Failing in Games at Aarhus University

 Last month I was invited to present at the Aarhus University's Interacting Minds mini-conference on "Failing and Confusion in Games and Gaming" along with Jesper Juul, Dennis Ramirez and Charlotte Janasson. Thanks to Andreas Lieberoth for the invite and organising a seriously interesting day :-)

Mine was the final talk of the day, where I presented some of my PhD research on Investigating Game-play: Are Breakdowns in Action and Understanding Detrimental to Involvement? (see pic below). You can find my slides here. I'm waiting to hear back about a journal paper we put together on the findings but in the meantime you can check out my DiGRA paper on why I did not find physiological data to be useful for identifying breakdowns and breakthroughs in game-play. My main argument was that action and understanding breakdowns will contribute to involvement when the player feels responsible for overcoming them but that they will decrease involvement if they take too long to overcome or have major consequences e.g. a loss of progress. There was some interesting discussion in the Q&A afterwards around defining involvement, whether "positive engagement" is a helpful term, the importance of triangulation and how we can avoid players getting into "negative cycles" where breakdowns don't lead to breakthroughs. While I think my work can help explain when certain breakdowns are likely to disrupt involvement, I think there is still plenty of scope to consider how and why some players are able to avoid these negative cycles and others don't.

(Thanks to Andreas Lieberoth for the twitpic)

In terms of the other presentations, I was glad to hear more about some of Andreas' initial work on Quantum Moves (a citizen science game) where they investigated player motivations e.g. in terms of fear of failing i.e. trying to avoid looking bad or achieving mastery challenges. While they chose a different focus, there is definitely some overlap with some work I presented at CHI this year in relation to the Citizen Cyberlab project, looking at why people chose to play citizen science games. I'm definitely looking forward to Andreas visiting next term so we can get into some more discussion about our research.

Jesper then kicked off the main talks by discussing failure in games (he's also written a book about the topic called the Art of Failure). Amusingly, he got different people in the audience to try out Super Hexagon and China Miner - I think I lasted about 10 seconds in the latter! Juul argued that while failure can be a source of learning, it's still an unpleasant experience and pointed out that there is a bit of a paradox going on here - normally we want to succeed but when we play games we seem to be seeking out experiences where we will fail (at least part of the time). I wonder though about how you define failure? I don't think all breakdowns are necessarily failures, often they are part of the challenge, or quickly overcome, whereas the word failure seems to indicate something more serious. What was really interesting was how when he pointed out how games can promise to repair some sort of inadequacy in us, but it is an inadequacy the game actually created in the first place! I think I'm going to have to read his book to get more to grips with the various paradoxes and philosophical arguments outlined in the talk but Jesper also suggested failure in games differs from real life as games offer a certain amount of plausible deniability e.g. "It's just a game", "It wasn't fair", or even "I wasn't trying that hard in the first place". I have thought about "its not fair" comments before - I see them as an indication that involvement has been disrupted, since the player sees the game rather than their own actions as being at fault - but either way I think they indicate a serious breakdown has occurred as player are essentially distancing themselves from the game.

Dennis' talk on his PhD research followed similar lines but he focused a little more of what failure means for learning and educational games. He pointed out that only 20% of players actually reached the end of Hitman Absolution (and apparently only 10% of players will see the end of any game) and argued that it's important to consider the metric being used to assess success within a game. Dennis also discussed various approaches to using games and assessing them - from chocolate covered broccoli e.g. Math Blaster to thinking about model based assessment e.g. Schaffer's epistemic frames. I particularly liked how he pointed out that we can't always infer competence from completion and when he discussed more recent approaches to evaluation that relate to "big data" (though also stressed the importance of talking to players too). For instance, he talked about some work going on at Wisconsin-Madison that was looking at heat maps in terms of how different players move through the game. The fact that progress doesn't always guarantee learning is something I've considered in my PhD research i.e. you can achieve action breakthroughs without understanding (though chances are these will be less satisfying) but it was good to hear more about what that means in terms of assessing learning from an educational point of view.

Charlotte provided a different perspective with her talk on Learning from errors in education. While not focusing on digital games, she provided an interesting account of failure in real-life settings, in this case a vocational school. She made the argument that while not exactly a game, school isn't quite real-life either and vocational schools offer a sort of real-life work game - where failure is considered part of the learning process. Charlotte used an example of the students learning how to clean, cook and prepare flounder (apparently very tricky!). She noted that the instructors treat the school as a practice space where errors are ok, but not if they are made as a result of knowledge you should have acquired already. Further, it seems that developing expertise is about becoming more skilled at paying attention and knowing what to pay attention too. Her talk got me thinking about my work on CHI+MED and errors within a healthcare environment, where I've been interested in how nurses are trained to use infusion devices. But, if errors are an unavoidable part of work practice and learning from them can help you become an expert, then how on earth do you go about supporting this process in an environment where the consequences of errors could literally be life or death?! I guess using a pump isn't normally that complicated but I do wonder about what sort of knowledge nurses have and how they develop expertise in this context.

Overall it was a really good day and it got me thinking a lot about games, failure and errors in the workplace. It was a great opportunity to talk to attendees at the event, catch up with Andreas and Yishay Mor, and enjoy lots of discussion afterwards when we went out for a lovely meal in Aarhus :-)

Quest Based Learning: A Model for the Flipped Classroom



Forty minutes of class time per day can be very limiting. It certainly does not provide an opportunity to teach everything and support students while working on their projects.  Furthermore, it limits the possibilities for students to extend their learning based on their interest in the content.  The ideal of differentiating instruction within this framework poses another challenge for sure. Over the past few years I have heard more and more about the 'flipped classroom'.  I think it's common to think of the flipped class model as having students watch a video or read the course content prior to a lesson so that class time can be devoted to discussion or work with the guidance of the teacher.  This is certainly one approach, but I am becoming increasingly aware that my classroom is flipped in a different way.


