Tag Archives: gaming

Serious Games by Lucas Pope

Screen Shot 2014-07-07 at 10.14.26 AM (2)

Welcome to The Republia Times.  You are the new editor-in-chief.

The war with Antegria is over and the rebellion uprising has been crushed. Order is slowly returning to Republia.

The public is not loyal to the government.

It is your job to increase their loyalty by editing The Republia Times carefully. Pick only stories that highlight the good things about Republia and its government.

You have 3 days to raise the public’s loyalty to 20.

As a precaution against influence, we are keeping your wife and child in a safe location.

So begins this simple, engaging, Flash-based game by Lucas Pope called The Republia Times. The first time I played it, I was charmed by the simple graphics, which reminded me of games I used to play on my Apple IIe. When I learned that the game was created in a 48-hour game-making competition, I was impressed that there were any graphics at all.

As described in the initial instructions, above, the player begins as the editor of The Republia Times, which is pretty clearly the voice of the government’s Ministry of Media. Your task is simple enough; choose from the stories that roll through the news feed and choose how much prominence to give them in the newspaper layout at right. (See the screenshot, above.) You quickly learn from playing the game that your decisions affect the number of readers and their loyalty to the government, both of which are important to your faceless supervisors and, therefore, the well-being of you and your family.

This task is simple enough, but a more complex story of Republia soon bleeds through the game and your decisions quickly become more complicated. I won’t give away the details of the plot — the game is quick and easy (and free!) to play so try it yourself to get the full story — but just when you think you have learned to play the game, it hits you with another twist, which is a nice metaphor for life when you think about it.

The advantage that interactive media like games and simulations have over traditional media like newspapers, magazines, and television is the variety of possible user experiences. Everyone who plays The Republia Times will have a different experience. Some will quickly deduce the effect their editorial choices have whereas others won’t make the connection as easily. Different players will choose different sides and follow their own path to the end. And because the game is replayable, players can try different strategies and make different choices each time they play to test different strategies and hypotheses to explore the entirety of the game. All of this can add another layer of interest to classroom discussions.

I haven’t yet used this game with students in a classroom, but I would like to. Although government manipulation of the press could be a sensitive topic for some international students, this game is based in a clearly fictional country, which can make the topic abstract enough to make conversations more comfortable than, say, news articles about specific countries that students may have personal ties to. Additionally, the game and story are ripe for discussions like What is the author of the game is trying to communicate? Where does he stand on the issues described in the game? and What can you learn from this game, if anything?

The Republia Times is a good, quick, and free introduction to serious or art games. For a deeper dive into the genre, consider some of Lucas Pope’s other games: 6 Degrees of Sabotage (free), a game that explores the concept of six degrees of separation; The Sea Has No Claim (free), like Minesweeper but with more varied and limited resources; and Papers, Please ($9.99), a dystopian document thriller (watch the trailer here). Just because these games are serious, doesn’t mean they aren’t fun ways to begin some challenging conversations.

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Paper-based Games for ESL Students

dice

At the inaugural Playful Learning Summit at Ohio University, I shared a couple of games that I developed for use with ESL students at Ohio State. These are both paper-based games, which stood out in a room full of computer games and an Oculus Rift connected to a Kinect. This last project — an immersive, gesture-controlled, virtual reality interface — was really cool, but isn’t something I know how to develop (yet).  But, fortunately, everyone gets paper.  I hope these two games serve as an inspiration for anyone who doesn’t think she can design a game for her students.

Football Simulation – I’ve posted about this one before, but it still stands as an easy-to-prepare, easy-to-play simulation that can help international students to understand the game of American football.  The focus, when I use the game in the classroom, is to understand what down and distance are as well as the importance of basic offensive and defensive strategies.  All that is required is one six-sided die and a printout of the document with the offense and defense  cards cut out.

Orientation to Campus Game – This is a board game I developed based on the Madeline board game.  Players travel around the campus map / board uncovering tokens when they land next to them.  If the player uncovers one of the 5 buckeye symbols, she keeps it.  If the player uncovers the name of a building, she must move to that space immediately.  The best things about this game are that it is very easy to play and that students really focus and pay attention to the most important buildings on the map.  There are no dice and you can use almost anything for player tokens.  I also really like the mechanic of moving to the place listed on the token because this changes every time the game is played.  On the down side, it is a kids game, so it doesn’t hold adults’ attention for very long.  And if the students have been on campus for even a couple of weeks, they are already familiar with most of the buildings in the game.  Still, this game could be useful for students to play while waiting for our orientation program to start because it might help them to discover buildings that they do not yet know.

