Using Digital Gaming with Special Needs Learning

Recently I met Adam Scanlon. Adam is a gamer, designer and father amongst many other things. What peaked my interest in what he was talking to me about was the way Adam was using gaming to assist his sons learning.

His son has autism. As Adam explained to me that brings its own series of unique challenges. Children with autism often don’t learn in the same methods as we would associate traditional learners and therefore new ways of teaching and learning need to be investigated.

As a commitment to finding these new innovative ways Adam has been using the game Disney Infinity.

Let me give you a little background on Disney Infinity. It is essentially a sandbox game. To me sandbox games are of great interest to education. Sandbox games are extremely open in nature and their lack of narrative is what set them apart from most other digital games. Most digital games operate in a linear fashion with a predetermined narrative, which the player must follow, and a set of ever more complicated tasks that the player must successfully complete in order to progress in the game. In contrast to this, sandbox games have no sense of progression, linear narrative or completion. Game play is entirely up to the creativity and imagination of the player/players. These games are providing a framework for the player to enter and then leaving it up to the individual’s creativity to do whatever they want.

The genre include games like Minecraft and Gary’s Mod and to a certain extent Disney’s Infinity.

When recently watching a collection of students playing Gary’s Mod they were collectively interacting and communicating with each other, they were building their own characters, they were inventing their own games within the game and more so they were inventing their own narrative within the games they were playing – that is narrative within narrative.  This is an example of the game makers understanding this generation of learners and providing them with autonomy, the ability to be self-directed and beyond that providing them the ability to be highly web connected. These three concepts are important to our current western education system especially as it grapples with relevancy and what place technology plays.

So back to Adam, why is he attracted to Disney Infinity and how does it help him teach his son? disney infinity

Firstly, as Adam explained, to work with children with autism you need to find the space they are interested in. It is highly unlikely they will come to the space you think they should be in. Adam’s son loves this game and will play it for hours. So rather than pull his son away from this environment, Adam went the other way and embraced it. How could he use the environment his son loves being in to help his son learn? Isn’t this a great lesson for all educators not just those working with special needs, where can you position yourself within the child’s life to give that child the best opportunity to hear you in the first place. As Disney Infinity is a sandbox game, Adam and his son can build there own universe in there, a universe of their collective imaginations that might replicate their current one or develop new ways of seeing the world.

Children with autism need a lot of repetition to grasp certain concepts. Adam explained that to teach a certain task he would have to say it over and over. They require and demand routines and so to teach them a new one, potentially means a changing of an old one. This can be difficult and require a lot of repetition. Again, as Disney Infinity is a sandbox game Adam can now build games inside the game allowing his son to play them, enjoy them and potentially learn from them. garys mod

A couple of very simple examples of the huge range that Adam provided me with might help give context for those unfamiliar with this type of game. To help “potty train” his son Adam built a puzzle game. The task of the game was to get the “brown object” to the toilet, at the end of the game. By playing the game over and over his son also was able to make the real life connections. This demonstrates a great way to instructionally teach something that is going to require a lot of repetition.

Adam provided me with another example of how he uses the game to teach new routines;

The current process for going to a shopping center or supermarket requires Adam and his son to go up and down every single aisle every time they visit a supermarket even if they only need to quickly go in and buy one product. This is a routine Adam’s son knows and is comfortable with and to change this routine causes particular anxiety for Adam’s son, leading to a seemingly uncontrollable outburst of emotion. Adam’s solution, using the game, was to build a supermarket within his Disney Infinity universe, and once again build a task into the game that allowed for his son to enter the supermarket find the object and leave immediately. He is helping form a pattern or predisposition into his son teaching him new ways of doing things.

Communication.

For a long time there was the common misunderstanding that because children with autism weren’t communicating with you in the traditional sense they also were not listening. This is not necessarily so and technology has provided ways for this group to have a voice. Early discoveries came with typing; children who would not necessarily speak out their thoughts when taught to type found this medium an easier way to communicate in.

