I’ve recently been reading quite a bit about games in education. The ECT program at Steinhardt has an entire course on games, and I have to admit I’m not all that keen on them (simulations are, in my mind, a different but related genre, by the way). It’s not because I don’t think they have value; I absolutely do. And it’s not because I dislike playing them; while I would never colour myself with the Gaming Crayon, I definitely like to play, but rarely for extended periods. After an hour I tend to lose interest, and I’m not sure why. However, I will admit to having spent more than my fair share with the Nintendo Wii (which I specifically did not buy because I knew I would never study), and my all-time game definitely has to be Tetris. I’m also a big fan of the classic ’80s Atari games like E.T., Frogger, and PacMan. I like playing games more with other people than by myself, and I definitely see their social value. Many of the articles I’ve been reading for Frank’s class have lauded educational games because of their problem-solving features, their adept story-telling and story-weaving, their promotion of positive emotions, and many other features that help explain, on a cognitive psychological level, why games help foster learning. And I understand that games can be totally, wildly fun and involving and still teach. I get all of this, and for the most part, I agree with it.
If you had asked me a few weeks ago why I don’t think games will be big in schools, I probably wouldn’t have been able to tell you why. I simply haven’t been able to articulate the reason why I don’t think they will ever really be incorporated and integrated into schools.
Until now.
I read this article by Constance Steinkuehler at the University of Madison-Wisconsin and Dmitri Williams at the University of Illinois: “Where Everybody Knows Your (Screen) Name: Online Games as ‘Third Places’.” (BTW, you can see the article with my highlights and annotations via Diigo here, in case you are interested.) The article is about how online games, in a social-networking kind of way, provide “Third Places” for users to hang out, share, explore, and learn. I totally agree with this comparison. The article goes into depths comparing various games and users to the definition of Third Places as defined by Ray Oldenburg in The Great Good Place: Cafes, Coffee Shops, Bookstores, Bars, Hair Salons, and Other Hangouts at the Heart of a Community.
The epiphany happened for me when I read this quote (emphasis mine):
First and foremost, third places are defined as neutral groundswhere individuals can enter and leave as they see fit without having to ask permission or receive an invitation (as one might in a private space) and without having to “play host” for anyone else. Compare, for example, weekday attendance at the workplace to happy hour attendance at the neighborhood tavern. The former is a second place, marked by financial obligation and rules that structure who is expected to be where and for how long; the latter is a third place, marked by relative freedom of movement. [. . . ] To oblige any one person to play requires that explicit agreements be entered into by parties (much like making arrangements for a recreational team sport), since the default assumption is that no one person is compelled to participate legally, financially, or otherwise. Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency “farmer” for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in.
Do As I Say by Viewmaker
Attribution-NonCommercial-NoDerivs License
And then it hit me: I think this is why we will never see games take off in current schools. The game cannot be the Third Place because school is a Second Place. Students are required to be there, required to participate, and marked by rules that structure it.
So, it’s my current belief that until schools are reformed into neutral grounds marked by relative freedom of movement, we’re not likely to see games become something big within them.
How would learning look if we applied this principle to everything that had to be learned, anything that was “good for you,” but that wasn’t fun? Is it possible to apply “the fun theory” to all learning? Can we be creative enough designers to do this?
I’ve been a fan of Jeff Utecht’s for some time, and having worked in the EARCOS region for several years, I was eagerly anticipating his post where he would share his latest conference idea: a tech cohort within the EARCOS Admin Conference. You can read all of Jeff’s reflection here, but what really stood out to me is what he said about engagement and presentation being so key in the use of the backchannel chat. Basically, during the first keynote session, the backchannel chat was off-topic and active. The second day: a completely different scenario — the backchannel was on-topic and relevant to the presentation.
To me it was a fascinating look at how engagement and presentation of information leads to learning. It also leads to the discussion in the classroom why some teachers stuggle with students getting on Facebook and others don’t have any trouble at all. Here were administrators who came to the second keynote with all intentions to “screw off” in the chat room…and yet they found the information and presentation so engaging that it didn’t happen.
What Jeff says about engagement and presentation being key to learning really resonates with me. I have been reading about several different cognitive theories of learning and how they apply to using technology in education. Gavriel Salomon was one of the academics (in the ’80s and ’90s) who was saying pretty much what Jeff just narrated: that technology itself cannot simply imply the learning, but that mindfulness needs to be applied for it to be relevant. It sounds like what Jeff is saying in his post is that in the first keynote, the content was not engaging nor presented as something for learning — and therefore the backchannel chat was not aiding learning, either. But on the second day, the keynote was all of these things, and therefore the backchannel was, too.
now what? by dak under CC 2.0
This is part of the reason that I get a bit concerned when educators look to that next “great tool” to help them with all the learning in their classroom. At times I wonder if they want the tool to do all the work for them, as if the tech or media itself will facilitate learning. While this is sometimes true, particularly with software that has been developed specifically for learning, most of the time we are taking tools which have been created with other goals in mind – such as productivity, or content manipulation, or sharing ideas – and trying to make them fit into our learning goals. I don’t necessarily see this as always being a bad thing, but sometimes I feel like the learning is lost at the expense of the tool, because educators are not mindful of the environment needed for learning. As Saloman, Perkins, and Globerson (1991) said, “One can plan, design, experiment, and simulate in ways not possible until now. But does this partnership make students any smarter, better skilled communicators, or better skilled learners (or alternatively, less skilled) as a result?”
