Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Saturday, December 16, 2017

What if School Camp was a game?


Preparation for school camp usually involves a bit of cut and pasting of timetables, groups and gear lists, some goal setting and perhaps some team building games.

This year I wanted to try and do things differently. Activated by my involvement in the recent Games for Learning conference, I asked myself the question "What if Camp was a game?"

My thinking behind this was that designing games is an effective way for students to learn content knowledge through process. Engaging with the content in this manner would generate discussion and new thinking.

So what did I want my students to learn? Our camp setting was changing from a "Hi-di-Hi" affair to more of a "Survivor" context. Students would be experiencing a range of physical and mental challenges that would require a wide range of dispositions. If we were prepared mentally for this, then surely we could reach our potential on this camp.

Table top role playing games (RPG's) are experiencing a bit of a resurgence at the moment and several of my students actively participate in games in this format. Most of us will remember "Dungeons and Dragons" a popular RPG from the 1980's that has since appeared in the popular Stranger Things series. These games require you to play in character and make decisions in the game based on that characters strengths, weaknesses and possessions. 

Students in my class were going to need to design an RPG in which the different characters of the game needed to have certain attributes that would help them deal with the challenges that they may face at camp. They were also going to need to come up with some possible scenarios that they might have to face.

First students would need to know how a table top RPG works and for that we played the game "Hero Kids". I got several students to be the game master for their groups and let them lead this part of the process. Learning through play is essential.

The ideation phase of the game design used Design Thinking so that character attributes and scenarios were closely aligned with what they would actually be experiencing on camp. And in regards to that, we did not give them much information about the camp itself aside from a verbal description of the setting and a list of possible activities. They even had to come up with their own gear list for the character.

The verbal description of the setting was purposeful as we wanted them to create a picture in their mind and then on a large piece of cardboard of the camp itself. This created wonder and reassurance for some but without giving too much away.

Play testing allowed other students to try out the games and have new experiences. Students became experts and teachers. The learning environment was a hum of collaboration.

So, how did this all transfer to camp itself? What we noticed as teachers is that students were able to problem solve, they offered support to others, they were resilient and showed growth mindset when faced with adversity.  Their conversations on camp mimiced those that they had had in the game.

There was only one point of confusion from a student in my class who asked "so are we going to have to roll a dice everytime we need to make a decision?" This made me smile.







Wednesday, October 12, 2016

Podcast review: Games are good for you!

Note to Self: The Secret to Making Video Games Good for you 

Produced by WYNC studios 

Cross posted at Gamefulpraxis.com

Quite often gaming is looked at in a negative way so it is refreshing to hear research that frames gaming in a more positive way. This particular episode is an interview with Jane McGonigal a researcher at the Institute for the Future. Yes this is a real place and yes I want to go there!

Jane's research focuses on the neurochemical changes that happen when we are playing and how we can better understand how our brain works when we are playing. How can we "hack" this experience and apply it to our real lives in those moments when we need more resilience?

To quote Brian Sutton Smith, Developmental Psychologist and expert in play:

"the opposite of play isn't work, the opposite of play is depression" 

McGonigal further unpacks this quote to state that when we are playing games the positive emotions that we experience such as; joy, wonder, excitement and success, are the opposite of the clinical diagnosis for depression. Woah! Well okay, that's a bold statement! But to give it even more credit, this is research based on which areas of the brain area stimulated/under-stimulated in both states!! Maybe video games really are the new self help! I'll be reaching for the iPad next time I'm feeling a little down... (my wondering here is if anyone has done research that measures shift in emotion when going from sad to playing games???)

Candy crush saga, Bejewelled, Solitaire... you know those games that you just play that don't seem to be of any value yet you spend hours playing while you take a break from reality? Are they actually valuable then?


Well, when we are able to stop thinking about things that are bothering us and take a break from reality we are incorporating techniques from both cognitive behavioural therapy and meditation. I interpret that as gaming as meditation, gaming as a healthy way of disassociating. I can hear your brain right now crafting an argument against this and that's cool because this is all sounding way too good right? McGonigal also did a meta-study of 500 pieces of research about gaming and wellness. Half of those found negative correlations, half positive. The key to positive outcomes was the ability to relate game play to reality in a meaningful way. If you were unable to do this games became an escape from reality, a downward spiral. Life gets worse, play more games = unhealthy outcomes. 

Unfortunately this is the picture of gaming that is painted in the media, and is on the mind of parents of teenagers. That is not to say that this negative image doesn't exist, it's just really hard to break when you are someone like me trying to use games and game design in education in a positive way. McGonigal has found research that supports the idea that escapism games are okay for us in short bursts. They can even help us break habits like sneaky snacking (I am actually keen to try this one and am tempted to put a post it note on the packet of biscuits saying "play a game instead"). She also points out that self-regulation is optimal, play the game to help you but know when you've had enough. Choose the game and see what it does for you. Jane actually designed her own game to help her through a bad case of concussion.

Her advice to parents is also very poignant. Do not shame your children about the games that they play. Do not tell them they are wasting their time or that they should be doing something else. If we frame gaming negatively like that then we stop that relationship between gaming and reality that was mentioned earlier. They will think games are for escape and they will head down the negative path. Instead ask them: "what have you gotten better at since you started playing this game?" Be interested in what dispositions they can transfer into their real life. If a child can talk about these abstract ideas then they have made that link, if they are referring only to things that exist within the game then they need us to help them bridge that gap.

The last question that Jane McGonigal was asked in this interview related to games and addiction. Addiction as a "thing" is currently being challenged in the science world and the latest research is saying that addiction is a goal orientated action that gets stuck on one particular thing. With gaming the person needs to transfer those things that give them that "buzz" into other activities so that they don't get stuck with that one thing that gets them feeling like that. That makes me sense to me. Perhaps we need to be more aware of how we can shift children and teenagers especially towards other similar stimuli?

There are so many games out there that challenge people and build on skills needed in the real world. When you play online with and against your friends there are also many benefits. A good game has transferable skills. Games can be good for you but ultimately it is you, the player that needs to make decisions about what you play, why you play and how long you play for. Own your gaming and make it part of your life not an escape from it!


Monday, February 22, 2016

Play - Word for the Year

Source: Flickr
Play.

Play is my word for this year.

You can:

Play with words
Play with ideas
Play with numbers
Play with friends
Play with science
Play with music
Play with drama
Play with colour...

The list goes on.


I chose the word play because it was a word I could also share with my students.  I wanted it to become their word too.

The word play has injected life into ideas. It has created a classroom culture where through the idea of play, children can become the experts. An environment that values play also values risk taking, challenges, creativity, fun and laughter.

We all know how to play right?

And for me as an educator it allows me to play with my students. To see learning through their eyes. To have fun and encourage creativity.

Tests have become Spongebobs and P.A.T's have become Patricks. It's okay to fail! Actually it's awesome if you you #failfaster (a key element of successful game design and one that promotes risk taking). You can learn through playing games, you can even learn from designing games to play. Take peoples offers and add to them. Take part in drama games and release your inhibitions.

Play in our Year 6 classroom is compulsory. Is it in yours?