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Archive for the ‘Game-based learning’ tag

Our Own Little World

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This week three girls took up what might be the most ambitious project I’ve ever suggested to a student: create a World War II museum in LittleBigPlanet, a PlayStation 3 (PS3) game.  None of us has any idea what to expect (apart from students somehow sharing the unit’s content through visualization and gameplay)  – the girls are working through the level creation tutorials together – but we all seem to be enjoying the satisfaction of making something through a learning process that feels more like play than work.  I wish I could give them all the time they wanted to learn the tools and research what they think should be included, but traditional school scheduling kind of gets in the way.

LittleBigPlanet is a platformer.  A platformer is a game made up of levels that require  players to pass obstacles using timing, accuracy and  leaping.  Most Super Mario Bros games are platformers.  LittleBigPlanet provides players with a suite of level construction tools and the ability to upload player-created levels to the PlayStation Network (PSN) for other owners of the game to play.  Since the game’s release in 2008, players have uploaded over 2 million user-generated levels.

Two million isn’t a big number compared to, say, 400 million: the number of Facebook users worldwide.  Two million isn’t a big number compared to, say, 32 million: the number of PlayStation 3 owners worldwide (both figures found here).  However, LittleBigPlanet encourages player creativity and modding in ways collection games like Farm Life and proprietary hardware like the PS3 do not.  There are very few games that offer as robust and attractive a set of tools as LittleBigPlanet does for creating such varied levels.  To wit, check out these two user-generated levels. Everything in them was assembled by players from the tools and behaviors included in the game’s level design suite.

Museum levels in Little Big Planet typically show off the art and machines players have made for use in their other levels.  The PlayStation Eye, a peripheral camera for the PS3, also lets users take pictures of themselves or their own and-drawn art for use in museums-as-photo-albums.  The museums collect and share the resources with other players. Inside the museums players can use capture tools to grab images.  The museum’s creators can also make their displayed objects and machines available to visitors either as prize-bubbles in the museum or as rewards earned at the end of the level for visiting the museum.

So far, we’ve imagine making a level of captioned sculptures and art that provide the unit’s information, interspersed with short gameplay episodes that are meant to capture the points of view of people involved in the war in different ways.  As the girls move through the tutorials, and as I back out of the project, I’m really eager to see what they make to share their learning.  I’ll defnitely tweet out whatever safe account name we come up with when we’re finished so you can find the level on the PSN, and we’ll record a play-through video and post it online somehow.

I don’t know that every piece of authentic work will change the world, but I think this one might open up some students’ eyes to the possibilities of school and interdisciplinary work in gaming.  Even if we’re not changing the world, I’m eager to see what we learn by making our own little one. We should get a developers’ diary up on a blog so they girls can share their learning and ask for input about what to include in terms of content & gameplay, too.

What other tools are your students using to create “museums” of learning?  How much control do your student shave over those tools? How interactive are the finished products?  What do you think of investing class time into gaming for learning? How could we be doing this better?

PS: I am kind of falling for STEM – science, technology, engineering, and math learning. I would love to teach geometry, concepts like frequency and proportion, or simple machines using LittleBigPlanet. Anyone using off the shelf video games and/or consoles in STEM classrooms?  If you are, please comment below to share your work and/or provide a link to it!

Small-group Gaming, Part 4: Strategery

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This week we spent some time Thursday coming up with teamwork and game-play strategies for our Friday Wii collaboration contest.

Results of our strategizing were mixed with only half the groups improving from last week to this week. At this point I’m wishing I had taken a research-design course sometime in the past decade so I could present you with better conclusions from my too-small-a-sample action study. Regardless, here goes.

Group 1 stayed at 10:1. Group 1’s goal was “to not die a lot,” and their strategies included, “work together, not leave people behind, not trash talk, go fast…[and] not jump big jumps.” We need to write more specific goals next week – I’m not sure of the group thinks 10 lives per level is a little or a lot. However, the group did follow its strategies.

Repeat champs group 2 improved from 2:1 to 1:1. Group 2’s strategy was “beat 8 levels…lose less than 10 lives.” The group’s strategies were “bubble, [save] lives, and speed.” I don’t know either, but it worked. Group 2’s most effective strategy is to play levels it knows from past experience rather than to attempt brand new levels. I wonder why they didn’t list it.

Group 3 decided on these goals: “not to hit, or push people off ledges [and] not to leave people behind.” To meet its goals, the group adopted these strategies: “work together, share shrumes [sic & middle school], be nice.” The group followed its strategies and wound up turing in its best performance to date. Since the group began by spending 50 lives per level last month, I call this significant progress in teamwork.

