Originally shared October 11, 2007. Updated August 22nd, 2010.
As a high school French teacher I found the Sims one commercial game that had both the interest of the students and something that directly helped instruct the content I wanted. Since the early 2000s the quality of commercial off-the-shelf games (COTS games) has risen to match the values of feature films.
Most people's perceptions of games and gaming have more to do with the arcade or shoot-em-ups that they experienced when they were teens. How wrong (happily) could they be.
Certain games are incredibly effective at generating more expanded horizons in students imaginations when they are writing and speaking creatively or transactionally. But play itself is not easy to define. In school we have "play time", which must be both different and more fun than any other time in school. If you hear this three times a day over 13 years of schooling what happens to your notion of work and play? It can't be good.
The opposite of play is not work. The opposite of play is depression.
Jane McGonigal is probably the leading expert in what games offer. She suggests that it's arguably not what most educators think. 'Fun' is but one element that many, but not all, games inspire in us. For learning this is great. 'Fun' gets you the same effect as in this video - you grab attention in the short term, you might even change behaviour. For a while:
'Engagement' is something different. Toledano's pictures of engagement show all sorts of emotions and experiences: fun, fear, angst, perplexity:
I delve into the difference between engagement and fun, and how the former makes video games particularly powerful for learning, in another post just on that.
I've opened some training sessions by looking at something from which is relatively easy to draw the educational link: the arithmetic and literacy challenges in the Nintendo DS game Dr Kawashima's Game Training. LTS's Derek Robertson has undertaken some small-scale case study work which revealed, in this example at least, some increase in attainment, but, more importantly, a great motivation on the part of students to undertake mathematics drills using the game. The interviews with teachers and students help us see where the game added a certain value, and in late summer 2008 this research is being scaled up to 500 DS users.
The educational links have to be sought out, though, when the game is not quite so obviously related to curriculum. This is a skill and confidence teachers have to generate by playing games, or at least spectating their children's efforts and discussing the potential with them. Take Nintendogs as an example. In one Aberdeenshire school we have seen how a game about putting virtual dogs through competitions can generate multiple contexts for learning and activities, from running a business to art and design work.
This is what Derek Robertson, heading up the Scottish Centre for Gaming and Learning, refers to as seeking out fresh contexts for learning.
Another popular Commercial Off-The-Shelf (COTS) game, Guitar Hero, has been used in hugely varied ways by clusters of primary schools and their local secondary school in Musselburgh, Scotland. Depute Head Ollie Bray explains the background to the project, the planning that had to take place and some of the activities that prepared primary school students for a day of collaborative Guitar Hero action in the secondary school at the end of the school year to get secondary mentors and their new primary school friends to get to know each other. Activities included designing guitars, learning how to DJ, designing CD cases, writing fictional band member descriptions and life stories, finding out about suitable locations for a world tour using Wikipedia, tourist websites and Google Earth, planning and costing said tour, and, of course, learning how to play a real guitar.
This example, like the others before it, have been inspired by the work of Learning and Teaching Scotland's Consolarium.
We also need to consider the kinds of skills games can help students learn before jumping in. Marc Prensky's breakdown of the stages of learning in a game are useful for starters. Most teachers would see the 'how' in playing as the main activity in a game, but moving into the moral dilemmas and complexity of decision-making in more long-term "no endgame in sight" games like Sim City or Rollercoaster Tycoon, we can see that very quickly students are moving into the areas of when, where and, ultimately, 'whether and if' type decisions.
To see where this might head in the very near future, it's worth bearing with Sim City creator Will Wright as he takes us exploring his forthcoming PC and console game Spore:
Expanding the horizons of our imaginations
The environments within Spore are far more graphically advanced and appealing, far more personalisable than anything that has gone before it. While we wait for Spore to hit the shelves, though, we can still get that buzz and expansion of our imaginations by touring around Myst, Samorost 2 or Haluz. Taking Myst first, a $20 game that has been around for 10 years now, we have ample resource on the web already to see how it could be exploited to bring students' use of language up a bar or two.
