The Scientific Themes of Their Video Games

Science Themes for Video Games 2012
These are the scientific themes that my students are developing for their video game projects. It’s no surprise that the Layers of the Earth is top choice, since the symbolic use of “levels” in the gaming platform transforms nicely into the “layers” of the Earth. They had to choose an idea from their Geology unit, and they will be working in specific scientific vocabulary into their game, along with a “story frame.” Many are now deep in their game development, even though we just started talking about storyboarding yesterday. But who am I to hold back the wave of interest and creativity?

Peace (in the theme),
Kevin

 

Revisiting my Women in Science video game

Women in Science title
Those who are regular readers here know that I advocate working alongside students as writers and creators when doing projects. Last year, as part of our first video game design unit, I created the following video game. Since they were doing a science theme, I wanted to do a science theme. But I was wary of doing a game too close to what theirs should be built around (geology concept), so I decided to do a game about famous women scientists. It would also give them a lesson in recognizing the achievements of women in scientific discovery.

I spent time this weekend playing my game (and realizing how challenging it can be … but not impossible!). I don’t think I will change much about it, but I did want to share out some things in Gamestar Mechanic that show how helpful the site is for young game developers like my students.

First, the game:

Next, the site provides useful stats so that you can determine the level of challenge based on actions of players:
Women in Science Stats

Finally, a new tool in Gamestar is the ability to create visual level maps. Here are the three levels of my game:
WomeninScience Map1

Women in Science map2

Women in Science map3

Peace (in the science of the game),
Kevin

 

Dear Parents: Why We Are Designing Video Games

The other day, I asked one of my classes of students what their parents were saying about the start of our video game unit. Mostly, it was “get off the computer” and “why are you playing video games for homework” and such. Hmmm. I felt like we needed to let parents know why we are doing what we are doing, and invite them to see some of our past work.

So, we worked up this note that we sent home on Friday.

Dear parents and guardians,

We are about to start an innovative collaborative project that connects science, English Language Arts and technology together through a video game design unit. You may be wondering what role video games and gaming might have in the classroom. Our goal with this project, which we piloted last year, is to increase vocabulary and content knowledge of a difficult Geology unit in Science class, investigate how game design theory can inform creative and informational writing, and engage students in literacies that incorporate but also move beyond traditional reading and writing. We are using a site called Gamestar Mechanic (http://gamestarmechanic.com/)  and students will be designing, building and then publishing a video game along a scientific theme. Gamestar Mechanic is a site that is built around teaching of game design, and as students play games, they are learning the fundamentals of game design, and earning the right to publish their own games in the Gamestar community. There will also be the option to submit their games to the 2013 National STEM Video Game Challenge. (STEM means science, technology, engineering and math). Last year, Norris students submitted about 15 games to the challenge. (We didn’t win but the level of competition was another motivational strategy for many students). I’ll provide more information when it comes available.
The goal of this collaborative project between science and ELA is to teach students how to understand and use the elements of good design, how to use a story narrative to structure a gaming experience, and how to connect good writing practice with game design theory. We also want to shift our students from their role as players of games to the role of creators of content. This shift is vitally important in the information age. We documented much of our work last year and I invite you to look at the website that we created. This resource has become a model for work in many classrooms around the country, and other parts of the world.
I also encourage you to look over the packet of project guidelines that students will be receiving early next week.

I’ve already received a few responses from parents, thanking us for the information and expressing excitement about the way the project is going to engage their children.

Peace (in the sharing),
Kevin

 

A Brief History of Video Games and bit of Pac Man

This is helpful to show my students, so they get a sense of where video games came from, and where they are going, as we work on video game design in our classroom over the next two weeks. Plus, it reinforces our work around remixing content in new ways.

And check out how one of my students used the Pac Man concept in our game building site — Gamestar Mechanic — and began exploring the remixing aspect of it on his own:

And then I noticed that another student, inspired by the Pac Man remix, made his own remix, making fun of Pac Man concept. He calls is Wac Mon:

Peace (in the game),
Kevin

Considering Internet Gaming Addiction

Yet another thing to make me feel guilty ….

