My Foray into Machinima


This summer I had the opportunity to learn about and create my very first Machinima during 3dGameLab's Teachercamp.  Machinima is essentially a form of film making that is often in the form of 'fan art' as it tends to be a production comprised of in game video footage or video that relates to popular characters.  Generally speaking, it consists of video footage accompanied with audio, call outs, etc.  Creating machinima utilizes video capture, sound engineering, and video editing software.

As an educator, I see great value in the use of Machinima for a number of reasons.  My appreciation became very evident as I created my own as it put me in the role of the learner and I was amazed at how much I learned in terms of technology.  This is coming from a techie who is pretty adept when it comes to the use of the associated tools. 

I worked with several classmates and guildmates.  I soon realized the great collaborative possibilities inherent in creating a Machinima.  My main partner in crime was @trishcloud (Cloudesque in WoW).  We had a lot of fun, but definitely worked hard to complete our project.  Trish and I met in WoW and started talking about ideas for collaborating on a project for the Machinima strand of our TeacherCamp.  We immediately realized that we had one thing in common when it comes to WoW.  We both seem to ALWAYS get 'lost in stormwind'.  I am notorious for my bad sense of direction and perhaps Trish has the same affliction.  We quickly realized that a Machinima called "Lost in Stormwind" was definitely our calling.  As we started talking about it in the Guild Chat a number of our Cognitive Dissonance guild mates expressed interest in helping us.  We all met in our favorite in game pub (The Pig and Whistle) and on twitter #lostinstormwind to plan our approach.  The idea evolved to having many of the guildies hanging out in the Pig And Whistle and Trish and I having a difficult time finding them.  The idea is that they would be having a jolly good time and by the time we got there the party would be breaking up as it would take us so long to find the Pig and Whistle.

So, what was involved???

We needed to determine just how we would go about recording the in game footage.  People recommended FRAPS for recording.  This product would probably have worked fine, but I believe the free version is limited to 5 minutes.  We also tried Jing and Camtasia Studio.  I am a  big fan of Screencast-o-matic and wanted to use it.  My first issue was that screencast-o-matic would not record World of WarCraft if it was in full screen mode.  I didn't realize that was the issue, so I figured screencast-o-matic wouldn't work for recording in game footage.  Fortunately, my guildmates were able to explain how I could change the screen settings.  Once I did that, it worked like a charm.  In addition to our recording, we wanted to add music and Trish found a GREAT free song on Partners In Rhyme.  She added the sound to a file in Camtasia Studio and then shared the Camtasia recording with me.  We both took a stab at creating a final product with Camtasia Studio by incorporating call outs and editing the Machinima.  Camtasia Studio is a wonderful product and I would say the best tool for the final editing job.  I was only able to use the trial version as it is not in my budget at the moment. 

Oh, you'd like to see the final productions.... But, of course :)







Machinima by @mr_isaacsMachinima by @trishcloud

Special thanks to @trishcloud, @imagiraven, #3dgamelab, The Cognitive Dissonance Guild, and all the other people who supported us in one way or another during our mis-adventures.

"In The Game? Embodied Subjectivity in Gaming Environments"

It really has been ages since I last used this blog. Good news is I have finished the thesis! Viva passed, minor corrections and the final submission due at the start of Sept :-) I will make sure to post a link to it once the final version has been approved.

The last few months have been stupidly busy - I also started a new job at UCLIC - but I have managed to get some game-playing in. There are some thoughts I'd like to get down about those soon but for now I just wanted to post a video of my friend Rob Farrow presenting a paper we wrote together at the Philosophy and Computer Games conference earlier this year. There's some points he makes about meaning and choice that I'd like to think about more - particularly in relation to Skyrim and Mass Effect 3.

But for now, here's "In The Game'? Embodied Subjectivity in Gaming Environments". Thanks Rob :-)



UPDATE: We also had a longer journal article published in Philosophy & Technology, which you can find here.

