Hacking/Remixing the Game of Chess

hack chess (2)
I owe a big shout-out to Andrea Zellner and Chad Sansing for all the work they have done in sharing how to bring the hacking mentality into the classroom. I’ve followed Chad’s posts and took part in Hackjam sessions with Chad and Andrea, but this is the first time I have overtly brought the hacking mentality into my sixth grade classroom.  I’m using the ideas of hacking/remixing as one point of entry into the start of our video game design unit, and yesterday, we began our discussion with a writing prompt. My sixth graders were asked three questions:

  • What comes to mind when you hear the word “hacker” and is it a good or bad connotation?
  • What is remixing and is it good or bad to do it?
  • Have you ever used cheat codes in a game?

These three questions opened up a slew of discussions for my students. I did a little informal polling about perceptions of hacking, and of my 80 students, only four did not raise their hands when I asked if they think “hacking is a bad thing.” Most of their impressions of the term come from news reports of groups hacking into systems to steal personal information, or the stereotyped geek sitting at his (it seemed to be only a male hacker in their minds) trying to break into a bank or country’s database or something. The way I steered the discussion in this early stage is to talk about hacking as a way of taking something that is designed one way, and reworking it for your own needs or advantage. I gave an example of working on a lawn mower. A part breaks, you don’t have what the repair manual says you need to repair it, so you “hack” a fix with materials you have to make the engine work. That simple analogy seemed to open some eyes about what we were talking about.

Our discussions around remixing was fascinating as well because many of them did not know the term. We’re going to do an activity today around remixing with Lego commercials, and their use of gender stereotypes. And the last stretch of the conversation, about the validity of cheat codes with video games, was the liveliest. Who know I had so many cheaters in the room? Ha. Actually, what we talked about is the shift in players sharing information with larger communities and how cheat code websites and video tutorials are now an accepted and expected part of a gaming community.

hack chess (1)

The no-tech activity we did involved hacking. I broke students down into small groups and handed each one a chess set, with an extra bag of assorted odd parts: a dice, some tiny little letter cubes, pompom balls, and other things I found in my basement. Their task: To hack the game of chess and remix it into an entirely new board game. They could use any or all of the pieces they had. Each group had 15 minutes to come up with the name of their game, the objective for winning or finishing the game, and the basic rules. My classroom was a hive of activity and collaboration, and mostly, I just stood back and watched them learning together — not just about hacking, but also about working together, expository writing and creative engineering of a system.

They will be sharing out some of the game ideas today in class, as a sort of “elevator pitch” — as if they were trying to sell the game to a company.

I also eavesdropped on them as they worked. Here are some of the things I heard:

  • “Here, this needs to be more challenging. (pause). Guys, how about if we did (this) and (this) and then we did (this).”
  • “Let’s just keep the rules of chess but call our game something else?” The group responds: “No way!”
  • “We’re learning how to hack? In School?”
  • “Our game is SO much better than chess. Actually, I don’t know how to play chess. But this game has to be better, right?”
  • “The guys who made Monopoly had years to make their game. He gives us 15 minutes. He’s crazy!”
  • “Who knew we could hack?”
  • “No, wait. That’s too hard. No one would know what to do except us. We need to change it.”
  • “I could so do this at home with those boring games my mom keeps in the closet. Neat.”

Peace (in the hack),
Kevin

 

Book Review: Stick Dog

It’s hard not to like a story with (self-professed) simple stick drawings of stray dogs trying to steal some hamburgers, told from the viewpoint of one of the dogs. Stick Dog by Tom Watson won’t go down in the annals of high literature, but it is a fun and engaging story for elementary students who have finished up the Diary of a Wimpy Kid collection and are looking for a fix. Yeah, Stick Dog is another in the same vein of Jeff Kinney’s genre of first person narrative told with comic doodles. They seem to everywhere, right?

But Stick Dog is a cute story that begins with the unknown author (we assume it is an elementary student from the stories he tells) letting us know that he has a story to tell but that he can’t draw, so we (the readers) need to agree not to criticize his drawings. His dog is basically a box with legs and tale. (I’m not criticizing … just sayin’) Stick Dog and his pack of stray dogs are hungry and decide to steal a few burgers from a picnic going on at the park. Adventure ensues, as does humor (such as when a squirrel comes by and disrupts all of their focus.)

I imagine this book would be enjoyed by kids who have dogs, or wish they had dogs, and wonder what they are thinking as they eye the dinner table for scraps. Watson has done an admirable job of bringing us inside the head of his main character, even if it is a little square (OK, so a little criticism … sorry).

Peace (with the dog),
Kevin

Mass Ed Talk: More Than a Game

Here is a video of the Mass Ed Talk I gave over the summer for the Massachusetts Teachers Association. The main idea here is encouraging students to shift from users of media to producers of content through the design and publication of video games.

