Its also one of the few educational conferences where one can find themselves among like minded individuals who share many common perspectives when it comes to games and learning. Thats not to say that I seek out homogenized perspectives, but it is refreshing to attend a conference where stating that you work with Educational Gaming does not bring you face to face with skeptical cat. More to the point, when a common base is shared, it allows for more advanced levels of conversation - and thats something GLS does exceptional well in the EduGaming space.
- Presence - final talent allowed students to unlock unexcused absences for the course
- Redemption - unlocked additional paper write opportunities
- Balance - the most powerful option, allowed students to literally rebalance their own personal grading scale, adjusting point values for different assignments (within reason).
To Duncan's surprise, the complexity of the system was not an issue for the students. In fact, they accepted, understood, and embraced the concept very quickly. But it was about the only part of his plan that worked better than expected (this was, after all, a hall of failure presentation).
Two of the problems with the system were logistical. There was no technology used to support the idea, so keeping track of everything was done by hand. And because the talent tree allowed students to customize their experience up to an including individual point scales, it meant keeping track of a ton of information, even for a relatively small class of ~30 students.
But the much larger issue was that the students embraced the system almost too much. As per my little gamification diatribe earlier, it motivated them to participate, but only to participate in "the game". And thus Duncan observed that students were not participating more, but rather "min-maxing" - offering up the minimal amount of participation to maximize their own rewards. They, as it were, figured out how to game the system.
In the end, Duncan decided to abandon the talent tree idea in favor of a social media based participation system, offering up the quote below.



- Games are Not Good For You: A Designers Perspective on Learning and Games
- I Dig Brazil: A Successful Failure
- Gamifying Participation: Felling the Talent Tree of Failure
- A Failed Experiment? Teaching and Learning About Community in World of Warcraft
- Let Me Know When She Stops Talking: Using Games for Learning Without Colonizing Play
- National Research Council Report: Learning Science through Computer Games and Simulations
- Project Arkhaia and beyond: An RPG Wrapped in an ARG and Shrouded in Situated Learning
- An Achievement System to Increase Achievement Motivation
- Just Press Play: Using Game Design and Narrative to Reshape the Undergraduate Student Experience
- Teaching and Learning with the Gaming Generation: Using Games in Undergraduate Education Across the Curriculum
- The More We Know: Inside NBC News' iCue and Why It Didn't Work
- Simulating Failure: Why Simulations Don't Always Work
- Critical Gameplay Gone Critically Wrong
- Modeling But Not Measuring Engagement In Computer Games
- What is the Work of Play?
- The Sandbox is For Teachers Too: How Teachers Benefit From Learning By Doing in Sandbox 3D Virtual Worlds
- I Really Didn't Do Anything: A Multiple Case Study Analysis of Teacher Professional Development Trajectories Toward the Use of Digital Tools in the Classroom
- The Gamer Generation Teaches School: Gaming and New Media Practices of Pre-Service Teachers
- Tug Of War: A Card Game for Pulling Students to Fractions Fluency
- Trust Me: An Online Game for Calibrate Subjective Probability Judgements
- Wheres the Beef: Using Embedded Assessment to Observe Middle School Learner Tendencies and Validate Game Design in the Math Game Prime Beef
- The Markets
- Gaming Education Reform: Starting Points for a Digital Revolution
Achievement vs SherryBucks. Struggling with this one a bit, mostly in determining how to make the most value of each option. Sherrybucks are clearly the students "chips" - capital that can be earned and redeemed for something (extra time, bonus points, etc). Because of that exchange, they're value is apparent to the students.
But the achievements are trickier for several reasons. In a game they would be tied to multiple types of objectives - some of which would be required to complete a game, some of which would be optional. Its ok to see that your friend did not earn the achievement for beating level 1 because its ok that your friend did not beat level 1. But in a classroom, can we tie achievements to tie achievements to graded activities in a way that would be social? For example, is it ok if Millet can see that I obviously did not complete X assignment because I did not earn the badge associated with it? It also might get confusing to students... "I earned 5 achievement points for completing this assignment but my grade was an 8/10".
