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<!--Generated by Squarespace Site Server v5.11.81 (http://www.squarespace.com/) on Sun, 27 May 2012 22:40:11 GMT--><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><title>Children's Game Design Blog</title><subtitle>Children's Game Design &amp; Research Blog</subtitle><id>http://www.tentoed.com/gamedesign/</id><link rel="alternate" type="application/xhtml+xml" href="http://www.tentoed.com/gamedesign/"/><link rel="self" type="application/atom+xml" href="http://www.tentoed.com/gamedesign/atom.xml"/><updated>2011-11-24T21:41:45Z</updated><generator uri="http://www.squarespace.com/" version="Squarespace Site Server v5.11.81 (http://www.squarespace.com/)">Squarespace</generator><entry><title>Why You Should Think Twice Before Putting a Sticker Page in Your Educational Game</title><category term="educational games"/><category term="game design"/><id>http://www.tentoed.com/gamedesign/2011/8/31/why-you-should-think-twice-before-putting-a-sticker-page-in.html</id><link rel="alternate" type="text/html" href="http://www.tentoed.com/gamedesign/2011/8/31/why-you-should-think-twice-before-putting-a-sticker-page-in.html"/><author><name>Traci Lawson</name></author><published>2011-08-31T09:35:54Z</published><updated>2011-08-31T09:35:54Z</updated><content type="html" xml:lang="en-US"><![CDATA[<span class="full-image-float-right ssNonEditable"><span><a href="http://www.flickr.com/photos/paulm/1584418819/in/photostream/"><img src="http://www.tentoed.com/storage/post-images/boywithiphone.jpg?__SQUARESPACE_CACHEVERSION=1314794523365" alt=""/></a></span></span>"Learning is fun. We don't make it that way," is what Daren Carstens <a class="offsite-link-inline" href="http://splicd.com/slUYeRz4Hc0/1420/1479">reminded attendees</a> of the 2010 Dust or Magic AppCamp. "It's possible to wreck it," he continued, "It's possible to make it not fun. But learning itself really is fun."</span></p>
<p class="p1"><span class="s1">When crafted well, games create an experience that can make the player go "Oh, wow!" They feel a balance of both competence and challenge, familiarity and wonder. When that occurs, engagement should naturally follow. But these days, it isn't uncommon to see extrinsic motivators being used in kids games. The player completes an activity, and is rewarded with a sticker, or other virtual item. But why? Can't we let kids just enjoy the game? If the game is good, wouldn't the child already be motivated to play it?</span></p>
<p class="p1"><span class="s1">Some people believe that motivation is something we have to <em>give</em> a child. Take a look at this parent review of the iOS app <a class="offsite-link-inline" href="http://itunes.apple.com/us/app/firstwords-animals/id294536447?mt=8">First Words: Animals</a>: </p>
<span class="full-image-block ssNonEditable"><span><img src="http://www.tentoed.com/storage/ParentAsksForExtrinsic3.png?__SQUARESPACE_CACHEVERSION=1314832119262" alt="Good interface... My 23 month old loves it. My only suggestion would be to add a reward every five or so words. Like a sticker or show those animals playing or something like that. Just to break up the cycle and give motivation. Otherwise, great app."/></span></span>
<p class="p3">If the child "loves it," why is it necessary to provide additional motivation? And what effect would that have?&nbsp;</p>
<p class="p1"><span class="s1">Extrinsic motivation&rsquo;s effect on behavior has been studied for decades. Chris Hecker discussed this at length in his 2010 GDC presentation, "<a href="http://gdcvault.com/play/1012290/Achievements-Considered-Harmful">Achievements Considered Harmful?</a>" Video of the talk is behind a pay wall, but you can read a summary and see slides <a href="http://chrishecker.com/Achievements_Considered_Harmful%3F">on his blog</a>. Hecker cited meta-analysis that reviewed hundreds of these studies. (<a class="offsite-link-inline" href="http://home.ubalt.edu/tmitch/642/Articles%20syllabus/Deci%20Koestner%20Ryan%20meta%20IM%20psy%20bull%2099.pdf">Deci, Koestner &amp; Ryan, 1999</a>) The findings they agreed on were:</span></p>
<ul>
<li class="li1"><span class="s1">Expected rewards decrease a person's intrinsic motivation. &nbsp;</span></li>
<li class="li1"><span class="s1">Verbal, unexpected, informational feedback increases intrinsic motivation. &nbsp;</span></li>
</ul>
<p class="p1"><span class="s1">Preschool children in particular have been the subject of <a class="offsite-link-inline" href="http://scholar.google.com/scholar?hl=en&amp;q=preschool+%22intrinsic+motivation%22">several studies</a>. Turns out, you can <a class="offsite-link-inline" href="http://psycnet.apa.org/journals/psp/34/5/915/">wreck a child's love for drawing</a>, if you tell him you'll give him money for each drawing he completes. Suddenly it becomes all about the money, and when that incentive is gone, what is the point?&nbsp;</span></p>
<p class="p1">What about those sticker reward pages we see in kids apps and web games? Sure, preschoolers love stickers, and virtual stickers are no exception. But when you offer a reward for doing a task, you send a message that the task isn't worth doing for its own sake. You've created a situation where the reason to do the task is to receive the reward. The focus has been shifted away from any joy or satisfaction that might have been in the activity itself.&nbsp;</p>
<p class="p2">It isn't enough to say "Well, some kids like the stickers. If a player doesn't like the sticker, that kid can ignore it." You've established the dynamic of the whole interaction. Educational games that hook players with real learning and real discovery don't need no stinkin' badges, to borrow <a class="offsite-link-inline" href="http://www.slideshare.net/avantgame/we-dont-need-no-stinkin-badges-how-to-reinvent-reality-without-gamification">a&nbsp;phrase from Jane McGonigal</a>. Your sticker still draws attention away from the inherent satisfaction of the activity.</p>
<p class="p1"><span class="s1">Of course, extrinsic motivation isn't always a bad thing. It can provide incentive for dull, but necessary tasks. If the goal of a program is to get players to do the chore of memorizing vocabulary words or multiplication facts, or perhaps to practice forming a letter of the alphabet, then sticker rewards or achievement badges might be highly effective. But these aren't really learning games. They're mastery or practice games. It's rare to see something accomplished in these types of games that hasn't been done before, or couldn't be done more efficiently with traditional classroom supplies, like index cards.<br>
If you're designing a game that incorporates stickers or achievement badges, take a close look at the second bullet point above and see if they could be made more effective by placing them in unexpected places, or writing them to be directly relevant to the subject matter at hand.</span></p>
<p class="p1"><span class="s1">In designing educational games, we should create experiences that bring out the natural fun of learning, and carve away anything that stands in the way of that. This is why design is difficult. It's all about determining where that balance of player confidence and challenge lies.</span></p>
