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Resonant Games: Design Principles for Learning Games That Connect Hearts, Minds, and the Everyday PDF

259 Pages·2018·4.798 MB·English
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Series Foreword Series Foreword Series Foreword © Massachusetts Institute of TechnologyAll Rights Reserved In recent years, digital media and networks have become embedded in our everyday lives, and are part of broad-based changes to how we engage in knowledge production, communication, and creative expression. Unlike the early years in the development of computers and computer-based media, digital media are now commonplace and pervasive, having been taken up by a wide range of individuals and institutions in all walks of life. Digital media have escaped the boundaries of professional and formal practice, and the academic, governmental, and industry homes that initially fostered their development. Now, diverse populations and noninstitutionalized practices, including the peer activities of youths, have embraced them. Although spe- cific forms of technology uptake are highly diverse, a generation is growing up in an era when digital media are part of the taken-for-granted social and cultural fabric of learning, play, and social communication. This book series is founded on the working hypothesis that those immersed in new digital tools and networks are engaged in an unprece- dented exploration of language, games, social interaction, problem solv- ing, and self-directed activity that leads to diverse forms of learning. These diverse forms of learning are reflected in expressions of identity, how indi- viduals express independence and creativity, and those individuals’ ability to learn, exercise judgment, and think systematically. The defining frame for this series is not a particular theoretical or disci- plinary approach, nor is it a fixed set of topics. Rather, the series revolves around a constellation of topics investigated from multiple disciplinary and practical frames. The series as a whole looks at the relation between youth, learning, and digital media, but each contribution might deal with only a subset of this constellation. Erecting strict topical boundaries would exclude some of the most important work in the field. For example, restricting the viii Series Foreword content of the series only to people of a certain age would mean artificially reifying an age boundary when the phenomenon demands otherwise. This would become especially problematic with new forms of online participa- tion where one crucial outcome is the mixing of participants of different ages. The same goes for digital media, which are increasingly inseparable from analog and earlier media forms. The series responds to certain changes in our media ecology that have important implications for learning. Specifically, these changes involve new forms of media literacy and developments in the modes of media participation. Digital media are part of a convergence between interactive media (most notably gaming), online networks, and existing media forms. Navigating this media ecology involves a palette of literacies that are being defined through practice yet require more scholarly scrutiny before they can be fully incorporated pervasively into educational initiatives. Media lit- eracy involves not only ways of understanding, interpreting, and critiquing media but also the means for creative and social expression, online search and navigation, and a host of new technical skills. The potential gap in literacies and participation skills creates new challenges for educators who struggle to bridge media engagement inside and outside the classroom. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning, published by the MIT Press, aims to close these gaps, and provide innovative ways of thinking about and using new forms of knowledge production, communication, and creative expression. Foreword F o r e w o r d F o r e w o r d Colleen Macklin © Massachusetts Institute of TechnologyAll Rights Reserved Do you remember when night fell and the monsters got you? Or that time you lost one of your lives? How about when your little sister died of dysen- tery? These are some of our fondest collective childhood memories. Games do that. The paradox of games is that they turn what is typically considered a painful circumstance into pleasure. They make failure fun. Do you remember getting called on when you were daydreaming? Fail- ing that important test? Getting sent to the principal’s office? These are some of our least fond collective childhood memories. School isn’t usually associated with fun and games—in fact, even when games are involved, one of the most vividly painful memories from school is being the last person picked for the dodgeball team (unfortunately I speak from experience). The paradox of school is that it has a knack for making the pleasure of learning painful, making failure … not fun. Of course, not all our learning experiences in school are painful, and not all our game-playing experiences are pleasurable. But failure in a game encourages us to try again and ultimately learn new strategies. Video games in particular rely on failure to teach us how the game world works—no wonder we have multiple lives and save points. Failure is essential in video games, but failure in school is usually something to avoid. Rather than teach us how things work, failure often teaches us what we haven’t learned—and on that big test, we don’t get a chance to restart the level and try again. As an educator and game designer straddling both worlds, I’d rather adopt the forgiving measurement of success that Samuel Beckett proposes: “Ever tried. Ever failed. No matter. Try again. Fail again. Fail better.”1 When we play, we’re open to failure—we’re trying something out. If it doesn’t work the way we thought it would, that’s ok, we’ll try some- thing else—we’ll “fail better.” We’re hardwired to learn through play, but x Foreword we don’t need to turn learning into a game for it to be fun. As the authors of this book point out, learning is already fun. The challenge in education is to “find the fun” in a subject—not to try to “make it fun.” Because the whole reason we even have math, physics, philosophy, history, mortuary sciences, and more is because someone, somewhere, at some point in time, found it fun. “Find the fun” is a phrase I borrow from Sid Meier, the game designer for Civilization. He and his team found the fun—they just happened to find it in world history.2 While educators might try to find the fun in a subject to make it more meaningful to students, for game designers, it’s a matter of a game’s life or death. That’s where the work of the Education