Adam is interested in taking this concept further. If Disney Infinity is a space where his son feels comfortable and enjoys inhabiting potentially it can be  a means for the two of them to also communicate in. One of Adams concerns for his son is a simple problem that most of us without this experience would not even consider. If his son has  a toothache potentially he will never express this to Adam so how as a father will he handle this situation if he doesn’t even know it exists. While he is still only at early stages Adam is exploring ways through the game that his son might express these every day issues with him and others around him that see.

This might be something that Adam agendas within the Disney Infinity game space or potentially, his son might find the means of using it to communicate in the way he wants to.

While this piece talks specifically to children with autism the same principles apply to all classroom teaching or education in general. How can we turn the paradigm around from reductionist notions such as “teacher as expert” to “teacher as facilitator”? And if we are truly talking teacher as facilitator what do we want them to facilitate? All children exist as learners nested within their own constructions of identity. They bring their own experiences and mindsets into the classroom.

Learning occurs within a complex interplay of biological, cultural and experiential histories. Learning always occurs within the complex systems of the individual, the social surrounds and the culture within which the individual exists. Knowledge is never isolated within that or separated from it. Rather it is deeply part of the web of interactions – it arises out of it, it is an emergent, evolving phenomenon.

We can never teach the same content to each one in the same manner and expect it to have the same impact. Rather we should be getting to know our students, what are they interested in, what do they love and how do they best communicate. Then we need to adapt our methodologies to come to their worlds, not the other way around. Adam demonstrates wonderfully the powerful learning and connections that can take place when the paradigm is reversed using a technology that his child loves – a digital game.

I would love to hear any of your stories, if you are willing to share them of experiences you might have had or seen in this area.

 

 

 

How Might We Innovate The Tired Old Education Conference ? Use Complexity Thinking

This Friday and Saturday the DLTV Education Conference take place. I have been fortunate enough to have played a role in its organization and direction. logo@2x

 

This Friday and Saturday the DLTV Education Conference take place. I have been fortunate enough to have played a role in its organization and direction. 

I am a believer that the traditional conference format needs to update to actually reflect contemporary thinking regarding how we best learn.

Self-directed learning, network learning, self-managed learning are all terms I have spoken of many times and they are all key to my work in attempting to bring transformation to our education system and assist in the natural evolutionary process of our system. These terms represent significant developments in understanding the nature of knowledge and how we as humans best learn. They are also terms that have increased in general usage within western education as the metaphor of the internet makes concepts such as “networked learning” something that is more tangible and readily understandable.

Knowledge never resides in the individual it resides in relationships. Those relationships are what build up networks. That is where knowledge resides. It is a key point to understand that dramatically shines a light on many of the outdated practices we continue within current schooling, practices such as lesson plans, teaching that is based on content or information transferal, learning that supposes an idea of linearity, adherence to top-down developed curriculums, and almost all the hierarchical structures our entire system is built on, including teacher as expert, but also many other power structures are seen within traditional schools and in our departments as a whole.

Interestingly enough almost all education conferences also adhere to these traditional, somewhat tired structures.

I am organizing the Gaming in Education Stream at the DLTV conference and I thought I would try something different with this stream, something that actually represented my thinking about learning.

Let me state again, knowledge does not reside in individuals, it resides in networks.

Complexity thinking says that a highly functioning network, or system, will have a number of key properties. These include:

  1. There will be a nonhierarchical structure (no centralizing controller),
  2. The network will self organize,
  3. There will be a mix of order and disorder, too much of either is disastrous, too much order leads to stasis and death, too much disorder leads to chaos and death,
  4. There will be strong internal communication built into the system,
  5. The system will communicate based on prior memories and new understanding developed through the communication,
  6. The network will be open.

When these are in place emergence arises. Emergence is a phenomenon that cannot be predicted by looking at any of the data that makes up the individual agents within the system. Emergence, in my mind, is another word for pure creativity – it arises from the system, NEVER from individuals. Emergence is new knowledge.

Complexity thinking is the theory that has given rise to such terms as “self-directed learning” and the phrase, “teacher as a facilitator not a teacher as expert”.