My course is conducted through 3dgamelab, a quest based 'learning management system'.  Essentially, students are presented with available quests that they can complete for experience points (XP).  The XP approach coupled with the achievements, badges, and awards provides a gamified layer which is appealing to many students.   More importantly, however, the quests provide what Jane McGonigal refers to as 'blissful productivity'.  Students are excited to complete a task, receive credit and feedback for it.  Often this leads to the next quest in the quest line which provides a nice approach to scaffolding the learning. 

I teach video game design and development.  I like to provide opportunities for my students to extend their learning as there are so many wonderful tools and learning materials available online.  This works beautifully in a quest-based classroom as students tend to work on these 'side quests' outside of class and they earn points which ultimately contribute to their grade.  It provides students with choice in the learning process.  This is great for differentiating instruction as well as allowing for extension activities for students who would like to continue the learning beyond the course requirements.  

Many of my quests include video tutorials that I have created (or curated) either during lessons in class or specifically for the purpose of demonstrating specific skills.  This allows students to work at their pace and review the content as many times as they need to rather than being expected to comprehend everything the one time it is presented.  This also solves the age old issue of re-teaching topics for a student that misses class for any reason.  

Generally speaking, my students have 3 large projects throughout the semester.  These are the main quest lines and during class this is what students typically work on.  However, to the observer, the learning environment looks more like a studio than a classroom.  I devote most of the class time supporting students as they work on their projects.  When I think of the goal behind the flipped classroom model, I believe this approach exemplifies the philosophy.  Students could complete the three main projects and succeed in the course, but most embrace the opportunities to complete side quests that are either related to the main quests or not.  Typically, I allow students to work on any quests they like on Fridays, adopting something similar to the google 20% time approach as it allows for student driven learning and often sparks interest for students to continue the extension activities outside of class.

One of the things I like best about the Quest Based learning environment is that there is a growing library of available quests through 3dgamelab that can be cloned and edited to suit your needs.  There have been many occasions where I have adapted some of the quests graciously created by others to offer additional learning opportunities for my students.  Likewise, I like to think that I have contributed a great many quests that can be used by others. On a similar note, once you put the energy into developing a quest or quest line it opens up new learning opportunities for students moving forward.  Last week was Computer Science Education Week featuring the Hour of Code challenge.  My students all participated, but the spirit of the hour of code should not only be celebrated during that one week.  My students can continue to complete the quests for XP and these quests are now already in place for my future classes adding to the value of my course moving forward.  

Scaling the course becomes intuitive due to the quest setup which enables the use of prerequisites to open up new quests.  You can set a quest to open after another quest is complete, based on a certain number of XP earned, etc.  One of my long term goals is to scale the game design and development curriculum down to the elementary level and up to the high school level.  Quest based learning lends so well to this as you can develop quests and break them up into different courses or have one course that is scaled based on working through the quest line.  If an elementary school student were to engage in the course and work through quests in order to reach higher level quests, why hold them back?  Likewise, from the standpoint of differentiation, it works well to allow students to start with quests at a level that they can handle.  

I hope that more educators start to see the value in this approach to teaching and learning.  Aside from teaching all of the skills and concepts in my curriculum, I believe that the opportunity for extending the learning will help cultivate a love of learning and demonstrate to students that they can continue learning out of interest rather than obligation.  After all, isn't the development of lifelong learning an esteemable goal in teaching?

What experiences do you have with a flipped class model?  Have you experienced quest based learning as a student or teacher?  I'd love to hear your feedback.  

Are you interested in learning more?  I got my start in one of the 3dgamelab teacher camps where I was able to be both a student (following the tracks that interested me) and an instructional designer as one of the tracks guides participants through the process of understanding quest based learning and creating quests for class use.  


Hour of Code: Student Reflections

As the hour of code continues, I am continually blown away by the accomplishments and enthusiasm of my students (and my 10 year old daughter!).  I teach video game design and development and provide a quest based learning environment using 3dgamelab.  When students complete their quests, they submit the quest, often with a reflection on the activity.  Following are a number of reflections that I pulled out to share.  I will say that the overwhelming thing I am hearing is something to the tune of, "I thought programming would be hard, but...".  If that doesn't sum up the value of the Computer Science Education Week hour of code initiative, I don't know what does.  I am beyond thrilled that so many students across the world are engaging in activities this week to demystify computer programming.  I truly believe this is a game changer in terms of people's attitudes and perspective on computer science.  I'm sure the interest will sustain in many, but regardless, it is raising awareness and understanding in such a HUGE number of students (and teachers).

Before I share the reflections, I want to note that my 10 year old was practically begging us to purchase the full version of the lightbot app after participating in the lightbot hour of code activities which were free.  At $2.99 I think we'll invest :)





Reflections from students:

"I learned a lot about computer programming in this quest.  I thought that computer programming was difficult and complicated all the time, but it can be easy if you really try to comprehend it."

"I learned that the 4 steps of computational thinking are decomposition, pattern location, abstraction, and algorithms.  I had some challenges when a new block was put in like the "repeat until" and "if path" boxes." ~female, grade 8

"I learned how to use the repeat block which I had trouble with at first.  I think it's really cool but challenging to program." ~ male, grade 8


"I am getting to learn more complex programming that actually makes you think through all the steps, compared to before where you just guessed and checked.  I did have trouble choosing some of the blocks and figuring out the number of degrees to use in a couple of places."

"I liked this challenge because it taught me how to make functions and use them." ~male, grade 8



"I felt it was really cool that you could repeat actions.  It is really cool how computer programming works because it's not like how regular life works." ~male, grade 8


"I felt that this quest was easier than the others.  I like this one because the new blocks, the "while" block and the "if" block were really helpful.  I did not have any particular challenges completing this quest." ~female, grade 8


"This was where it got a bit challenging, but eventually through trial and error I figured out the problem and completed the quest." ~male, grade 8


"I really enjoyed this quest.  It was a fun new experience for me creating drawings compared to what I normally do, programming robots.  It was straight forward and showed one of the essential lessons of programming - no matter what you do with programming trial and error is key."