So, don’t be afraid of developing games on paper if, like me, you don’t have a wide array of programming skills.  Any game that is prototyped and play-tested on paper could later be converted to a computer version.  But, by working out the kinks on paper, you can develop your game to its final version without even picking up your keyboard.

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Learning to QWOP

Evolution of QWOP

Studying a language is a great way for a language teacher to experience a her students’ struggles and challenges. But, as language teachers know, this is not always the easiest thing to do. Is there a simpler way for a teacher to remind herself what it feels like to struggle as a beginner? For me, QWOP brought back all of these feelings and then some.

QWOP is a game that simulates a sprinter running down a 100 meter track. Players use the Q and W keys to control the sprinter’s thighs and O and P to control the sprinter’s calves. Although running sounds like a simple task, the game is infamously, and perhaps intentionally, difficult. In fact, as a simulation of learning to walk for the first time, QWOP is quite effective.

The first time I played QWOP, I fell on my face. Several times. In fact, I often ended up as far behind the starting line as I did beyond it. To be honest, I couldn’t figure out this game without searching Google for some strategy help. Even after reading up on the basics, I still struggled to run more than a dozen meters.

As frustrating as this process was, it was instructive. Knowing where I wanted to go but being unable to get there reminded me of learning my second language — knowing what I wanted to say but not having the vocabulary or grammar to express it. Even though the task may seem simple, whether putting one foot in front of the other or asking for directions to the restroom, it may seem an insurmountable obstacle without the necessary knowledge and preparation.

If you want to walk a meter in these shoes, I would recommend QWOP to you. You can play for free in your browser. There is also an iOS app available, with slightly different, but equally frustrating controls, if a flash-based game is not an option. Your students might also offer interesting comparisons between learning to QWOP and learning a language.

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flOw

screenshot of flOw

I introduced some students to the game flOw today.  As an “art game,” I knew that it would be unlike anything most of these students had ever seen before.

So, without any introduction, I told them to open the game and give it a try.  If you’ve never played this game before, I would encourage you to try the game for yourself to recreate the students’ experience before you read the rest of this post. It’s free and only requires a browser with Flash to play.

There were mixed results initially.  One student assumed the game was loading and patiently stared at the screen.  Even after I pointed out that he could begin, he had trouble figuring out what kind of control he had within the game.  Other students began exploring and deducing the rules of the game.

A couple of students began to observe each other and to ask each other questions.  One even got up to walk around the room.  I asked them to share the rules that they had learned, which helped the others.  I also asked them what flOw was and whether it was a game.  They had several different interpretations of what was being represented within the game — from space to microorganisms — and most decided it was more of a simulation than a game.

Although some students were a bit frustrated by my lack of guidance, they quickly turned to each other to share and collaborate (in English!) on making sense of what they were experiencing, which was my goal.

Overall, this was a brief, but interesting conversation starter for these students.  Although some initially reported that they didn’t like the game very much, the had a hard time leaving it alone.  But, because the game does not contain any English (and my goal was to have them practice their English) I made sure to keep the discussion and interaction going within the class.

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Video Games as Interactive Texts

These are my slides from my Ohio TESOL 2011 presentation titled “How to use videogames as interactive texts for language learning.”  Comments are welcome.

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Flickr is Saving the Whales

humpback whale flukes

Flickr is a popular online photo sharing website that allows users to attach information to the pictures such as keyword tags, date, time, and location the picture was taken, and even the kind of camera that took the picture.  Although pictures can be made private, many are uploaded publicly.  This online public database is now being used to help save the whales.

I first came across this project on the CNN website.  People are using pictures of whales, particularly pictures of their tails which have unique markings that can be used to identify individual whales, combined with the date and location information of the pictures to track whales’ migration.  One whale that was tracked via Flickr was found to have a longer migration route than any other previously recorded migration route.  These citizen scientists are helping further scientific research.

Crowdsourcing solutions to problems is no longer uncommon, particularly via games.  Newspapers have made a game out of combing through online documents on government spending, thereby turning readers into investigators.  Fold It is a game in which players twist and untwist actual molecular structures to further science in ways that computer modelling cannot.  Jane McGonigal has created a game called Evoke that challenges a community of players to share and evaluate solutions to the world’s problems.  The U.S. Navy has adopted a similar approach to fighting piracy.

Can language teachers and learners make use of crowdsourcing?  Of course.  Forvo.com, a pronunciation dictionary created by users, is one example.  Creating an online dictionary that includes pronunciations for every word in a language would be a nearly impossible task for one person, which is why it took a crowd of hundreds to create Forvo (which includes pronunciations for scores of languages.)