Maintaining rigour and engagement
Tim Rylands is by far the Myst Master, using the dreamy and occasionally spooky landscapes in Myst III in particular to get students loving creative writing - and improving attainment as a result. LTS has also carried out a Myst case study to show how replicable this way of teaching can be. Viewing Tim at work you'll notice that although the method appears spanking new, the pedagogical background is as firm as it's ever been. I love the use of realia to help students find out what sand really feels like, for example. You'll also notice writing being modeled around extensive use of adjective and adverb, effective punctuation using the punctuation pyramid to differentiate and escalate grammar use:
He sits with the children in the class, with one computer, a wireless keyboard and mouse meaning he's not bolted to the front stage. He praises students by repeating, affirming their work. Students write, write, write, all the time engaged with the task in hand. The result is the kind of writing from young children that is well beyond their (apparent) years. And even with our youngest learners, these ones just seven years old, we can use paired writing to achieve equally magical results. The trick is not the technology, but the support it provides to a great teacher intent on getting kids exploring the wonderful world of words.
Visuwords.com was a wonderful tool introduced to me here in New Zealand just minutes before the workshop in Auckland, which will provide more independent learners with a means of seeing the connections between the basic vocabulary they already have and the new words they don't know exist yet.
We can analyse students' writing afterwards, seeing which words they are overusing or if they could make their text more powerful (by taking a deluge of continuous presents into the active (e.g. the clock chimes, instead of "the clock is chiming") by copying and pasting their text into Wordle.com.
The kind of tasks you can do with these games, though, is not limited purely to 'creative' writing in the fantasy-land way:
And the writing needn't be done individually: group and collaborative writing is possible, too, either using the technology of Google Docs and wikis for some virtual collaboration, or using large A3 paper, rectangle drawn to create a large margin in which up to four students write a little before spinning the paper to add to their friends' texts.
Other ideas to help structure writing might be found in books that have spawned from Raymond Quéneau's original "Exercices de style". The notable visual literacy offspring from this masterpiece would be Matt Madsen's 99 ways to tell a story, some of whose pages you can preview on the web. You might also think of taking the writing into a new format, copying some of the ideas in Penguin's We Tell Stories series by incorporating place into writing using Google Maps, for example.
'Free' writing
Buying Myst or a bunch of Nintendo DSes (for which Myst was launched in November 2007) might still be too much of an investment for a teacher just wanting to dip their toes in the water. In terms of Dr Kawashima-like games, plump for Tutpup, a free online mathematics and literacy gaming platform that keeps children's identities safe and provides email reports for parents or teachers. In terms of Myst-like creative work, there are some flash-based free games on the web which provide equally mysterious imagination food.
Samorost is available in two versions. Samorost 1 is great fun, although the opening scene with a hooka-smoking hippy may push some teachers away. Samorost 2 is a great game for all ages when it comes to dreamy landscapes on which to base some creative writing. When I blogged about it last session Kim picked up on it and almost instantaneously jumped into creating some amazing teaching and learning opportunities in her classroom. Thankfully, she's blogged about the process and her thoughts on using the game as a stimulus for creative writing. I don't want to copy and paste her thoughts, so take a look for yourself at this great teacher's work, in particular:
I think I know the answer to the last question, and it's the answer with so much of this technology. It's not that the technology is particular cool, funky, well-made or educationally sound. It's that the teacher's style of teaching and learning has almost undoubtedly changed. We've been seeing it since, too, with Ant's students with additional support needs.
Here, in this last example, we witness Kim going from the unknown into the deeper unknown. Living on the edge, not sure how it will pan out, being on the same level of anticipation and discovery as the kids in this new emerging world, means that her practice is also constantly emerging. And that, as I have said [too] often, is a central key to us doing better.