"In the second part of code, the Artist level was a little harder than the first.  I learned more though about algorithms and how computers work and make tasks easier.  A few particular challenges I had were drawing a circle and drawing a snowflake shape on level 18. Overall, it was enjoyable." ~ female, grade 8

"I learned about repeating.  Computer programming seems to work by taking the problem, coming up with a solution, breaking the solution into simpler parts, and finding the best, fastest, and easiest way to accomplish all of these." ~male, grade 8


I could go on and on, but I think you get the idea.  I think it's an incredible initiative and am so pleased to see so many kids exposed to coding.  Hopefully, the day will be sooner, rather than later, that coding is taught throughout the grades.

Please share your experiences.  I find it inspiring to hear what others are doing and how students are responding!



Code-a-rific! Embracing the Hour of Code Challenge.



Hanukkah has passed.  Now we are anxiously awaiting Christmas and Kwanzaa, but hold the presses!  It's Computer Science Education Week!!!  Feels a little like Christmas to me.  The highlight of the December 9 - 15 festivities is the Hour of Code Challenge.  Students across the world are committing to code for an hour this week.  From my experience, it seems like the hour of code is turning into the many hours of coding.  Regardless, everyone who participates is getting an opportunity to be exposed to coding and essentially demystifying Computer Programming.  This is a wonderful opportunity as hearing the words coding or programming can be very intimidating.  The activities offered this week are surely proving otherwise.

There are a number of heavy hitters involved in helping promote the event including, Mark Zuckerberg (Facebook), Elena Silenok (Clothia.com), Bill Gates (Microsoft), Gabe Newell (Valve), Will.I.Am (The Black Eyed Pees),  Chris Bosh (Miami Heat), Sheryl Sandberg (Facebook), Barack Obama, and many others.  These influential folks have been kind enough to help create instructional videos, public service announcements, etc. to help promote the event.



The point of entry to participate is quite simple.  Organizations like Code.org have set up turn-key opportunities to guide students through hours of coding including online and offline activities.  You can sign up as an individual student or as a teacher.  Teachers can provide students with the course code so that it is easy to manage their progress through the activities.  Students earn a certificate from many organizations based on completing an hours worth of coding activities.  The code.org activities use activities created in blockly, a programming environment developed by google that is based on Scratch.

Tynker, also based on Scratch is offering a variety of activities for students in grades 1 through 8.  Tynker also allows teachers to set up a class with a class code for students to join.  Again, this helps greatly with managing student progress.

Lightbot is a puzzle game that teaches programming and procedural thinking.  They are offering activities for the week that come with a certificate of completion as well.  My 10 year old was up pretty late last night 'playing' lightbot and learning coding without knowing it!  Lightbot has an app available at the iOS app store as well as the google play store.  This is definitely a great option for students in elementary school.

One of my favorites is Codecademy, which really does focus on true coding (opposed to the drag and drop block approach) but in a very systematic fashion that makes following and learning to program easy.  Codecademy offers tracks in JavaScript, PHP, Python, Ruby, and other programming languages.  You could create a full semester course (or more) using the Codecademy environment.

There are certainly other companies and organizations offering their approach.  Please visit the Computer Science Education Week site for more ideas and lesson plans.

While I'm at it, here's a pearltree I put together a while back to highlight coding resources for grades K - 12.

Code.org and the associated sponsors are even offering prizes for students who earn the 27 available trophies.  So far, two of my students at William Annin Middle School have reached this goal.  Prizes include a choice of software titles (Sim City 4, Portal 2, Fifa 13), $10 gift cards (iTunes, Skype), 10gb dropbox storage, etc.  One school in each of the 50 states will receive a classroom set of computers for having every student participate.  All teachers who have a class participate will receive 10gb additional drop box storage and several lucky schools will receive a guest skype session from one of the industry 'titans'.

Well, what are you waiting for?  Join in the celebration.  and Happy Computer Science Education Week!

Code on!!!





Iterative grading with Quest Based Learning

Those of you who know me, may know that Iteration is my favorite word (Right, Lisa?).  I teach Video Game Design and Development and the iterative design process is crucial to the learning.  Students design their games, begin to develop them, recruit feedback from their peers, incorporate that feedback, and so the cycle goes until a game is ready for prime time.  I believe so strongly in the iterative process as it truly teaches students that they should continue to work on something until they are happy with the results.  Likewise, recruiting feedback allows students to understand how others perceive their game.  It is very easy for the designer to think something is intuitive while the player may have no idea what they are supposed to do.

So, in the spirit of iteration and quest based learning, I have become very fond of the notion of grading as an iterative process.  In education, we are too quick to collect an assignment or administer a test and then move on regardless of what learning took place.  A student might fail the test or assignment and expected to move on regardless of the acquisition of skills or an opportunity to truly learn the content.  When this occurs, we are not valuing the learning, but rather the pace of instruction.  Failure is not seen as a learning opportunity, but rather a reflection of self worth. My new mantra 'iterative grading' aims to encourage growth, determination, persistence, and pride in student work.

I have been using 3dgamelab with my 8th grade Game Design and Development students.  The entire course takes place in 3dgamelab. Students complete quests and based on successful completion, they receive experience points and move on to other quests.  The 'main questline' follows the primary activities in my course and 'side quests' provide students with opportunities to extend their learning by exploring other tools and topics related to the course.  When a student submits a quest I receive notification that the quest is awaiting approval.  I evaluate the quest and either accept it, resulting in awarding the student with the designated experience points or return the quest in order for the student to incorporate feedback in the next iteration.  This is not meant to imply failure, but rather to help me provide guidance to the student so they can continue to engage in the activity until it is worthy of receiving full credit.  I explain this process to the students and they are showing that they understand by resubmitting their quests until they are successful.  I am even beginning to receive quests where a student indicates that they know the game is not finished, but they would like feedback so they could make the game better.  This level of awareness and appreciation of guidance is really wonderful. Whether a quest is accepted or returned, students receive ongoing feedback through the process.  