Can language teachers create similar games for language learning?  Perhaps.  Julie Sykes has created a location-aware game called Mentira which sends students into an actual Spanish-speaking neighborhood near the University of New Mexico campus to solve a fictional mystery set decades in the past.  Students who have finished the game are now involved in writing and rewriting it to add more detail and different possible outcomes.

Given the game-like nature of language learning (learners learn skills to level up) there are lots of options for teachers– from encouraging students to become involved in the above activities to creating new games for students.  If you know of other examples, leave them in the comments.

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Geo Games

globe puzzle

I have friends and family who really enjoy the boardgame Risk.  We had the game as a kid and I would play with it, but not by the “rules.”  I made my own game by moving pieces around and rolling the dice from time to time.  The map both fascinated and confused me (Alberta goes all the way to the Pacific Ocean?) and the colorful little pieces inspired several different games.  A map is a natural game board.

Fast-forward to the present: computer games have become ubiquitous (Ever kill time playing a game on your computer or phone?) and we rely on Google maps and GPS devices to get us to where we want to go.

Fast-forward to the future: Computer applications that we interact with are beginning to mash up GIS and other data.  (Ever check in to a real place using Foursquare or Facebook?)  Games are no exception.

Imagine playing Risk with the borders and armies from 100 or 1000 years ago.  Or Monopoly based on real utilities and real estate values.  Or Farmville with real agricultural data.  Or Oregon Trail with weather and census data from specific dates throughout history.

Ola Ahlqvist, a professor of Geography at Ohio State, is involved in a project to build the infrastructure to make these kinds of games possible.  I’ve talked with Ola several times about his games, but his presentation below is a pretty good summary of the process.

This is a great example of learning through games and simulations.  Players can see how different factors affect the outcome of the game — develop hyphotheses, then change their strategy for playing the game to test them.  Of course, this is how learning occurs outside of games, but by making a game out of a real map, the learning becomes more compelling.

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A Unique Game

usb drive

Have you ever played Chain World?  I didn’t think so.  I haven’t either.  Only one copy exists and you can only play once.  It’s based on Minecraft, which is an open-source sandbox-style game in which players build things out of textured blocks.

The important distinction is that Chain World exists completely on a USB drive.  The rules of the game are essentially build what you want (though explicit signs are forbidden), save the game when you die, and pass it on to someone else.  After you’ve played, you are forbidden to discuss your experience or to ever play again.

These rules, if observed, would make for a very compelling gaming experience.  In most games, the stakes are relatively low because you can always restart and, in many cases, continue where you left off.  In most games, death is not final.  In Chain World, it is.  This heightens the overall experience tremendously.

The complete story of this game, as well as the discussions that the game fostered around religion, charity, following the rules, and how seriously gamers take themselves, can be found in Wired Magazine.  It’s a compelling read.

How does the story of this game relate to the ESL classroom?  Clearly, the religious debate is likely beyond the scope of most classrooms (and this blog), but the question of whether to follow the rules is an interesting one.  The Chain World experience was designed with a specific set of rules that create a very specific and unique experience.  But if a player breaks a rule, or plays the game in a way that the designer did not intend, can it still be a valuable experience?  Imagine the first person that put checkers on a chess board.  Did someone say, “That’s not what that board is for!”?

In your classroom, do your students ever break rules or react in ways that you did not plan for?  Of course they do.  While this is frustrating, it can occasionally lead to very valuable learning experiences.  I’ve had lessons go off track right from the beginning when a student asked a question that was not related to the lesson, but turned out to be something that the whole class wanted or even needed to know more about.  These unexpected and unplanned classes are some of the most interesting I have every taught and some of the most appreciated by students.

When I use games in an ESL classroom, I occasionally encourage students to find out what happens when you break the rules or even break the game.  (Not in the sense of throwing the computer across the room, but in the sense of going somewhere that is officially “out of bounds” in the game.)  This exploration is part of what makes learning through games so exciting, which can increase motivation for language learning.  This same exploration of the boundaries of a language can also be an exciting part of language learning.  (Can I use this word this way?  How about this way?)

Languages, like games, have specific rules that speakers, and players, choose to follow.  Chain World, although a relatively simple game in execution, provokes some very interesting discussion on lots of engaging topics, including how to figure out what the rules are as well as whether and when to follow them.

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The First 150

New header image drawn with Processing.

I recently published by 150th blog post and WordPress dutifully informed me immediately after I pushed the button.  I thought it would also be a good time to take a look back at vast history (over two years!) of ESL Technology.com.

Top Posts:

Outside of “homepage” and “about me”, the most popular posts of all time are (page views in parentheses):

Interactive Whiteboard FAQ (Wii) (1866) This post summarized a lot of answers to questions I had when I first started working with the Wii-based interactive whiteboard and for a while was among the top links in Google searches for “Wii” and “interactive whiteboard” (IWB).  There has been lots of development in the DIY IWB in the last couple of years, but this post still has lots of good information.  The DIY / edupunk spirit is a common thread throughout this blog.

