More for Less: The Challenges of Games Education

I’ve finally uploaded the screencast of my keynote from Games:EDU, back in May. Actually, the majority of this relates to any undergraduate teaching in a typical university. Inappropriate strategic goals, growing mountains of paperwork, innovation prevention, the bare pass student and traditional lectures all pop up as challenges – encouraging students to form effective communities of practice and exploiting technology to extend the reach of the university pop up as part of the solution.

See it here, or on screencast.com:

A virtuous circle?

Like me, you’ve probably got used to calls for educators to think more like game designers, to consider how good games help players learn how to play, from James Gee and many others over the past few years.

In this months Edge (UK gaming magazine, Issue 216, July 2010), video-game design consultant N’gai Croal resets a cosmic balance when he suggests that game designers think like teachers…

the primary goal of the developer should be not to punish the player … the developer should be invested not in the player’s failure but in the player’s success

and

developers could probably learn a lot from talking to teachers

Bringing Gee and N’Gai together then tells us that educators can learn from how the best games teach their players – and game designers can learn from how the best teachers teach their students. The circle is complete!

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.

Innovation in Application Development – Teaching Programming in FE

The Scottish Further Education Unit are organising the Innovation in Application Development event on the 1st of April in Stirling:

Scotland’s Colleges, in association with representatives from Apple and colleges in Scotland are hosting this awareness raising event.  The morning sessions will look at the use of Apple application development tools within current programmes and the potential for integrating development of iPhone apps into curriculum delivery.

In the afternoon, there will be sessions on Alice programming, Xbox / XNA Games studio programming and Second Life programming.  As well as an opportunity to consider innovation in the delivery of programming within the curriculum, it is also an opportunity to network with colleagues from across the sector regarding the use of these applications.

Presentations will cover iPhone development, using Alice (the Java 3D storytelling and game making engine) and more. I’ll be there also, talking about using Second Life and/or OpenSim as a platform for teaching programming. The whole event is free – register online and get yourself to Stirling!

The 3D web is getting closer…

I’m writing this post using the ‘nightly build’ version of Firefox, with a single (easily changed) setting altered. This allows me to view some of the early WebGL (the web version of the OpenGL graphics library for javascript) demos in all their glory. Well, the demos that work anyway!

The WebGL draft specification was only published yesterday, but intrepid folks have been building demos for a while now based on early implementations. Of the three mentioned here, I could only get the last one to work, but the animation was very smooth. The Mozilla Hacks blog also has a simple demo with a 3D creature exported from Spore.

WebGL enabled versions of Firefox, WebKit (which is used in Safari) and Chrome are all available – see browsers with support for WebGL. I’ve only tried Firefox, but it works pretty smoothly. Download and install the ‘nightly build’ version of Firefox – don’t worry, it won’t remove or replace your existing installation. On windows it installs into a different folder and with different shortcut names (the reassuring ‘Minefield’!).

The executable file itself is still called firefox.exe, which has the side effect (on Windows Vista at any rate) that you can only run one version at a time. Closing Firefox completely then choosing your existing Firefox shortcut or one of the new Minefield shortcuts will allow you to swap between them.

I’m *hoping* to find time to play around with writing some demo 3D code for WebGL (perhaps sneak it into one of my classes next semester?) – and am looking forward to seeing what great apps come down the pipeline in the next couple of years.

Scottish Learning Festival '09

First post from this year’s Scottish Learning Festival. I made it to two talks so far – Derek Robertson’s presentation of Canvas – the OpenSim based 3D online art gallery for Scottish schools, and Ollie Bray’s more general one on game based learning. More on that later.

From the expo floor there is the usual mix of computer, smart board, educational play, books, software, etc etc vendors. What caught my eye the most was the connectED stand. For a few years now, connectED have been providing Sony PSP hardware, software and training specifically for the education sector – but it was not that that caught my attention.