Are you using games or game-making to expand the imaginations of yourself or your students? Are you talking about it on your blog or wiki, or even sharing your students' work? I'd love to know about it.
Pic: Nintendo DS

***Live webchat today/tonight - check your timezone for details***
Many moons ago I wrote a post that struck a chord with of this blog's august community: Do schools really value pupils' views? This Tuesday, I'm giving over 40 minutes of my GETinsight live webchat to get in depth on that issue. I'd love you to join me.
There's a blog post up on the GETinsight site already, showing some amazing examples of where student voice has not just been heard, but listened to, too, in the UK and in New Zealand. Student voice for deciding how schools operate is just one aspect. I'm most keen to hear stories and debate out how and whether students should have a 100% say on their learning journeys: the what, how and when of their learning:
[Learner voice] is quickly becoming edu-jargon, with its actual meaning for day-to-day learning becoming less clear to those teaching young people and, vitally, to young people themselves. Learner voice has all too often been reduced to making choices on what the lunch menu will be.
What do you think? Please join me for a live audio chat on your timezone this Tuesday/Wednesday. Details here.
Pic from GreenPeanut

edinburghmsc: via @sbayne: International Handbook of Internet Research (2010) Springer. Out now http://bit.ly/9uODqy
edinburghmsc: via @flittleton: Interesting article re Virtual Worlds: http://bit.ly/btz9Zq
edinburghmsc: via @sbayne: Networked Learning researcher needed at Lancaster. http://bit.ly/9wirw1
edinburghmsc: via @sbayne: Association of Internet Researchers conference, Sweden, early bird registration closing soon. http://bit.ly/9iofeO
"We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run." Roy Amara.
It was a long time ago in tech terms, but last year I sat down with Robert Swerling who looks after mobile startups for Google UK. We're now in an age where Google App Creator (above video) will encourage ever younger developers (i.e. schoolkids) to make mobile applications, as well as an inevitable tipping point coming soon in those buying Android phones that run Google products and those kids' apps.
Here's some of Rob's stats that give me this confidence in believing we need children to be aware of how to create, as well as consume, the apps around them:
These might be read in conjunction with the last stat dump I did in 2008 on the state of Mobile in Asia.
So, if you're going to get students making mobile apps, what would Robert advise the pros, and how might these affect some higher order planning and thinking in your students?
I like Robert. He works for a company known for its constant agenda of change, change in itself and making change in the world. But I like Robert for the realism that he betrays now and then. As he put it:
"A great wind is blowing and that gives you either imagination or a headache."
Quite. Which one have you got?

How do teachers in high schools know where their subject crosses over into another subject area, where learning moments might be better coordinated and more in-depth projects formed? You invite teaching staff to construct a learning wall.
This is a lovely idea coming through from St George's School for Girls in Edinburgh in order to stimulate the kind of cross-curricular thinking that takes place in their junior school throughout the senior area:
There was talk at that time of de-cluttering, of repetition, of excess overload on the curriculum and the need to actually slim that down, so we thought it was a good place for us to start. Ultimately, we came up with this thing called ‘The Learning Wall’. It's based on the capacities from a Curriculum for Excellence - that's the main aim of it, and it was thought that for the personal and social development, the actual student had to be the focus and therefore had to be the main frame of the wall. Each of these represents what one year group does within one subject area. Many departments focused on colour and used colour within the bricks to highlight different skills or different things within what they were doing. It may be investigative, it may be trips, it may be numeracy, it may be literacy - even within a different subject content. They have recognised that there is overlap, they have recognised that there is repetition, they've recognised that we are doing things at the same time and then we've found out we're doing them slightly differently.
Watch the full video above (about 3 minutes) to see how it works.