So…how do you apply this to a conference. Well, we asked for people to submit expressions of ideas they were interested in presenting about and everyone who spoke somewhere in the region of Gaming in Education, we grouped together. That is an example of forming the initial network.

Self-organization – I then decided to throw out the idea of structured session/timetables as that is an example of top-down limiting hierarchy, I tried to put in into place as much openness as possible, I facilitated a number of potential internal communication devices with the group (video conferences, email, Google +, etc) but while I facilitated, I never imposed any structures on the group. Furthermore, we were conscious and comfortable with the rule of order and disorder (the network must be sitting on the edge of chaos but never slip in) and then I watched what happened.  I think this group has “self-organized” in an amazing way.

We have a number of participants that, in the normal conference style, would just have shown up and delivered their PowerPoint presentation on the great work they had been doing at their schools. That is because the “normal conference”  reflects a form of top-down hierarchy – it has been predetermined and it almost forces the style of presentation. By removing this the participants in the Gaming in Education stream have now all met each other, discussed their ideas, changed, teamed up, evolved thinking, reorganized their presentations, and are now are collectively presenting with others. They are aware that they are part of a system, not just individuals. They have actively participated and the system is creating new things – Emergence.

There has been a general commitment to making our stream experiential so now everyone is bringing things to ensure that all participants in our stream are immersed in an experience.

In regards to the variety of games and learning about games, there is cross-collaboration within the group. There will be games happening in the assigned rooms there will be immersive games happening throughout other stream spaces and in fact, there will be one large overarching game happening throughout the entire conference. If you are at this conference you will be involved whether you’re aware of it or not. There will be formal and informal talks, presentations and who knows maybe we might even get spontaneous and impromptu presentations by audience members (for use of a better term).

This is also an example of the group wanting to allow the further participants in this new network – the conference audience  – to also now be able to actively participate in the system, and enhance their learning and the learning of the group. We are all co-learners.

Emergence – it is already in evidence through the way the collective presenters of this stream have come together and it will continue to evidence itself throughout the entirety of the conference as more and more participants actively get involved. Emergence is new knowledge.

This is how we learn and develop. It is what I always speak of when talking about what learning actually is, it is key to the work I do assist schools as they attempt to change themselves to better represent contemporary thinking, and hopefully it will be represented in this small attempt to evolve the conference format. It will emerge because we have allowed for the above-mentioned things including; self-organisation, no hierarchical dominance, and encouragement for active participation in knowledge construction.

If nothing else it’s great fun!!

A big thank you needs to go to all the amazing presenters/co-learners in this stream including Dan Donahoo, Jess McCulloch, Roxanne Ciddor, Michael Ha, John Pearce, Nathan Connors, Vincent Trundle, Sayraphim Lothian, Robert Reid form Popupplagrounds and  Kalani Robinson. They have done all the collective learning so far. I just tried to allow for it to happen. Now it’s over to you, hope to see you there on Friday and Saturday.

 

See you at DLTV 2014

See you at DLTV 2014

Digital literacy, gaming and contemporary narrative writing

What constitutes digital literacies is an interesting topic in contemporary learning environments. When I was teaching in a school I spent much energy trying to convince the “literacy team” that they needed to alter their definition and subsequent approach of literacy to incorporate digital literacies, in this way I was hoping to introduce a more inclusive use of ICT by a method of subterfuge.

At that stage digital literacies was a term that was merely talking about film and early stages of web literacies.

Doug Belshaw an educator who works for Mozilla when trying to answer the question of what constitutes digital literacies recently wrote ;

“My short answer to such a question would be that it is a ‘convenient hypocrisy’. By this I mean that it is a term used ambiguously (both consciously and unconsciously) by people with multitude of different backgrounds and intentions. However, given that it is a term that has entered common parlance, I would hope that this thesis clarifies at least three things. First of all, I have argued that speaking of a plurality of ‘digital literacies’ makes more sense than endless attempts to define ‘one literacy to rule them all’. Secondly, I have suggested the essential elements that should make up any contextualised and emergent definition of digital literacies. Finally, I have attempted to argue that the process of coming up with a definition of what constitutes ‘digital literacies’ is at least as important as the outcome of that process.” http://dmlcentral.net/blog/doug-belshaw/ontology-web-why-i-learned-stop-worrying-and-love-learning-standards

I agree with many of the points Doug raises. The term is now almost undefinable and therefore of so much more importance from an educationalist perspective – particularly to my old literacy team.