I was on my way home from a meeting the other day when I heard an NPR news report about the changes being done to the Diagnostic and Statistical Manual of Mental Disorders (DSM IV), and the controversies over the shifts in how we term “grief” after the death of a loved one. At the end of the report, almost as an aside, they mentioned that the issue of “Internet Use Disorder” and video gaming addiction has been added as an area of “study” by the group of researcher/psychiatrists who make changes to the manual, which establishes what is considered a valid diagnosis and how ailments should be treated.

Over at Slate, this is how they put it:

“Essentially, they’re saying that some people who spend a lot of time on the Internet demonstrate similar symptoms to people diagnosed with other addiction disorders, and that the psychiatric community should study it and consider promoting it to a full-blown disorder down the road. ” — from Slate

And Forbes notes:

“Internet Use Disorder has the many of the basic hallmarks of any other addiction. According to the American Psychiatric Association, the crafters of the DSM-V, a person with IUD will experience “preoccupation” with the internet or internet gaming, withdrawal symptoms when the substance (internet) is no longer available, tolerance (the need to spend more and more time on the internet to achieve the same “high”), loss of other interests, unsuccessful attempts to quit, and use of the internet to improve or escape dysphoric mood.” – from Forbes

It seems that video gaming, in particular, have come under scrutiny. And while some basic research yields some news stories that are alarming (although that could be said about any topic you search for), I have yet to see any empirical research data about the negative impact of gaming.

Which is not to say I don’t worry about it. I have three boys, and the older ones play a lot of games and use a lot of apps, and we are constantly seeking a balance between time on technology and time to run around outside in the fresh air. But I still worry about the amount of time my own kids spent with technology, and I worry when I hear students talk about their weekend activities that revolve around gaming, and only gaming.

And here I am, launching into a full-blown video game design unit with my sixth graders! Sigh.

I’ll be honest — even as a full believer in the power of technology and digital tools to expand writing and communication possibilities, and as an advocate for putting more tools into the hands of young people so that they can learn to make choices and have agency when it comes to their digital activity, I also worry every now and then that I am going down the wrong track, and encouraging a reliance on the screen. But, by framing my work around composing and critical thinking and engagement, I convince myself and, I think, my constituents (parents) that our work is powerful and meaningful and worth the screen time.

I hope I am right.

Peace (in the reflection),
Kevin

 

 

The Quick Game as Classroom Phenomenon

At NCTE, I gave a presentation about short-form writing (Twitter, social updating, etc.), and one of the projects I showed was a video that my son had created which was one second long and was posted on Youtube, and how many hits it had gotten.

That got a lot of laughs from the audience. But as my sixth graders begin to dive into game design with Gamestar Mechanic and play around with the site, I’ve come across five games from my students already that have a similar format. A game that is over in seconds. I’m not sure why that is. I’ve never had that trend in the past, so I am wondering if it some cultural idea — the short short thing — and if it means anything (other than short attention span, or maybe a play off our perceptions of short attention spans?)

Here is an example from a student (notice how, really, the game is about admiring the artistic design he did with the blocks, and not the actual game itself.)

Peace (in the play),
Kevin

 

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

 

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.

 

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.

 

Come Play The Digiwrimo Video Game

digiwrimovidgamemap

I finished up the video game project for Digital Writing Month, and I want to invite you to play it and see what you think. You’ll notice from the above level map (which I shared yesterday) that I used the letters of the #DIGIWRIMO hashtag as the foundation for the game play, so your player has to move through and around the letters to get to the end, and collect jewels (nuggets of wisdom?) along the way.

Have fun. Don’t give up. I purposely did not make it too easy, but I hope I didn’t make it too difficult, either. (hint: use the letter Z to portal from one spot to another, and the space bar shoots freezing ice rays, and get all of the jewels. There are checkpoints throughout, in case you die or get too lost.) And I would love to get some feedback from you about how it went. And of course, this kind of activity raises the larger question: is my creating a video game a form of digital writing? Is your playing the game a form of digital reading? Where does gaming fit in our exploration of digital composition. I have some ideas but I would really love to hear from you.

(play the Digital Writing Month video game with this direct link, too)

Peace (in the game),
Kevin