Gamification Continued... 3dGameLab Teacher Camp




Teacher Camp has begun and I am a happy camper!  TeacherCamp takes place within #3dGameLab, a learning management built on gamification principles.  The project was developed by Lisa Dawley (@lisadawley) and Chris Haskell (@haskell).  So, this post will discuss my experience as a student in a gamified learning environment.

3d Game Lab presents students with quests to participate in that lead to experience points (XP), badges, achievements and awards.  As you complete quests, your XP bar increases ultimately leading you to leveling up within the system.  Quest strands are designed in a manner (and the system supports this functionality) where each strand can have prerequisite quests so that students must participate in required quests before 'unlocking' additional quests in the strand.  This helps from a standpoint of not overwhelming the student with a huge list of quests.  Rather, students stay focused based on what quests have been unlocked.  Students do have choice in terms of completing any of the unlocked quests and receiving XP, and other awards based on completion.

What does this mean for the learner?  the teacher?

As a learner, I will say that I find myself looking through and choosing quests that seem 'manageable' and possibly easier to achieve quite often.  You can see how long the quests will take.  Often, I sit down with a finite amount of time available, so I might try to choose a quest that I can finish in one sitting.  This is something to be mindful of as a course designer.  I realize that I will have to scaffold quests in a way that my students won't be discouraged by how long a quest might take.  Depending on your students, this might mean having many small quests that serve as check points along the path to completing a project.  I raise this point as I can see that the gamification components of a course might lead someone to want to just 'complete quests' that can be completed easily and avoid quests that might seem too time consuming.  The fact that I see myself doing that was just a small hint :)

I am learning so much and enjoying the different strands available.  This is a definite plug for differentiated instruction within a gamified learning environment as choice really allows a student to choose a path that is of particular interest, allowing for a variety of learning opportunities.

So far, I am most engaged in the following strands:

Machinima - I hadn't heard of machinima as a term, but I guess I am not a complete stranger to the art form as it encompasses a lot of areas including video production of gameplay videos, walkthroughs, cartoons based on fan fiction, etc.  I have completed a few basic quests, but have not created my own yet.  I think that is one of those longer quests that I'm waiting for the right time to tackle.

Android App Inventor - Oh my!  I've created my first two android apps.  I must be particularly drawn to this quest strand as I have trudged through some of the quests that took quite a bit of time.  I guess creating an app and seeing it function in my phone is intrinsically motivating to me.  I see great application for my students as I teach Video Game Design and could see adding a course in app development or an optional game design project that involves students in creating a mobile game using app inventor.

Feel free to download my apps:

Minecraft - I've been hearing so much about minecraft from my students and then started following discussions related to minecraft in education .  I'm a gamer and wanted to see what all the hype is about.  I have some ideas about how I could integrate minecraft in my classes, so this has been of particular interest.  During camp, I have been able to participate in several in game sessions where I was able to learn from and discuss ideas with Lucas Gillispe (@pcstech) as well as the other participants.  I have begun the quest strand as well and REALLY enjoyed the videos that are the beginning of a documentary on Notch (Minecraft's creator) and Mojang (the company he founded).  One of the other quests had me in the game building and yet another (I haven't completed it yet, but will shortly) has you 'surviving the night'.  All in all, this has been a FUN and engaging learning opportunity and a great overview of Minecraft and how it can be used in the classroom.

Mobile Learning - Liz Kolb, author of the book (and blog), "From Toy to Tool: Cellphones in Learning" is guiding us through a strand on using mobile devices in the classroom.  We have covered polling apps and tools, wiifiti and other tools.  I was able to participate in a live session with Liz which was most helpful as well.

So, I am learning tons and enjoying the sense of 'blissful productivity' (if I could borrow the term from Jane McGonigal) that I feel with each quest completed and each level or achievement gained.  My goal is to start to schedule my time so that I can begin to tackle some of the longer quests as I do notice that I often shy away from them in favor of working on something that I can complete in one sitting.

I'm open to your thoughts on 3d Game Lab, gamification, games in learning, and differentiated instruction.


Gamification in Education - Shall we Debate?