I am excited by the authentic evaluation opportunity this provides.  In the real world, we expect people to complete something worthy of submission. The same should apply in school.  I hope you adopt a similar approach.  I believe many teachers do.  When I think of this approach, I often think of the writing process, which is by nature iterative.  Students brainstorm, write, peer edit, edit their work, receive intermittent feedback from the instructor, etc.  It is rare that a student is asked to submit a research paper without some degree of iteration.  Clearly, this idea exists in other areas as well.  Perhaps it should be prevalent in all areas.
In summary, my goal is to embrace the learning and the process and not perpetuate the 'hand in your work...game over' approach to grading.

Your feedback is welcome.

Thanks for reading!


Game Design and Coding Pearltree

Feel free to visit any of my pearls or pluck the ones you want (or the whole thing for that matter!) Game Design and Coding and Why learn to code? in mr_isaacs (mr_isaacs)

Share anything on Android by downloading Pearltrees

From Logo to Scratch: Daisy the Dinosaur and Hopscotch

Daisy the Dinosaur and Hopscotch certainly finds their roots in Logo and Scratch.  The programming environment provides a scratch-like approach to connecting blocks to teach coding.  Currently, they are both available exclusively on the iPad.  I imagine they will reach more devices in time, but I especially like the fact that they provide an opportunity to teach coding on the iPad.

Daisy the Dinosaur is especially great for younger students.  In my opinion, his app could be used to introduce students in grades K-2 to programming concepts.  The interface is beautiful and very easy to understand.  In fact, I give the developers a lot of credit for keeping it simple as to not overwhelm young students with too many choices.  Check out the video as the gentleman with the lovely British accent does a wonderful job walking you through using the app.



Hopscotch is created by the same people that created Daisy the Dinosaur and brings the concepts to the next level.  Hopscotch seems to be appropriate for students in grades 3 - 8.  Once again, there's no question that the developers drew from Logo and Scratch.  I was very excited to relive my Logo days of drawing fun designs by programming my iPad by connecting scratch-like blocks.  The graphic interface is fun and generally speaking, Hopscotch is very easy to use.  It is quite robust compared to Daisy the Dino (as it should be) and provides greater opportunities for students to learn coding on a deeper level.  



Who better to demonstrate a tool than a 9 year old? Nice work, Thomas!
http://youtu.be/MY-iplINut4

Hopscotch and Daisy the Dinosaur are FREE!  Download them and please share your impressions with us here!


From Logo to Scratch: Where it all began...Logo

Oh, how I love Seymour Papert and constructionist learning.  There's no doubt (at least in my mind) that we learn by doing and creating.  This idea is at the heart of Papert's work and dates back to his work with Piaget in the late 1950's and early 1960's.  I'm a fan of Piaget's constructivist theory as well and think that the two theories coexist when it comes to learning in the 21st century.

In the mid 1960s Seymour Papert, a mathematician who had been working with Piaget in Geneva, came to the United States where he co-founded the MIT Artificial Intelligence Laboratory with Marvin Minsky. Papert worked with the team from Bolt, Beranek and Newman, led by Wallace Feurzeig, that created the first version of Logo in 1967. (from the Logo Foundation website)
You can read more about the history of logo on the website as it is quite fascinating and is largely responsible for the push toward teaching coding in school.  Have you ever used Logo?  I have very fond memories of teaching our 6th graders to code with MSW Logo. For those of you who are unfamiliar, Logo is famous for the 'turtle' that you program to essentially draw on the screen.  It gets more complicated as you can incorporate programming constructs like user loops, input, variables, conditional statements, etc. Essentially, you are coding the turtle with commands like fd 100 (to move forward 100 units), right or rt 30 (to turn 30 degrees to the right), etc.  You can create subroutines in order to call upon code snippets within your program. as well.  Great language if you haven't tried it!

In the example above (from 14sia - Robotics), you can see a loop was created to tell the turtle to move forward 100 units and turn right 60 degrees, resulting in this lovely hexagon.
The culminating project that we had our students complete was to build a house using Logo.  They were required to create subroutines for certain parts of the house and ultimately write a program that ran all of the subroutines resulting in their house (oftentimes complete with landscaping, a car in the driveway, a playset out back, etc.).  I highly recommend the use of Logo to introduce young students (grades 2 - 7) to coding.  

Logo was the start and there were many spinoffs of turtle logo, but the concept continued to evolve further as you will see as I explore a variety of tools rooted in Logo.

For now, however, here are a number of versions of Logo for your exploration.





Why Teach Kids to Code?

I'm presenting a session titled, "Create. Learn. Play. Game Design and Coding in the Classroom "at the Games in Education conference.   I teach Video Game Design and Development at William Annin Middle School in Basking Ridge, NJ.  When I tell people what I teach, they immediately respond by saying, "You must be teaching in a charter school."  Well, not so.  I teach in a public middle school.  This might sound progressive, but it really should not.  I believe that all schools should offer Game Design and Coding opportunities throughout the grades.  My goal is to develop a scalable curriculum and provide resources that span grades, primarily K-12 at this point.

Why?  Good Question.

