August 10, 2008

Michael Kriegel: ORIENT - An Intercultural Role-playing game

Michael presents a summary of design ideas for the game they are currently developing.

ORIENT stands for Overcoming Refugee Integration with Empathic Novel Technology, and is part of a large European project called eCircus. It uses virtual drama and interactive narratives to teach social narratives, similar to the anti-bullying application FearNot! which was previously mentioned by Ruth Aylett - Michael previously worked on this, and it is part of the same eCircus project. ORIENT builds on some of the team's findings from FearNot!.

The project aims to enhance intercultural sensitivity by changing negative attitudes and actions towards people from other cultures. Its target audience is 14 year olds from the host culture.

Users can interact with characters that are similar to the members of this target group, and stories that are in some way familiar to their culture. The idea is that they will learn appropriate behaviour from their interactions with these characters.

The interactive narrative takes place on a planet inhabited by an alien race, Sprytes. The team spent a lot of time developing the alien culture in detail, before they began work on the story. Their culture is distinct from typical Western culture in some ways - they are strongly hierarchical, with a focus on respect and age; they are collectivistic; they dislike uncertainty; they are highly militaristic. In the game, a group of teenage users have to work together, playing astronauts who have to stop a meteor crashing into the planet.

Each Spryte is an agent, as was the case in FearNot! However, in the earlier application the agents fit into very specific roles, e.g. bully or victim, whereas ORIENT agents are not clearly cast in roles.

The project intends to blend computer role-play with real-life roleplay - the kids have to act the part with each other as well as with the software. Each of the three active users has a different user interface, to facilitate role separation:

  • The Wiimote can be used to perform gestures, to communicate with Sprytes in different ways (e.g. gesturing a greeting or apology).
  • The Dance Mat is used to navigate the game world.
  • The mobile phone is used to select objects, which physically exist and are embedded with RFID tags.

Role-play in a virtual context gives you a safe environment to act out situations in, and can provide automated, personalised feedback to users. Players will interact with the game world and the game characters, and in so doing learn to adapt to the customs of another culture.

The team are now beginning development of an initial software prototype.

Question and answers session:

Someone brings up a comparable game which aims to promote understanding of the Israeli-Palestinian conflict. The author of that game felt that although he had successfully created empathy in players for the situation, he was concerned that this attitude would not transfer to other situations - to account for this he created specific exercises to encourage this transference.

Michael responds that there were initial discussions about using a real-life cultural conflict as the basis for the game, but as they ultimately chose a sci-fi setting transference is indeed essential. This is a key research question, and they intend to evaluate it. Ruth notes that the project psychologists are still working on exactly how this evaluation will work, but there is the idea that users will have to keep diaries and report to 'space command' at the end, encouraging reflection.

Debbie Maxwell: Inspired Storytelling - The Digital Re-tellings of a Traditional Tale

Debbie is investigating the use of storytelling as a creative catalyst. How can traditional storytelling inspire a student's work in digital media? Debbie is uniquely accompanied by an interactive puppet show, which will be demonstrated after the presentation.

She begins by defining the key elements of storytelling as she sees them:

  • Diversity (of theme, plot, character, storytelling style)
  • Collective memory. Stories are retained in the memory and change over time, with different versions flourishing.
  • A live performance.
  • A unique performance each time it happens.
  • The physical presence of the storyteller.
  • The voice of a storyteller.
  • The gestures and body language used in the telling.
  • The personal or emotional connection of the listener to the story. Each audience member might have an individual interpretation (this theme was touched on by several talks previously).

The project: Deborah ran a course with a class of students whose backgrounds were in both computing and design. They were familiar with programming, and used to putting on exhibitions and performances. Twenty-three students were taught in interactive workshops, for one day each week.

The aims of the project:

  • Encourage independent learning (this group had previously almost exclusively worked on group work)
  • Students should develop critical reflection skills
  • Provide an exploration of fundamental aspects of storytelling

Each student was given the same story, and each had to reinterpret it digitally. The story was 'Wille the Piper and the Frozen Boots', and it was delivered live to the students during the first session. The nature of the story is such that it could be interpreted in various ways (emphasising the comedic or dramatic aspects). It's also a relatively short story, which made it easier to work with.

Debbie was concerned that each student's project might be similar to the others, or that the students might think the task was childish, but this proved not to be the case.

The students collaboratively came up with what they considered to be the most imporant aspects of storytelling:

  • Delivered in a social gathering
  • An engaging story
  • Having a moral or message to convey (Debbie is not sure she agrees)
  • Passion/conviction of the storyteller
  • Knowledge
  • Actions and gestures used in delivery
  • Traditions maintained through stories

The students engaged in various endeavours during the workshops, including creative writing, designing storycards, and using software such as VoiceThreads, an online Flash-based application for collaborative storytelling using images and voice.