Image from  http://www.viralblog.com/viral-games/why-theres-such-a-hype-around-gamification/ 

Gamification is everywhere.  As a gamer, I'm all for adding a gaming layer to everything.  Work, school, exercise, doing your taxes, checking in using location based social tools, etc.  I have noticed over time that there are differing views on gamifying in certain realms, education in particular.

The argument I often hear is that it is imposing extrinsic rewards as a motivator, rather than encouraging learning for the sake of learning (which should be intrinsically motivating).  These thought leads me to question what people are viewing as gamifying the classroom.  Is the definition of gamification at the root of the debate?  My inclination is to believe that nay-sayers might see gamification similar to the rewarding of tokens for good work or good behavior, like handing out M&Ms or gold stars as a reward.

Amy Jo Kim () talks about gamification, "Early-on, "gamification" meant adding simple game mechanics like points, badges and leaderboards to websites and apps.  But that's not what makes games truly compelling.  Good games take players on a journey, giving them something to learn and master.  Smart companies are creating game-like digital systems that shape real-world behavior, using a blend of intrinsic and extrinsic motivations." 

I appreciate this description of gamification as it seems to address the potential misuse as well as the potential of appropriately adding a gaming layer to class.  

Intrinsic motivation is without question a better goal than a system that merely offers external rewards in an attempt to achieve a desired behavior.  Pavlov might argue, but I believe strongly in lifelong learning and my goal as an educator is to develop a passion for learning in my students and for them to seek opportunities to learn on their own without requiring the presence of a teacher every step of the way.  My philosophy of teaching is to 'teach' the basics and encourage further exploration based on student desire to solve problems.  This philosophy works well as I teach Video Game Design and Development.  Students need to learn the basic mechanics of the tools that we use, but then it is imperative that they are encouraged to take different paths in learning in order to follow the vision for their game without being limited to the skills that were taught.  Furthermore, it is my belief that they will continue to create games and advance their skills if they experience success in learning beyond what is taught.  Basically, I want my students to know more than me about the tools we use by the end of the course.  

As far as gamification goes, I believe that adding a gaming layer can allow for many positives including differentiation of instruction. Currently,my course includes a bonus achievement system that rewards students for extending their learning beyond the course requirements.  I have added a number of bonus achievements that allow students to experience tools that we are not using in school, sharing valuable resources, creating their own resources, creating types of games other than those assigned, collaborating on the completion of challenging games, etc.  The way the system works is that everything has a number of points associated with it and students have general assignments that are required, but can either make up points, or potentially choose assignments that interest them in lieu of 'required' assignments.  Basically, it provides an opportunity for choice within the class and as mentioned, many opportunities to extend their learning.

I wanted to pose this as a debate because I know there are different thoughts on the matter.  Clearly, I am in favor of gamification, but I welcome contrary thoughts as I believe it can really create a dynamic discussion.  In all my time on twitter (@mr_isaacs) I have found that the only 'arguments' I have gotten in related to education have to do with the topic of gamification.  I have definitely encountered some opposition to the idea and quite honestly, I enjoy the debate.

In September, I begin work on my doctorate in Educational Technology at Boise State University.  I plan to do my research on an area related to Game Based Learning, and am leaning toward something related to game design and development in the classroom or something related to effective use of gamification.

I have created  a diigo group to share resources on gamification in education.  Please join and share in the constructivist learning spirit: http://groups.diigo.com/group/gamification-in-education

Please post comments to contribute to the 'debate'.


I'm going to 3d Gamelab (Teacher) Camp!

Are you interested in Game Based Learning with a splash (or actually a lot more than a splash) of Gamification?  If so, you won't want to miss out on 3d GameLab's Teacher Camp from August 1 - 20, 2012.

Teacher Camp is fully online and offers a combination of synchronous learning opportunities in a number of exciting environments (World of WarCraft with WoW in schools founder @PeggySheehy and Second Life with Sabine Reljic, designer of ARVEL SIG) and Quest Based achievement oriented asynchronous activities.  