<p class="p1"><span class="s1">"Perfection is achieved, not when there is nothing to add, but when there is nothing left to take away." - Antoine de Saint-Exup&eacute;ry</span></p>
<p>Photo credit: <a href="http://www.flickr.com/photos/paulm/1584418819/in/photostream/">Paul Mayne</a>. Shared via Creative Commons license.</p>
<a href="http://twitter.com/share" class="twitter-share-button" data-text="Do Educational Games Need Badges and Stickers?" data-count="horizontal" data-via="tracilawson">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script><div id="fb-root"></div><script src="http://connect.facebook.net/en_US/all.js#appId=198005826933958&amp;xfbml=1"></script><fb:like href="http://www.tentoed.com/gamedesign/2011/8/31/why-you-should-think-twice-before-putting-a-sticker-page-in.html" send="true" layout="button_count" width="450" show_faces="false" action="recommend" font="lucida grande"></fb:like>]]></content></entry><entry><title>New Girl Scout Badges for Fall 2011 Include 'Making Games' and 'Game Visionary'</title><category term="game design"/><category term="girl scouts"/><id>http://www.tentoed.com/gamedesign/2011/8/5/new-girl-scout-badges-for-fall-2011-include-making-games-and.html</id><link rel="alternate" type="text/html" href="http://www.tentoed.com/gamedesign/2011/8/5/new-girl-scout-badges-for-fall-2011-include-making-games-and.html"/><author><name>Traci Lawson</name></author><published>2011-08-05T04:20:46Z</published><updated>2011-08-05T04:20:46Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><img src="http://www.tentoed.com/storage/post-images/GamesForLife.jpg?__SQUARESPACE_CACHEVERSION=1312522122730" alt="" /></span><span class="thumbnail-caption" style="width: 175px;">'Games For Life' badge, &copy; 1997 GSUSA </span></span>I was taken aback a year ago when the Boy Scouts of America introduced a set of video game related merit badges, and it made headlines. The Girl Scouts have had a game badge available for grades 7 through 12 since at least 1997. It's called 'Games For Life' and includes activities on video games, as well as board games, card games, and games you play with a group of people and few or no supplies. The requirements to earn the badge are a fairly even balance of playing games, critiquing games, and planning games. &nbsp;</p>
<p>According to <a href="http://www.google.com/search?btnG=1&amp;pws=0&amp;q=boy+scouts+video+game+merit+badge" target="_blank">the press coverage</a>, the Boy Scouts' game badges introduced in 2010 are for grades 1 through 5. The requirements include studying ESRB ratings, making sure time spent gaming doesn't take away from chores and homework, and game console system installation. No activities regarding game planning or design.&nbsp;</p>
<p>It's always frustrating when one group gets credit for being innovative when in fact, another group has already been doing the so-called new thing for years.</p>
<p>But that's all last year's news. &nbsp;</p>
<p>I'm a Girl Scout troop leader, and a supply catalog arrived in my mailbox this week that includes a section for the new badges being introduced in Fall 2011. Requirements to earn the badges will be published in the new handbooks that aren't available until September. But these pages in the catalog show what they look like, and what the titles are. There are many that look great, but I'm most pleased to see these badges related to media literacy and technology, including two about game design:</p>
<p>BROWNIES (Grades 2-3): 'Computer Expert' and 'Making Games' <br />JUNIORS (Grades 4-5): 'Entertainment Technology' and 'Product Designer' <br />CADETTES (Grades 6-8): 'Digital Movie Maker,' 'Screenwriter', 'Netiquette', and 'Comic Artist' <br />SENIORS (Grades 9-10): 'Game Visionary' and 'Website Designer'</p>
<p>More details to come! In the meantime, you can see the new badges on the catalog pages below. <strong>Click on a page to see it larger.</strong></p>
<p><a title="New Brownie and Junior Girl Scout Badges - Fall 2011 by soopahgrover, on Flickr" href="http://www.flickr.com/photos/12738795@N00/6010222365/sizes/l/in/photostream/"><img src="http://farm7.static.flickr.com/6145/6010222365_76029de6dc.jpg" alt="New Brownie and Junior Girl Scout Badges - Fall 2011" width="340" height="476" /></a> <a title="New Cadette, Senior and Ambassador Girl Scout Badges - Fall 2011 by soopahgrover, on Flickr" href="http://www.flickr.com/photos/12738795@N00/6010771532/sizes/l/in/photostream/"><img src="http://farm7.static.flickr.com/6015/6010771532_c04dd5526b.jpg" alt="New Cadette, Senior and Ambassador Girl Scout Badges - Fall 2011" width="340" height="476" /></a></p>]]></content></entry><entry><title>Gamification Hits Education</title><category term="educational games"/><category term="gamification"/><id>http://www.tentoed.com/gamedesign/2011/1/19/gamification-hits-education.html</id><link rel="alternate" type="text/html" href="http://www.tentoed.com/gamedesign/2011/1/19/gamification-hits-education.html"/><author><name>Traci Lawson</name></author><published>2011-01-19T13:21:50Z</published><updated>2011-01-19T13:21:50Z</updated><content type="html" xml:lang="en-US"><![CDATA[<!-- p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Helvetica} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Helvetica; min-height: 14.0px} span.s1 {letter-spacing: 0.0px} -->
<p class="p1"><span class="s1">Although the term &lsquo;<a href="http://en.wikipedia.org/wiki/Gamification" target="_blank">gamification</a>&rsquo; may only be a couple of years old, the concept has been with education for ages. Gamification attempts to make routine occurrences like <a href="http://foursquare.com/" target="_blank">doing errands</a>, <a href="http://mashable.com/2011/01/15/nike-plus-tag" target="_blank">exercising</a>, and <a href="http://www.totalengagement.org/" target="_blank">keeping on task at work</a> more game-like. Many implementations thus far involve earning badges for passing certain milestones, and a leaderboard, so you can see who is in first place, who is in the top 100, and so on. For the competitive-minded among us, these badges and milestones serve as motivation to exercise more, or perhaps <a href="http://thesocietypages.org/socimages/2010/03/05/green-games-the-ford-fusion/" target="_blank">drive your car more ecologically</a>.</span></p>
<p class="p1"><span class="s1">It all reminds me very much of formal education. You go to school. You &lsquo;check-in&rsquo; and earn a mark in the attendance records. You&rsquo;re awarded credits for completing homework assignments, writing essays, and scoring on exams. Passing certain milestones grants you eligibility to &lsquo;level up&rsquo; and begin work on the next milestones. Leaderboards are published quarterly in the local newspaper, in the form of an honor roll or Dean&rsquo;s List. High scorers receive loads of praise, in the form of scholarships and boasting by parents, teachers, and community figureheads. Some students are keenly aware of their numerical rank on the board, even as it updates every semester. It&rsquo;s common knowledge who the &lsquo;mayors&rsquo; of certain subjects are, and who is enrolled in the honors and AP courses. Some students call it out as being &lsquo;just a game&rsquo; their parents and society want them to play, and don&rsquo;t pay much attention to it. But for some students, this game is life. Being on top becomes a separate entity to the value of learning itself.</span></p>