In one workshop, students were tasked to create a YouTube video of a short story - there was a lot of enthusiasm and communication amongst the audience for these videos. In another, the storyteller had to deliver the story live to a video camera, while the students watched it on a screen in another room. This was very unpopular with the audiene, indicating that physical presence is an important factor in storytelling.

The project culminated in the Timeless Tales Festival. Various final products were created, including animations, songs, videos, websites, and several physical installations. Some examples:

  • Some students explored telling several different versions of the same story.
  • Another student created a digital campfire, which would change colour as he waved a ring on his finger. He would then tell stories, changing the colour of the fire for dramatic effect - for example, when describing a sunset, the fire would burn red.
  • Another project tried to replicate the physical presence of the storyteller. The student made a life-size, physical model of a head against a black background. When you pressed a button, the head would tell you a story. The effect was rather creepy.
  • In another project, a physical phone booth would ring, and a voice on the other end would deliver you the story in a gossipy, conversational form.
  • In another project, while listening to the story in audio form, you would surrounded by photographs that related to the story. These came both from the student, and from website contributors who were asked to submit photos that related to the story.
  • One student performed a live storytelling display, accompanied by a form of shadow puppetry - the images were expressive but vague, which encouraged you to build up your own pictures in your mind.
  • Another student approached it as a kind of research project - could you remember a story better if you were provided with reinforcement through the display of abstract images?
  • Debbie plays some of a very professional short film version of the story - unlike the original, the film takes place in present-day Scotland.
  • Finally the puppet show is demonstrated, in which puppets of three crucial characters deliver their own version of the story when you cover their mouths.

"Stories are not copied, they are reborn." - Robert Bringhurst

Using the same story for each student forced them to work hard to differentiate their work from everyone else's. Debbie thinks the results of the project suggest that there are a wide variety of ways to present stories that we don't usually consider.

Question and answer sessions:

Andrew Stranieri is struck by the diversity of the projects, and wonders to what extent the students were guided. Debbie says that the projects were entirely self-guided, and in many cases the students worked out what they wanted to do very quickly.

Judy notes that these students have very specialist art knowledge, and wonders if you could do a similar project for children who had no such abilities.

Oskana Zelenko: Empowering Children as Participants in Designing Resilience Strengthening Online Tools

Oskana's PhD project aims to promote resilience and mental health amongst primary school children using online tools.

Her definition of resilience is "the capacity of individuals, schools, families and communities to cope successfully with everyday challenges including life transitions, times of cumulative stresses and significant adversity or risk." (From Stewart, Sun & Hardie 2006). However, her project has drawn heavily on participatory design, and she has been more interested in what children's own definitions of the word are.

The potential of digital communication in promoting mental health and resilience has not yet been fully exploited. Many existing online tools simply draw from existing offline games, such as board games or word spinners. Web-based health communication tools have generally not been evaluated thoroughly.

As a result, research is needed to identify principles and guidelines for the design of this type of material. Oskana aims to identify visual and interaction design principles and processes to facilitate tools to promote mental health and resilience, and aims to do this in collaboration with the children who will benefit from the research. She views children as "the experts of their own worlds" - it is they who fully understand their own culture and language, not adults, and she considers there to be no 'right' or 'wrong' feedback they could provide. Children were considered to be co-designers on this project.

In mental health terms, the general aim was to move away from managing environmental deficits that affect mental health and resilience, and towards taking more positive action.

Four modules were conducted with kids, each focusing on a different area:

  • Getting children to identify key aspects of resilience
  • Getting them to identify sources of support, based on the prioritised aspects of resilience defined in previous workshop
  • Getting children to visualise resilience, using textures and colours to create abstract portraits of their own strengths and their sources of support
  • The final workshop involved representing a support network as a solar system. For example, if a planet is hit by a meteor, other planets could send a rocket that would help them to recover - the rocket would represent a source of support.

The children were also involved with evaluating the design of the software tools, and used paper prototypes to suggest amendments.

They appeared to react positively to these workshops. One eleven year old girl stated that they helped her to "find her feelings". Oskana feels the children's direct participation in the project hugely benefited how relevant it was to them.

As well as the usefulness of the end product, it seems that the children involved in the project have directly benefited as well. "They have reported a greater understanding of, and capacity for, resilience through their participation in the design workshops... that is, involvement in participatory design has a powerful educative potential in itself." (From paper abstract.)

Question and answer session:

"If you repeated the experiment, would you do participatory design again?" Oskana says that she absolutely would, and felt it was essential to the project. "I don't know how they think, what words they use, what images they use." That's why the online tools will be modelled directly on how the workshops work - they will allow children to define resilience themselves, and go through the same process that the original participants went through.