If we just talk about films: Peter Greenaway the highly respected British film director recently said that he believed the traditional movie was a dead art form. peter1

It is one based on the narrative structure of the 19th century novel – and this template gets repeated over and over and over again. There has been little to no progression in the format since its beginnings. In this it strongly parallels opera as a story telling devise and a medium of entertainment – it is now viewed as a quant entertainment with sentimental values but of no real importance in regards to its artistic and cultural value.

One of the reasons for this is its inability to adapt rapidly in much the same way as the rest of technology-based art forms have.

For example film is extremely narrative based, generally linear and highly dictatorial in approach – by that I mean it is one way. Everything is imposed upon the audience, from on high. The audience is being told the story, they are told what to think, what to feel, when to cry when to laugh etc. Everything in the movie making process is aimed it this. The music written supports the emotion the director is looking for and further attempts to manipulate the audience into feeling that emotion. The same applies with the lighting, editing, camera angels and so on.

There is no room in for the audience to actively participate in any way rather than just sit and passively go along with what they are being told to do. Now this can be very enjoyable for many people but I would argue that most people have progressed from this form of entertainment/learning and are now looking at the ability to have a say themselves, or be involved in the process.

This is the space that digital games become very, very interesting – especially from a learning perspective.

There are many games that fall into the same category as the traditional movie. The narrative is entirely predetermined and the gamer must merely do as there told, but there are also many games that have moved well away from this.  assasins creed

Games such as L.A Noir or Assassin’s Creed do follow a narrative. The difference is instead of passively watching it unfold; the gamer can become part of it. They adopt a character within the narrative and play out the role, often times being forced to make choices that will influence how the original story plays out – much like a choose your own adventure book but a lot more immersive. Another game that does this and is great for younger kids is Little Big Planet. These narratives or stories are generally very complex and nested within other existing narratives and .can take months to unfold. However there is still a fair amount of control within these games – the settings, places, etc. are all predetermined as they are all set within a particular storyline.

little big planetWhen interviewing a 14 year old boy on why he liked games he said “because I get to choose what I want to do, unlike school where we are constantly told do this or that in games that I play I don’t just have to go a kill everyone to move to the next level, I can decide which way to go, how to deal with it. It’s a lot more fun having a bit of control.” This is also referred to as free roaming within a game. Batman Arkham City is one game that plays in this way – you can do the missions or “simply go in wonder around and play your own thing, play your own story.”

This notion of perceived control is also an interesting one from a teaching perspective. Recently when interviewing a fantastic teacher, Roland Gesthuizen he stated that “ you need to give choice to students but not too much choice…If you give to much choice people inevitably make no choice or the worst one “

To me games using this model are the natural evolution from movies – they have narrative, they have cut scenes using traditional visual techniques but moving on they allow for reediting of the narrative in a controlled fashion.

Beyond that and also of great interest to education is the game that is fully immersive and has almost no predetermined narrative structure. This includes games like Minecraft and Gary’s Mod and to a certain extent Disney’s Infinity..

These games are providing a framework for the player to enter and then leaving it up to the individual’s creativity to do whatever they want.

When recently watching a collection of students playing Gary’s Mod they were collectively interacting and communicating with each other, they were building there own characters, they were inventing there own games within the game and moreso they were inventing their own narrative within the games they were playing – that is narrative within narrative. Look at all the potential literacies learning that could be leveraged off this space.

This is an example of the game makers understanding this generation and providing them with autonomy, the ability to be self-directed and beyond that providing them the ability to be highly web connected. These three concepts are what our education system needs to understand and embrace.