In turn, what this means is that without mindful, pedagogical use of a tool on the part of the teacher, we then get students who use tools just for the sake of using them, and not in a way that is mindful. This applies, I feel, whether we are talking about Voicethread, or GoogleDocs, or a calculator. They are all tools that allow us to redefine or restructure the learning task, but they do not implicitly demand effort of our mental processes. It is reminiscent also of this conversation on Wes Freyer’s blog, about how simply having the technology does not mean that students are going to learn.
One of the things that drives me most crazy is when a teacher comes to me saying, “I’ve just heard about this great new thing called [fill-in-the-blank]! It sounds so great! How can I use it in my classroom?” I know that often my colleagues come to me because I seem to be using all sorts of “new cool tools” that perhaps they are not, and so they come to me in earnest, wanting to know how they, too, can enhance learning in their classrooms. But asking a question like this is putting the cart before the horse. What many of these teachers do not realize is that I arrived at that “new cool tool” by asking the question the other way around: “Hey, I really want my kids to be able to [fill-in-the-blank] by the end of this unit. What kind of tool will facilitate that?” … and thus begins my search. And whatever “new cool tool” I’ve used, I’ve tried to support it with scaffolds, differentiation, and mindful learning activities that allow students to think and reflect about what they are learning. I’ll readily admit that it’s not always successful, and I usually can tell right away when I’ve chosen the right or wrong tool for the job, but my learning is a work-in-progress, too, right?
So really, what I wonder is, technology aside:
Where is the meta-cognition in our teaching and learning? When are we thinking about thinking? When — and how — are we asking our students to do the same?
Reference:
Salomon, G, Perkins, D.N., & Globerson, T. (1991). Partners in Cognition: Extending Human Intelligence with Intelligent Technologies. Educational Researcher 20(3), 2-9.
We’ve been asked to critique the Sesame Workshop’s Panwapa site, a “global awareness curriculum site” for 4- to 7-year-olds, according to Sesame’s press page.
When you first arrive on the site, one of the characters instructs you to click the globe to explore, and so I did. This led me to a place where I could create my own Panwapa kid, apparently. I did not know what this meant, but I signed up anyway. I created my own Panwapa kid and my own house, too. Both were pretty-customizable. However, even a 7-year-old would have had difficulty with all the choices, and most certainly would need guidance from an adult while doing this. (It turns out this thought would reappear throughout my short Panwapa experience.) I also was struck with the thought of how many of the customizable items — food, crafts, and clothing, for example — were rather stereotypical. And I further wondered about the value of these stereotypes in an interactive game for pre-schoolers. Do we want all 4-year-olds to think that everyone in Asia eats only rice? Perhaps I’m over-simplifying, but it is worth considering.
After creating my own Panwapa kid, I was shown the map of all other Panwapa kids. I did a bit of exploring, but that got boring really quickly and so I decided to click the “Treasure Hunt” button. This invited me to a game where I had to find other Panwapa kids who liked certain things. There were three rounds:
Find a Panwapa kid who likes traditional American dolls.
Find a Panwapa kid who likes sharks and ice cream.
Find a Panwapa kid who likes sharks, ice cream, and tennis.
For each level, I had to click through many (like, more than 10) kids to see if they were a “match.” I am not sure if there was an easier way to do it, but I did so by clicking on the “Activities” and “food” buttons, and then scrolling through the kids to see what they liked. It took some time, and wasn’t all that engaging, except that I was praised by the character every time I got something correct, which was kinda nice. And at the end of it all, I got a Panwapa card for my collection. It wasn’t clear to me, however, what I could do with that card later.
I also viewed the movie game, as per Frank’s request (clicking on the little bug’s film projector). This was so confusing to me. I did not realize until the end of the film that the goal of the film was to garner appreciation for learning another language, and going to school. I thought, as I was watching, that the film was more about the marginalization of the Maasai people in Tanzania. After all, Moses says, “We are not allowed to speak our language in school” and he talks about how learning this second language was hard, but it got easier. Yet, the little bug character at the end says something to the effect of, “Did you see that? Moses learned another language to teach his community!” as if this is the coolest thing since sliced bread. What I was thinking was that obviously Moses was sent to school as a fortunate one in his village — I doubt all kids in Tanzania are going to school, especially minorities like the Maasai. And he was probably sent because he is a male, and there was probably an expectation for him to teach his community because he is probably one of only a few in the village who get to go to school.
