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Just wanted to give a quick FYI that I'm going to be temporarily disabling comments on the blog for a few days. Mostly because I am done with collaborating on the internet. Or not.

Actually I've been getting spam-crushed lately and I'm looking to try a few fixes. If you need me in the meantime, look to the internet... you'll find a way.

Have a great holiday weekend and a Happy 4th of July.
No, not that metric system. I am an unapologetic American after all =)

What I'm talking about is the EGC's new prototyping system, code named The Metric System, care of Zac Zidik. So what is the Metric System? I'm glad you asked - here is a quick glimpse behind the curtain.

metricsystem_screen.png
In a nutshell, the metric system is a tool that allows us to build out and test all of the interactions of a game (or the game's internal logic) without the need to build out the visual side of things or, for that matter, know much about programming. Put another way, its rapid prototyping + awesome.

So why is this so important? Quite a few reasons actually. Let me serenade you with a few of them.


Speed
Building games takes time. The bigger and more complicated the game, the more time it takes, and even with the more detailed plans and storyboards, you may not always know when something isn't working until you get far down the rabbit hole. With the metric system we can identify potential shortcomings with the game's designs significantly faster and address them far more easily than we could have previously.


Articulation by Interaction
Its not always easy to explain a game's interactions to someone, particularly if that someone is not a gamer themselves - a situation we encounter all too often making games in higher education. By having a tool that allows you to put together something that someone can actually interact with, we have the ability to let the game speak for itself - something would have been extremely time prohibitive given a more traditional development path. This also means that, should we be so inclined, we can do testing earlier.


Built In Play Testing
Speaking of testing, Zac was able to build an epic feature into the Metric System that takes prototyping to a whole new level - the turn simulator. Simply type in the number of 'turns" you want to simulate, and the game randomly selects events based on the event prerequisite tree you've built out, shows you have the metrics have changed, and saved every move in a list you can review. Because the simulator works randomly, it can (and has) done things that human testers never would have thought to do - validating (or destroying) assumptions that you make about the rules of your game. It certainly does not eliminate the need for human playtesting, but it does add a new to the development experience - something which has already proved invaluable as we put together the more complex game we've ever designed.


Separation of Content and Presentation 
You're sitting through a mind blowing presentation with a message that is going to solve every problem you've ever had. Or at least it would have... if the presenter hadn't picked that slide template that screams "babies first powerpoint". Or maybe its their voice. Or the fact that they used poor poor comic sanz.

It doesn't make it right, but we're all human and we've all been there. We have a difficult time separating the content from the presentation. And when we're in that situation, sometimes its hard to see the forest for the trees, even if the trees are not whats really important, or they are a matter of subjective taste.

The Metric System may not be much to look at, but in all honesty, thats part of the point. Not only does the lack of visuals contribute to the speed in which a game can be prototyped, it also keeps discussions of the game focussed on interactions rather than getting bogged down with discussions of ascetics. By the time the game is skinned with a UI and catchy graphics, the interactions and in our case the educational content has been vetted and discussed in a pure way. 

Thats not to say that the visual side of a game is not as important as the content - I would argue it certainly can be. But now we can keep those conversations separate until we're ready to have them. 



A More Collaborative Effort
Without the Metric System, the EGC's game development process would be (and has been) extremely segregated, where the burden of development would fall nearly exclusively on the person with the technical expertise. For example, though I could design scenarios, metrics, or interactions, I lack the Flash skills to program them into the game and thus my work would have to become Zac's work. With the Metric System, however, I can actually get under the hood of the game - add events, manipulate numbers, even setup triggers without any Flash knowledge. Not only is this helpful in these early stages of development, but it also means that as we tweak the gameplay down the road, not everything needs to funnel through a single person. As a result, we can make the process more efficient and more collaborative, not to mention reduce some of the developmental pressure. 


No Effort Left Behind
Thanks to Zac's exceptional efforts, you're not just building a rapid prototype, you're actually building the game when you use the metric system. Efficiency to the max and one of the system's biggest benefits.