What might work is if achievements were tied not to tangible things, but rather sub objectives that did not have a specific point value. Thus they'd be tied to a students learning, but not to grades. Example: students have to give a presentation. During the presentation, they successfully unlock the "Commanders Chair" badge for articulating the concept of unity of command. Having that badge does not mean you know how the student did on the paper so it is ok to share (maybe?) and it also gives the student a meaningful report of the concepts they went through in the class. Could be a valuable study guide. Great reflection piece. But very hands on from the administration perspective.
Transparency:
The activities you have to go through to earn your points is clutch. This is the page that will shape behaviors. Its a bit too hidden at the moment. (my account --> points --> points legend). We'd need to have that someplace up front and obvious.
http://chrismillet.com/wp/members/cstubbs/cubepoints/earnpoints/
Activity Thread:
Love it. Coupled with some kind of leaderboard (s) this is a great way to get that social pressure kicking.
Random Idea:
It would be cool if you could actually have badges appear on posts or comments where they were earned. No small task unfortunately, but it would really helpful for behavior modeling. "Oh so that is the kind of post that earns the 'ubercomment' badge. Because not every badge will be earned automatically, there might be a delay if not outright confusion over what specific post/ comment/ link etc someone shared to earn them a specific badge.
Might be some less technical ways to do this, but it would require additional feedback from the instructor.
Thoughts welcome.
summary, video games are not the cause of violent behavior - personality problems are.
I absolutely love the analogy the authors make between violent video games and peanuts - potentially benign stimuli which can have very significant impacts on people because we process things differently.
Check out the full article, "Vulnerability to Violent Video Games: A Review and Integration of Personality Research" which was published in the Review of General Psychology.
FlashBack
- If you have been a long time reader of the blog, you might remember Patrick Markey's name from a video I posted back in 2007 that dealt with similar research. The recently published piece deals more with looking at specific personality factors that contribute to one's susceptibility to being affected by violent media.
So you can imagine my skepticism when my RSS reader laid upon my digital doorstep something called the "epic gaming history rap" from one Dan Bull. I decided to give it a go, not because I had any belief that it would be good, but rather because laughing at things that are awful has become something of a hobby of mine.
And was I ever pleasantly surprised.
An original song, catchy song, with clever lyrics that actually does a nice job flowing through an individual's personally history of gaming? Ladies and Gentlemen, I think we have a winner. Though as a warning, it does have a bit of strong language for those of you who are sensitive to such things.
The road to tab-overload, as the paraphrased saying goes, is paved with good intentions. As I scanned through the glut of sites open on my machine this morning, the large majority of them fell into the category of longs posts I'd meant to read, links people I'd sent me that I'd been meaning to read, or links I'd been saving for various blog posts... that I'd meant to write. The theme, in case it wasn't apparent, is a whole lot of intent, with not a lot of action. And thus I'd become as Stevie Rocco so nicely described it a digital hoarder. For shame for shame.
So in the spirit of spring cleaning thats been permeating the rest of my life of late, I thought it high time to rid myself of this internet clutter and either do something with it, or throw it out (and by throw it out I mean tag it in delicious, which is a whole other topic of conversation). But alas, I'm not quite sure I'm ready to toss out one of the 17 page rants I normally go on in this space. So I'm going to see if I can try something new: Rapid Fire. A topic. A bunch of a links for your viewing pleasure. And a *small* bit of thought/ analysis. Will it blend? We'll find out. How is this different from the old Almost All Things Considered posts I used to write? ... Enough questions! To arms!
The Setup
This edition of rapid fire is inspired by two talks that have bee rattling through my head for the past few weeks. The first, is Jesse Schell's talk at DICE 2010, the second is Jane McGonicgal's TED talk. If you havent seen them, I highly recommend giving them a listen. But in a nutshell, they both bring up this idea of games and their intersection with reality. And perhaps more specifically, ways that can intersect with reality to make us better people, better citizens, or better caretakers of the planet with live on.
The Links
A random collect of things I've observed in the past few weeks that represent that connection between the virtual world and the real one.
- Professional Athletes Train With Sports Games - The Escapist
- Why Twitter and Facebook Are Key for Games Marketing - The Escapist
I post this partially for its amusement factor (I respect, but very much dislike Farmville as a game). But more importantly because this shirt represents the dark side of what can happen when games infiltrate our real social networks. A tv personality from the Gadget Show "takes on" a former British SAS soldier in a little virtual vs. real competition around a level from Call of Duty: Modern Warfare 2.