According to Mitch Resnick, director of the Lifelong Kindergarten group at MIT Media Lab expresses the idea that

"coding isn't just for computer whizzes - it's for everyone."  In his Ted Talk (below),  he provides a demo "outlining the benefits of teaching the benefits of teaching kids to code, so they can do more than just "read" new technologies - but also create them." (Resnick, 2012)

http://www.ted.com/talks/mitch_resnick_let_s_teach_kids_to_code.html




The EdSurge Teaching Kids to Code Guide states,
"We are teaching them to code, however, not so much as an end in itself but because our world has morphed: so many of the things we once did with elements such as fire and iron, or tools such as pencil and paper, we can now wrought in code. We are teaching coding to help our kids craft their future. "

One of the tools that I use with my students is Gamestar Mechanic produced by e-line media.  The research done around Gamestar Mechanic reveals the following important ideas that teaching game design contributes to learning:

Designing games builds:
  • Systems Thinking,
  • 21st Century Skills,
  • Creative Problem Solving,
  • Art and Aesthetics,
  • Writing and Storytelling,
  • and creates a motivation for STEM learning.

In my classes, I use a number of tools and plan to explore more tools in depth in order to realize my goal of developing ideas for teaching coding throughout the grades.  In the next number of blog posts, I will highlight a number of the tools available.

Do you teach coding to your students?  What benefits do you see?  Do you believe we are barking up the wrong tree when we speak of the importance of teaching kids to code?  If so, please chime in.  

Student Driven Learning: MineCraft Style Reflections part 2



Feel free to read my previous post to get caught up on the "Create Your Own Game in MineCraft" project my students and I are currently deeply engaged in.

The design document: Create, Receive Feedback, Refine document.  Lather, Rinse, Repeat.

Image from http://www.joystiq.com
I have been collecting the game plans from my students via google docs.  I realize they are excited to get to building in MineCraft, but I believe the planning stage is important.  As such, we are employing iterative design principals to beef up their game plan so that it is clear and complete.  I am providing comments, or more so, questions in order to draw them out and better understand the idea behind their game.  This brings up the question of grades.  I am a firm believer that the educational system has grading wrong, especially when it comes in the form of give assignment, collect assignment, grade assignment, game over.  I would like for all of my students to earn an A (whatever that really means).  My main criteria is that the game description, rules, story, etc. is cohesive, complete, and provides the reader with a strong understanding of what the game will look and feel like, and how the player should expect to play.  In addition to my feedback, each team will recruit feedback from two additional students.  My suggestion to students who were providing feedback was to read the document and look for 'holes' and provide the author with questions to draw them out and have the author clarify any aspects that were unclear.  I invision this involving several iterations, but I don't want it to detract from the excitement, so students will begin building their game while having opportunities to improve upon their design document each time I provide feedback.  

Wrestling with the server ...

I am using MineCraftEDU and the associated server tool.  The tool is great and setting up a server is pretty simple.  However, I have students who want a flat land and some who want a world with terrain for their game.  In the past, I tried to run multiple servers on one machine and ran into some issues.  I received prompt help from the MineCraftEDU community (THANKS!!!) and got past my issue at least temporarily.  For anyone trying to run multiple servers in a LAN environment, feel free to learn from my mistakes.  The approach that worked (at least in the past) was to install the MineCraftEDU launcher as two separate installs in two separate folders.  This is crucial.  When I tried to run two instances of the same install I could not change ports which is required for the second server.  In theory, with the two installs, you can run both and have two server windows open and manage them by toggling between the two.  When you launch the server tool from the second install, you need to go to server settings, then advanced settings and then change the port (I suggest 25566 (the first port is 25565 by default). At this point you should be able to set up and run the second server.  

**HELP**

When I tried to run the two servers previously, it would work.  I would have to close the server window but could have students access the servers, one with the ip address provided by the server (10.2.10.41) and one with the ip address followed by the different port (10.2.10.41:25566).  Currently, when I try to run the second server it locks up when I try to save the settings start the server.  This brings me to the questions....

  1. Is it best to just abandon this idea and run 1 server as either flat or with terrain and have all students in the class work on that server (build up or flatten their area if necessary)?
  2. Should I have students create their game in single player without employing the server?  (I'm pretty sure this isn't the best answer).  If so, with minecraftEDU can students open their single player map to others through the LAN?  (our initial experimentation seems that the answer is no. It seems as though students would need mojang accounts to go this route.

I had another server issue, but I believe this one was on my network end.  Our students are currently involved in MAP testing so I am displaced with a cart of netbooks for the week.  I set the server up on a computer that was hard wired and tested with one of the netbooks (wireless) and was able to connect and join the server.  However, when I transported the cart across the building we could not connect.  I wonder if it has something to do with the way the wireless network is segmented.  Regardless, the netbooks aren't the idea solution in this case, so I will revert to plan B until we are back in my lab.  Not worth the headaches...

These issues are nothing more than hiccups, but I want to share them in the sprit of constructivist learning.  It's clearly a learning process and I am not alone.  The online community and my students are part of my MLN (Minecraft Learning Network).

Until my next update...

Student Driven Learning: Minecraft Style

image from http://www.planetminecraft.com 


Your assignment: Create a game in Minecraft

This was the prompt given to my students for their next project in my game design and development course.  I explained immediately that the assignment is intentionally vague as I want to allow for creativity and with a sandbox environment like Minecraft, anything is possible.  I certainly do not need to hold anyone back as I believe my students will blow me away given the freedom.

I teach an 8th grade semester long elective in video game design and development.  This is the first project I am using Minecraft for and the kids are beyond excited.  For this project, students may work alone or in groups of any size.  In some of my projects I limit the number of students to ensure that everyone is actively participating, but with Minecraft I am confident that large projects could effectively use more hands on deck.