<p class="p1"><span class="s1"><span class="full-image-float-right ssNonEditable"><span><a href="http://tentoed.com/gamedesign"><img style="width: 200px;" src="http://www.tentoed.com/storage/post-images/mindsnacks1.jpg?__SQUARESPACE_CACHEVERSION=1295445113137" alt="" /></a></span><span class="thumbnail-caption" style="width: 200px;">Tap the misspelled vocab words before they hit the ground.</span></span>Since gamification, in its modern incarnation of graphic badges, Facebook integrated progress updates, and local leaderboards has already been applied to so many areas of daily life, it was only a matter of time before someone brought it to education. <a href="http://mindsnacks.com/" target="_blank">MindSnacks</a>, a new app for the iPhone and iPod Touch, brings these elements to their Spanish vocabulary flash card and speed drill program. Like many gamification apps to date, there isn&rsquo;t anything game-like about it, beyond the score ranking on the iPhone GameCenter integrated leaderboards. The speed drill quizzes are cute, challenging, and fun, but I don&rsquo;t think those things truly classify them as a game.&nbsp;</span>Last year, I <a href="http://www.tentoed.com/gamedesign/2010/5/3/quizzes-educational-games.html" target="_blank">expressed desire for a term</a> for computer-based quiz programs that are mistakenly labelled as games, for lack of a better word. Perhaps &lsquo;gamification&rsquo; is that term we need.&nbsp;</p>
<p class="p1"><span class="s1">Games are about so much more than just who wins, or extrinsic motivations like a badge or grade. A well-designed game gives players meaningful decisions to make at every step of the way, and provides the players means to contemplate the consequences of their options. Studying a system, devising a strategy, executing it, seeing how it turns out, and thinking about how you might do it differently next time are higher order thinking skills that students exercise in games. They&rsquo;re intrinsically fun. Gamification, on the other hand, is closely linked with the concept of dressing up a chore, to turn it into a more enjoyable experience. There&rsquo;s certainly a place for it in education, because the chore of drill and practice will probably be around as long as there are things to memorize.&nbsp;</span></p>
<p class="p1"><span class="s1">So while it isn&rsquo;t what I consider a game, I don&rsquo;t want to leave the impression that I don&rsquo;t like MindSnacks. Healthy competition with oneself and others is what some people like to keep them motivated to study, and MindSnacks delivers. If you have other friends interested in learning Spanish, it would be fun to set up a routine and keep track of one another&rsquo;s progress. MindSnacks probably works best as a supplement to other language instruction, because it only covers vocabulary words and spelling, not phrases or language usage. Future editions of the app will cover French, Italian and Mandarin. I look forward to purchasing the French edition, and put my gaming time to good use blowing the dust off all those words I learned in school and haven&rsquo;t used since. Maybe I'll blow away all of my friends' scores in the process, too.</span></p>]]></content></entry><entry><title>Things to Consider in Designing Educational Technology &amp; Games for Kids</title><category term="educational games"/><category term="educationalmedia"/><id>http://www.tentoed.com/gamedesign/2010/10/14/things-to-consider-in-designing-educational-technology-games.html</id><link rel="alternate" type="text/html" href="http://www.tentoed.com/gamedesign/2010/10/14/things-to-consider-in-designing-educational-technology-games.html"/><author><name>Traci Lawson</name></author><published>2010-10-14T19:05:05Z</published><updated>2010-10-14T19:05:05Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p class="p1"><span class="s1">I just finished a book on kids, technology, and education&nbsp;that was published earlier this year. The tone of the book was that youth today are different from previous generations. According to the author, they multitask more than older people, even young 20-somethings. Their attention spans are shorter than previous generations. His message was that if you don't utilize technology, kids today won&rsquo;t listen to you.</span></p>
<p class="p1"><span class="s1">Initially, I intended to write a review of the book, but instead, it seems better to respond to the common misperceptions that the author was voicing. A review, had I written one, would have read like a tedious list of attacks and counterarguments. I think it's more constructive to instead address this recurring theme that there are special things you need to know to work with this generation of &lsquo;digital youth&rsquo;. Because really, kids are just kids. No matter how recently they were born, or how much technology they use, children are not cyborgs, I assure you.</span></p>
<p class="p1"><span class="s1"><strong><span class="full-image-float-right ssNonEditable"><span><a href="http://www.flickr.com/photos/nationaalarchief/3896157508/" target="_blank"><img src="http://www.tentoed.com/storage/abacusclassroom.jpg?__SQUARESPACE_CACHEVERSION=1287081647418" alt="" /></a></span><span class="thumbnail-caption" style="width: 301px;">Student in the front row is unimpressed with the abacus; state of the art educational technology for 1930.</span></span>Myth #1: Kids are bored at school because most schools lack sufficient technology.</strong>&nbsp; The fact is, kids have been bored at school for decades. Possibly since the invention of school. Although it may be true that youth today use technology more than previous generations of young people, it isn't correct to assume that technology has become the only way to reach kids. Kids, like all people, are attracted to meaningful experiences in any form. Schools should absolutely incorporate technology, but there are still many great ways to immerse kids in a subject that have nothing to do with technology.&nbsp;</span></p>
<p class="p1"><span class="s1"><em>What this means for designers:</em>&nbsp;&nbsp;When planning educational content, always think about the experience you are crafting for the learner. Whatever your project is, it's probably costing somebody a lot of money. For heaven's sake, don't let it be boring.&nbsp;What actions could a learner do that might help her become more familiar with the content? It might be a game to play or a simulation to tinker with, but it also might be a series of suggestions on what to do outdoors with a team of friends, or something to try the next time you're at the supermarket, and the cell phone app you've built walks you through the steps. Keep in mind too that the experience you design won't be the only chance the learner has to master the content. Don't bog it down with everything a person should know about the subject. Instead, just feed them what they need to know to have a meaningful, frustration-free experience right now, and leave them hungry to learn more about the topic when it is finished.&nbsp;<a href="http://www.tentoed.com/storage/johnblackresearchclip.jpg" target="_blank">Research has shown</a> that people who play <em>Civilization</em>&nbsp;have more success remembering what they read in history textbooks than people who don't play. The best games serve as a springboard, not a stand alone lesson.</span></p>