Peace (in the sharing),
Kevin
PS — you can view some of the other Mass Ed Talks in this playlist, too.

 

The Imaginary Lands Project

One way we talk about informational text is through a creative writing project called Imaginary Peaceful Lands. Students read and analyze text structure of travel brochures, and then create their own, built around the themes of an imaginary place and elements of peace. Of all the projects, this is often the one that they say they had the most fun with at the end of the year reflection.

These are two videos showing an inside look at some of the maps they created.

Peace (in the lands),
Kevin

 

A Video Version of the Blog

I saw this from someone else who is part of the Digital Writing Month adventure. This tool — Wibbitz — takes text and images, and turns it into a video teaser. Sort of interesting. Not sure how useful it is beyond the “cool factor,” though.

Peace (in the vid),
Kevin

NCTE Podcast: Celebrating Teacher Voices

ncte podcast
I had the pleasure of talking with Steve Zemelman and Harry Ross, of the Teachers Speak Up initiative, about the Western Massachusetts Writing Project’s partnership with our local regional newspaper. WMWP celebrates teachers as writers, and the partnership with the newspaper has opened up a regular educational column in which teachers write about their views on education and classroom experiences and strategies in a positive light.

The podcasts, which are hosted by NCTE, explore the rationale behind the partnership, as we as gives some practical advice for teachers who are seeking ways to get their views of the educational landscape (and debates) into the public sphere. I hope you have time to give it a listen, and add your own voice into the mix.

NCTE: Making Our Voices Heard

Peace (in the voice of teachers),
Kevin

 

Gathering The Reflective Threads of Digital Writing Month

digital writing twitter essay
I jumped on board with the Digital Writing Month because the idea of National Novel Writing Month intimidated me and yet, I wanted a challenge that might push me in few different directions as a writer. A challenge that matched writing with technology, and deeper reflective stances, was right up my alley. I knew right from the start that I would not be counting words, since the 50,000 words of Digital Writing made no sense, particularly if I was going to be making comics, and videos, and other media compositions in which words were relatively meaningless. I still find it odd that folks are sharing their counts as they reflect on the work they did during the month. But I suppose we are a culture that is goal-orientated, and words are something one can tally up.

For me, it was more about the exploration of ideas, and the “creating” of media that became the heart of my inquiry with Digital Writing Month. I was hoping to get inspired by the community, and maybe offer up some inspiration myself. To that end, I think the month was a success. I dove into a lot of waters (swimming with the duck) and forced myself to continue to expand the notion of what writing and composition is when we engage with digital tools.

I keep returning to this question: is our definition and conception of writing shifting in the age of technology? I still don’t know. But I keep that question in mind as I experiment, tinker, write and then bring those ideas into my sixth grade classroom, where appropriate for the learning objectives that I have in mind. But I often feel like two people: the teacher, exploring to understand and use technology with my students, and the writer, exploring to communicate and develop ideas in new digital spaces. Sometimes, those identities overlap (I’m thinking of webcomics and game design). Sometimes, they don’t. I’ve come to understand that those dichotomies are fine.

So, what did I dive into this month:

  • Many webcomics. I began the month by thinking it would be neat to have an evolving webcomic featuring a teacher and two students who were also taking part in Digital Writing Month. They could be my foils, and the comic — featuring Mr. Andrew, and Shirley and Dave — gave me a chance to poke fun at what I was doing. I used that idea for a few meta-comics, too, so that I could reframe the idea of webcomics in an interesting way. Not sure if it always worked, but it was an attempt to stretch out the writing.
  • I sought to use audio and podcasting in slightly different ways. In one instance, I layered audio on top of one of the comics to give “voice” to my characters. Later, I wrote a poem about multiple voices of a writer, and then used audacity to record myself in various frequencies, weaving those voices (of the same me) into a poem.
  • I created and published a video game about Digital Writing Month, using the hashtag of #digiwrimo as my entry to adventure, with the player having to scale through and in the letters as they sought rewards. The game — Inside Digital Writing —  is still available for play, if you want to give it a try.
  • I took part in the collaborative Novel in a Day event that the folks behind Digital Writing Month hosted, adding a few vignettes to a 50,000 word story that emerged over a 24 hour period. It was a fascinating experience to be part of something that huge, and to feel as if you were helping to weave an odd narrative together with strangers. Odd, but interesting.
  • Another odd experience was the Twitter vs. Zombies virtual  game that unfolded on Twitter over one long weekend. Another collaborative idea from the Digital Writing Project folks, and completely new terrain for me, the game involved a “battle” between friends on Twitter who were either zombies trying to convert humans, or humans running from zombies. It’s hard to explain the appeal, but there was a real playfulness to the event, and the ending – the brokering of peace and the splintering of alliances – was really intriguing to watch unfold in Twitter real time.
  • I reformatted some old projects as a way to refresh them (I hope), including this video poem — Capturing Myself in Hyperlink – that used to be housed on a large webpage, with anchors and hyperlinks connecting ideas together. But I decided to explore a bit more about the annotation feature in YouTube to create the links to elements of the poem right inside the video itself. I’m not completely happy with it, but it sure was interesting to reconceptualize the project.
  • And I used Thinglink to try to break apart and define some of my ideas about digital writing (as well as took part in the final Twitter Essay about our ideas on digital writing — which is the screenshot embedded above). I like this multmedia defining of digital writing, though, because it allowed me to use media to explain the ideas.