Tuula Nousiainen: Creative Learning by Designing Digital Board Games - Practicing deep-reading skills through game creation process

Talarius is a tool to allow children to create and play digital board games. The children textually described characters, designed the ideas behind and goals of the game, drew the background artwork, and wrote quiz questions that players have to answer in-game. It is thought that both the act of designing and the act of playing will be educational for children. This latest version of Talarius is specifically focused on storytelling.

The software was evaluated with twenty-one nine year old children, who were split into five groups. Each group had to create a board game based around a setting from a novel they were reading ('Ronia - The Robber's Daughter' by Astrid Lindgren). The children were deliberately not asked to give their games a story, the aim being to see whether they would put narrative elements in themselves, and to what extent.

Tuula shows a few board games that were created. Visually, they take the form of a linked graph overlaid over a hand-drawn background picture.

What were the outcomes of the evaluation?

No group exactly retold any of the events of the novel. However, they did provide their own narrative episodes that were related - some were similar to existing episodes, but illustrated an alternative route that the story could have taken, while others provided an expansion of the existing story.

The children tended to define the setting based on the book at the beginning of the process, and not go back to check or correct the details, even if they had clearly got something wrong.

Example board game #1:
There are several scenes in the book where Ronia is observing a family of foxes. The kids took this idea and developed it into a game where the players had to help a mother fox find a lost whelp. It doesn't require the source book to be a complete story, but does use the story to help build the back story.

Example board game #2 - 'Matt's Fort':
The player had to find a key to let Ronia escape from her home castle. This resembled the story (Ronia spends time wishing that she could leave the castle) but did not directly correspond to it. The designer also used a theme from the book, in that there was a clear tension between adults and children.

The users often did not think through the logic of events - for example, they did not ensure that an object disappeared from the game world after a player picked it up. They did not really not engage in iterative testing of the game, which was an issue.

Furthermore, the users had the ability to give characters personality traits, such as 'brave'. While these were intended to be used as a gameplay mechanic (events could play out differently depending on how brave a character was) but were instead simply used to describe characters.

The users were inclined to create multiple choice questions which had a clear right and wrong answer, leaving no room for ambiguity.

Ultimately, the narrative functions of the software were used for:
- creating backstories
- describing characters
- illustrating the player's progress through the game

Tuula mentions that teachers were not heavily involved in the study, and a priority for the future is to involve teachers in the process to establish how the software could best be used in the classroom.

Question and answer session:

Judy Robertson asks if the software is available to download, but unfortunately it is not yet finished.

"Did you feel that the children seemed to have a better understanding of the story after this task?" Tuula thinks that they grasped some of the themes better than they had. They spent time discussing and interpreting the text, examining the story in a very different way than they had before.

Katy Howland asks for clarification about whether emotional traits like 'bravery' had in-built game mechanics, or whether the children would have had to define their own - the latter was the case. She comments that this is quite complicated for young children, but potentially very exciting.

In response to a question from Ruth Aylett, Tuula agrees that the project is exploring similar issues to Adventure Author, though points out that board games and 3D games have different strengths. Judy notes that Adventure Author has not run trials in which the children were asked to make games based on specific novels, and thinks this is an interesting approach.

Andrew Stranieri wants to know whether any children found the exercise too difficult as a whole. Apparently not - certain technical aspects caused difficulties (as already covered), but not the overall exercise.

Several audience members comment on how valuable it would be to run a second or third trial with the same group, in order to discover if their ability to interpret the text in this new medium had genuinely grown - "Presumably by the end of a year, they would have become fluent."

August 08, 2008

Dr. Mel Gibson: ‘So what is this mango, anyway?’ Understanding and working with comics, graphic novels and manga

Dr. Mel Gibson (“I’m the Mel Gibson who knows What Women Want”) is running a graphic novel workshop/discussion for the afternoon. She has worked as a public librarian in various difficult areas, and became interested in using graphic novels to get non-readers and troubled kids interested in reading. She’s been working in this area since 1993, most recently in manga.

Rather than a talk, Mel presented a general discussion and exploration of some possibilities of using comic books in education. The discussion was wide-ranging, so this is a scattershot selection of the points made.

Mel is interested in using comic books as a platform for engaging with students, and for sparking discussion. Comics which have been around for a long time can be a good topic for a cross-generational discussion – she mentions a heated discussion between 6 and 60 year olds about different incarnations of Dennis the Menace. For example, Tintin is good for discussing different cultures, but also for discussing old-fashioned representations of those cultures that would not be considered politically correct anymore. Asterix is another popular title – Mel points out that readers outside of France will be unaware that many of the characters are satirical interpretations of French politicians of the time. This could be a good platform for a discussion of translation.

The topic of literary comics comes up. In Sunderland, a 13 year old read the Diary of Anne Frank, and was uninterested in a ‘story’ featuring a girl who didn't fight. She gave him Maus instead (telling the story of the plight of the Jews in Germany using animals) and he was enraptured.