<p class="p1"><span class="s1"><em>What this means for educators:</em>&nbsp; If using technology in the classroom frightens you, or you don&rsquo;t have the resources of time or money that you wish you had, that's OK! Work with the mediums that are your strengths, whatever they are, and branch out when you feel comfortable doing so. Try to craft engaging, interactive experiences without technology. The word 'interactive' doesn&rsquo;t have to be synonymous with technology. You could create an interactive activity where you tell a short story, then turn students loose in groups to do some problem solving related to the story. After they've worked for awhile, use the input from their work to continue the story and repeat the cycle. There are many themes and subjects that could be made into interactive activities like this. Just use your imagination!</span></p>
<p class="p1"><span class="s1"><strong>Myth #2: Technology always makes for a more immersive experience than books or lectures.&nbsp; </strong>The book I&rsquo;m not reviewing in this post spent a chapter making this argument.&nbsp; I would say that the inverse is often true. To me, immersion is when you forget other responsibilities and distractions and focus solely on the experience at hand. Sorry to say, there&rsquo;s no magic quality of technology that makes it instantly immersive.&nbsp; Novelty might make a new technology engaging for a short period of time, but a truly immersive experience takes a lot of design work. It can be easier to become absorbed in a novel than a video podcast or even a video game. It all depends on the design, and your interest in the subject matter.</span></p>
<p class="p1"><span class="s2">Short attention spans can always be overcome if you have engaging content, and a delicious user experience. Have you seen the thickness of some of those Harry Potter books?&nbsp; You can&rsquo;t look at the line of kids who lined up at book stores as recently as 2007 to buy this fat novel and say this is a generation of youth with short attention spans. If kids are getting bored with your content, you need to try harder to craft an engaging experience. It isn&rsquo;t easy. Involving kids in your development process and getting their feedback on alpha builds (or maybe even earlier!) is a good way to start.</span></p>
<p class="p1"><span class="s1"><strong>Myth #3: Kids today have to multi-task. They won&rsquo;t concentrate on one thing at a time.</strong>&nbsp; Distraction in the classroom is not a new thing. It doesn&rsquo;t matter if a student would rather text message than listen to a lecture, or if she&rsquo;d rather draw doodles in the margins of her notebook. The end result is the same. The problem is not the technology. It&rsquo;s the lack of engagement. The solution is not to remove technology from the classroom, because you could never eliminate all distractions. The solution is to make education more engaging, across all methods of instruction. No method is inherently bad. There&rsquo;s room for improvement and innovation in all forms.</span></p>
<p class="p1"><span class="s1">However tempting, it's important not to overuse gross generalizations, like "Kids today all ______." Just like any previous generation of people, the youth of today are individuals with unique qualities and preferences. Some kids boldly try every button when you place a new technology in their hands, and some wait and watch what others do with it first. Some teens seem to text all day every day, but s</span>ixteen year old Abby Sunderland wasn't texting all day when she attempted to sail around the world earlier this year. I have met teenagers who say they don't 'get' Facebook. You could probably find at least one teen or tween in any classroom who wished his or her friends wouldn&rsquo;t always resort to social networking sites and text messages as their preferred methods of communication.</p>
<p class="p1"><span class="s1">Kids today are not so different from you as a child. Sure, the world has changed, and experiences of generations of youth always vary from decade to decade, but don&rsquo;t lose sight of the commonalities. Kids are still kids. They love a good story, and anything that&rsquo;s pure fun. They like games and toys that encourage creative thinking. They worry what their friends and classmates think about them, just like you probably did. Personal relationships with the adults in their lives are important to them too, even if they don&rsquo;t always say so. Think about these things when you design, and always question your own assumptions!</span></p>
<p class="p1"><span class="s1">Photo credit: <a href="http://www.flickr.com/photos/nationaalarchief/3896157508/" target="_blank">Nationaal Archief</a> of The Netherlands<strong class="username"></strong></span></p>]]></content></entry><entry><title>21st Century Skills for the Great Recession</title><category term="21stcenturyskills"/><category term="education"/><category term="educationalmedia"/><id>http://www.tentoed.com/gamedesign/2010/9/15/21st-century-skills-for-the-great-recession.html</id><link rel="alternate" type="text/html" href="http://www.tentoed.com/gamedesign/2010/9/15/21st-century-skills-for-the-great-recession.html"/><author><name>Traci Lawson</name></author><published>2010-09-15T18:24:08Z</published><updated>2010-09-15T18:24:08Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p class="p1"><span class="full-image-float-right ssNonEditable"><span><img src="http://www.tentoed.com/storage/post-images/unemployed.jpeg?__SQUARESPACE_CACHEVERSION=1284610692152" alt="" /></span></span>There's a lot of the buzz in the field of education these days surrounding the topic of 21st century skills. &nbsp;That's the latest term for practical skills we all need to learn, beyond basic reading, writing and arithmetic, which are still important, too.&nbsp; But what are 21st century skills?&nbsp;</p>
<p class="p1"><a href="http://p21.org/" target="_blank">The Partnership for 21st Century Skills</a> does an excellent job of pursuing the answer to this question, and their <a href="http://p21.org/index.php?option=com_content&amp;task=view&amp;id=504&amp;Itemid=185#reports" target="_blank">many reports</a> are recommended reading for anyone working in educational media.&nbsp; Their preferred method of determining what skills students need is to poll executives and HR professionals at Fortune 500 companies.&nbsp; There&rsquo;s nothing wrong with that, and many skills they've identified, like creativity, collaboration and critical thinking are useful in many realms of life.&nbsp; But the current economy makes me wonder. &nbsp;What skills do we need when those Fortune 500 companies aren&rsquo;t hiring?&nbsp; Here is a partial list of additional 21st century skills for hard times, built from my own experience with the job hunt.</p>