A Flexible Reusable Tool
While one game might be focussed on building a campus and setting tuition, another might be focussed on jumping over platforms and avoiding enemies. Regardless of the type of game, its mechanics and logic that drives it can be abstracted and added to the metric system. The ability to rapidly prototype and play also means the ability to propose and explore more game designs without incurring increased risks of wasted time or effort.



There are certainly plenty of other benefits to using the Metric System and no doubt this tool will evolve as we think about new ways to work with it. But two weeks in, its already proven its worth as a stalwart in the EGC Game Development process. And though we're certainly not there yet - this tool could be the key to turning the economics game and the tile engine behind it into GenEd education in a box. But thats a story for another day...

I encourage you to jump over to Zac's blog and check out his thoughts on the Metric System.

Faster. Smarter. Better. Thats just how we do.

After a one year hiatus, I was fortunate enough to return to Madison, Wisconsin for the 7th Annual Games, Learning and Society Conference. One of my favorite conferences, GLS never fails to inspire and stimulate and this year was no exception. skepticalcat.jpgIts 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.

What follows are my reflections from a stimulating 3 days at the conference and perhaps a few visions into the future. We'll see. I have many more thoughts than I'll be able to share here, so if you are curious about the conference or my other musings, feel free to get in touch.


The Hall of Failure
GLS added a new session format this year, the "Hall of Failure". As you can probably guess from the title, these sessions were all about the failures and lessons learned from those who have taken a shot at something in the EduGaming space, but come up a little short in some way.

Undoubtably my most frequented session type, the Hall of Failure presentations provided remarkably honest looks inside some extremely well intentioned efforts. The nature of the traditional conference is such that a substancial majority of presentations are given through rose colored lenses. This is to be expected and there is certainly a significant amount of merit to such presentations. But as one presenter very astutely stated, if you are doing anything that pushes the envelope in any way, you are guaranteed to fail sooner. It is intended as a compliment and not an inditement, but everyone at GLS has, I'm sure, failed in some way or another. But thanks to the honesty of a few brave souls and the supportive nature of the conference community, we had the opportunity to learn and engage in some very rich discussions around mistakes.

I was particularly impressed by Carlton Reeve's session "Simulating Failure: Why Simulations Don't Always Work". Not only was his self reflection on the teacher training simulation game he developed remarkably well thought out, but many of the failures he identified were concerns I've had as we embark upon the development of our econ game. Hearing his story was both cautionary and validating in the design I've envisioned for our game and was invaluable to hear.

Maintaining the delicate balance that is required to make a format such as the Hall of Failure a success is difficult for a number of reasons, But I'd love to give it a shot at an event like the Learning Design Summer camp, and potentially even the TLT Symposium at some point. I'd like to think our own community is strong enough that we could enjoy the incredible benefits associated with coming together around an honest discussion of our failures. 

UPDATE: Since I started writing this post, I've actually had the chance to sit down and pitch the idea to members of the LDSC camp team. Excitedly, it was met with a lot of enthusiasm. Because of the political nuances of doing something like this within a singular community as opposed to a more distributed national conference, it sounds like the plan it to tweak things a bit to discuss more mainstream failures as opposed to Penn State project failures. Very curious to see how it will all play out within our community. 


Trust Me On Display

EGC partner Will McGill was kind enough to make the trip out to Madison to present on Trust Me, a game we created to help students learn the difficult to grasp concept of calibration - a risk analysis that essentially equates to knowing what you don't know.

Given our relationship with Will, nothing he said was new or surprising, but his presentation was excellent and well received by the community. His presentation did raise some very interesting questions about the portability of games between teachers - something we'll have to explore further.


On Gamification...

As I expected, Gamification was an extremely polarizing theme which ran throughout the entire conference. As a gross overgeneralization, I would say that the purists among the attendees, those who are the most passionate about games tended to regard gamification with emotions ranging from disinterest to vitriolic distain. Though I did not attend Jim Gee's self described "invective filled tirade" during the conference's final day various paraphrased quotes posted to twitter indicate that he sits firmly in the most spirited camp of the anti-gamification movement.