Group 4 spent the same amount of lives per level this week as last despite meeting its goal and following its strategies. The group tried all new levels – the highest levels unlocked in the game so far, and I think it’s likely that this is what kept their ratio from decreasing. They spent their time sight-reading the levels like gaming musicians. However, as I said, they met their goal – “not killing or eating each other” – and they used their strategies – “not yelling and not telling each other that you suck[...] everybody agree on a level, don’t give attitude [and] don’t force people to do stuff that they don’t want to do.”

Group 5 wanted “to beat as many levels as possible.” That’s too nebulous a goal for us to measure and we need to work on setting more specific and attainable goals for our work together. Group 5 wound up with a higher lives lost to levels won ratio this week than last; however, group 5 did beat 2 levels after beating only 1 1/2 each of the previous 3 contests. Group 5’s strategies were “bubble up, try not to argue, help each other [and] try not to be competitive.” By my observation, the group used it’s strategies, but may or may not have reached it’s goal. We need to debrief next week.

Group 6 tried “to win as many levels as possible without losing any lives.” The group wound up spending 16 lives per level, and so it did not meet its goal. The group’s strategies were “try not to yell at each other, practice outside of school, try not to be jerks [and] wait for each other.” In this group, a student got a little bit bossy with the other group members. While this didn’t constitute yelling, it did frustrate the other players. I wonder if all group embers have the same conception of “yelling” or “jerks,” or if they could set a more attainable goal for the next contest with more positive steps to take in terms of pro-social behaviors and effective game-play.

I might change up the rules next week and require all groups to sight-read a series of levels unlocked and selected by me. I’m curious about whether or not groups will change their strategies to play brand new levels rather than levels they’ve seen before.

Look for student responses to these results next week after our debriefing. Please suggest any questions you’d like me to ask them or any games we could use to develop and transfer our soft skills in the classroom.

Small-group Gaming, Part 3: Use It or Lose It

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Our impromptu two week vacation at the beginning of February did little for our teamwork. It seems like we need to be together to practice cooperating.

Or, really, do we? If we had a social network (or better used our existing Edmodo network) or virtual day set up, couldn’t student teams compete with one another on a FaceBook game? On a prompt or menu of activities left as a message on our class Google Voice line? I have to sit down and make a contingency plan for the next snow day, publish it, and distribute it to students, and I need to design it so we somehow have at least the opportunity to keep our classwork and cooperation rolling.

In contrast to the slide in cooperation several groups evidenced while playing together last Friday, students’ individual analyses of their group’s growth in cooperation continue to improve in quality – you know, qualitatively speaking. Here are some of our debriefing questions and students’ answers to them:

Wii by swannman

Wii by swannman

Question 1: How do you know your group’s cooperation has improved since we first started playing?

  • “We have completed more levels.”
  • “People are calmer.”
  • “We are learning from each other.”
  • “Now I enjoy playing with my group.”
  • “We know what to do and say.”
  • “We have a strategy.”
  • “We won every time.”

Question 2: What have you learned about cooperation so far?

  • “That you can’t yell at other players.”
  • “Cooperation makes things go better.”
  • “You need a lot of it to do work.”
  • “You need a leader, but not everyone can be a leader.”
  • “It’s not that hard and it helps you get further.”
  • “It’s fun and frustrating to work together.”

Ambiguity rears it’s ugly head in schoolwork. Awesome.

Question 3: What is a strength that your group has that helps group members cooperate?

  • “Confidence.”
  • “We stay on task.”
  • “We are nerds.”
  • “Talking.”
  • “Speed and communication.”

Question 4: What is an area of cooperation in which your group can improve?

  • “Not cuss.”
  • “Friendship.”
  • “Helping one another.”
  • “Strategy.”
  • “Nerdiness.”

What else can we do to make school be a place where students feel confident, stay on-task, feel good about being nerds, and participate as equal partners in communication for learning?

I think it’s probably time to hand the small-group gaming commentary off to student guest bloggers or else have students create their own blogs ASAP so they can share their learning directly with you. I’m a bit behind the times this year on the student blogging front; this could be the impetus for getting back into the swing of it.