<p class="p1"><span class="s1"><strong>Relevance.</strong>&nbsp; Knowledge of social media technology tools like blogging, video production would make many people's lists of 21st century skills.&nbsp; But YouTube has amassed millions of video files, and there are thousands of blogs out there that never get read.&nbsp; It isn't enough to simply know how to do social media.&nbsp; You need to know why to do it, and you need to know what your audience wants.&nbsp; <a href="http://www.nytimes.com/2010/09/06/business/media/06tune.html" target="_blank">The Gregory Brothers</a> are a terrific example.&nbsp; They're an innovative young group who fueled their comedy career on YouTube, parlayed it into hundreds of thousands of sales on the iTunes Music Store, and have recently been invited by Comedy Central to create a pilot for their own series.&nbsp; That&rsquo;s how to use YouTube. You've got to make relevant content.<br /></span></p>
<p class="p2">The same applies to game design and production.&nbsp; I can&rsquo;t claim to be a connoisseur of student-produced video games, but I have played a fair number. &nbsp;Enough to know they're often quite boring.&nbsp; Kids certainly know what they like in a video game, but sometimes we all need motivation to push ourselves harder, in order to produce something beyond the minimum requirement.&nbsp; If a game a student produced isn&rsquo;t something a student would choose to play in his own free time, what is its relevance?</p>
<p class="p2">In the 21st century, you can't afford not to be competitive. &nbsp;Jobseekers have to compete with more people than ever before.&nbsp; Manufacturing jobs have been exported overseas for decades, but now service and support positions, technical jobs (like design and programming), and creative positions are starting to go, too.&nbsp; When someone in another country can do your job over the internet for less pay than you can, because they live in a place with a lower cost of living, how will you compete?&nbsp; What will you offer that is unique?</p>
<p class="p2"><strong>Just do it.</strong> You don't have to wait for someone to pay you to do what you love.&nbsp; If you're a writer, write.&nbsp; If you're a game designer, design games.&nbsp; The Henson Company often gets asked how a person can become a puppeteer or puppet builder with their organization.&nbsp; Their answer is that you don't have to work for them to make and perform your own puppets.&nbsp; Do that on your own, if that's what you want to do.&nbsp; You must be self-directed.&nbsp; Then, when an audition opportunity for Henson does arise, you'll have a body of your own work to show off.&nbsp; You simply can't sit on your hands and wait for the audition notice.&nbsp; This metaphor extends to many creative disciplines.</p>
<p class="p1"><strong>How to sell yourself.</strong>&nbsp; When you're unemployed, you have to sell  yourself every day. &nbsp;What is your value to other people and  organizations? &nbsp;What can you contribute? &nbsp;If you can't articulate this,  it will be very difficult to get a job.&nbsp; Knowing how to convince others  is a 21st century skill.&nbsp; So is being concise.&nbsp; An essay might need to  be 15 pages for your high school civics class, but it's doubtful that  anyone will read something that long in the real world. &nbsp;Know how to get  to the point.</p>
<p class="p1"><strong>Stick-to-it-iveness &amp; Dedication.</strong>&nbsp; In this economy, you're  going to encounter a lot of failure and disappointment.&nbsp; The number of  unemployed people is far greater than the number of job vacancies.&nbsp;  You're likely going to face a great amount of rejection, and you really  can't afford to let it get you down, or accept defeat.&nbsp;</p>
<p class="p1"><span class="s1"><strong>Life is not a set of steps that have to be carried out in any one order.</strong>&nbsp; High schools like to be able to show that a high number of their graduates go to college after graduation.&nbsp; Consequently, many high school students are pushed in that direction when they are not personally ready for it.&nbsp; There's nothing wrong with working before pursuing higher education, and in fact, your life might be improved and enriched by doing so.&nbsp; Follow your passion!&nbsp; I have two friends who work for the same company.&nbsp; One has a degree from a prestigious university, and the other has 'only' completed high school.&nbsp; It is the HS grad who is earning more.&nbsp; This is an atypical example for certain, but one thing about the 21st century is that typical is becoming less and less common with each passing year.&nbsp; It's important for students to understand that success in school does not entitle you to much in life.&nbsp; Degrees alone do not get you jobs. &nbsp;</span></p>
<p class="p1"><span class="s1">I've never had the challenge of teaching a classroom of students, so I feel presumptuous suggesting how to incorporate any of this into formal education.&nbsp; But here are some things that could easily be included in the classroom.</span></p>
<ul>
<li class="li1"><span class="s1"><strong>Media literacy.</strong>&nbsp; In June of last year, I was working with a small group of graduating high school seniors in one of their school&rsquo;s computer labs.&nbsp; The task I had given them encouraged using the internet to inform their solutions.&nbsp; One student expressed frustration that a search return listed by Google appeared to be just what she needed, but she couldn&rsquo;t load the page, because her school had blocked the domain.&nbsp; She thought the school should have Google unblocked and used language that indicated she was under the impression that things in Google were in Google, much like articles in the encyclopedia are in the encyclopedia.&nbsp; A classmate explained to her that this would be problematic, because a person could find just about anything with Google, including things the school might be justified in blocking, such as pornography.&nbsp; Personally, I was shocked that someone could graduate from high school in 2009 and lack a basic understanding of how an internet search engine works.&nbsp; I think we as a society should be just as concerned for this young woman as we are about a student who gets a high school diploma without having learned how to read.&nbsp;</span></li>
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<li class="li1"><span class="s1"><strong>How to design things.</strong>&nbsp; Everyone has an object that frustrates them because of design flaws.&nbsp; Could be a can opener.&nbsp; Could be a video game or TV series.&nbsp; Could be our government.&nbsp; Why is it flawed?&nbsp; How could it be improved?&nbsp; How will you explain your suggestions clearly to someone who might have the power to effect change?</span>&nbsp;</li>
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<li class="li1"><span class="s1"><strong>Passion.</strong>&nbsp; It's difficult to shine in anything if you don&rsquo;t care deeply about it.&nbsp; Whenever possible, students should be encouraged to incorporate their passions in assignments, be they essays, dioramas, or media creation projects.</span></li>
</ul>