Those less familiar with the field may be curious why all the hate when it comes to gamification? Its not a simple answer, but as someone who can appreciate the perspective, I'll take a shot.

At its core, gamification is about getting people to do things - about changing behaviors. Whether we're talking about getting people to shop at your grocery store, buy more coffee, use your credit card, or come to class, you as the "facilitator" are trying to change some behavior. To accomplish that, gamification relies on what I'll call alternative motivators (extrinsic is fair too). For example the fact that people like to be on top of leaderboards, the fact that people feel compelled to fill up progress bars, the fact that people are social or competitive, the fact that people like to collect badges, etc. These sorts of mechanics are a part of many games. But creating a good game is both difficult and time consuming, and so gamification strives to abstract out these mechanics to inspire some kind of behavior without the need to actually build a game.

There are two main benefits to gamification, particularly in the education space. The first is one of semantics. Gamification by definition is not the same thing is using or creating a game. And thats an appealing truth when you are trying to reach an audience who, in a general sense, still maintains a stigma around the use of games for learning. For better or worse, when you pitch the idea that "this is not a game" there will be a subsection of closed minds that open up. And thats as true of students as of instructors. The second benefit, which I alluded to above is that it can be layered ontop of pretty much anything without the need to fundamentally change whatever that *anything* was. What I mean by that is if you want to gamify course attendance to offer students badges for showing up, you don't need to change the way you take attendance. You can simply add a badge layer ontop of it. Put another way, gamifying something is much easier than the alternative.

But that ease is also the problem, and part of the reason for the ire of some of the EduGaming community. Gamification is considered a relatively easy, appealing, approachable process because it does not fundamentally address whatever underlying problem was. To refer back to my previous example, offering up badges for showing up to class may increase your attendance because your students care about badges. But it doesnt mean students are going to care about your class anymore than they did before the badges. And perhaps more importantly it does not answer the question of why they were not interested in showing up in the first place. 

Does that mean it is inherently wrong or bad to do? 

This is where the ranks divide. As a gamer, the answer is yes. Gamification strips out mechanics of games without taking advantage of the deeper benefits of games themselves. But as an educator and just as importantly a professional, that perspective must be tapered with pragmatism.

Gamification might not cure the disease, but it is capable of doing what its advertised to do, and thats motivate. You can argue that gamification is motivating for the wrong reasons or creating an overjustification effect, or lacks the problem solving potential of real games, or that it is failing to address the real problem. But that does not change the fact that part of our job is to help students do well in school - even if we do it by taking advantage of some less than ideal motivating factors. If badges get students to show up for class, at least they are showing up for class.

I think there is also a broader question that has yet to be answered as well. Even if gamification relies on extrinsically motivating factors, does the very effort to try something on the part of the instructor build a relationship with their students? There could be some hidden benefits there beyond just getting students to do what you want them to do.
 

"Um. What About The Sessions on Gamification Stubbs?" Sean Duncan's Talent Tree
Oh ... right. Got a little caught up there =) So with that little background of gamification in your pocket, there were a handful of sessions that discussed the ideas of gamification in different ways.

Two of the more noteworthy were Sean Duncan's discussion of his talent tree, and RIT's student retention badge system.

talenttree.jpg
In Sean's case, he was attempting to increase course participation by adding a talent tree, a concept core to many role playing games. The idea was pretty ingenious in my opinion. Students earned participation points for doing, well, things you'd earn participation points for doing. But rather than just translating those points into a grade, Sean created a talent tree, upon which students could spend their points in order to unlock course bonuses.  

There were three branching "trees", each one corresponding to a different "final talent" should students spend enough of their participation points in that tree.