To quote Australian educator –  Richard Olsen  –  How are our education systems to respond to students as autonomous,  self-directed web connected learners?

Using Minecraft As a Tool in Education in a Meaningful, Innovative Way That Changes What You Think Is Possible: Part 2.

Minecraft: A Very Complex System, Schools: A complex System – What’s the key link???

Evidence of Emergent Phenomena in the Minecraft project.

Complexity Theory – the science of all sciences. It is a theory that has been used (amongst many other things) to study the stock markets and traffic conditions in an attempt to try to explain stock market crashes or traffic jams. Complexity theory states that when you have a complex system a thing called emergent phenomenon will appear (or emerge). A complex system can be defined as a collection of interacting objects competing for a limited resource.

The emergent phenomenon arises generally without the help of a central controller. It would be almost impossible if a central controller had to recreate a traffic jam. As Neil Johnson says in his great little book Simple Complexity:

“A universal feature of Complex Systems is: emergent phenomena can arise without the need for an invisible hand. Instead, the collection of objects is able to self-organize itself in such a way that the phenomenon appears all by itself – as if by magic.”

As the phenomenon is emergent it has not been predicted or planned for, it is generally surprising and can be extreme. The precise nature of the phenomena depends on how the individual’s objects in the system interact and how interconnected the are.

One thing observed in this new science is that the behavior of the objects involved in the complex system is greatly affected by feedback and they can adapt their strategies dependent on their history (through memory). One final and interesting point is that a complex system always shows a complicated mix of ordered and disordered behavior.

I love this theory for its slap in the face to the nonsense that is the traditional reductionist approach to understanding the world.

In our Minecraft project (which I spoke of in my last post) we have 140 students building a new world in a MMO Game(Massive  Multiplayer Online Game). They are all in their building at the same time. I would describe this a complex system and the observance of the emergent phenomenon has been eye-opening.

As the students are in total control of this Minecraft world which they are creating, the project has become very student-driven. This has had the unusual effect of driving the content we are teaching to a much deeper place. Our initial aim was to cover some science-based curriculum teaching about our solar system but the demands bought about by the conflicts and collaborations naturally forming up within the group of 140 new citizens have taken the “science learning” to a far different and more relevant place.”

For example, the children demanded that districts were forms in order to maintain some sense of organization on the new planet.  This was never planned for or expected. Those districts have taken responsibility for the tasks that they see as important to survive on this planet eg the technology district has seen the need to create energy to power the planet. This has lead to confrontation as some students wanted to develop nuclear energy while others wanted to go down the wind farm, green energy route. To overcome this confrontation both sides have done extensive scientific research into their relevant areas. This research has led to some students changing their minds, others sticking to their guns but solutions have been achieved. The teachers involved were suddenly required to assist in new scientific study far beyond what they had originally predicted – we are now assisting in the learning about desalination plants, the use of methane as a source of energy, how is nuclear energy actually created, and so on.

For this style of learning and teaching to be successful it requires teachers that are very adaptive, open to new learning, operating as facilitators, and able to drop their own egos and needs for power. In an ideal world, all teachers would have these fundamental skills.

There are literally hundreds of other examples of emergent phenomenon being driven by the group which I will report on over the next few weeks.

Now lets talk about one of the other points I mentioned earlier and have blogged about previously – feedback. All of the student’s research and work has been reported in a wiki space. I find this to be an extremely effective feedback mechanism for our COMPLEX SYSTEM. Every child can see every other child’s work and ideas, they can take ideas from others they can input into other students pages, they can survey the citizens when needed, they can communicate effectively – they provide powerful feedback to each other and the network drives itself to deeper learning. Screen Shot 2012-12-01 at 6.59.19 PM

I cannot express how exciting this project is for staff, students and parents because of the emergent phenomenon we are observing which has the effect of driving the network or system (or student body and teachers) to a very interesting and exciting place. The evidence of deep and personalised learning is overwhelming. Have a look for yourself. AURORA 5/6Z WIKI