<p class="p1"><span class="s1">In <a href="http://www.youtube.com/watch?v=ZPEdI4un9x8" target="_blank">an interview with Tavis Smiley</a>, Frank Oz recalled the best advice he received when he moved to New York City to start his career.&nbsp; He said it was that "Talented people are a dime a dozen.&nbsp; What matters are the opportunities you take." &nbsp;I couldn't agree more.&nbsp; <strong>Seeking out, making, and taking advantage of the right opportunities</strong> is the key to making good progress in life.&nbsp; I think that's the most important 21st century skill a person could obtain.</span></p>
<p class="p1"><span class="s1">Photo of a rejection letter <a href="http://www.flickr.com/photos/jypsygen/3979162886/" target="_blank">by Jen R</a>. &nbsp;Shared via Creative Commons license.</span></p>]]></content></entry><entry><title>How to Succeed at Your Internship, By Really Really Trying</title><category term="career"/><id>http://www.tentoed.com/gamedesign/2010/6/6/how-to-succeed-at-your-internship-by-really-really-trying.html</id><link rel="alternate" type="text/html" href="http://www.tentoed.com/gamedesign/2010/6/6/how-to-succeed-at-your-internship-by-really-really-trying.html"/><author><name>Traci Lawson</name></author><published>2010-06-07T02:55:30Z</published><updated>2010-06-07T02:55:30Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><img style="width: 250px;" src="http://www.tentoed.com/storage/post-images/internwithgrover.jpg?__SQUARESPACE_CACHEVERSION=1276625346928" alt="" /></span><span class="thumbnail-caption" style="width: 250px;">The author as an intern, Summer 2001</span></span>Sing it with me now.&nbsp;Schoooooool&rsquo;s out. For. Summer! In the television and video game industry worlds, this means offices are filling with college students on summer internships. If you were lucky enough to secure one of these coveted positions, you may be wondering what you can do to turn this internship into a real job. Read on, young grasshopper. (If you haven&rsquo;t snagged your dream internship yet, check out <a href="http://www.tentoed.com/gamedesign/2009/12/27/how-to-land-an-internship-in-the-childrens-television-or-vid.html">my earlier article</a> on how to get your foot in the door.)</p>
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<li>Don&rsquo;t always speak up. You may be the energetic type that&rsquo;s always contributing to class discussions at school. The office is not school. Do your best to LISTEN and observe for the first half of your internship. This goes double for meetings. In a creative office, you may be privileged to sit in on meetings where a project in production is being discussed. Be very cautious about throwing in your &ldquo;Well, why don&rsquo;t we do it this way,&rdquo; and &ldquo;But that&rsquo;s lame, you should do xyz.&rdquo; You are the new kid on the block, and this project probably began months before you arrived. There are several stakeholders involved, and there may be politics and months of work you can&rsquo;t see behind decisions that have been made. Because you are new, it&rsquo;s very possible that suggestions you offer in a meeting will only slow everyone down because you are covering ground they covered before you arrived. A contribution you offer could, for example, be interpreted as a criticism by a sensitive writer you are only just getting to know. Only give your opinion in a meeting when you are asked for it, or in a brainstorm setting where everyone is contributing. If an idea is burning in your mind that you really want to share, or something doesn&rsquo;t make sense to you, discuss it with your supervisor in private after the meeting.&nbsp;Two months or so into your internship, you should have a better feel for the office and when it is appropriate to interject. But until then, use caution.&nbsp;</li>
<li>Do ask for clarification when you don't understand something, and do ask questions about the whole production process, but do so in a one-on-one setting with your boss, or other staff that you feel comfortable with. &nbsp;Be sensitive to others' time and try to not to be too disruptive when there's a pressing deadline. &nbsp;</li>
<li>You are there to support your supervisor(s). It is your job to make them look good. At times, it may seem like they are taking credit for your work. This is OK, to a point. The realities of fast-paced team production work mean that individuals don&rsquo;t always get properly thanked for all of the nitty gritty details they take care of. Many of the things you do will be lumped in with the work of others. In minor cases, take it as a compliment. Obviously you don&rsquo;t want to be taken advantage of, but if your supervisor realizes you are helping him look good, he will reward you soon enough.&nbsp;</li>
<li>Understand that your office likely has a revolving door of interns. Don&rsquo;t take it personally if some staffers are cold to you or don&rsquo;t remember your name. They may resent having to train you, because training is tiresome, and they may have new interns 3 or 4 times a year. Don&rsquo;t let cold treatment phase you. If you&rsquo;re warm to them, they will probably warm up to you in time.</li>
<li>Do not use Facebook, IM, or do any other sort of personal web browsing, ever. People can see your computer screen, and you will look like a slacker. You will look bored to be at this office. Yes, you will see staffers doing it. That doesn&rsquo;t mean you should. If you have down time, make it your job to find something productive to do. If your supervisor isn&rsquo;t in the office or doesn&rsquo;t have any work to give you, ask her if you can offer help to other staffers in the office. If that comes up dry also, ask if you can read some current or recent design documents or scripts. Take advantage of all the time you get in that office!</li>
<li>Learn to love filing. When I was an intern, I did a LOT of filing. That was nine years ago. There is probably less paperwork today, since many things are now processed digitally. But as long as we still need ink signatures, there will continue to be some filing. You have to read at least part of a document to know where to properly file it away. This is great! You will see so many interesting things. Contracts. Budgets. Script drafts. Design documents. Read it all! Maybe not every word, but definitely take a look.</li>
<li>If you want to get hired at this office when your internship is over, do everything you can to make yourself irreplaceable. Work as many days of the week as you can. If you&rsquo;re only in the office three days a week, your boss will learn to fend without you on those other two days, and that&rsquo;s not something you want her to learn. Do whatever you can to be there five days a week, and work your tail off every day. The goal is to have them panic when your internship comes to a close, because they can't imagine what they'd do without you. &nbsp;Perhaps they'll offer you a job to get you to stick around!</li>
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<div>Congratulations! &nbsp;You're in the industry now. &nbsp;Best of luck!</div>