- A Real Life Analysis of Mass Effect 2's Science - GameTrailers co/ Destructoid
The majority of video games that include vehicle sections will often orient the camera behind and above the vehicle you are trying to control (3rd person perspective) as opposed to behind the steering wheel (first person perspective) to make it easier to control. The guys from Rooster Teeth (makers of the Red vs Blue Halo machinima series), decided to see if 3rd person driving works as well in real life. As a warning, there is a bit of strong language in this video for those who don't like such things.
It was only a matter of time. Studio Seven45 has a new spin on the Guitar Hero/ Rock Band craze. Except this one uses a real guitar, playable both with the game, and just by hooking it up to your standard guitar amp.
A quick expo on exactly the kind of game for change Jane McGonigal was referring to in her talk - Armchair Revolutionary which strives to combine social gaming with philanthropic efforts, designed to make the world a better place.
- On Leadership: how video games build leaders - Washington Post
So What
Making sense of all of this (and more) is something I've struggled with for some time, which likely explains why all of these articles have been sitting in my browser for a month+. On the one hand, I'd like to say that the intersection of video games and reality is a positive thing. And in some cases I believe it very much is - athletes using games to help them train, Seven45's idea to bridge Guitar Hero and the real guitar, and of course the ideas shared by Byron Reeves or the efforts of Armchair Revolutionary to solve real problems using video games.
On the other hand I'm frustrated. I feel like gaming, and perhaps more importantly our society has a problem. A problem the ultimately stems from a societal view that one video game is just like every other video game.
Call of Duty: Modern Warfare 2, a game which I very much enjoyed, is akin to a summer movie blockbuster. Its big, its expensive, it trys to be epic and it has a whole lot of things can go boom. And multiplayer not withstanding, thats it. Its not deep. Its not meaningful. It is a disposable entertainment experience. That is exactly what is hopes to be. Make no mistake, it was and is extraordinarily successful in that regard. But thats where it ceases to be interesting in a larger context. Much like the video above which was inspired by it.
Six Days in Fallujah is another military themed video game set in modern times. To the casual observer, there might not be any discernible difference between the two games with the exception of one. Six Days in Fallujah is based on the accounts of real soldiers, who participated in the brutal Battle of Fallujah - a part of the Iraq War in 2004. When the media got a hold of this information, bad press ensued, and eventually publisher Konami pulled the plug on the project, leaving a nearly finished game to collect dust, looking for a publisher that may never step up. All because it was too real.
And that was a mild controversy. A Japaneses game about rape known as RapeLay has set off something of a firestorm over immoral content in games. Ban it. Censor it. Tear the vile piece of filth limb from limb from the very depths of the internet. But this takes nothing of the game's intent into consideration. Nor some of the dark, introspective ways I understand it can end.
I've never played RapeLay or Six Days in Fallujah, but thats not really the point. Clearly I don't advocate making light of topics so serious as military sacrifice or rape. But who is to say these games do either? It is far too often assumed that because video games, a frilly nonsensical medium for infants (apparently) they can't deal with serious subjects. Such a comparison, however, is like suggesting that we should ban the Scarlet Letter, because it, like Cat in the Hat, is a book. Some games, like music, literature or movies, are made for children. Some, however, are not. Some games, like music, literature, or movies, are exactly as they appear to be, devoid of interpretation, substance, depth, emotion or intent - meant solely for the purpose of interpretation. Some games, are not. Which brings me back to my frustration.
I think that video games have the potential to help us solve a lot of problems in this world. Make no mistake, I am incredibly passionate about using games to improve athletes, or teach children to play guitar. But we have a lot more serious problems in our world than how to train the next generation of business leaders. And if video games are going to help us solve those kinds of problems - those messy problems we don't like to talk about - then we need to accept that there can be more to games than meets the eye and that not every game needs to be purely for whimsical entertainment.
So much for rapid fire.
Images from kotaku.com and joystiq.com
Of course, though they are few in number, there are a handful bad things about big school living. And number one on that list of downers would have to be the large lecture classroom.