  • 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.

tweet2.png

Though this particular instance was considered a failure, part of the post presentation discussion revealed a key potential revision that could drastically alter the results (and in fact was a key theme throughout the conference). You see, the rewards offered up by Duncan's talent tree did not incentive continued activity in the course. For example, participation was rewarded by completely excusing students from participating. The incentives were all such that they allowed students to do less and succeed in the course. Put less effort into papers, put less effort in certain assignments knowing they could scale down their importance, etc.

Personally I think Duncan's idea still has a ton of merit and I'd like to experiment with how it might work in another course. It, as it the case with most talent trees, just requires a little tweaking to further insure that the rewards continue to incentive desirable behavior. For example, a talent that adds 1 extra point to all successful blog comments. Balancing the course grading system would also be difficult, and begs questions do you want students to need to unlock certain talents in order to succeed? 

In a broader sense, I think Duncan's story speaks to a larger message that was articulated throughout GLS: be sure to align your game to the behaviors or objectives you actually want to see. It sounds like an obvious point, but its not so easy in practice. Building interesting games is hard - building interesting games that actually teach you something educational is even harder. What I'm personally seeing is the pendulum swinging back and forth - people designing games to over-entertain or over-educate. As a field, we're getting closer, but there is certainly no magic bullet.

This talent tree idea certainly warrants additional thought - perhaps it could be applied to ETS Faculty Fellow Sherry Robinson's courses?



RIT's Badge System
Some very interesting work coming out of RIT with regard to a student badge system (ie achievements) that they are calling "Just Press Play" set to go live this Fall. In response to some student retention issues, they've spent the last few years developing a highly automated achievement system to help encourage students, give them something of a virtual roadmap to help inspire them, and motivate them with feedback regarding all of their accomplishments. Though it has not yet been released and there will undoubtably be tweaks, it sounds like the system is primarily geared toward non-academic achievements (visit the gym, visit this local eatery, etc), though there will be some scholastic inclusion as well (ex. an achievement for getting straight As).

In speaking with several members of the team afterwards it was clear that developing the system and more importantly, getting buy-in from all of the key stakeholders involved has been no small task, particularly when it comes to student privacy issues. Automation was also core to the idea, as apparently a similar, but far more manual concept had been tried previously, much to the dismay of the facilitators who were quickly overwhelmed. 

Part of the key to the success of RIT's plan was picking a very tangible metric like retention as the core of Just Press Play. Because you can tell if students are staying on campus longer, it gave administration a better sense that the success of the initiative could be measured. And selling the plan is half the battle.

Just Press Play is an incredibly ambitious idea but it certainly has potential. I'm still hoping to explore my own idea for a crazy achievement system at some point, geared specifically toward student reflection. But after hearing RIT's plan, I think part of earning student buy-in may very well be in focussing on the non educational parts of the college experience. I guess we'll find out. Regardless, I'll be very closely watching how things pan out this fall at RIT this fall.



Just Make Good Games

tweet.png
Filed away in both the "that sounds obvious" and "easier said than done" categories is one of my bigger take aways from GLS. For those not involved in the games for learning space it might seem like a subtle different but I think it is one of the most significant distinctions between games that will succeed in the learning space, and those that will not. 

We're on the right path in the EGC and I'm tremendously excited about it. I can't wait to get back and get cracking on our Econ game.



Distribution and Sharing

My final standard session at GLS was a panel discussion from 3 game industry folks on distribution and getting your games into the marketplace. It was a very insightful session on the business models of working with groups like Microsoft (Xbox Live), Sony (PSN), Apple (App Store) or Valve (Steam) and the benefits/ drawbacks of using a platform, as well as marketing strategies and sales life cycles.

This might seem like a strange session for someone like me to be sitting in on, but in addition to being very insightful, it raised some interesting questions for me.

For some time I've believed that an obvious next step for Educational Gaming is some kind of centralized repository for games that educators could use. A more robust Educational blade in XBL or EduSteam, for example. But as the panel and its subsequent discussion raised, they may not actually be as beneficial as it sounds.

Additional thought is going to be required on this one - I'm still not quite sure where I stand.