Mel quotes Scott McCloud’s idea that the more detailed a comic image of a character is, the less likely it is that you can relate to them. She thinks this is arguable, but worth considering given how powerful a book like Maus can be when discussing big issues using a cast of animals, who are expressive but not realistic.

The audience for comics in America is 80% male, but the audience for manga is 60% female. There used to be a huge female British readership for comics, with over 50 titles – Jackie sold a million a week. Mel is excited by the fact that even though these titles have now disappeared completely, a new generation of girls has independently become enraptured by manga targeted at girls. Manga groups will generally be dominated by girls, graphic novel groups by boys.

Mel has brought a large collection of comics and graphic novels, and wants us to spend some time simply reading them and considering how they might be used in a classroom.

A group of four ten-year old girls in Leeds are making their own manga.

Mel talks about DeviantArt, an online art community in which people of all ages submit their own artwork and get feedback, including comic and manga art.

Recently there’s been a trend towards producing classic literature as graphic novels/manga, particularly Shakespeare – she holds up a popular manga version of A Midsummer Night’s Dream. She also displays the Manga Bible, a manga version of the New Testament, which has dramatic blurb on the back to entice readers. “It’s making texts accessible in all sorts of ways, without dumbing down.” There’s also Action Philosophers, featuring Plato as a wrestler (!) and ‘The shocking life of Thomas Jefferson.’

Mel moves on to discuss what manga is, in particular Shōjo manga, which is aimed at a young female readership.

Mars, a popular Shōjo romance for young girls, is fully 15 volumes long – “think about the commitment to reading that story! That’s a lot of reading.” She also notes that comics like X-Men essentially go on forever, like soap operas.

The biggest Shōjo manga in both Britain and America is Fruits Basket, a story about an orphan taken in by a cursed family – if they hug a member of the opposite sex, they turn into a creature from the Chinese Zodiac, like a pig. This is cross-genre: fantasy; drama; comedy.

There’s a question about primary school aged children reading books like these – Mel says that it is generally kids of 10 and up, though she recommends that teachers should make their own decisions about age ratings, as everyone else does.

“Every single school library I’ve been to in Edinburgh has manga pictures on the wall. They’re already doing this. It’s simply a question of doing it formally.”

Another popular genre is yaoi, which are boy-boy romances generally written "by girls, for girls." Mel notes the similarities between this and fan-generated slash fiction. These are popular amongst girls, though Mel acknowledges that some are “quite rude”. Anecdotally she reports that she has found some boys in schools taking photographs of themselves kissing in order to display their affiliation to Japanese culture.

"Shōnen is for boys, Shōjo is for girls. People read across, but that’s the intention.”

She mentions various titles. Death Note is very popular amongst boys. The seven volumes of Akira are “immersive reading experiences” and are considered a post-apocalyptic classic. Akira is also an anime film – “for every anime, there is eventually a manga; for every manga, there is eventually an anime.” She also mentions the tremendously popular Studio Ghibli anime films such as Spirited Away and Howl’s Moving Castle.

At a particular school, the popularity of manga led to various explorations of Japanese culture, including film screenings and analysis,eating sushi, interest in Japanese clothing, etc.

Town of Evening Calm, Country of Cherry Blossoms – a story about everyday life after the atomic bomb has dropped. Drawn in watercolours.

Manga are read from right to left in Japan, and this can immediately spawn a discussion about how books differ across different cultures. There are other differences. In manga, there are many panels where nothing happens, for an intentionally slow pacing – this is distinctive to Japanese comics in particular, though it has now spread.

A compilation like Best New Manga not only provides a wide variety of artistic styles and stories, it often provides contact details for the artists and writers, which means it’s quite common to actually get manga creators into schools to work with children directly.

Mel gives an example exercise for getting kids to write their own comic books. You are allowed between 6 and 9 panels on your page, and up to 2 speech bubbles, 1 thought bubble, and 1 information box in each panel. You should also encourage kids to end on a panel that makes you want to turn the page.

You can take it a step further and get kids to make their own complete comic books, though this is quite ambitious. You can take it into enterprise by getting them to sell their comic books. Another suggestion, “the easiest”, is to get kids to design ‘the cover to a comic I would like to see’. This involves designing the art, title and logo, thinking about the subject matter, and could potentially be a marketing and media project as well.

Comics bring together art and literature.

You can visit the Doctor Mel Comics website – she mentions a call for papers for a comics conference in Liverpool next week. The site url is www.dr-mel-comics.co.uk. Her site has a lot of resources, particularly links to web pages which collectively can act as a kind of ‘starter pack’ for people who are new to studying comics.

There's a website called No Flying, No Tights which is reviews of graphic novels by young readers.

Neo is a magazine that caters for various facets of manga, including user art, reviews, even recipes!

Sweatdrop Studios – aiming to encourage new manga authors with competitions.

‘Draw your own manga’ books are widely available.