Prior to starting work on the game we had a class discussion.  I want the kids to have control over the project, but I am a believer in planning and felt we needed to set a context.  So.... I presented the class with an important question.  What is a game? I wanted students to come up with a collaborative notion for important key components that are required for a game to be considered a game.  Each of my three classes had this discussion and the general list of key components included:

  • storyline or history of the game (i.e. a sport)
  • characters
  • goal (winning scenario)
  • incremental objectives
  • challenges
  • obstacles
  • rules
  • setting 
  • scoring mechanism(s)
The next step was for students to create a plan and a sketch for their game world.  For most games, I provide a specific list of required elements for a game design document.  This time, I chose not to, but indicated that the plan should be complete, organized, and clear.  I indicated that the plan will be evaluated and my main criteria is that upon reading the game plan (pun intended) I will have a good understanding of the idea for the game, the rules, and would essentially be ready to jump in and play the game when it is completed.  In the spirit of iterative design, I indicated that if I (or a peer) has any questions that reveal ideas that are unclear, the author(s) will be able to update the document.  As  grades seem to be a necessary evil, I feel that everyone can get an A but might have to refine their plan until it is clear.

The general idea for construction is that we will set up a server (or multiple servers) for the creation of the games.  Game creation will take place in creative mode, but gameplay can be switched to survival if that's what is called for.  Students will need to work together in order to ensure that everyone has enough space to build their game.  Teams will have several weeks to complete their games and then we will celebrate our accomplishments by playing the final creations.  I am very excited to see the creativity come to life as students are really empowered with the idea that they can create whatever they like.  There is a nice mix of students with minecraft experience and those with limited or no experience.  I look forward to seeing some mentoring evolve organically as team members work together.  I imagine leadership roles will be assumed naturally based on leadership traits and experience.  Collaboration, design thinking, critical thinking, iterative design, problem solving, and computational thinking are among the key learning goals.  All of these learning outcomes are inherent in the activity based on the minecraft environment and the nature of the assignment.  

Currently, many of my students know far more about minecraft than I.  Learning together will clearly demonstrate their ability to mentor other students as well as their teacher.  I am open to learning and excited about the journey ahead.  I know enough about minecraft and the content to guide them through the process.  I believe this is important as we should not simply assume the 'the kids will figure it out' mindset, but learning alongside my students is very exciting to me as an educator and lifelong learner.  

So far, we have spent 2 days on the project.  Most of this time has been devoted to creating a gameplan, but a number of students in one class chose to complete their plan at home in order to maximize the time in the minecraft environment during class.  This led to our first hiccup.  Some students felt they needed to start with a completely flat world, while others opted for terrain.  I had been playing with running multiple servers in the past, but today I was logged in to a shared account and ran into some issues trying to install and run two versions of MineCraftEdu.  After many attempts, I realized that I needed to not only change the directory of the second install, but also the root directory so that I could access it.  For some reason the AppData folder could not be found manually and the second install does not create a desktop shortcut.  I believe it may be simply a hidden folder, but I wasn't sure how to show hidden files and folders in Windows 7.  Definitely wasn't where I was accustomed to in Windows XP.  Rookie mistake, I'm sure, but hey...

Some questions have come up already and I would like to pose them here for some support from the my minecraft PLN, mainly the minecraft edu community, Joel LevinMarianne Malstrom, Lucas Gillispe, and Mr. Malm.  
  1. Can we utilize mods in conjunction with MineCraftEDU?  
  2. Where do I store mods and how do I incorporate them?
  3. Can mods be initiated on the client side or do they need to be controlled from the server?
  4. Does anyone have insight on the directory issue regarding installing two instances of MineCraft EDu in order to run two servers?
That's it for now.  I'll keep you posted on our progress.

Thanks for reading!

CHI 2013 (Part II) - Citizen Science, biometrics, gamification@work and student games

So on to part two. Apart attending a workshop, I also presented a poster at CHI: Do Games Attract or Sustain Engagement in Citizen Science? A Study of Volunteer Motivations (see below). The poster is based on some work being carried out as part of the Citizen Cyberlab project that Charlene Jennett and Anna Cox are involved with. The paper reports on the findings of a set of pilot interviews that Cassandra Cornish-Trestail carried out with people who play citizen science games - in this case, Foldit and Eyewire. The answer to the question in the title is no, game mechanics didn't seem to attract volunteers but, in addition to tools such as chat facilities and forums, they do help to sustain involvement over time. Essentially, the people who play these games are already interested in science, they aren't gamers. In addition, what game mechanics allow for is greater participation in a range of social interactions while also providing ways in which to recognise volunteer achievements as being meaningful. I really quite enjoyed chatting about the poster and luckily there were quite a few interested people to chat too :-)



I got to meet Elaine Massung a researcher from Bristol who was involved in the Close the Door project - where they were investigating motivations around crowdsourcing to support forms of environmental activism. Interestingly, their work suggests that game mechanics such as points can actually decrease motivation for some people. I also met Anne Bowser, a PhD student from Maryland University who presented the PLACE (Prototyping Location, Activities and Collective Experience - see below) framework for designing location based apps and games earlier on in the conference. I enjoyed hearing about Anne's work with on floracaching (a form of geocaching) and how they developed the Biotracker app - a serious geocaching game for citizen science that encourages players to gather plant phenology data. I'm hoping to be able to use at some point in the UK too!