MetaGame

It wouldn't be a gaming conference without a conference game, and this year's option was a doozy. Metagame: The Game Debate Game was created by Local No. 12 and first deployed at the Game Developers Conference before making its way to GLS. Its a card game with fairly simple rules. Every player is given a pack of cards. Each pack contains 2 question cards and 3 game cards. To play, one player selects a question card and a videogame card that they feel would be the best answer to that question. They then randomly challange another player who must select a game card from their own deck which they feel best responds to the question card. If one player is totally outgunned, they can conceed. If not, each player is given up to 2 minutes to argue their case on why their game card is the best answer to the question. Arguments are judged by any random person who happens to be in earshot. The winner then gets to draw a random card from the looser's deck. Rinse and repeat.
metagame.jpg
There were a few things I really appreciated about Metagame. For starters, it was a great icebreaker that encouraged random people to talk to eachother about a topic of mutual interest. Those conversations, in turn, were both informative and rich, often referencing technological innovations, cultural or industry impact, sales, game mechanics, or other valid points of argumentation. If you wanted to win, you not only had to know your stuff, but you had to put together a coherent argument with potentially no prep time. You were also forced to do a little homework on games you may not have played or played sufficiently to argue for, since the cards in your hand were totally random.

As you'd expect, there were occasional subjective arguments or stalemates but all in all I think it was a fun experience that was incredibly successful at achieving its core goals - getting complete strangers to engage in educated discussions about games.

If you abstract the game out to broader educational uses, a little creativity could lead this game into most classrooms you could imagine. Turn game cards into just about any other tangible, comparable "thing", develop open questions without definitive answers, balance a few card packs and wa-la. Instant mix educated discussion and debate about any topic you want.

Yet another fantastic GLS idea I'd love to repurpose and try out at one of our EdTech events back at Penn State.

Which technology has been more important for collaboration? Adobe Connect or Instant Messenger. Which technology has reshaped project processes more? Google Docs or Basecamp?

Yes... this could be delicious    


Full List of Sessions Attended:


The following post represents some initial thoughts following a quick experimentation session with Cubepoints - a wordpress plugin that allows for the gamification of a wordpress install using points and achievements. 

As a bit of background, we're exploring this particular tool (among others) as a part of Sherry Robinson's 2011 TLT Faculty Fellowship to explore gamifcation in the classroom. The "we" in this case is myself, Chris Millet, Jackie Ritzko and obviously Sherry Robinson. The cubepoints test site is currently sitting at http://chrismillet.com/wp/  for anyone who might be interested in taking a look.

To the casual observer, there are pieces of the post that may not make sense. But the questions and issues raised are, in general appropriate for anyone interested in gamification and education. And hey, just think of it as a change to look at highly secretive project notes =)


General Thoughts on Cubepoints


Points dont go down. It does not appear that the system will adjust points for deleted work. Ex, I earned points for a blog post a made. I later deleted it, but I did not lose the points I had earned. Its possible (likely) that a similar problem would exist for automatically generated achievements and achievement points. Would either need to be rectified to prevent exploitation, or points could never be automatically given.


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.

A wiser man than myself once said that sometimes the best research just takes the time to prove that common sense actually makes sense.  Which is why I saw so thrilled to stumble across a bit of newly minted research dealing with video game violence.  Patrick and Charlotte Markey (professors at Villanova and Rutgers respectively) recently published an article that shows what the more open minded (ie horribly biased) of us have always believed.  In a woefully simplified
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. 

Gaming Generation Rap

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Video game themed rap music has almost always been a recipe for disaster - try not to act too stunned.  In fact, during my lifetime long love affair with rap music and video games, the ONLY decent game related rap song I can think of is Ice Cube's Street Fighter, but even that comes with a caveat that it was made for the painfully bad movie (which was based on the game) as opposed to the game itself. Professional rappers certainly play video games, but writing songs about them doesn't really earn you a whole lot of street cred.  And thus nearly all video game raps are from amateurs.  And wow has that led to a boat load of terrible.  Novel terrible, but terrible none the less.