Mel discusses ‘cultural capital’. Kids know that a man wearing a mortar board is a teacher from the Beano, not from real life. “[But] if you watch Spirited Away, you know you’re missing half the references.” If you read manga and there are references you don’t understand, which there will be, you will want to go and find them out, and gain expertise in that culture. “This is tremendously empowering.”

Kids can say things like, “this is boring, this is difficult, I hate it!” Mel recommends that the audience try reading manga, as they too will find it difficult at first. “You become the guy by the side, not the sage on the stage.”

Shaun Tan’s ‘The Arrival’ – “this is about what it’s like to arrive in a place where you don’t know the language or the culture, or even the counting system.” The book has no dialogue or text, and is made up of the stories of various people arriving in new lands. The Arrival was extremely popular when building comic book libraries for schools. You have to describe an interpret each image to work out what’s going on, like a puzzle. “There are so many questions, so many possibilities with this book… Westminster College said, ‘Right, we need lots of this.’”

‘The Savage’ by David Almond and Dave McKean is a hybrid of text and pictures. It has a strong regional voice.

‘The Tale of One Bad Rat’ by Bryan Talbot. Designed as “a way back into comics for female readers who hadn’t read comics for a long time.” An exercise in comics, history, imagination and the healing power of literature, it's about a girl who is obsessed with Beatrix Potter’s work.

“They’re reprinting old comics like Girl and Bunty. You could teach about the history of a place from comics of the past.”

‘Alice in Sunderland’ by Bryan Talbot. A playful mixing of texts. It features ‘Once more unto the breach dear friends’ in the style of Mad Magazine. “It’s about showing the different voices of comics.”

A popular author is Neil Gaiman – his work is all about myth and stories around the world (as is Alice in Sunderland.) Unlike most graphic novels, the readership is equally split between male and female.

‘Safe Area Gorazde’ – an example of journalistic comics.

‘Age of Bronze – A Thousand Ships’ – Eric Shanower – the beginning of the Trojan War in comics form.

“This is the point at which study and joy come together. This is one way in which you may actually engage people.”

‘Persepolis’ by Marjane Satrapi – about growing up during the Islamic revolution.

‘Pride of Baghdad.’

‘In the Shadow of No Towers’ by Art Spiegelman, a book about the author's reaction to the destruction of the World Trade Centre. “A very political book – someone was saying they consider it an art book.” “I actually think there’s a whole unit of teaching there in itself.”

Mel asks us all to consider a wide variety of comic books and think: “How might I use this? What kind of project might I initiate with this material?”

Judy Robertson, Lisa Gjedde, Ruth Aylett, Senga Munro: 'Inside Stories' - A Narrative Journey

Judy Robertson, Lisa Gjedde and Ruth Aylett introduce their new book Inside Stories – A Narrative Journey. It can be bought online for £22.50.

Part of the idea of the book was to make something that discussed narrative and educational theory but would be accessible to teachers. It’s been in development for about 2 years, and is self-published through Lulu.com. It was initially to be released through an academic press, but would have been too expensive for the intended audience of teachers. The authors aim to get a cheaper paperback version published eventually.

The book is written in the form of a story. Five travellers meet on a train – a teacher, a technologist, an educational researcher and two children – and discuss various issues around storytelling. There's a quoted endorsement from Dr. Donald Smith, Director of the Scottish Storytelling Centre.

Judy invites Lisa to read a section of the book. In the story excerpt, two characters examine a collection of fables together. They discuss how the Brothers Grimm collected their stories, as well as the difference between fairytales, folk tales and myths. Various specific subgenres of story are touched on and explained, such as a Beast Epic – a satirical story about animals which comment on human society, such as Animal Farm. The myth of Pegasus is briefly told in conversational form.

Following Lisa’s reading, storyteller Senga Munro takes the floor for another storytelling session, performing a particular story which appears in the book in two different versions. Senga thinks it’s important to tell stories in different ways, to encourage children to consider that there are different ways to look at things.

Finally, Ruth reads out another extract which relates to, amongst other things, the power of using theatrical techniques in education. This section leads onto a discussion of using technology to deal with bullying, which is the subject of one of Ruth’s projects, FearNot!

Question and answer session:

A question is asked about whether there were any complex theoretical concepts that they found very difficult to put into a simple storytelling style. Ruth notes that they were concerned that they were segmenting theories by putting them in story form, but they have tried to present them in different ways through different characters. The character of Jerome tends to present the most theoretical point of view, while other characters discuss it in more conversational terms. Judy talks about how many conversations were inspired by real conversations with teachers. The authors identified with different characters – Ruth liked Ada, the computer scientist.

Judy Robertson, Tessa Collins and Andrew Kelly: Tales of Adventure Author

Lecturer and NILE 2008 organiser Judy Robertson, primary school teacher Tessa Collins and school pupil Andrew Kelly are sharing the stage to discuss the use of Neverwinter Nights game creation software in classrooms.