Arcade comes in. They are super-double fun finders. They find the fun in an edu- cational topic—the fun that’s already there—and translate that fun into a game, finding the fun again through play. This is resonant game design— the vibration between topics, systems, problems, and players who become learners. Sound easy? I can say from experience that it’s not. To illustrate why, I’d like to ask you to join me in traveling back to 2010. Notice that elephant in the conference room at Parsons School of Design, where I teach? None of the playtesters sitting around the table really wanted to say it, but the game they’d just played was … not fun. Well, this was embarrassing. I was the director of a new research lab (PETLab), and our latest endeavor was an alternate reality game set in 1600s Manhattan. To play, you walked around the city with your phone—a portal to early Manhattan—collecting the flora and fauna that used to be there before it was taken over by taxicabs and tourists. The project was based on years of research done by passionate scientists. The game had a talented design team and was using some really cool technology. But despite all that, the proof was in the playtest: the game just wasn’t fun. I won’t go into all the reasons, but suffice it to say we got distracted by the technology and the details of the data we were using in the game. We forgot to translate into the game the fun that the scientists had experienced dis- covering Manhattan’s early ecology. My background is in art and design, so I was no stranger to a bad critique. My colleague Eric Zimmerman says that learning to take negative feedback is like developing a taste for spicy food. I had developed the taste for spicy criticism over many years of presenting creative work. But this critique was particularly hard to swallow because Foreword xi PETLab was the new kid on the block and we were hoping to impress the playtesters we had gathered: respected designers and researchers in the field of games and learning. Some of them I was meeting for the first time, like Eric Klopfer and Louisa Rosenheck, two of this book’s authors. If you had told me then that I would be given the opportunity to write this foreword, I would have stared at you, blinking incredulously. That was almost ten years ago. The field was fledgling, and to fail was not unusual—in fact, looking back on this time, it was part of the fun. Failure drove educational game makers to make sense of what works by also sharing with each other what doesn’t work, and why. Because to make something new, to bridge disciplines, and to find the fun in both involves plenty of failure at first. As the years progressed, we learned lessons together, sharing stories of our failures (and at times, successes) at conferences and in books.3 The team at the Education Arcade has been designing truly fun learning games for many years now, and what you’ll find in the pages that follow draws from real hands-on experiences working with designers, educators, and learners. The principles of resonant games bring the best of games and learning together through real examples and true stories—forged through failure and out to the other side, success—so that you can build on them. And find your own unique ways to fail in your forays in games and learn- ing. And hopefully, someday, succeed. Or shall we say, “fail better”? Notes 1. From Worstward Ho (p. 7), by S. Beckett, 1983, New York: Grove Press. 2. Even though Civilization was not designed to be an educational game, it has been known to spark interest in world history, and now development of an educational edition, CivilizationEDU, is under way. 3. Two years after this failed playtest, Eric Klopfer and Jason Haas cowrote The More We Know: NBC News, Educational Innovation, and Learning from Failure. It’s a refresh- ing and humbling story of failure told through a real example—and the lessons to be learned from it. 1 Our Game Could Be Your Life Chapter 1 Our Game Could Be Your Life © Massachusetts Institute of TechnologyAll Rights Reserved If you want to build a ship, don’t drum up people to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea. —Antoine de Saint-Exupéry We are a group of scholars and game designers at the Education Arcade at MIT, where we develop learning games about scientific and mathemati- cal concepts and real-world problems. Our goal with our learning games is to command your attention and passion and, we hope, change how you think about the world in the process. Learning is cultural, an activity that is shared and happens in communities, but learning is driven as much by passion, personal interest, and curiosity as it is by the world around you. Games are also cultural artifacts—they have bedrock roles in human cul- ture, whether they exist as an abstract set of rules in the shared minds and memories of a community or as a box containing a mess of code on a disc that costs $60 (experience may change in online play). Games depend on shared, playful participation within a set of rules. They can bring people together and accumulate meanings within the culture at large, and they can also create particular meanings to every person who comes into contact with them. Although games are necessarily limited by a circumscribed set of rules, this capacity for larger shared meaning—resonance—makes them powerful platforms for learning. Too often in contemporary society, though, the ideas of “learning” or “education,” important mechanisms by which we induct young people into our society and provide access to all that we know and how we came to know it, are confused with “schooling.” While schools are, in many soci- eties, important locations for the enculturation of our young people, they 2 Chapter 1 can be caught up in efficiently completing bureaucratic processes or satisfy- ing benchmarks created more for political expediency than for pedagogi- cally sound reasons. Although game-based learning is gaining recognition within education systems, too often the games are narrowly focused on specific learning outcomes dictated by school curricula. These narrowly tar- geted games can fail to connect with young learners. In the Education Arcade, we have spent over a decade designing learning games that could come to be your life—artifacts that could be a part of your life in school and at home, that could rouse your curiosity and determina- tion, that might even seep into your dreams and imaginations. (Everyone’s had a Tetris dream or a Rock Band dream, right? We talk to teachers all the time who have complex systems-simulation dreams after using our Star- Logo Nova application.) Our games are designed to resonate with your life, with your passions, and with all the systems in which they are