<p>&nbsp;</p>]]></content></entry><entry><title>Kid-Friendly Board Games You Should Know (Card Games, Too!)</title><category term="educational games"/><category term="tabletop games"/><id>http://www.tentoed.com/gamedesign/2010/5/28/kid-friendly-board-games-you-should-know-card-games-too.html</id><link rel="alternate" type="text/html" href="http://www.tentoed.com/gamedesign/2010/5/28/kid-friendly-board-games-you-should-know-card-games-too.html"/><author><name>Traci Lawson</name></author><published>2010-05-28T23:32:46Z</published><updated>2010-05-28T23:32:46Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Earlier this month at <a href="http://dustormagic.wikispaces.com/AppCamp" target="_blank">Dust or Magic AppCamp</a>, we spent part of an afternoon with a panel of kid gamers, aged 4 to 13.&nbsp; They passed the mic around, and were asked to say what their favorite game was.&nbsp; The 4 year old said "<a href="http://www.boardgamegeek.com/boardgame/14076/the-ladybug-game" target="_blank">Ladybug</a>," and we adults in the audience pressed her for more information about it, because no one had heard of it.&nbsp; She said it was a board game.&nbsp; Everyone laughed. &nbsp;Poor kid.</p>
<p>We Americans don't take board games very seriously.&nbsp; Video games are at the forefront of consumers&rsquo; minds these days.&nbsp; A <a href="http://www.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers?currentPage=all" target="_blank">recent article in Wired magazine</a> suggested board games lack popularity in the US because most American board games don't ask players to strategize very much, and the winner is generally determined early on in the game.&nbsp; That leaves the other players to painfully and politely play along until the game is complete, which in the case of <em>Monopoly</em>, could take hours.&nbsp; But not all board games are this boring.</p>
<p><span class="full-image-float-right ssNonEditable"><img style="width: 300px;" src="http://www.tentoed.com/storage/post-images/boardgames.jpg?__SQUARESPACE_CACHEVERSION=1275090050974" alt="" /></span>As a game designer, I feel playing board games gives me an edge, because board game mechanics are more obvious than those in video games.&nbsp; For example, if a game is 4 rounds of 3 turns for each player, you can think about why the designer made it that way, why he chose all of the elements the game includes, and how the game would be different if you changed any one of those things. &nbsp;You can see all the parts of the game right in front of you at once. &nbsp;In fact, many video game designers build paper prototypes of their games and playtest them with friends before they begin investing time developing a computer version.</p>
<p>Here are some kid-friendly board games I think any children's game designer would find interesting:</p>
<p><a href="http://www.wunderland.com/LooneyLabs/Aquarius/" target="_blank">Aquarius</a>:&nbsp; Ages 5+&nbsp; This game operates much like dominoes.&nbsp; Cards have colorful illustrations of air, earth, fire, water, and ether on them.&nbsp; On your turn, you lay one card down on the table, the next player must attach a card that connects to one of the elements already in play.&nbsp; The goal is to connect seven cards of your goal element together.&nbsp; I confess that part of the appeal of this game for me is that the rules state the player with the longest hair goes first, and with waist-length hair, that is usually me.&nbsp; There isn&rsquo;t much strategy in this one, other than trying to fool your fellow players into thinking your goal element is something other than what it is.&nbsp; If you're too obvious with your moves, your friends may try to block you.&nbsp;</p>
<p><a href="http://wunderland.com/LooneyLabs/Fluxx/" target="_blank">Fluxx</a>:&nbsp; Ages 8+&nbsp; This card game is very simple.&nbsp; Each player starts with 3 cards and on your turn, you draw one card from the deck, and play one card from your hand.&nbsp; Pretty soon, it becomes more complicated because cards in the deck allow you to modify the rules.&nbsp; Certain cards allow you to set a goal for the game that determines how to win.&nbsp; But of course that can change too, if you play a card with a different goal.&nbsp; It&rsquo;s very silly, and it appeals to kids because who hasn't wanted to change the rules now and then?&nbsp; It's also a good exercise in reading directions and following them, which is something <span style="text-decoration: line-through;">kids</span>&nbsp;we all have trouble with sometimes.&nbsp;</p>
<p><a href="http://www.google.com/products/catalog?q=guillotine+card+game&amp;cid=13143717750827457319#" target="_blank">Guillotine</a>:&nbsp; Ages 8+&nbsp; Another card game.&nbsp; This one's a bit morbid, but in a comic way.&nbsp; In <em>Guillotine</em>, you play an executioner, and your goal is to kill only the people the public despise in order to get the highest score.&nbsp; One set of cards forms a line to the cardboard stand-up guillotine, and on your turn, you collect the person at the front of the line.&nbsp; Action cards in your hand allow you to strategically change the order of the line.&nbsp; Not super educational, but you do have to strategize when the right time is to play each action card in your hand, and the French Revolution theme may expose a child to people he didn't know about before, like Robespierre, and Marie Antoinette. &nbsp;</p>
<p><a href="http://www.blokus.com/" target="_blank">Blokus</a>:&nbsp; Ages 8+&nbsp; A visual strategy game where each player has an identical set of polyomino pieces, which is just a fancy word that says all the pieces are made out of different arrangements of squares, like <em>Tetris</em> pieces.&nbsp; Unlike <em>Tetris</em> though, the pieces are made out of different numbers of squares.&nbsp; Your goal is to use as many of your pieces as you can, and the winner is the player who finishes with the least number of pieces left over.&nbsp; A great visual math game.&nbsp; The manufacturer says this game is for ages 5 and up, and while young kids may be able to play, you need a level of sophistication in thinking to really plan a strategy.&nbsp; Without that ability, young children may get bored.</p>
<p><a href="http://wunderland.com/LooneyLabs/Chrononauts/" target="_blank">Chrononauts</a>:&nbsp; Ages 12+&nbsp; In <em>Chrononauts</em>, you play a secret agent with a mission that you must travel back in time to achieve.&nbsp; It&rsquo;s another card game, but in this one you create a sort of board by laying out many of the cards in a timeline that goes back to the assassination of President Lincoln in 1865, and has a card for many significant events through 1999, the year the game was published.&nbsp; If playing this with children, I highly recommend also purchasing the recently published <a href="http://wunderland.com/LooneyLabs/Chrononauts/GoreYears.html" target="_blank">"Gore Years" expansion</a> so you&rsquo;ll be playing with recent history she&rsquo;ll be able to remember.&nbsp; This expansion continues the timeline through the election of President Obama in 2008.&nbsp; The game is very interesting, because actions players take reverse events in history, which cause 'ripple' effects that alter other historical events.&nbsp; A great game to play with kids studying history.</p>