Anne presented at the session on game design, where I also got to hear about Pejman Mirza-Babaei's work on Biometric storyboards. Unfortunately, Pejman couldn't make the conference but his supervisor Lennart Nacke was there to present the paper. I first became aware of Pejman's work during my PhD and it was really nice to see how far it had come. I'm not a big fan of biometrics, I didn't find the raw data I collected to be useful in relation to identifying game-play breakdowns and breakthroughs within my case studies but the tool that was presented during this talk was pretty cool. It allows for designers to consider the what they want players experience to be (see below) and provides a neat visualisation of the GSR (galvanic skin response) and EMG (electromyography) data that can them be compared with what was intended. The fact the Pejman also compared using this tool with a classic user testing approach (alongwith a control group) was great too and the results indicated that the BioST approach did lead to higher game-play quality. However, I do have some questions about the work carried out, even after reading the paper. The main thing I'm not sure about is whether the BioST approach took more time than the standard gamer user experience approach. This is important, as I know from visiting Playable games, there isn't always a lot of time to get some feedback and provide suggestions to designers. There weren't actually that many differences between the BioST and Classic UT approach, is the former really worth it if it takes a lot longer? I was also unsure about how the tool dealt with artefacts such as movement - does the researcher have to manually clear these up and how long does this take? Finally, I noticed that the BioST tool allowed for player annotations where it looks like players were asked to review a recording of the game-play session and add their comments but I'm pretty sure the classic UT condition didn't also do this... Considering this is what I asked my participants to do and I got a lot of rich data from it, I wondered whether the conditions really were a fair comparison - could the player reviews have been helpful without the biometric data? Nevertheless, I do like that the tool presented does not consider biometric data alone as I think it's important to give player's a voice too. Also, I think the way in which the biometric data was visualised provided designers with a powerful tool for interpreting play experiences so I'd be keen to see more research like this.


Later on I attended the Gamification@Work panel, which has a really interesting mix of people including Sebastien Deterding and a number of people from industry. I particularly liked Sebastien's emphasis on ensuring that autonomy isn't taken away from people when using gameful approaches at work. He also provided us with some quotes from games journalists which clearly indicated how when you have to do something for work, even playing games, the activity can lose it's appeal. I took a lot of notes in this session as it got me thinking about how I would design a game (or gamify a task) but I'm still mulling over these. The people from industry also had some insightful contributions to make but I couldn't help coming away from the session a little concerned about how game mechanics can be used to track performance and manipulate people into behaving in different ways. Why does this make me uncomforatble in relation to work but less so in relation to education or promoting health? Some interesting questions were also raised at the end and while measurements may be important for showing improvement (or lack of it) it's important to remember that not everything can be reduced to metrics.

Other highlights from the latter part of the conference include the student game competition - the quality of games was seriously impressive and I'd really quite like to check out a few of them including Machinneers (a lovely looking puzzle adventure for children stealthily teaches logical thinking, problem solving and procedural literacy), ATUM (an innovative multi-layer point and click game) and Squidge (a really cute game controller that monitors player heart rate - see below); the Women's Representations in Technology panel - again a seriously interesting mix of people and perspectives which got me thinking about feminism and how gender isn't necessarily binary; Razvan Rughinis' paper on badges in education - where he discussed badge architectures and how they can be used to chart learning routes; and finally Bruno Latour's keynote - I have to be honest and say I did not find this the easiest talk to follow but I'm sure it got my brain working! There are definitely other people who have got a better handle on it than I do (e.g. J.Nathan Mathias).


It was a huge conference and in addition to the other talks I haven't mentioend, there are also a few sessions I didn't get to go to so I've also got paper on persuasive games and behaviour change to my reading list. In general though, the conference gave me lots to think about especially in terms of how I want my own research to continue, especially in terms of considering games in relation to my work on CHI+MED, which there may be more to say about later on...

CHI 2013: Paris (Part I) - MOMA, games and learning, game players and the Games SIG

Last week I went to CHI in Paris - it's been a while since I've been to a major academic conference and I seem to have gotten out of the habit of blogging so I thought I would use this as an excuse to get back into it :-) Plus there was a lot of game sessions that have got me thinking.


It all started last Sunday with the MediCHI workshop. This was a good opportunity to talk to about the work I'm doing on CHI+MED, with respect to medical device safety, and to meet others in the field. The main conference started on Monday with a keynote from Paola Antonelli from MOMA. She gave us an overview of lots of intriguing design projects that MOMA has exhibited and while no specific HCI challenges were made explicit during the talk, I was reminded about how technology, including games, can make people think. Particularly interesting examples include PIG 05049 (Christien Meindertsma) and the Menstruation Machine (Hiromi Ozaki/Sputniko!). She also mentioned their recent games collection - extra points for the inclusion of Passage :-)

In terms of the game-related talks, Erik Harpstead discussed an educational game they had developed (a single player physics game called RumbleBlocks - see below) and how they used metrics to assess learning as part of the ENGAGE project. A toolkit was presented for logging game events and that allows for a replay of game-play so player behaviour can be analysed further. This toolkit seems like it could be really useful but my main question was whether collecting this type of logging data can actually account for situations where players progress but without gaining any real understanding of the principles behind what they are doing. This concern was partially addressed during the talk when the replay analysis indicated that the gameplay mechanics actually contravened one of the learning goals (where students were not lowering the centre of their structures, even though they were building one with wider bases and that were more symmetrical). The misalignment between content and gameplay was seen to potentially explain why there was not a difference between pre and post-test regarding centre of mass and also suggested that the game needs to be redesigned to remedy this issue.


Derek Lomas' talk on optimising learning and motivation in educational games through using crowdsourcing techniques also got my attention. What was particularly interesting about this study was the huge amount of data collected (one study has 10,000 participants the other 70,000 - all who played the online math game Battleship Numberline) and the questioning of the inverted-U hypothesis regarding challenge and engagement. Basically, flow theory suggests that if something is too easy, boredom will occur and if it is too hard, you'll get frustration - so a moderate amount of challenge would be the most engaging. However, the findings from Derek's work actually suggest that people find spent the most time playing when the challenge level was lowest thus indicating that  easier challenges are more engaging . Further, the studies indicated there is a trade-off between engagement and learning i.e. you can't have both... I'm going to have to read the paper for more details but there are several points here that I'd like to consider further. First, I'm questioning whether the length of time spent playing is a good measure of engagement (especially when children might be playing these games during school time - who is controlling the length of play if that is the case?). The terms engagement, motivation and enjoyment were all used interchangeably but I'm not sure they can all be reduced to amount of time spent playing. Surely I can enjoy something I play for less time more than something I might play for longer (e.g. if my motivation was to kill time)? Secondly, I want to look at how well integrated the game mechanics of Battleship Numberline are with the learning content - mainly because I don't like the idea that there needs to be a trade-off between engagement and learning! Further, given Jake Habgood's work on the importance of integrating game mechanics, flow and learning content I don't think there has to be. Finally, the authors also suggested that novelty might be more important than challenge in relation to engagement. This was particularly intriguing as I don't think it's something that has been explored in the literature on games and learning and I'm guessing there might be quite a lot to it.