How do I know my IR LED works? (982) Again, a great insight for DIY IWB users.  The gist: Most cellphone cameras can view infrared.  Intrigued?  Read the post.

Hacking Kinect (756) This is obviously a much more recent post, as Micorsoft’s Kinect came along after the Wii.  As soon as it got cracked open, thanks to a bounty put on someone opening it up, YouTube got flooded with videos of people doing interesting things with it.  People are still interested judging by how often this post is viewed.

Mashable Interactive Whiteboard Activites (743) This post documented a treasure trove of activities for IWBs that are mashable, adaptable, and tweakable if you don’t mind pulling back the curtain and taking a look some basic HTML.  It’s always fun to have to learn and do a little problem solving before being rewarded with your own custom-made classroom-ready tech.

Other highlights:

These next four posts aren’t in the most-viewed, but maybe they should be.

Teaching with Google Images – This was a simple post about how Google Images can be used as a quick reference with English Language Learners (ELLs).  This generated more feedback than most posts, so it must have struck a chord.  I was glad to both highlight a specific technology / website and also give teachers a quick and simple tip they could use in the classroom.

Google Translate – Google does amazing things.  If translation improves as quickly as most other technologies, the profession of language teaching, and the motivation of our students, will look radically different in 20, or even 10 years.  Will students still want to learn another language when their Android phone can translate interactions in 50 languages on-the-fly?  I think so, but not for the reasons they do now.

Computer Games in ESL – Video and computer games have advanced so dramatically in the past decade, they have really become interactive texts.  They have taken their alongside television, music, books, and movies in popular entertainment.  In fact, my local newspaper reviews as many new video games as new movies.  Can we continue to ignore the influence of these games on our students?  I think not.

Are you ready for some football? – As I mentioned above, I am really interested in simulations, games and gaming, but this simulation (of a game) is decidedly analog.  In fact, I designed it for use with one six-sided die.  I’ve used it with several groups of students and it quickly gives them a good understanding of the strategy involved in American football.  Try it for yourself.

Finally

I’m changing up the look a bit.  I created the sketch at the top of this post in Processing, an easy to pick up, hard to put down programming language I’m currently learning.  I tweaked it a bit in Photoshop before making it the header for my image.  It was time for a change and time to make something myself.  Maybe I’ll change it again after another 150 posts.

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Genetics for Kids

test tubes

Over the past ten or twenty years, the news media has become saturated with stories about genetics.  But do you really understand how genes interact?  A new genetics simulation being developed at Ohio State can help.

The simulation begins with a series of cartoon faces from which the user can choose to populate the gene pool for the next generation.  (The term “parents” is used, but more than two can be selected.)  This process can be repeated several times to create successive generations of cartoon faces.

Over 50 “genes” are incorporated into the faces (affecting everything from the dimensions of the head and other features to how asymmetrical the face is and whether the eyes follow your mouse or not) and the genes of the “parents” interact to produce the subsequent generation.  You can also adjust the amount of mutation, which leads to a wider (or narrower) variety of offspring.

Another interesting feature is the ability to view genotypes.  This allows you to view a graph under each offspring representing which genes come from which parent.  You can also choose two faces and drag them to the Gene Exam Room to view to what degree each gene is represented in each face.  This also allows you to see the effect of each individual gene.  You can even increase or decrease the representation of each gene to see how it changes each face.

What can you (or your students) do with this simulation?  Imagine the faces are puppies and you want to develop a new breed that is cute (or whatever other trait you’re interested in.)  This simulation clearly demonstrates how breeders (of animals, plants, etc.) select for certain traits and refine them over generations.

Or imagine the choices you  make in the simulation are not choices, but represent the effects of the environment.  For example, say the Sun grows dim giving people with big eyes that can see in low light an advantage over people with small eyes.  This advantage results in a higher percentage of offspring surviving and a wider representation in the gene pool.  What effect would this have after several generations?

Think of how much richer students’ discussions of designer pets and natural disasters will be after they have “experienced” the process instead of just reading about it.  In addition to genetics, this simulation can also stimulate interest in probability (how likely are offspring to have certain characteristics), design (ideas behind evolutionary design were the impetus for the interface), as well as all of the social issues behind decisions we are now able to make regarding genetics.

In terms of ESL teaching, I think giving students something interesting to do and then having them talk or write about it is a great way to get them to practice English.  This genetics simulation is simple but interesting enough that it could generate lots of interesting ideas for students to talk about.

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