embed- ded. This book is a compendium of principles we have used to design our learning games, illustrated by projects we have created with these princi- ples in mind. We call the sum of these principles “resonant design,” and the games that embody the spirit described by these principles, “resonant games.” Through this resonance, the games amplify the systems to which they are connected—school, home, life, friendships—connecting them and making them more meaningful. This is obviously not the only approach to developing learning games. We hope that by elucidating our principles and practices (and our successes and failures), we can further a culture of passionate learning with aesthetically beautiful and intriguing artifacts. We hope that we see more and more games in the world that we wish we had made! We’ve seen these principles emerge in our own work over the last two decades, but we are also indebted to the great writing of James Paul Gee, Kurt Squire, Constance Steinkuehler, Ian Bogost, T. L. Taylor, Bernie DeK- oven, Sasha Barab, and others who have described the value of video games (and other games) as sites of struggle, persistence, failure, great imagina- tion, and deep learning. In other words, games are sites of great human- ity, and they are frequently sites of great learning as a result. Video games are cultural artifacts and designed experiences. Games are highly effective abstractions and models for experiential learning, as well as being deeply social. They are both powerful and intimate. They are a mess. Or a mangle. Or an assemblage. They are action and reflection. We think of our games Our Game Could Be Your Life 3 not as interventions that can be doled out in reliable doses with predictable results, but instead as provocations, designed to solicit questions, arouse passions, and stimulate great discussion in learning communities. In this book we argue for a philosophy of learning game design that is passionate, highly engaged, and welcoming. We are also primarily directing our attention at the learning of young people in and around the deliberate learning environment that is American public schooling, an environment that, on average, could probably use more passion, engagement, and wel- coming. One of our most adamant beliefs is that context matters, and that all educational technology is only as useful and good as its implementa- tion. When you read this book, if you are a mentor in another sort of learn- ing environment or you design for one, feel free to adapt our thinking to your needs—you know your context better than we will. We do take some trips outside school in this volume, so perhaps you will also find some- thing for your situation there. In the main, though, this is a book about the roughly fifty million children who go to school every day and are faced with uninspiring learning environments—learning environments where often heroic (but sometimes not) teachers are overworked and overly con- strained by (possibly) well-meaning bureaucrats who have drained schools of professional control and personal efficacy through (yet more possibly) well-meaning policies. The Principles While resonant games vary widely in format and content, they share char- acteristics that create deep learning experiences inextricably connected to the educational ecosystem they exist in. This book describes twenty design principles that we believe are essential for reaching the learners you wish to reach, getting and holding their attention, and even invading their dreams. We have distributed the principles throughout the book organically, tying these broad, abstract ideas to appropriate projects from our lab that we believe illuminate and exemplify them. Instead of debuting all twenty principles here in the first chapter and risking overload, we instead pre- sent four broad overarching organizing principles for how we see resonant design. First, honor the whole learner. Resonant design is incompatible with views of learning and of intelligence that see those seeking to learn as 4 Chapter 1 empty vessels awaiting “fill-ups” on knowledge. Learners must be seen as full human beings with a range of passions, likes, and dislikes. They have homes, social lives, and interests outside a given opportunity to learn. They have good days and bad days and physical bodies. We believe that we as game makers must hook students using all the things that hook us (and probably hook you too): telling them a good story; trying to understand them well enough to present them with puzzles, challenges, or other prov- ocations that speak to them; and meeting them where they are. Human beings may be at their best when they are imagining how things might be otherwise, or when they are hard pressed to solve a complex problem, or maybe both. The best games for learning, we feel, place the learner in situa- tions that might strike their fancy as well as presenting problems that keep them up at night. It helps to know and like people, and to know what peo- ple are like, too. Learners do not come in standard packages, and individual lives, tastes, and minds are highly idiosyncratic. Accordingly, we know that not every problem is going to enthrall everyone alike. Second, honor the sociality of learning and play. Very few of the games described in this project are what might be called “single-player” games. Most of them could probably be played (or even have phases that should be played) in an isolated, “just me and my computer” fashion, but those players would be missing out on essential parts of the experience. Resonant design is predicated on the idea that learning is both an individual and a social experience. Self-taught learners who never connect their knowledge to that of others may have reliable abilities to produce meaning, but those meanings may lack validity. Resonant games are designed so that they bring many players into conversation with each other and with the game, drawing people into the world together through provocation instead of by broadcasting a single message. It is important to provide several challenges for players to do together, to figure out together, and to reflect on together. Providing players with open-ended, ill-structured problems can greatly aid this, as can putting players into situations of collaboration, cooperation, and even competition. Growing evidence and theory points to the tremen- dous importance of sociality to humans, and as such, it is a crucial piece of resonant design. Third, honor a deep connection between the content and the game. Resonant design takes the connection between learners and knowledge, skills, and practices very seriously. All games, in their way, are learning

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.