They are currently working on a system called Second Sight – this is an augmented reality authoring toolkit for teachers. This was demoed on PSP, but education director Andy Goff assures me that a Nokia version is very well advanced with iPhone also in the works.

connectED's Second Sight

In the PSP screen you can see the AR dinosaur overlaid ontop of the camera view

connectED are apparently already working with English Heritage on using this on some EH sites, and have a number of collaborations active for rolling this out. Final product ready in about six months, but already the authoring environment seems very straightforward – allowing markers to be inserted into books, into displays or into the environment to add AR audio, video and 3D content.

My day at ALT-C 2009

What I did at ALT-C 2009…

Short version: I hung around for a bit, chatted to some people, then went to the pub.

Long version – featuring open education resources, debating the value of VLEs, Michael Wesch’s keynote and more…

Despite leaving home incredibly early, I managed to miss the opening of Michael Wesch’s keynote (due to some faffing about at Machester Airport). Wesch’s talk necessarily covered many points that featured in his well known videos, but with more depth and context – and had some fun stuff, such as tracing the evolution of ‘whatever’. From discussion after and reading online comments, reception was mixed – this being (apparently) largely the same keynote he’s delivered elsewhere, and some differing reactions to the talk itself. For me the issue was principally that if you’ve seen Michael’s videos already, and if you’ve read a few articles or posts from him online, the keynote didn’t contain enough surprises. There was a lot of humour there, and enthusiastic presentation. Good but not life changing.

Content wise, Michael mentioned that his group is studying how people ‘flock’ on the internet – they’ve adopted this term in place of ‘group’ as they feel it better reflects how people may come together, travel some way together, and split off at any time. I think it does capture the very informal nature of a lot of web-based groups with loose membership that changes over time – but I don’t think it helps us think about how people may be members of multiple (possibly overlapping, possibly not) groups at any one time. Conceptually, I understand multiple group membership better than multiple flock membership – which brings to my mind images of deadly avian pile-ups. Can anyone suggest a better term? If not, lets just call them groups, and not complicate matters.

I was going to see Richard Noss’ talk on the grand challenges for technology-enhanced learning next – but decided to check in at the halls where I was staying. This turned out to be a waste of time, as check in didn’t open till 2pm… back to the conference, where I caught up with a few folks and chatted networked.

Next session I went to was ‘Technology Enhanced Feed-Forward‘ – this presented results of a study of student reactions to audio (podcast) and video feedback. Quick take home message was that in the trial *many* students disliked getting feedback via mp3, and it was identified that tutors giving feedback via podcast have to be much more careful how they give their feedback. The feedback has to be much more constructive and very supportive in tone otherwise it can be a very negative – harrowing even – experience for the students. There was also some good discussion after.

More chatting networking over lunch.

The VLE is Dead was a deliberately provocative symposium session with a range of speakers defending or attacking the use of VLEs. This was a packed out session, with Josie Taylor valiantly managing to keep control in the face of heated debate with some audience members chipping in their comments out of order (ahem). What started as a debate about institional VLEs vs Personal Learning Environments (PLEs) developed into much wider debate about the role of universities and open vs. closed models of learning. The session was recorded, and you can see the video on James Clay’s blog here – The VLE is Dead: The Movie. Worth watching the opening statements at least – some very astute and  some funny metaphors and allusions thrown in for good measure.

The feeling I got from this overall, and speaking to some of the panellists later, is that students use diverse and individual ranges of technology regardless – so they already have their PLE, with the institutional VLE being but one part of that. Like many others I believe that the VLE brings benefits of providing a known and common ‘base’ for students’ online learning. One which members of staff can easily make the launch pad for a whole load of external Web 2.0 activities if they so wish – and that many faculty already do this. What didn’t make it into the debate, but is a worthy note, is how VLEs are adapting to the social web. Moodle 2.0, for example, is introducing a repositories API for interacting with the external web – where a repository can be Flickr, a blog or somesuch, not just some ‘formal’ or closed institutional repository.