At the end of the film, the “game” begins: watch the film again and whenever you hear Moses speak Swahili, click on the Panwapa button. What??? I gave it a shot. Apparently he does this 4 times, but I only heard / saw 3. And I am an adult who speaks 4 languages! How on earth would a 4-year-old be able to get that? If the goal of this section was to teach appreciation for other languages, I definitely think it could have been done differently. Further, I wonder if this “appreciation” lesson is age-appropriate for 4- to 7-year-olds.
It was not until after I played these games and clicked around did I find out what Sesame Workshop’s goals were for this site, and I have to say I was really surprised. Apparently Panwapa is meant to :
[help] children gain empathy for others while encouraging a broader international perspective.
You can read more detailed information about Panwapa’s educational framework here [pdf].
Frank asks, “Does it hit the mark?” My answer, as an educator: No.
It does, however, do a few things well. I identified the following problem-solving features in my brief (20 minute) exploration:
question posing (these were peppered throughout the treasure hunt)
identifying relationships (implicit in the treasure hunt)
gathering information (definitely actively used in the treasure hunt)
interpreting data (at the end of the film there is a graph provided about where other Panwapa kids go to school)
scanning for clues (in the film game)
ability to explore (this is huge, especially on the home page — and it should be, as almost all learning for this age group should be exploratory, in my opinion)
identification of pattern and sequence (in the film game)
choices – multiple answers (in the question at the end of the film game)
Other things it does well: in terms of affordances of the interactive technology — this is quite good. It was almost always clear as to what the interactive features do. E.g. if I click on the globe I will go to a map; if I hover my mouse over a character, he will speak; etc. In this sense, I did not find it difficult to navigate. However, I am not sure I could say the same for a 4- to 7-year old. In particular, I wonder about the home page, as there is so much to look at and click on. I wonder if it is too much for a wee person of that age; it could be overwhelming and end up being disjunct with no lessons learned at all.
I guess I’m not saying that Panwapa is a total failure, but no, it does not hit the mark.
This week we’ve been asked to jot down / sketch / brainstorm some ideas about our final design project. I was pretty stumped for a while, and I’m still not sure I’ve really got any ideas. I have several jotted down in my (paper) notebook and have been letting them “sit” in my mind for the last 4 or 5 days. Generally they all come back to writing and how to make it more of a social, interactive experience. Basically, I am uncomfortable (always have been) with the stereotypical image of “writer in solitude.” While I agree that at times one can write better when sitting alone, I also think good writers can emerge from a supported community. It takes some balance. I’m not really keen on teaching / instructing people how to become better writers in solitude. I’ll leave that for Sark, Natalie Goldberg, and Julia Cameron. I’m much more interested in how to capitalize on the hive mind and create some solid pieces of Writing For The People.
i am by Will Lion
Attribution-NonCommercial-NoDerivs License
Robert Scoble tried a variation of this using FriendFeed and Twitter, but I am much more interested in the idea of having some kind of platform that makes this all possible — that your audience can give you feedback as the ideas are being generated, and that parts of the writer’s words can be shared, and critiqued, before the piece is “finished.” Or perhaps the piece is never finished? I’d like there to be some element of audio / video, as well, so that users can comment this way and so that the focus is not entirely text-based. I basically want writing — that is, communicating via text — to not be as laborious and text-heavy as it is now. In order to blog these days, you have to be pretty text literate. And while that is fine for those of us who are verbal and educated, what about twelve-year-olds who have something to put out into the world, who want to refine their writing, but want some help and interaction to make their writing really phenomenal?
Perhaps I’m thinking too grandiose at the moment…
What’s been sticking out to me when reading Saffer, Sharp, Norman, and Adams is how important it is for the affordances of the interface to be almost instinctual, or intuitive. I also am intrigued by the feedback/ feed-forward ideas Saffer discusses in Chapter 7; it is striking to me how few programs / platforms incorporate this. The key, I guess, is to have everything seem simple to the user but in reality the complexity is all hidden from the user. Which has got me thinking — if it is intuitive to me, how will I know it is intuitive to others? Saffer in particular talks about how so many designers design things for other designers, and how this is just not cool. I have to agree. So I am wondering — hoping? optimistically? naively? — that not being a designer myself or having that background will actually be an advantage in this particular project. Or is that what every designer thinks when they first start out… ? I suppose it comes back to what we’ve been learning in every course so far — a tenet that is fundamental to educators in general — know your user. Do research, talk to them, study them, find out how they will use things, how they think. This reminds me also how intrigued I was about all the user research that went into Quest Atlantis, having read about this for a different course. Knowing your user is key, and I suppose one cannot assume ever that they are just like oneself!
I have to admit that I’m really also loving the ideas of one of my classmates, Poukhan. Check out her ideas. I am tempted to scrap my interactive writing idea altogether and ask if I can join her!