Games:Edu 2010 roundup

I haven’t managed to make it to a Games:Edu event till now (the events previously had a tendency to clash with my vacations, and I sometimes get tired of travelling during the course of the year). I greatly enjoyed today’s (well yesterdays – posting this just after midnight) event however – and was happy to see that there was actually a lot of agreement between industry representatives and academics during the course of the day. In particular, a number of speakers (myself included) emphasised the need for group projects that help develop team work skills, and open-ended projects which give room for the best students to excel. How we do this while also supporting students who are not excelling was one issue that was discussed – without a definitive answer.

I’ll post my own presentation soon – my keynote was on the challenges facing games education in universities in the UK – most of which are actually challenges facing the whole sector in the UK. I even got to include my “University of Somewhere” org chart – featuring the Dept. of Innovation Prevention. This particular slide had a very good response, and discussion during tea breaks confirmed previous reports that such a department seems to exist in most universities.

University Org Chart: Dept of Innovation Prevention
The programme was nicely balanced, with some discussion on teaching game development in schools and FE (courtesy of David Brockbank), alongside a number of university and industry speakers.

A late addition to the programme, Mike Reddy discussed paizogogy – the pedagogy of making games. This builds on Papert’s constructionism, and in an engaging talk (sat next to Mike, I was impressed as he developed his game-art homage graphics immediately prior to his presentation) Mike challenged us to spend more time creating games ourselves – using cards, paper, boards or possibly even computers. Can’t say I’m not tempted.

Saint John-Walker from Skillset encouraged universities to apply for accreditation – and to initiate discussion with Skillset if they are interested. Don’t let fear of failure hold you back was his message. This talk was nicely balanced by a presentation from Michael Powell (De Montfort University) who gave an engaging talk on the challenges of applying for (and obtaining) Skillset accreditation. This brought back some memories and really emphasised one of the challenges I identified – the paper mountain facing lecturers and course leaders.

Carol Clark outlined the RealTimeWorlds approach to mentoring new graduate employees. The emphasis here was on learning by doing and becoming a member of the team. This idea of teaching game developers by placing them into effective communities of practice (to put an academic spin on it) seemed to be one of the main themes of the day – as these ideas recurred in several talks. Including Grant Clarke’s. Grant leads the Abertay Master of Professional Practice course – in which students work as members of their own game development teams in a studio setting.

Finally, Maria Stukoff of Sony Computer Entertainment Europe outlined the current PlayStation Edu schemes and opportunities – most exciting of which is that universities can now apply for the same PS3 DevKits as used in industry – no longer any need to rely on PS3 Linux (with its many limitations) for courses wanting to explore developing for the Cell processor and PS3 hardware. Included in this is the cross-platform Phyre engine and access to the PS Dev network. The costs are such that I wouldn’t expect many places to establish a full lab of 20 PS3 DevKits, but with shared access it should be possible to integrate into console development modules with just a few machines. Fingers crossed we can free up some money from our budgets to get a few of these soon…

Games:EDU 2010

Next Thursday I’ll be giving the Academic Keynote at Games:EDU at Abertay University up in Dundee. There is a packed programme, and some great speakers lined up. I should be sharing my own talk with one or two of my former students now working in Dundee at Cohort Studios – they’ve been working on The Shoot for the forthcoming PS3 Move controller.

While the former students will be talking about the transition from student to working in the games industry, I was asked to talk about the current challenges in delivering games technology courses. Excuse me while I yawn… So I’ll be working hard till then on turning this into a more lively reflection on the state of (games technology) education in what is just the start of some troubled times for the education sector – with looming cuts and a general squeeze on funding. The title for the talk is “More for Less: The Hidden Challenges of Games Education” – where hidden mainly refers to the aspects of university that are hidden from students and outside bodies.

The working title was a bit more direct – but I had to agree with the conference organisers that it perhaps sounded a little too cynical. So I’ll not be delivering the talk “Bums on Seats: The Hidden Challenges of Games Education” after all.

EDIT: ps it turns out that there already is a University of Bums on Seats.

VirtualWorldWatch – Spring 2010

The latest snapshot report on the use of virtual worlds in UK FE and HE has just been released by VirtualWorldWatch. The 45 page report provides a wide range of quotes from academics involved in using virtual worlds across the UK – and every report contains its own surprises. For me, one surprise was discovering SLOODLE being used in new places. More generally, virtual worlds seem to be steadily bedding themselves in in an increasing number of institutions – although at the majority of institutions it really is only the early adopters that are exploring virtual worlds.

Get the full report from here, and an excerpt from the report summary is reproduced below:

Summary

This snapshot report was put together against a backdrop of political and economic uncertainty. It comes, therefore, as a pleasant contrast to notice many cases of continuity, where academics are building on their uses of virtual worlds in previous academic years. It’s also good to welcome details of new sustainable virtual world projects and initiatives from universities such as Middlesex, Bristol and Bath Spa.

Specific subject areas, where several universities are using virtual worlds, continue to come to light. For example, previous snapshots have highlighted contributions from academics involved in midwifery, with at least four UK universities using Second Life to assist in the training of this practical skill. …

The global access capabilities of virtual worlds become more evident with each snapshot. As universities rely more (especially in these economically uncertain times) on overseas, remote, home-based and part-time students, so technologies that allow learning to take place far away from a physical campus become more useful.

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Gaming Fatigue

As we know, video games can be incredibly engaging – to the extent that we can argue over whether they can be addictive and what that actually means. But at the same time, its quite possible to play a game for while, get really sucked in until at some point you just finally get fed up with it, and quit. Level grind in MMO games springs to mind – or meeting some boss monster that is way too much like hard work and just not fun enough. David Hayward at Pixel-Lab has been considering this recently, and sees it as a possible problem for playful apps.

Broadening this out, there is some interest now in applying ideas from gaming into different areas of life – promoting student engagement, solving social problems, or even applying gaming to *everything*. Indeed, I’ll be borrowing some of these ideas this summer for an UNversity summer school I’m trying to support. But when everything becomes a game, what will keep folk playing all these games? In a global scale, how will games to improve the world compete against games for scoring points for brand merchandise?

I guess that people will inevitably pick and choose games and entertainments as they do now – just from an increasing, and increasingly broad, range of alternatives. I wonder if a world full of extrinsic (externally awarded) rewards for every action could impede the development of individual intrinsic reward mechanisms – peoples ability to set their own goals and develop their own internal reward systems for jobs well done.

As an incentive to think about this, I’ll be awarding 10 points for every comment received (spam and one-liners apart).

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