Another thing that comes to mind is the concept of community. Every so often, I bump into a group of people who are doing interesting things online, and I wonder: how come I am just learning about them now? It can often feel surreptitious, this chance knocking into other folks on similar journeys but outside the normal sphere of community. That’s how I felt this month with the Digital Writing Month crowd. There were few folks that I knew prior to the challenge. Mostly, I think, it is because the majority of participants are graduate students in New Literacies programs. I suspect a lot of them already know each other, or know of each other. (I may be wrong about that, though).

I didn’t get the real sense that other elementary school teachers were taking part in the challenge. Or any other school teachers of any K-12 levels, to be honest. So, this made my experience different from the writing and connective work I do with organizations like the National Writing Project, where we have an affinity that binds us together. Here, in Digital Writing Month, I was surrounded by some incredible smart and talented and insightful people, but our visions diverged at times from our different experiences, I think. I find myself (as noted above) thinking in terms of exploration as classroom possibilities — how to bring my young students into the digital age as writers of media. They were mostly thinking of rhetorical stance, and deeper underlying issues of digital writing. Both perceptions are valid, of course, and yet, I often felt like an outsider crashing a party of grad students and University folks.

This was most evident in the ways that folks taking in the Digital Writing Month challenge commented on other’s work. Mostly, they didn’t, at least as far as I could tell. Oh sure, there were reactions to work on Twitter, but the deeper, richer conversations that I thought would emerge along the lines of the shifting nature of digital writing rarely took place on the blogs and posts and places that I went to. I tried my best to leave comments to what other folks were writing, to stoke a topic, but only rarely did that thread go anywhere, and they never really seemed to evolve into a full and ranging discussion.

I’m not saying that’s bad. But it is interesting, particularly as so many of the folks were writing about the changing nature of community in digital spaces in their own posts and Tweets. It seemed like a case of a theoretical view of the potential of digital writing spaces clashing against the reality of much of our writing still falling into the familiar pattern of “I write, you read.” Instead, I’d like to see more of the “I write, you react, we write together.”

But it was a blast, this whole Digital Writing Month adventure. If you took part, or just followed along, thanks for staying with me and indulging my strange forays into different tools and topics. I invite you to add your own thoughts to my post, and start a conversation. I promise to engage you in an exploration, too.

Peace (in the writing),
Kevin

 

 

Game Design Discussions: The Good, The Bad and the Playable

We’re just starting our video game design project, which will stretch through the end of the calendar year. Yesterday, we had a long discussion about the games they like to play (not just video games), and then design elements of games — the good designs, which make you want to return to a game, and the bad, which make you want to abandon the game. These two question will be ones that we return to periodically as they begin to design, create and publish their own science-themed video games at Gamestar Mechanic in the coming weeks.

I took notes during our discussions and made these there word clouds. The concepts and ideas were only the ones that were repeated across my four sixth grade classes. In other words, the lists for all three questions were pretty lengthy. But I was looking for common themes from my four groups of students.

What struck out to me is the popularity of Minecraft these days (a huge leap from last year), and how graphics are front and center for both what they like in good games and what they don’t like in bad games.

The Games They Play
Games We Play 2012

 

Design Elements that Work
Game Design We Like 2012

 

Design Elements that Don’t Work
Game Design We Don't Like 2012

Peace (in the sharing),
Kevin

PS — if you want to learn more about our video game design unit, you can visit our reflective website from last year, which has student and teacher video reflections, handouts and samples. Go to our Video Game Design website.

 

Final Digital Writing Month Comic: Worlds Within Worlds

Today marks the last official day of Digital Writing Month, which has been quite an adventure. I’ll reflect more this weekend when I have time about the ways I tried to push some boundaries and take part in the activities, and what I think of it all. This morning, on the last day of the sharing, I have another meta-comic called Worlds Within Worlds. It echoes one I did earlier in the month, with ideas folded into ideas. But I think it captures a question that I often wonder about: how writing and ideas can take root in digital spaces, and remain there, in ways that are different from non-digital writing.

Worlds Within Worlds

Thanks for visiting during the month. I hope you tried out a few new things here and there, too.

Peace (outside the frames),
Kevin