If you've never experienced the joy of wedging yourself into a room with 200, 300, or 750 of your peers for an hour or more, I can tell you from experience its not the most pleasant part of earning a degree. Its always too warm, the seats are never comfortable, and the only thing more intimidating than having to cross 50 people to get to the bathroom is raising your hand to ask a question. Insert the old Seinfeld joke about death and public speaking right about here. Whether out of sheer intimidation, or the logistical nightmare of managing a 300 person conversation, large lecture courses tend to have one voice nearly exclusively, and that voice is the voice of the instructor. A charismatic speaker certainly helps to ease the pain of what normally ends up being "death by powerpoint", but even that does not change the fact that without a handful of brave students (who will always be in the minority), big classes tend to be a one way street. These are the classes which earn the big University the stereotype so often heard - a place where the professor most certainly does not know your name. There is no way around it. The large lecture class is an impersonal way to learn.
Efficiency however, is a virtue of its own. To make the academic world go round, particularly in an era of economic belt tightening, the impersonal big course sections are a necessary evil.
Which leads to a logical goal for a unit like ours (Education Technology Services). Remove the "impersonal" and "evil" from the big course section.
Enter Comm110, better known as Media and Democracy: a 300 person general education course, taught by Professor Michael Elavsky, which explores the role that the media plays in shaping our impressions of politics in our world. As you might imagine, any substantial current event could demand class coverage and discussion. But how do you facilitate discussion in one of the most intimidating venues imaginable for your average college freshman?

Thankfully, Comm110 does not exist in isolation of our times. It is, after all, a large lecture course in the year 2010 - and the students who fill its ranks come packing. Laptops, netbooks, iPhones, Blackberrys and smart phones the likes of which I've never heard of give Comm110 a technology stockpile the Consumer Electronics Expo would be proud of. And having stopped by class last Thursday, I can attest personally that these devices are locked and loaded - but what are they being used for? Facebook? Games? Texting? Anything but Comm110?
And so the stage is set. An incredible interesting course, an abundance of technology, and traditional format that discourages students from actively participating in their own learning. What is the solution?
At least part of the solution (we hope) is to create a back channel that students feel comfortable interacting with. Then bring the back channel to the front of the class - literally and figuratively.
Every Comm110 student was asked to create a twitter account and a gmail account, which was to be shared with Professor Elavsky via a google form. This data was collected so that extra participation points could be given for virtual contributions to the class. Virtual contributions to what, you say? Well I'm glad you asked.
The Comm110 Twitter Stream
By encouraging students to use their various mobile devices to post their thoughts, questions, and comments to twitter with the tag "#psucomm110", they are now afforded a safe place to speak their mind and connect with other students. The ease of use and 140 character limit keeps things simple and more importantly un-intimidating. The course Twitter feed is public, meaning that every post has the potential to be seen by even more than just the 300 people taking the course. And yet for those who fear the hand raise more than death itself, it represents an outlet. It also allows to conversations started in class to live beyond two, hour and thirty minute sessions each week, and for interesting blog posts, video clips, or sound bites to be shared with the entire class 24/7.
But it does not end there. Because every Thursday, Professor Elavsky replaces the traditional powerpoint with, none other than the live twitter feed itself. The back channel comes to the forefront and, in conjunction with the prepared topics for the day, helps to drive a completely reinvented view of 300 person discussion. TAs Chenjerai and Cristina keep the feed fresh and work with Michael to highlight interesting contributions, discussions, or questions being made on Twitter - allowing students who feel comfortable speaking in front of 300 of their peers to engage with those who feel more comfortable interacting virtually.
Tests: For Students By Students
The twitter stream represents only one part of students ability to reshape their educational experience in Comm110. By using google forms and google docs, Professor Elavsky also allows students to submit test questions - questions which he will then draw from to create each of the course's exams. But perhaps more importantly, the hope is to turn these compiled question lists into study guides for the course. For the students, by the students - sounds like the perfect idea for a course on Democracy.
For the moment, the plan is give the compiled document back to the students as is. But as the course goes on, the hope is to eventually create subteams within the class, and allow students to fully engage with these study guides by using the collaborative potential of google docs to built on the submitted questions.
As usual, forgive the madness of this post. Its turned out to be half project brief, half excited
rambling. But with good reason - change the large lecture and you have an opportunity to change the future of higher education, irrespective of school or subject. The enthusiasm that Michael, Chenjerai, Cristina and Drew (the courses technical expert) have for rethinking the course and its implementation is contagious - Comm110 is one of the more exciting projects I've had the pleasure of working on in a long time.