Level up by learning and playing!  The variety of experiential tracks include:

  • Minecraft in Schools (with Minecraft in Schools founder Lucas Gillispie @PCSTech).  
  • 21st Century Technology Integration with Computer Teacher Mark Suter
  • Mobile Learning in and out of the Classroom with author Liz Kolb (From Toys to Tools: Cellphones in the Classroom)
  • Making Machinima (animated video) with founder of Virtual Worlds Best Practices in Education, Kae Novak
  • Make Your Own App with Boise State University Professor, Yu-Chang Hsu
  • Digital Games in the Classroom with 3d GameLab co-founder Chris Haskell
  • The Academy - Educational Design Quest Bootcamp
While participating and learning participants will be immersed in the 3d GameLab environment and become part of the 3d GameLab closed beta.  As part of the program, 'campers' will receive 60 3d GameLab accounts to use with students.  3d GameLab allows you to create a Quest Based learning environment that sets up a wonderful differentiated learning experience for your students.  Students will have the opportunity to complete quests to level up and ultimately earn their grade.  This fits beautifully with my philosophy of guiding students by providing choice.  The system lends well to any curricular area and will add a gaming layer to any class.  

More details and registration information for Teacher Camp can be found at http://3dgamelab.org.shivtr.com//pages/teachercamp#

Hope to learn with you this August!

Games in Education Symposium - August 1 & 2



On August 1st and 2d, the Esteves School of Education at Sage College in Troy New York will be hosting the Games in Education Symposium.  I am excited to share that I will be presenting a workshop on using Game Maker to teach Video Game Design and Development in Middle and High School.

The two day workshop has many wonderful speakers lined up including:

Chris Haskell is a doctoral student and special lecturer for the Educational Technology Department at Boise State University.  Chris and Lisa Dawley created 3D GameLab, a game-based / quest based Learning Management System.  Chris Haskell focuses on the incorporation of emerging technology (social media, virtual worlds, gaming, etc.) in Teacher Education.

Joel Levin, "The Minecraft Teacher" (@MinecraftTeachr) and founder of Minecraft Edu  has been teaching 1st and 2d graders using Minecraft in the classroom.  He is certainly instrumental in the movement to bring Minecraft into Education as a teaching tool.  Joel was featured in a video case study as part of the Joan Ganz Cooney Center Research on Teacher Attitudes Toward Gaming in Education conducted by Jessica Millstone and Allisyn Levy.

Speaking of Allisyn Levy (@allisyn)... she will be presenting a talk on how teachers are using video games in the classroom.  Hopefully she will be showing some of the video case studies mentioned above.  Not to add a spoiler here, but I was the teacher in one of the case studies.  Perhaps you will see it at the symposium!

Lucas Gillispie (@PCSTech), known for his involvement with Minecraft in Schools and WoW in Schools, will share his latest game-based project encouraging middle school students to explore the rich storytelling in video games on a variety of platforms.  .

Peggy Sheehey (@PeggySheehy), also known for her work with WoW in Education, will be presenting "The Game Plan: Why Education Needs to Pay Attention to Video Games!".  She will dispel the myths about gaming and show the clear connections between games and learning.  

I'm very excited to attend a conference with such a clear focus on Games in Learning.  It should be a great couple of days for sure!  Oh, and did I mention... REGISTRATION IS FREE!!!






Games and Learning...Join me on my Adventure in Game Based Learning


My name is Steve Isaacs and I am very excited about Game Based Learning, and more specifically using Game Design and Development as a Teaching / Learning tool.  I developed and teach Video Game Design and Development at William Annin Middle School in Basking Ridge, NJ.  and online for Virtual High School.  I love to facilitate the learning process and witness that spark being lit as students become excited about learning and problem solving.  I'm a true believe that providing opportunities that engage students and put them in an environment that is intrinsically motivating does more to help develop lifelong learners than anything else.  Video Game Design and Development is interdisciplinary and encourages collaboration, critical thinking, creativity, and so much more!
This fall I will begin work toward my doctorate as I was selected to be part of the inaugural cohort in the Ed.D. program in Educational Technology at Boise State university.  I will be focusing my research on Games and Learning with a focus on Game Design and Development.  Thanks for reading and contributing to my blog.