Adventure Author is a project to develop a game-creation software package for children aged 10-14, for use in the classroom. It's EPSRC funded up to December 2008, and has been running for a couple of years now at Heriot-Watt University. Originally working with the commercial game Neverwinter Nights, the project now uses a modification of Neverwinter Nights 2 to encourage storytelling through games and support various activities including dialogue writing, idea capturing and peer evaluation.

The team has run summer 'Gamemaker' workshops since 2003, and has run several longer classroom trials in various primary schools in Dundee and Edinburgh.

Judy briefly introduces her model of the creative process of game design, which you can see here. This includes several stages, including Exploration, Problem Finding, Problem Solving, Internal Validation and External Validation. This model was developed from other, more generic creative process models, primarily Cropley’s.

Judy notes that you can currently buy Neverwinter Nights 2 on Amazon.co.uk for about £8. She runs through screenshots of the game and toolset for the audience. The toolset comes free with the game, and the Adventure Author modifications can be downloaded for free at www.adventureauthor.org, though not all are available yet.

The first plug-in demonstrated is Fridge Magnets, an idea-capturing application. Users can type in ideas that they want to capture relating to different areas of their game (e.g. Plot, Setting), and a fridge magnet will be created to represent that idea. All of your magnets are saved in a permanent Magnet Box, and you can arrange configurations of magnets and save them for later viewing.

In previous classroom trials, the conversation editor (for creating dialogue for game characters) was found to be quite complicated for children to handle. A new, more user-friendly Conversation Writer has been developed as another plugin. Various options are possible such as attaching scripted actions to particular lines of dialogue, or having conditional branches in the conversation, and of course conversations which branch when the user chooses what to say next.

Judy notes that in Katy’s talk yesterday there was some concern about a potential lack of collaboration between kids working on their games. The team developed the Comment Cards application to support peer evaluation, partly to encourage collaboration. Teachers can set the questions that the students have to answer, and students respond in the form of written answers, star ratings, and/or by attaching a piece of evidence (such as a screenshot) to support their answer. Users then have the 'right to reply' to criticisms about their game, and teachers, peers and visitors can also contribute to the discussion. This method of communicating went down very well in Tessa’s class.

A simple task management plugin is briefly shown, which is currently under development.

Judy hands over to Tessa Collins. Tessa was in her first year of teaching at Musselburgh Primary School when she took on the Adventure Author project with her class (she notes that cutting your teeth on a Primary 7 class was challenging enough!) Tessa says that she is not someone who knows much about games – she is mainly interested in how it can be used in the classroom.

In Tessa’s teacher training college, she attended a talk by Consolarium head Derek Robertson about the potential for using games in education. “It really sparked lots of things in my mind about all the possibilities. The resource in itself is just a starting point, it’s what you do with it then that brings out the value.”

Tessa was particularly interested in the work of Tim Rylands, and suggests we check out www.timrylands.com to find out more. Tim works with non-violent, 3D graphical games to stimulate literacy, and has had particular success with young boys, who can be a particular challenge.

Tessa wanted to use the game design project as part of a whole fantasy genre project called the World Builder Project. (Neverwinter Nights 2 is a fantasy role-playing game, like Lord of the Rings.) “There was always a need to develop their descriptive language… some children didn’t include this at all, while others, even though they had the vocabulary there, just weren’t using it. I wanted to use fantasy to bring that out.”

“It was very important for us to take it in a cross-curricular direction, engaging in the Curriculum for Excellence.” The Curriculum for Excellence is the new Scottish teaching curriculum which is moving away from specific targets and focusing on cross-curricular learning.

The World Builder project was about creating a world in game form, and then extending the creation of that world to art, literature and drama forms. Tessa notes that P7 are a difficult class to keep interested as they are aware they will be leaving primary school soon.

Key aims in the project:

  • Develop depth and detail in the children's descriptions. She would tell them: “'As a gamer, they can see your world, but as a reader they can’t – so how do you describe that to them?' Because it was something they had personally created, they were much more keen to explain and describe it.”

  • For each child to develop a storyline in their game world and write it down.

  • Extend appreciation of and skills in the Fantasy/Imaginative genre. Tessa is a fan of fantasy literature like the Hobbit, but found that even the most able readers were “all reading stuff like the Olsen twins” (!). She wanted them to try something a bit different.

There were only 10 laptops to share amongst 27 children, so the class was divided into 3 rotating groups. The Adventure Author team would often work with the group on the laptops, while Tessa worked with the other two groups on art, writing and other World Builder tasks. This was difficult in a primary class, but the pupils were generally very patient with the idea of set timeslots for working on games. The kids physically made some of the special objects and weapons that appeared in their game – swords, cloaks, chests, jewelled broaches – which were displayed to parents at the end of the year.