edinburghmsc: via @sbayne: CFP Digital Memories conference, Prague March 2010. http://bit.ly/40Ahdo
edinburghmsc: via @claraoshea: University of Glasgow e-advisor on e-assessment job http://bit.ly/cMPmdI
When we perceive of risk in sharing publicly and interacting online we nearly always risk obscuring huge benefits with our own inflated fear of the unknown. Research shows that digital risks are far outweighed, in fact, by challenges more close to home and school.
Throughout my New Zealand masterclasses we've been exploring notions of risk management, seeking out the means to maintain positive benefits-based risk analysis rather than negative barrier-inducing risk management. When thinking of students sharing out onto the world wide web and not just to their 30 peers in a private learning network, most educators have a twinge of fear.
One of the most compelling cases for this attitudinal shift in thinking about technology, student-led learning and teachers-as-enablers-of-student-projects can be seen in Gever Tulley's "Tinkering School", whose empowerment of very young children with power tools, nails and saws to achieve something spectacular wowed crowds real and virtual at TED:
This innovative thinking on risk is not limited to those reaching the lofty heights of a $6000-a-ticket innovation conference. In North Lanarkshire, Scotland, infants are being empowered in similar student-led, student-designed projects that spawn from often banal-seeming 'inspirations' - the delivery of some sand to the school leads to children as young as four constructing their own machines from wood, metal and other materials:
"Yes there's nails and hammers and saws, but those are the tools that the children need to achieve what they have in mind... The children don't have a risk analysis done for them. They are actively involved in forming their own risk assessment."
Seeing others doing amazing work like this is all good and well, "but what about my school which doesn't think like that?" So, in addition to seeing others undertake positive risk assessment in this way, I pull heavily on the work of Caspar Berry, former child actor turned professional Poker player, advisor to Casino Royale filmmakers and, importantly, not gambler. Caspar is genius at exploring risk through the medium of coin-flips, roulette tables and Deal or No Deal. He knows I rip off his work (with due credit, I must add) and that it has helped hundreds of teachers start to 'feel' risk differently rather than just conceptualising it.
But even this acceptance that we perceive risk differently from one another even when the stakes haven't changed, isn't enough. So what about the research? What does the research show us about the likelihood of something negative happening online, something serious even? Perhaps if we know some percentages then these facts, along with some great anecdotes, examples and gut feel, can help sway our attitudes, and those of parents, towards setting our web defaults to social. This May's Pew report Cyberbullying 2010: What the Research Tells Us has a US focus, but almost certainly these butterfly wings create winds of recognition elsewhere. From it, we know first of all that...
Library access and cell phone access is particularly important to African American, and to a lesser extent English-Speaking Hispanic students. One quarter of low income teens (HHI under $30K) and 25% of African American teens say they go online most often from school, compared to 15% of online teens overall.
and the most important piece of research for schools shows that...
It would seem that the problems associated with sharing on the web are a) very small in number and b) related to bullying going on already in school. But more importantly, the web provides an environment through which to collaborate that is, in many respects, safer than the physical environments of the school institution. What else have you spotted in this research and how does it relate to your own perceptions of risk?
Image: Page from a school punishment book at TheirHistory, published with Creative Commons permissions.

Will Richardson's blog, of late, has featured dozens of posts pointing out the impending doom one might feel as we realise learners (and tomorrow's workers) need to be self-starting, entrepreneurial people with passions they know how to exploit, but our education systems seem largely incapable of teeing them up for this way of thinking and learning. It's getting harder to see how we can motivate DIY learners. I'm always slightly disappointed that the posts finish just as the thought process should kick into action. There's never an easy path to beat out (or blog out) in changing our systems, it seems. But what if we consider that the problem is not systemic: it's just a challenge with individual teachers.
The notion that the world cannot change, and that we can't change within it, is more widespread than any of us can imagine. This is the fixed mindset, according to Carol Dweck, and it's not just stultifying if you work in an environment where questioning the present and changing things for the future is rare. It's fatal.