I'll end with a few thoughts/ questions we are currently looking exploring as we move forward.
Challanges and Future Potential
- What role does Google Moderator or a tool like Purdue's Hotseat (social ratings) play in the future of this class?
- How can we rethink the physical classroom to be more accommodating of this hybridized virtual/ face to face implementation? How can we make it more seamless for both instructor and student to engage each other without drowning out the core goals of the course?
- How do we best archive the conversation occurring in the twitter stream for review, reflection and potentially research?
- Blogs or wikis seem like they could be a logical fit for many of Michael's goals for the course - do they have a place moving forward, or is the small form factor of twitter perfect for encouraging the hesitant to stick their toes in the pool?
- And of course, what kind of impact will these have on the large classroom experience for these students? How will it influence their participation? Satisfaction? Learning?
In and of itself, what is happening with Comm110 might not be brand new (Cole and Dr. Scott McDonald having been using the backchannel to rethink their CI597 course for two years now). But things change when you go from 20 students to 300, from graduate to undergraduate. And the devil can certainly be in the details.
Is Comm110 less impersonal? You better believe it. Less evil? Well... we certainly hope so. One way or another stay tuned. You've not heard the last of Comm110.
Image from academicsuccess.tumblr.com
Whenever I talk with people about re-purposing commercial games for educational purposes, it is inevitable that Ubisoft's Assassins Creed will enter the conversation. Despite the fact that the game is based around the often polarizing premise of ... well... assassinating people, it represents one of great examples of the potential for learning to occur when learning is not the primary goal. Fun First, Learning Later if you will. And so despite a recent glut of blockbuster video game releases, I was quite pleased to be able to give a copy of Assassins Creed 2 a happy home earlier this week.As a gamer, AC2 is all I could have hoped for (at least so far). But as impressive as the game's improvements in entertainment value are over its predecessor, its advancements as an entertainment based learning experience are what really bring home the bacon and fry it in the pan. At least for me =)
I'm hoping to prepare a far more detailed breakdown of the historical truths behind the game (similar to the post a did for the first Assassins Creed), but to prime the pump (and to give myself a chance to finish the game), I wanted to talk generally about a few design mechanics in AC2 that really advance its support of informal learning.
- The Database
- An Artists Touch
Though somewhat tangential to the game's main story, art plays an interesting side role in AC2. In each of the main cities you frequent, you can choose to purchase paintings to adorn the walls of your family's villa. Though such an addition could have been made haphazardly using gibberish art, the designers chose to use the collection mechanic to expose players to 30 different famous paintings from the Renaissance period in which the game is set - for example, Botticelli's The Birth of Venus or Da Vinci's Lady With Ermine. Again, the game does not force you to purchase these paintings to advance the plot, but they are tied to an in game achievement and make for a nice little educational side dish. While on the subject of art, there is also something to be said for the game's use of historical photographs (not from the Renaissance period obviously), famous sculptures, and of course the masterfully recreated architecture of the time. But I'll discuss those juicy nuggets in my larger post. - Viva Italia!
- The Tourguide
AC2 fixes this in two specific ways. The first, is the use of the aforementioned database. Whenever Ezio walks by an interesting looking building, the building's name is displayed on screen letting the player know that the building is (or was) real. And when you walk by the Ponte Vecchio, the Duomo, or some other real life place, an entry is then automatically added to the aforementioned database, allowing the player to view additional information on the location, such as when it was built or its historical significance. The effect is comparable to walking through, say a museum with a hand held tour guide. At minimum, you'll learn the names of some historical buildings, but if you'd like to learn more you have the ability to do so. A side quest which helps to reveal more of the game's back story also encourages players to spend a little extra time taking a look at specific database entries and climbing around on some of these buildings, for anyone looking for an excuse to getup close an personal with a little historical architecture.
The second way AC2 helps draw attention to important historical buildings of consiequence is a literal tour of a handful of important landmarks by an NPC upon arriving in Venice. Subtle, but beneficial and it proves to be interesting, at least for the interested. I heart Yogi Berra.
None of these little mechanics or design decisions are earth shattering by any means. But each one adds a little more educational potential here and a few more informal opportunities there.
Check back in in a few days and hopefully I'll have drummed up the motivation to pull out the old history books and get down to some edumicatin' video game style.