Within the same session, Stephen Foster talked about designing diverse and sustainable educational games that support competition and meta-cognition. Inspired by the way Chess and Starcarft II players relfect and review their game-play, Stephen presented a game called CompetitiveSourcery based on the pre-existing CodeSpells platoform. The game requires players to compete by designing "spells" in java and using them against each other. Three users were observed over two months as they prepared as a team for a tournament - this included playing the game but also discussing strategies, bebugging each other's code and updating a team wiki. In general, this was a good example of tapping into both micro and macro involvement for the purposes of learning but I was surprised not to see any mention of Gee's discussion player affinity groups that exist around games (though Gee is mentioned in the paper). Plus, the idea that teachers should consider meta-level activities isn't entirely new (see Paul Pivec's BECTA report for the importance of the meta-game) while encourgaing discussion through having a tournament has been done before (e.g. research on Racing Academy). Also, while Stephen makes claims about the sustainability of this approach, there is always going to be an issue concerning whether all players will actually engage in the meta-level activities to the same extent. I'm not sure how you address that though...

There were several other game related sessions including Max Birk talking about the relationship between controller type and personality and Jeff Huang talking about patterns of game-play and skill in Halo. For both these talks I wanted a bit more detail on the methods so I'm going to have to add them to the pile of post-CHI papers to follow-up. In relation to the former, I was a little confused about the relationship between my "real" self, my "ideal" self and my "game" self as I'm not sure any of these can be static constructs but there may be some interesting differences to explore here (do standard controllers really make gamers more neurotic?). In relation to the latter, an awful lot of logging data was collected but I was a little disappointed that "patterns of gameplay" was more about how long people play for and how often than it was about gameplay strategies (but that's only because I'm more interested in player strategies!). Other highlights included Nicholas Graham discussing a tabletop game where one person plays the game and the other orchestrates the experience in real time i.e. builds levels and obstacles. This reminded me a little of Sleep is Death but Tabula Rasa seemed a bit more light-hearted in it's approach to foster open-ended creativity. Tamara Peyton (see below) then spoke about the alternate reality game I Love Bees and showed how leadership emerged from team-play. Interestingly, the players spontaneously used military terms and take on different roles within the team which she classified as General, Lieutenant and Private. I particularly liked that she emphasised that disjuncture can be as important as flow - essentially we should also be thinking about what it means to fail and how failing isn't necessarily a negative experience.


I also attended the SIG on Games and Entertainment and was pleased to see that there really is quite an active games community at CHI. Katherine Isbister and Regina Bernhaupt led the session but handed over the reigns of the SIG to Magy Seif-El-Nasr and Heather Desurvive. The topics that came up ranged from needing to foster links between industry and academia, introducing further games courses at next year's conference, and discussing other venues for games research. It was clear that while some people were interested in the user experience side and methods for assessing game-play others where interested in using games as research tools e.g. for the purposes of collecting data. Regarding the latter, there was a suggestion that there might be a workshop or course next year with a focus on how you might evaluate this kind of large-scale data but I think that will depend on whether someone volunteers to run it! I enjoyed the session overall and found a good way to see the range of game-related interests across the CHI community.

Ok, I think that's enough for today. There is still plenty more to write but I'm going to have to leave it for another post! For now I'm going to leave you with a pic of Charlene Jennett hugging a bear to make one jump on screen :-)


My PhD thesis

My thesis is finally available via ORO: Digital Games: Motivation, Engagement and Informal Learning.  I've included the abstract below though please feel free to get in touch if you have any questions or comments :-)

This thesis investigates the relationships between motivation, engagement and informal learning, with respect to digital games and adult players. Following the reconceptualisation of motivation and engagement (as forms of micro and macro level involvement respectively) three linked studies were conducted. In the first study, 30 players were interviewed via email about their gaming experiences. The resulting set of learning categories and themes drew attention to learning on a game, skill and personal level, which arose from micro-level gameplay and macro-level interaction with wider communities and resources. The second investigation consisted of eight case studies that examined how involvement and learning come together in practice. Participants were observed in the lab during two gameplay sessions and kept gaming diaries over a three week period. A method for categorising game-play breakdowns and breakthroughs (relating to action, understanding and involvement) was developed in order to analyse several hours of gameplay footage. The previous categories and themes were also applied to the data. The findings suggested a relationship between macro-involvement and player identity, which was further investigated by a third survey study(with 232 respondents). The survey helped to establish a link between identity, involvement, and learning; the more strongly someone identifies as a gamer, the more likely they are to learn from their involvement in gaming practice. Four main contributions are presented: (1) an empirical account of how informal learning occurs as a result of micro and macro-involvement within a gaming context, (2) an in-depth understanding of how breakdowns and breakthroughs relate to each other during play, (3) a set of categories that represent the range of learning experienced by players, and (4) a consideration of the role player identity serves with respect to learning and involvement.

A tour of my PLN / PLE

Do you have a PLN?

Greetings.  Over the past few years I have become very fond of my Personal Learning Network.  I have met a number of amazing educators and over time have really cultivated a network of educators that have similar professional interests and inspire me to be a great educator.  If you have not developed (and nurtured) a PLN yet, I strongly suggest that you do so.  There are amazing people out there to learn with in an authentic constructivist manner.  Join us!

The video below is a tour of the tools I use to engage in my Personal Learning Network.  Get some popcorn and enjoy the video :)