I’m thinking about bringing in Kodu Game Lab and Little Big Planet to add a game/level-creation tier to project menus. For example, a student could create a level in Little Big Planet with platforming metaphors for the major events of the 1930s (can’t you see a series of rising platforms filled with prize bubbles representing the Roaring Twenties before the Great Depression drops the bottom out of the level?), or use Kodu Game Lab to write a game with branching paths that simultaneously summarizes a story and speculates on its what-ifs (Pac-man vs. The Maze Runner mash-up?).   I hope, too, that the co-op levels of “Game 3,” a.k.a “BattleBlock Theater,” will offer opportunities for teamwork and reflection like New Super Mario Bros. Wii that can compete with the slapstick lure of its other modes. I suppose that where the learning design comes into play.

Small-group Gaming, Part 2: Baby Mario Steps

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This Monday we dedicated a station to analyzing our data from last week’s small-group gaming.

Yoshi by Yoshi Huang

Yoshi by Yoshi Huang

  • Students used a formula to determine each group’s live lost to levels won ratio.
  • Students analyzed the differences in observed and noted behaviors between the groups with the highest and lowest ratios.
  • Students analyzed their own behavior to see if it aligned more with the highest ratio group or the lowest.
  • Students identified strategies from the lowest ratio group to try this week in class.
  • Students explained how playing the game was like and unlike class.
  • Students suggested ways by which they and the teachers could make class more game-like.

Here are some student quotes that caught my eye:

  • “It was like class because some succeeded, and some didn’t.”
  • “It was more fun than class.”
  • “You can fail like in class.”
  • “We all need more team work.”
  • “We should play on Monday when we need more fun.”

Obviously, I have some hearts and minds work to do here in my allegedly mastery-learning classroom.

This afternoon in class, two usually antagonistic students had this interchange about today’s game play:

Student 1: “Wow.  You did a good job.”
Student 2: “Thank you.”

Maybe my students don’t often compliment one another on their work like that because it’s not relevant enough for them to assess or value it.  Also, I couldn’t engage 2 students with the gaming this week.  More work to do and social learning opportunities to design.

Here’s a comparison of each group’s performance last week and this week:

Group 1 greatly improved positive communication and finished more levels this week than last, but spent a few more lives doing so.  I wonder about how much of the other groups’  improvement is due to reflection about collaboration and how much is due to learning the levels.  I have to think about switching games or levels next week and measuring work in such a way that the qualitative observations on collaboration count for as much as the ratios without making me seem subjective to the students.  Help, PLN! Ideas?

NB: Group 6 consisted of a lone gamer today.  Apparently working alone greatly increases collaboration.

Small-group Gaming, Part 1: Rewarding Collaboration

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Super Mario Brothers Candy by sonson

Super Mario Brothers Candy by sonson

Here’s a quick post on an imperfect start to using video games in the classroom for teaching the soft-skills necessary for collaboration in a manner (hopefully) authentic and relevant to students’ media experience.

  • Teams of 3-4 students played New Super Mario Bros. Wii at a classroom station.
  • Teams were asked to win the most levels possible with the fewest lives lost in 20 minutes.
  • A teacher kept track of lives lost and levels won on a graphic organizer and took notes, as well, about groups’ pro- and anti-social behavior.
  • Lives could also be lost on paper for trash-talking.
  • Trash-talking was addressed whenever it occurred, and serial trash-talkers were asked to stop playing.
  • The group with the lowest lives lost to levels won ratio was awarded 3 lunch periods on the Wii.

Here are our results (lives lost:levels beat, reduced to the lowest equivalent ratio):

  • Group 1 – 10:1
  • Group 2 – 6:1
  • Group 3 – 50:1
  • Group 4 – 22: 1
  • Group 5 – 15:1
  • Group 6 – 10:1

Here are comments from the groups with the lowest and highest ratios, respectively:

  • Comments from Group 2: “Backed up to easier levels; good teamwork and talk; [Student A] led them through the levels and made sure all followed.”
  • Comments from Group 3: “Students fought each other and never started working together.”

I can see that Group 3 needs some social stories work before playing together again, and that the difference between Groups 2 and 3 wasn’t necessarily the amount of communication, but the type of communication that went on between group members.  Before the next contest, I’ll use the data and observations from this activity to pose questions for students about the value of strategic thinking, positive communication, and leadership to social learning.  To help make the discussion more personally meaningful to students, I might begin by asking students to figure out the ratios and results from the data after I make it anonymous.

What do you think?  Does the competition undercut the collaboration?  Is the reward appropriate? I’ll follow up later so we can see where the activity goes and whether or not it impacts soft-skills and collaboration in the classroom.