Tessa also shows one of the children’s project journals. She wrote a letter at the start of the project to all parents to explain to them the educational value, how these stories came about and how creative a process it was. The project journals served as some evidence for this.

The displayed journal contained lots of drawings and ideas, any adjective work they did, language work, drama activities, and any notes. They had to answer questions like: “Imagine if you met Gandalf, and you asked him to help with your homework – what would he say? What would an orc say?” They explored motivation and personality in characters. Tessa thinks that this fed back into the characters' personalities in-game.

The class read fantasy books, and they reviewed the books in literature circles. They also conducted interviews with the ‘authors, and made podcasts out of them.

Tessa shows the class blog: http://edubuzz.org/blogs/campiep7b. It was intended initially to keep in touch with parents, but developed further. Some blog entries are shown which illustrate the books the kids were reading. Each Friday, the class was asked a Brain Booster question. The example given was “If you were a character in a fantasy world, would you be good or evil, and what dwelling would you live in?” Each member of the class had to write their own answer.

The class started getting comments from teachers in Australia, which the kids found tremendously exciting.

Tessa puts up some sample descriptions from the kids. “In another was a city called Goldmine. It was a small city with not a lot of buildings, but there were lots of snowy mountains. There was a very large castle beside my very deep lake, it was a grey stone building with lots of cracks and moss on it.” Alex – Level C.

“Alex was one of those boys who would read football magazines and that was it, and he’d generally only talk about football.” Alex really enjoyed the gaming side, and always got involved in the Brain Booster conversations. “Before the project, Alex was someone who could write a functional piece of writing, like a letter. His spelling is generally very good, but when it came to something more imaginative, he wouldn’t allow himself to really attempt it. The little details show that he is starting to think more descriptively. It was a big step on for Alex.”

Another description of a world comes from a Level E child who had previously not passed her Level E. The fantasy genre really clicked with her, and brought an authenticity to her writing that she had not previously displayed.

Tessa found that the Fridge Magnets were useful for a lot of children. One girl, Robyn, had trouble forming her ideas into a storyline, but using the Fridge Magnets helped her to get started. In general, once the kids had used the Fridge Magnets in their initial session, most did not go back, though one or two did.

Outcome of goals:

  • Almost all children developed a storyline and wrote it down.

  • The fantasy genre books became very popular. “One boy Craig, whose reading level is B, absolutely adored the Hobbit. He’s not a reader who could read that independently, but he loved the story – hopefully that will spur him on to try something similar.”

The fact that other adults came in to help was a big motivator. The kids worked well in groups, including children who were normally quite quiet or wouldn’t speak to each other. Instead they were running round and helping each other, which was good for Tessa because she could leave them to work independently. One child didn’t end up getting a story written down, but did help other kids a lot.

What was the impact on learning?

“What different did doing fantasy in gaming make? It wasn’t a world created by someone else, it was their world, and that was very motivating for them. They really took pride in what they’d done. The sense of ownership was hugely important and hugely effective. The quality of work they produced was outstanding.” Tessa notes that they can be read on the blog at the address previously given, and there is more specific information about what Tessa has done available, which you can email her to get: tcollins@campie.elcschool.org.uk

Finally, Judy introduces Andrew Kelly, a pupil just leaving primary school - he will talk about his experiences working with the Adventure Author team in late 2006, and how he has continued working with his game since then.

Andrew didn’t really know anything about games before he started working on the project, but he knew it was very hard and took a long time. He greatly looked forward to doing the project, and enjoyed learning about the Neverwinter Nights toolset and making his game.

He learned that gamemaking isn’t really that difficult if you have good software. In the original version of the toolset Andrew had to keep changing his story to fit in with the art resources that were available. He had to learn some scripting language to make an important conversation, which he found very difficult, but this isn't necessary in current versions of the software.

Andrew made a game which involved answering educational questions, and found that difficult because his target audience was everyone from Primary 1 to Primary 7, which is a large range.

Andrew conducted fundraising with his game - he let people play it for 10 minutes at 20p a shot. About 20 people played it in total and he donated the money to charity.

Andrew demonstrates the Neverwinter Nights 1 toolset for the audience, moving around his desert area. He demonstrates a waypoint, and explains that it is used to tell characters where to move to.

He demonstrates a train station area, and points out the player start location, and a waypoint for the werewolf train conductor to move to. “The player goes through several areas like this.” Andrew’s game has about 6 areas. You have to fight a werewolf, and when you win you are told how many points you got from answering questions.

Andrew demonstrates the game running. The werewolf does not accept that the player’s ticket for the train is valid. (Andrew says that he has been in worse situations with Network Rail.) Andrew reads out the conversation for the benefit of the audience, as it is too small to see on the projector. The player talks to a seagull about his missing book, and is sent to the government camp to find it. A book seller wants to know how you mark a proper noun to proceed, and the audience contribute the correct answer. He gets a key that will let him proceed to the next level.