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.






RapidFire: On Games and Reality

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For the past few weeks, my firefox browser has become increasingly bloated with tabs.  As I write this post, I'm up to 44 tabs in 2 separate windows.  Its become a bit of a problem.

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.

Long term readers might remember a story I linked too a couple of years ago that talked about Penn State quarterback Anthony Morelli's use of game's to improve his on the field play.  Well the idea has expanded, and the Escapist article talks about the positive (and negative) impacts on MLS, NASCAR and MLB. 

Recap of a panel of gaming industry leaders on the importance of social media marketing.  


farmvilleshirt.jpgI 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.



GameTrailers.com sites down with Physicist Dr. Michio Kaku to talk about the science behind some of the sci-fi from the game Mass Effect.  

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. 


Another story that isnt necessarily new to readers of this blog.  Except now its not being discussed here, or in IBM company reports, but rather on the 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

There are lots of benefits to going to school at a place the size of THE Pennsylvania State University.  Tons of academic and social resources.  Alumni overflowing with school pride everywhere you go.   And of course, 110,000 seat football stadiums.  Giggity giggity!

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?

largelectureclass.jpg
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


Ezio.jpgWhenever 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
Its become something of a standard for large games with intricate storyline to maintain a database of important people, places and things that the player may come across in the game and Assassin's Creed 2 is no exception.  But where most game databases are filled with fictional content, the AC2 database is filled with real history.  In the first Assassins Creed there was no way in game to figure out if Conrad de Monferat was actually a real person who played a role in the 3rd Crusade, or whether he was simply a fictional character created by the game's writers.  Sure curious parties could do their own research or look for posts like mine - but any such curiosity would involve leaving the game.  "Oh noes!" might exclaim the cynic.  "Forcing people to do their own research would be a travesty!"  Eye roll.  Yes I know, that might not seem like a daunting task.  But keep in mind that this is an entertainment based game which is being played for fun.  Forcing players to leave the game environment to assuage curiosity puts learning and entertainment at odds.  And that could serve as a barrier to what might otherwise be receptive learners... er... players.  Having an in game database that allows players to access real history while they play is a key addition that could create even more opportunities for people to come away from Assassins Creed having learned something new. 

  • An Artists Touch
LadyErmine.jpgThough 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!
Under normal circumstances, playing a game where a sizable amount of dialog is in a language you do not speak would probably be considered a bad, or at least a frustrating thing.  But AC2's use of Italian was not only appropriate, it also added depth and a sense of immersiveness to the world of Ezio Auditore da Firenze (the game's main character).  From longer plot discussions, to quick hitting expressions, to various "exclamations" or side talk from soldiers and townsfolk, there is plenty of Italian to be had in AC2.  Even the little touches like the "Fabbro" (blacksmith in Italian) sign that hangs over the Blacksmith's shop, or the way Venice is always pronounced Venezia add an incredible richness to the virtual Italy in which the game is set.  And it might just lead you to start learning (and yelling as you wash dishes, much to the dismay of my wife) a bit of Italian.

  • The Tourguide
One of the things I discussed far too briefly in my post on Assassin's Creed 1 was the way in which the design team recreated important historical landmarks within cities such as Damascus or Acre.  Ubisoft's effort in bringing real places to life was commendable, but, as I discussed earlier, these efforts could often have been in vane.  For in order for a player to realize that they were looking at a virtual Dome of the Rock, they must either already know what such a building looked like, or be curious enough to try and match what they saw in game to a real place in the world.  In this way, the attention to the historical architecture could have easily been overlooked by potential players. 

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 

   
There was a time not too long ago when, as a presenter, looking out on an audience and seeing this would have lead to the emotional equivalent of being hit in the face of a rotten tomato. 
laptopincrowd.jpg 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).
Basically, BackChattter is a modified version of the board game Scattergories, where the categories (and the clues) are the conference sessions themselves. 

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 ;-)

gls09twittergraph.png 
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