Archive for the ‘Learning with games’ tag
Our Own Little World
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 2: Baby Mario Steps
This Monday we dedicated a station to analyzing our data from last week’s small-group gaming.
- 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
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.


