Posts tagged ‘TERC gaming’

April 9, 2013

Thoughts from the Field: A Non-Gamer in a Gaming World

What is it like being a non-gamer at the largest gaming event on the east coast? Particularly, what’s it like being a non-gaming, STEM education writer whose idea of a ‘good game’ started and ended with Myst at the largest gaming event on the east coast?

Three words: complete sensory overload.  Energy stores depleted. Game over!

Suffice it to say that PAX East was like nothing I had ever experienced before. The typical education conference trajectory of an orderly check-in followed by easy session scheduling did not apply…at all. Instead, taking in the PAX exhibit hall, play areas, and panels at the Boston Convention Center was like being thrust into Times Square on New Year’s Eve—if Times Square was overrun with fast-moving, fast-talking youngsters wearing backpacks and whizzing into lines amidst booming sound effects, flashing camera bulbs, and the smells of stale pizza and sugary carnival fare.

Games, gamers, and more gamers at PAX East...

Games, gamers, and more gamers at PAX East…

If I had been attending PAX for user research purposes, I would have been far too intimidated to even begin the process of conducting interviews. In actuality, I was attending PAX in the company of the EdGE team—TERC’s in-house group researching and designing robust science games that gamers like to play. This year, EdGE was checking PAX East out to examine the gaming landscape —and search out any  points of intersection between the education and gaming spheres.

As we learned from the not one; not two; but THREE packed panels that examined gaming and learning, there is widespread colloquial agreement among developers and gamers alike that games should be vehicles for meaningful learning, alternative assessment, and augmenting self-efficacy in underserved populations (including those with physical and cognitive disabilities ). However, we also learned that the development pathways, empirical research, and salient examples of educational, accessible, and fun-to-play games are few and far between…

…so what does that mean for TERC, and EdGE? Well—three panels about education-driven design at a trendy gamer-focused conference just served to solidify the value and prescient orientation of EdGE’s research and game development.

In fact, EdGE is about to release a couple of wireless games to engage high school students in physics and evolutionary biology while they play games like the ones they download from the App Store. EdGE collects data from these games to research learning, and recently joined an international team of U.S. and Finnish researchers investigating engagement in game-based learning (Project FUN).  They also attended and presented at GDC  a week or so ago.  It’s clear that their playable body of work truly is at the cutting-edge cusp of gaming and education. And now, excitingly, the hippest-of-hip gamers and developers are catching on!

For news, new games to test, and more goings-on from the EdGE team, be sure to check out: edge.terc.edu.

 

March 5, 2013

Girls Are the Newest Game Designers at TERC!

How many developers does it take to roll out six versions of engaging online games in 3 days?

It takes six…11-12 year old girls.

The researchers behind the girls’ energy conservation badge program for Girl Scouts and the EdGE transmedia games are now investigating how girls think about energy conservation through interactive game design for their peers.  In this exploratory endeavor, project researchers are evaluating how SCRATCH-familiar girls apply their engagement around computer programming to promote understanding of energy saving and the connection of energy use to climate change.

From the desk of a game design guru...

From the desk of a game design guru…

Over the course of a three-day on-site pilot, TERC researchers mentored the six 6th grade game designers as they brainstormed, storyboarded, animated, and pushed live their six respective games. The girls were already active members of the SCRATCH community, having learned about the programming technology either through school or tech-savvy parents and friends (several had been designing games in SCRATCH since first or second grade).

While the girls had varying degrees of familiarity with energy issues coming into this pilot, their on-site exposure to some of the complexities of this topic led them to produce demo games uniting interactive story lines with issues of climate change, energy tradeoffs, and sustainability. Their demos included challenges ranging from rescuing fish from environmental hazards against the clock to answering energy tradeoff questions to save a penguin from a melting iceberg—and featured imaginative characters spanning a recycling and composting cat and an energy-tradeoff-wise talking flower.

girlsgames3

Hard at work…

Said one of the designers after showing her game, “This project at TERC was really great. I got to learn more about climate change and think about making a game that would appeal to other people my age—and also younger kids too—so they could learn about global warming at younger ages.”

Said another, “designing with SCRATCH means that kids anywhere around the world can learn about climate change and play our games.”

All six gaming gurus agreed that designing a game that was both fun AND educational was the hardest part of the equation—those categories still have the stigma of being mutually exclusive—and that there was inherent difficulty in addressing lots of ‘tweaks’ and ‘bugs’ in the game design process while not diluting the educational content in their games. But judging from the responsive and compelling games demoed by these girls, their game designing efforts paralleled how one participant described a ‘good’ game experience—“challenging, but definitely not impossible”.

March 14, 2012

Games for Thought

“What is your favorite game?”

That question caught me entirely off-guard when I recently attended an after-hours user testing event hosted by EdGE (Educational Gaming Environments) @TERC with the sole intention of jotting down a few notes for this web feature.

After a quick scan of my memory, I was at an impasse. I hastily blurted out “Scrabble. I’m a lexophile”. Blank stares from the young, hip, and connected console and mobile players around me. In that very moment, time caught up and lapped me. “But on the iPhone as well,” I added. It was already too late. The world had moved on. Generation Y, meet Generation Z. There’s no need to shake hands or exchange contact info—just bump Androids. And definitely download the Temple Run app—it’s going viral.

There had to be something I was forgetting.

I worked my way around the room multiple times after that, recording (with a pen and paper) gamers chatting over Where’s My Water?, Angry Birds, Physics 101, and Limbo. And then it happened—I remembered something. I heard a gamer say, “I like it when I can learn about topics and try new things that would be impossible in real life—and pick up and try again if I make a mistake”. Strangely, I could almost hear a lone bongo drum, and then the rattle of maracas…was that the distant yowl of a black panther? There I was, photographing the fauna of the forest floor, consulting my guidebook, searching for the elusive, near-magical cinchona…but was I running low on supplies? Would I stave off malnourishment and get to the next level before dinnertime?

The Amazon Trail. Memories came rushing back, carried on a swift current. Propelled by an in-game glimpse of the Blue Morpho butterfly, I took it upon myself to catalogue the Monarchs and Swallowtails in our backyard. I would sneak out of bed to the window when my dad took our puppy out at night—hoping to catch a glimpse of an errant Luna moth by the floodlight. My world—and that of the digitized Amazon jungle—blurred together around the edges.

I didn’t realize then that I was learning (let alone learning a lot). I certainly didn’t realize that I’d remember researching Blue Morphos only to discover that they live for a mere 115 days. That broke my heart at the time, and still pulls at my heartstrings.

Check out ‘Games and Ubiquitous Science Learning Environments’ from EdGE’s Director Jodi Asbell-Clarke for the 2012 Cyberlearning Research Summit

In a dizzying time where the allure of many technologies doesn’t last much beyond 115 days, the R&D work that the EdGE team is doing has lasting implications for the intersection of meaningful science content and gaming. More specifically, they’re researching and developing the kind of gripping, highly-visual transmedia experiences that cutting-‘EdGE’ gamers like to play (and will likely continue to like to play in the future) and measuring these games’ impact on science learning.

Suddenly, it’s not so difficult to imagine a future where we’re all engaging in science-centric gaming and real-world learning through our various devices. Even as a lexophile/Luddite, I guarantee that I’d be doing a lot more mobile gaming and Lepidopteran observation if MECC made an app version of The Amazon Trail

So I leave you with two questions—what’s your favorite game to play? And what did you learn from it?

I bet it’s more than you think.