently. The thicker lines are doors and when you step on the lower case 'f'
they open. "How am I supposed to know that?" I ask incredulously. He looks at me not sure what I mean: "you try it out. You move until you step on the 'f' and see what happens."

It is common to hear "grown ups" criticize video games and the way they seem to engross kids. Here in a different way you can both see what video game thinking is and its impact on learning and thinking.
Oren created a basic level that demonstrated some of the basic rules. Then he proceeded to the real challenge. He also assumed a level of interactivity that is a part of all such games. The static paper and pencil game rules are too simple interactive/ experimental rules are so much more interesting and challenging- mostly because you have to experiment before you know the solution for sure.

I could go on for a while analyzing what appears to be his thought process but I would like to suggest that this video game thinking is analogous in many ways to learning in new domains, especially science and the arts. Instead of repeating known solution to familiar questions, what scientists and artists seek are new ways to respond to problems. They have to interact with ideas, materials and symbols to solve the problems. Video games fostered the right way opens our children to a new creative and thoughtful world of discovery and creation.

Sunday, July 29, 2012

Talking About His (My) Generation

My oldest Erez is now 18, for a few years now he has been drawing on the generational divide between us as he makes his point about pop culture discussions. While I have a very different way of looking at the world I truly appreciate his point of view. It matters because this is how our students learn and if we do not adapt we will stop being relevant.

More than anything else I learned from Erez how to flow with change. He is an early adopter of new ways of doing and social media. At the same time he is an early deserter of new technologies as they wear thin.
This is how I observe the cycle. First he finds a new technology, a few years back it was StumbleUpon. For a few months Erez was on StumbleUpon everyday for a few others. In fact he stumbled so much that the service told him they were out of new webpages to share with him. For a while he continued visiting occasionally but now he rarely uses it anymore if at all.


So, contrary to commonly held beliefs, his generation does problems with attention. Instead they just use attention differently. It seems that he has learned to concentrate on one problem very intensely for short period of time and develop expertise that is very local. Once, however, that the technology has been mastered and maximized attention shifts quickly to something else. Considering the current and projected rates of change in technology it seems to be a very effective strategy- that holds no emotional or cognitive ties to a specific technology. Instead concentrates on maximizing short term benefits (even if they are social) and then moving to the next technology.

Erez adds:
I find it exciting to discover new ways to manipulate technologies that I am given. As before mentioned I master different technologies and move on. Though sometimes rather than move to a different technology I just modify the one I am given. For example after playing Fallout New Vegas non-stop until I finished, rather than immediately move on I stayed with FNV and installed mods which modify the game whether it be graphics or actual gameplay. This allowed me to be comfortable in the fact that I had basic knowledge of the technology, but now I have a new technology to master.



Frankly I am reminded of a book from a time when I still read books, I Robot by Isaac Asimov. In this book robots are powered by a brain that has become so complex that all the scientists are unsure of how its basics work, rather they just add on to it. I believe this is where my future is headed, the mods I have on FNV will have mods, and those mods will have more mods and so on and so forth until the original game no longer resembles what I play now. However, no one will complain because no one remembers the original, not because it's taken a long time, but rather because no one was attached to it like my father says above, "no emotion or cognitive ties to a specific technology." In truth I am unsure if this is a good thing that will continue until we have super robots, or a bad thing that will see us hit a capacity of understanding and watch the latest generation struggle to stay focused on one technology for a long time. Anyways, all we can do is wait and see.



Last word from Guy:
I find it interesting that Erez's goto metaphor is from gaming. I was thinking about it as I wrote my piece but was wondering if I was stretching the concept too far. Apparently it was not far enough.


Thank you to Erez for being a co-Blogger

Sunday, June 17, 2012

Creativity, Literacy and Gaming: An Anecdote about Little Big Planet

My six years old son has been asking me to help him spell lately. "Dad" he shouts from the general vicinity of the TV "how do you spell test? Oh I got it". After a few questions I was curious so I came to see what he was doing (the yelling back and forth was getting less fun). I see Itai perched on the couch in front of the tv manipulating characters and obstacles as he is creating a level in the game LittleBigPlanet. He was integrating writing, his knowledge of games, and design decisions to create a game level. As I was expressing my wonderment about his creativity Asaf who is 16 turned to me and said. "He has been doing it for months!". "I knew he playing" I said "but has he published them online?" "Yes", was the answer, "he made about a hundred, but he can publish only 20".

My thought is something like this: while we argue about how much technology and how should be part of our children's educational experience they are actually moving ahead. But only if we give them great tools to work with: Lego, iPads, LittleBigPlanet, all commercial ideas yet all outstanding educational tools. With some guidance children of this generation can become the most imaginative generation the world has ever seen- combining powerful tools, experimenting and social dimensions. Piaget talked about the child as a scientist learning about the physical world about her. Now after the physical world they can start exploring virtual worlds of possibilities- expanding the potential for development.
This somehow made me hopeful.
Trailer About LittleBigPlanet Publishing