There was a gap on my schedule after that – I hadn’t spotted the ‘Virtual Midwifery’ session. Instead I wandered down for coffee. Where my new laptop bag was spotted and greatly admired. Is it particularly shameless at this point to link to my wife’s Folksy store? Oh well, done it now. She sometimes takes commisions, btw.

Next up I was meaning to catch the HEA presentation – but ended up chatting networking some more instead. I was also hoping to catch up with someone at the TLRP stall, having missed Richard Noss’ invited talk earlier. But when I wandered down there was no one about. From the JISC intute stall I learned that subject specific versions of their online tutorial on evaluating web sources/resources exist. We’ve used their more generic ‘Internet Detective’ web-quest several times in induction sessions for new students before, the ICT-specific web-research tutorial might be even better.

During the final session I managed to make it to 1 1/2 sessions relating to Open Education Resources. First up, the Talis Open Education Incubator – Chris Clark outlined the program whereby Talis will be proving seed funding to a number of (mainly small) OER projects. Its a very moderate amount of funding overall, but hopefully enough to help get some good work off the ground. Then I dashed upstairs for the OER Matters session. Having missed the start, I didn’t realise till afterward that the panellists were each playing a character with a different take on OER. Opinion was divided as to whether this device helped make the views on OER clearer or whether this just made things a little confusing.

Still, as Im hoping to start publishing some of my own materials as OER soon, I took this opportunity to continue the chat about OER over dinner – sat between the OU’s Chris Pegler and Thursday keynoter Terry Anderson. When they weren’t both admiring the afore mentioned laptop bag, we did chat about OERs and some of the barriers to publishing. Chris commented that personal insecurity about the quality of notes was perhaps one of the biggest barriers to OER publication – that tutors are unwilling to publish notes before they are perfect prevents them from ever appearing. I have to agree that if I prepare materials for my own students it does not matter too much if there are mistakes – I am there with the students to discuss and work round any issues.

One solution is to publish materials within a conversational framework – knowing that the notes are not perfect but inviting comment and corrections – Tony Hirst has already provided an example of this, with his Digital Worlds game development ‘uncourse’. I’ll hopefully be able to get my finger out soon and get started on my own…

Finally, the pub with F-Alt and more chatting networking.

Handheld AR Roundup

I was blown away recently when I saw the handheld Augmented Reality Zobmie game ARhrrrr! developed at the Augmented Environments Lab at Georgia Tech:

ARhrrrr is an augmented reality shooter for mobile camera-phones. The phone provides a window into a 3d town overrun with zombies. Point the camera at our special game map to mix virtual and real world content.

With videos of the game in play, it is quite something to see:

Then a few weeks ago I got to see Wikitude running on an Android phone. This very neat app overlays local points of interest (and distance) on the camera view as you hold the phone up and point it around you. Practical and useful Augmented Reality, running on a phone now, not some distant point in the future.

Yesterday, via OLDaily, I learned on Tom Hoffman’s blog about an AR app for the iPhone that does something similar for the New York subway system – so you’ll always be able to find the nearest stations, and know what lines they server.

Then today I found that folks with a Nokia N95 (or N96, N82, N73, …) can also have fun with AR – as my current phone is an N95 thats good news to me. Sergey Ten at Cellagames has created a few free to download games including a Desktop Defence game.

As soon as I get my phone back (long story) I’ll be giving this a try.

And I have to also include a link to the Handheld Augmented Reality lab in Graz.

The learninggames angle? This technology has a lot, an awful lot, of potential uses in a huge range of educational projects, games and activities. I’ll leave exactly what to your imagination.

Board Game Based Learning

Its not just digital games that can be used for learning.

The Escapist has a piece about video game designer Brenda Brathwaite who has created a number of emotionally challenging and educational board games – created while taking a break from the digital games industry:

The first game came about after a discussion with her 10-year-old daughter about an elementary school lesson on the slave trade. While her daughter had all the facts memorized, Brathwaite was dismayed to learn that she didn’t grasp what the Middle Passage was like for the Africans who were kidnapped and shipped across the Atlantic. So she did what any game designer worth her salt would do: She made a game out of it.

More here