Colleagues who had heard Carol Dweck speak at the Scottish Learning Festival raved. They all said to buy the book and get my Dweck fix. If I wanted to understand why any stubborn students, teachers, parents and business colleagues were the way they were, then Carole Dweck's 'discovery' of the fixed mindset and growth mindset would explain all.
First of all, let me get the negative out of the way - this drug was a little too sickly sweet for more than a brief encounter - the writing style is indeed intended to be relaxed, accessible for a parent, coach, business person or teacher - and I think it is - but for me comes across a little too much like a self-referential "our theory will cure your life of all ills" bible.The reason, Dweck asserts, that this fixed mindset is plain wrong, is that humans have for long shown that, with effort and desire, we can turn our hands to pretty much anything. Take a look, for example, at Betty Edwards' Drawing On The Right Side Of The Brain, to see how people with about as much artistic ability as, well, me at the moment, were able to produce what I would call semi-pro work after merely five days of effort and tuition:
We also know that negative labels harm children (e.g. calling a child 'stupid' will generally reinforce their self-image as being stupid. That is why, in the long term, and certainly in the short term, it's not a great idea for an educator to do this.) Yet teachers use these 'stupid', 'incapable' labels on themselves all
the time. I hear teachers call themselves stupid or incapable almost weekly, without a
thought in the world that this may be causing harm to their own chances
of learning a new skill or approach to learning and teaching.
Since 2005 I've spent most of my time not looking at how young people learn, but at how teachers and parents learn. Or don't learn. Dweck cites one of her professors Seymour Sarason (p.201) -
"There's an assumption that schools are for students' learning. Well, why aren't they just as much for teachers' learning?"

Education has for too long defaulted to secrecy, opaqueness and inward reflection on "what education is". It's time to change that default setting.
Clay Shirky points out in his latest oeuvre Cognitive Surplus that the way startups choose to set their 'default' settings is hugely important in defining how users will exploit the technology. When you buy an iPhone or a Mac the default for seeking out wireless is set for you to open: you constantly search for the means to communicate. I've just helped a chap in Auckland airport to turn on his wireless: the PC on which he was working had its system settings default to 'closed' whenever he restarted.
Shirky's (and my) plea would be to set our own personal defaults to social: the benefits of others serendipitously bumping into our content, our ideas and our pleas for help greatly outweigh the perceived risk or inconvenience of 'losing' a piece of ourselves to the vast online wastelands.
For my latest Core EDTalk from New Zealand I was asked to give my own take on ePortfolios, that is, electronic means of students to share the best of their work. Unfortunately, as with all jargon, we bring our on preconceptions to the table of what an ePortfolio is for and looks like. Generally, the teachers and parents I meet believe that they are:
In the above video, I present my own take that they should be:
The elephant in the room, of course, is that most Learning Management Systems on the market these days and being developed by Education Ministries the world over have their defaults set to 'anti-social': private, closed networks that experts and co-learners in the 'outside' world cannot see or interact with. Sure, you can have an open blog that anyone can read and participate in, but you have to flick the switch first to go open. The default position is closed.
The reasons for this are normally noble sounding enough: safety of learners, the perceptions of teachers and parents are currently too 'conservative' (i.e. they didn't learn like that) to 'cope' with the concept of anyone seeing the work of students. Allanah King in Nelson does a good job asking the difficult (and not-so-difficult) questions of Learning Management Systems in this respect in her post: why would a school spend good money on one?.
But the longer teachers put up with these attitudes, rather than challenging them and asking intelligent questions about the balance of risk in not having students share with the world wide web, the longer we do not have conversations with parents, and invite them to spectate and participate in what learning can look like now, then the longer we will continue to do a disservice to the digital footprints, competitiveness and understanding of otherness in our young people.
If you want to see what ePortfolios might look like when we push the boat out beyond simply writing a blog or sharing different media online through Posterous, take a look at my older post on the fascinating eScapes project - I'd love to know what happened to it since these early days, if anyone can help.