Andrew gets a bit lost in his large level, and a game designer in the audience notes that making visually varied levels are helpful for user orientation. “It’s a very professional problem!”

Questions and answers session:

An erstwhile headteacher is keen on the project, but takes issue with the fact that the other two Primary 7 classes did not get the opportunity to do it. Tessa replies that the other two classes worked on some other exciting projects, including a filmmaking project. “How much training did you receive from the team to enable you to be an enabler and facilitator?” Tessa attended two workshops to watch how the process worked, and met the team a couple of times to ask questions. She was also provided a laptop to practice ahead of time, but found that some children rapidly overtook her!

Andrew then demonstrates a bit more of his game. You collect points as you go through. Someone in the audience quizzes Andrew as to what happens if you get a question wrong – he says you lose points and don’t get the object to go to the next level. Andrew notes that his game has some scripting problems.

The game designer asks if the book seller will ask you one of a random set of questions – Andrew says that it does, but he’s not sure it’s working just now.

Judy finishes up with a note that the project funding finishes up in December, and the team are looking for dissemination funding to continue the project. Team member Cathrin Howells has written some teaching materials which you can access on the blog.

The game designer asks if Tessa will run the project again. She says she could potentially run it again with her Primary 6 class, but it depends on the Adventure Author laptops being available – she would love to do it again, or anything similar. Another class had a very successful PSP project.

Paul Oord asks whether children who use these programs are developing a different way of looking at the world. Tessa says that several kids in the class were already keen gamers, and that she had discussed with some other children what the effects of violent games might be. For children who weren’t gamers, it was a new type of discussion. Paul's follow-up question is: “do you think they consider real life as a game?” Andrew says that he doesn’t. He doesn’t play many violent video games, but he would guess that violent games probably do make you more violent.

Scottish weather

Flooding on the Glasgow-Edinburgh line meant that I sadly missed Andrew Burn's keynote speech on Thursday morning. We're hoping to get some kind of a synopsis online at some point, but I can report that it was variously referred to as "excellent" and "inspiring" by other attendees.

August 07, 2008

Information for people who attended Educators' Day

[Also posted to Adventure Author site]

A big hello to those who attended Educators' Day at the NILE conference. I hope you enjoyed it. Here are some resources to get you started if you're thinking about following up on the projects you heard about.

If you're new to A Curriculum for Excellence, look here: http://www.ltscotland.org.uk/curriculumforexcellence/

Academic Speakers

Andrew Burn

Judy Robertson

Mel Gibson

Inside Stories info

You can buy it from: www.narrativejourney.org .

Adventure Author info

Download AANilePresentation.ppt

Getting started with Adventure Author

Andrew's game

Tessa's class blog

Publications

August 06, 2008

Brian Lighthill: Shakespeare the Impartial Storyteller

Brian Lighthill's work involves exploring the impact of selected Shakespeare stories as a tool with which to explore 'Personal, Social, Health and Economic Education' and 'Citizenship' with 11-14 year olds. He describes them together as Citizenry Education - CitEd. He believes in educating through storytelling, though perhaps not in every class - the Maths teacher may not be a good storyteller, but the English teacher should be.

"Secondary school students are regarded as too old and too mature for stories. Rubbish."

Brian finds it ludicrous that children are required to study key scenes from Shakespeare, but not a full text - not the full story. "Like having Chapters 1, 5 and 9 of Harry Potter." He gets students to participate in simple drama exercises to engage them in a simple run-through of the story as a whole over about 40 minutes. A good English teacher may or may not be able to convince learners that Shakespeare used language well, but he should definitely be able to convince them that he wrote good stories. He prefers working in circles - less hierarchical, and it allows eye contact. Everyone can see each other - this is important when you're trying to develop emotional contact in young learners.

Lighthill thinks that Shakespeare was "the perfect equivocator" - he doesn't come down on any side. Blame could be assigned to different characters. "For every Macbeth, there is a Duncan." He describes Shakespeare as 'the Impartial Storyteller'.

"Why did the political system collapse in Macbeth?" You can springboard into a whole raft of citizenship issues from questions like this. Or: "Who is responsible for Macbeth's actions? Is it Macbeth? Lady Macbeth? The witches?" The popular vote at the conference indicates they think it is Macbeth's fault, but the popular opinion with children is that it's the witches' fault. They have to discuss why. The 'truth' that the children find will change over time.

"I feel very, very strongly that we should stop teaching children as if they are empty vessels into which we 'knowledgeable' people should pour information."

Question and answer sessions:

A questioner who has worked with problem children tells us that if he used material that didn't relate to their culture, regardless of how interesting the story was, the engagement levels went down, and they started viewing it as 'more school'. Lighthill responds that he hasn't worked with problem children, but he does attempt to relate the story to their level as much as possible.