Images from http://www.consolemonster.com and realmofvenus.renaissanceitaly.net
Thankfully (or perhaps not so thankfully, depending on your view of human social evolution) seeing a crowd full of faces illuminated by the radioactive glow of their laptops or smart phones is no longer the symbol of disrespect that it once was. It can be, in many cases, the new look of engagement, which I've discussed in this blog before.Today, open laptops, prevalent wireless internet access, and highly functional smart phones have ushered in the era of the backchannel and increased the level of engagement and interaction at conferences by magnitudes inconceivable just a few years ago. The speaker is now only part of the experience. (For those not familiar with the term, back channel communication refers to the practice of using social networking tools such as Twitter, Facebook, Ning, etc to communicate/ discuss the happenings of some event "behind the scenes", often in real time). Hashtags (for aggregating social media contributions from conference participants) have become even more prevalent than printed conference guides. And from my own personal experience, I can say that the back channel has really added a welcome depth and connectedness my conference going experience over the past few years.
How conferences and individual presenters choose to embrace (or not) this phenomenon is widely varied. Some people pretend that there is no backchannel, and that people connecting with each other is a fad. Thankfully I don't attend such conferences or associate with such individuals =) Some will post a hashtag during a conference kickoff then stand back and let things ride. Some will integrate backchannel artifacts such as tweets or fickr images into their conference websites, or bring the "back" to the "front" and address back channel conversations during presentations or Q&A sessions. But at this years GLS conference, I happened across a use of the backchannel that I've never seen before - a game.
The game was called "BackChatter" and it was put together by several GLS participants - Mike Edwards, Colleen Macklin, John Sharp, and Eric Zimmerman. How does it work? The full explanation can be found on the game's site but essentially it goes a little something like this.
- You try and guess which word will be tweeted most during a particular conference session block.
- You can pick up to 3 words per session block, which are submitted by direct messaging the bcgame twitter account.
- You earn points based on the word frequency (more points for more uses) and based on the number of other people who picked that word as well (less points for each person that picked it). So basically you are trying to guess what words will be frequently used that no one else will pick.
- The top words are selected by pulling together every tweet with a particular hashtag (in the case of the Games Learning and Society conference, the tags were #GLS or #GLS09
- The person with the most points at the end of the conference or at the end of each session block wins (t shirts and a copy of Spore were the prizes).
I didnt actually participate in BackChatter but I was a big fan of the idea for a few reasons. First of all, it was a game and turning things into games = awesomesauce. Secondly, it was a very non intrusive, and more importantly fun way to draw people into participating in the conference Twitter stream who might not have participated otherwise. You didnt necessarily need to live-tweet the conference yourself, but you did need to pay attention to the people who were as well as the entire range of available sessions beyond those that you may personally have attended if you wanted the best chance of winning. Third, there were very few barriers to entry. As a bit of a hardcore gamer myself, I don't always like that, but in the case of a conference game its important to set the bar at a point where as many people as possible could participate. BackChatter hit that mark beautifully. The only things you needed were a Twitter account and a device that could let you send your picks. The game mechanics themselves were easy to pick up. The time commitment or pre-existing knowledge required to play was negligible. There were no complicated controls to master or skills required to succeed. And because prizes were awarded for the winner of every session block, you could even play if you missed some of the conference.
But the party doesnt end with the BackChatter game.
One of the game's developers, Mike Edwards, took the time to do some analysis of all the Twitter data that was being compiled for the game and he did some trend spotting of his own and even put together a pretty slick sociogram of twitter based connectedness (you can click the image for a bigger version if you really want to see how sweet I am ;-)
Obviously you can expect that to a certain degree, a crowd of folks dedicated to the exploration of educational gaming might be pretty open minded their willingness to embrace and promote phenomena like back channel communication, but I was impressed with the thoughtful integration that BackChatter had with the conversation, and the dedication of the GLS organizers to promote and share the goings on of what lie behind the curtain. It might not have been the most progressive use of backchannel communication at a conference I've ever seen (we've got quite a few all stars in my own office) but it was certainly up there and I applaud the effort of everyone who made it happen.
Now the question becomes, when will BackChatter be available for every conference?
Image from http://www.bech.uni-c.dk/tnc2006/wednesday; Graph from http://onearmedman.com/research/glstweets








Recent Comments