<p><a href="http://www.google.com/products/catalog?q=settlers+of+catan&amp;cid=10224802017613423351&amp;ei=ZVgATNrYB6ng2ATAofHICQ&amp;sa=title&amp;ved=0CAcQ8wIwADgA#p" target="_blank">Settlers of Catan</a>:&nbsp; Ages 12+&nbsp; A classic that is recently gaining fame in the United States.&nbsp; It's a good strategy game to start with because it appeals to a lot of people.&nbsp; It's a crowd-pleaser.&nbsp; The game features a board of hexagonal tiles that you layout, and can thus alter in subsequent games.&nbsp; Each player settles cities on different areas of the board, and you win by building roads and increasing the size and number of your cities (not unlike trading up from houses to hotels in <em>Monopoly</em>).&nbsp; Settling in different locations gives you different resources.&nbsp; Forests mean you'll have wood, meadows mean you can raise sheep, fields mean you'll have wheat and so on.&nbsp; It's difficult to get all the resources you'll need on your own, and so you'll have to negotiate with other players to get the resources you'll need.&nbsp; The game is so popular that it's been released in video game form on XBox Live, and iPhone. &nbsp;It'll be released in mid-June <a href="http://www.wired.com/gamelife/2010/05/catan-playstation-3/" target="_blank">on the PS3</a>.</p>]]></content></entry><entry><title>Live Blogging Dust or Magic AppCamp: The Seven Kisses of Death in Children's Interactive Media</title><category term="conferencenotes"/><id>http://www.tentoed.com/gamedesign/2010/5/3/live-blogging-dust-or-magic-appcamp-the-seven-kisses-of-deat.html</id><link rel="alternate" type="text/html" href="http://www.tentoed.com/gamedesign/2010/5/3/live-blogging-dust-or-magic-appcamp-the-seven-kisses-of-deat.html"/><author><name>Traci Lawson</name></author><published>2010-05-03T18:58:27Z</published><updated>2010-05-03T18:58:27Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><a href="http://www.carolynmiller.com/">Carolyn Handler Miller</a> is not someone I knew of before this event, but now that I have met her, I think she's a rock star!&nbsp; She has worked on tons of great interactive products for kids, and she has terrific intuition.&nbsp; Here are my notes on the talk she just gave.</p>
<p><strong>Seven Kisses of Death for Kids Games</strong><br />1) It's too sweet.<br />&nbsp;&nbsp; &nbsp;Kids love anything sweet. &nbsp;That's true for food, not entertainment.<br /><br />2) Give &lsquo;Em What&rsquo;s Good for &lsquo;Em<br />&nbsp;&nbsp; &nbsp;The medicinal approach.&nbsp; Too heavy of pedagogy, too light on fun.<br /><br />3) You&rsquo;ve Just Got to Amuse &lsquo;Em!<br />&nbsp;&nbsp; &nbsp;That's just junk food.<br /><br />4) Always Play It Safe<br />&nbsp;&nbsp; &nbsp;Don&rsquo;t always remove action, conflict and tension.&nbsp; Too safe = too boring.<br /><br />5) All kids are created equal.<br />&nbsp;&nbsp; &nbsp;Kids games are not one size fits all.<br /><br />6) Explain everything<br />&nbsp;&nbsp; &nbsp;Adult fear of not being clear.&nbsp; Faulty assumption that kids can&rsquo;t figure things out on their own.<br /><br />7) Makes Sure All Characters Are Wholesome!<br />&nbsp;&nbsp; &nbsp;Yes we want positive role models, but if they are too positive and perfect, they will be dull.<br /><br /><strong>Ten Ways to Avoid the Kisses of Death</strong><br />1) Devise a Way to Hook Your Players<br />&nbsp;&nbsp; &nbsp;Build a compelling mission, goal or challenge.&nbsp; Should be clear-cut, easily understandable or highly desirable.<br /><br />2) Inject Meaningful Tension<br />&nbsp;&nbsp; &nbsp;Add excitement without violence, essence of drama.<br />&nbsp;&nbsp; &nbsp;Some techniques: The ticking clock - must succeed by certain time. &nbsp;<br />&nbsp;&nbsp; &nbsp;Conflict/Opposing characters after same goal.&nbsp; Challenges to overcome.<br /><br />3) Offer Genuine Substance.<br />&nbsp;&nbsp; &nbsp;Kids are hungry for meaningful content / themes (pic of The Lion King, treachery, murder, courage)<br /><br />4) Create Characters Who Are Multifaceted and Dynamic<br />&nbsp;&nbsp; &nbsp;Example: Mia the Mouse, not perfect, overly curious, tiny but plucky, gets into &nbsp;&nbsp; &nbsp;trouble, has an enemy character.&nbsp; Kids can identify with non-perfect characters.<br /><br />5) Create System of Rewards<br />&nbsp;&nbsp; &nbsp;Rewards: Powerful Motivators, incentives to keep going, ways to measure progress<br /><br />6) Make Product Easy to Understand and Use<br />&nbsp;&nbsp; &nbsp;Classic picture books model.&nbsp; In interactive media, this translates into good interface design. No lengthy explanations, intuitive and enjoyable experience, like looking at a picture book.<br /><br />7) Make Product Adjustable to Child&rsquo;s Abilities<br />&nbsp;&nbsp; &nbsp;Provide easy or difficult levels or challenges.&nbsp; Many advantages: Avoids frustrating beginning players.&nbsp; Keeps more skillful players challenged, involved.&nbsp; Makes product more repeatable for child.<br /><br />8) Supply Liberal Doses of Humor<br />&nbsp;&nbsp; &nbsp;Humor adds life and color, makes product fun.&nbsp; Caution: Kids humor is not the same as adult humor.<br /><br />9) Build in Meaningful Interactivity<br />&nbsp;&nbsp; &nbsp;Player&rsquo;s choices should have an effect and impact.&nbsp; Interactivity should be abundant.&nbsp; Should not be overly repetitive.<br /><br />10) Respect Your Audience<br />&nbsp;&nbsp; &nbsp;Don&rsquo;t talk down, understand who they are, give them something worthwhile.</p>
<p>For more details, see <a href="http://childrenandmedia.ning.com/photo/albums/7-kisses-of-death-and-10">slides</a>.</p>]]></content></entry><entry><title>Quizzes ≠ Educational Games</title><category term="educational games"/><category term="educational video games"/><id>http://www.tentoed.com/gamedesign/2010/5/3/quizzes-educational-games.html</id><link rel="alternate" type="text/html" href="http://www.tentoed.com/gamedesign/2010/5/3/quizzes-educational-games.html"/><author><name>Traci Lawson</name></author><published>2010-05-03T15:32:49Z</published><updated>2010-05-03T15:32:49Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><a href="http://www.flickr.com/photos/arsisa/76360914/" target="_blank"><img src="http://www.tentoed.com/storage/post-images/girlsatcomputer-arsisa.jpg?__SQUARESPACE_CACHEVERSION=1272901331588" alt="" /></a></span></span>I&rsquo;ve heard it said that the English language is inadequate.&nbsp; Because we have fewer words than other languages, there are some things we can&rsquo;t say or accurately describe.&nbsp; One of these instances is that we have no word or phrase for &lsquo;educational quiz program&rsquo;.<br /><br />Browse things labeled as &lsquo;educational games&rsquo;, and you are sure to find many of them.&nbsp; Programs where the &lsquo;player&rsquo; (or perhaps in this case, &lsquo;user&rsquo; is a more accurate word) is asked a series of questions.&nbsp; Which one of these items will fit in the gap shown?&nbsp; Click the word that starts with the letter L.&nbsp; Sort these numbers into powers of 2 and powers of 3.&nbsp; There are a few different definitions of the word &lsquo;game&rsquo; out there, but set ups like this don&rsquo;t really fit into any of them.<br /><br />To me, programs like this are not games because you either know the answer, or you don&rsquo;t.&nbsp; If you do, you might enjoy yourself because it feels good to be correct, and computers are good at giving positive feedback.&nbsp; But if you don&rsquo;t know the answer, you&rsquo;re generally left to guess.&nbsp; Maybe the program will have helpful feedback that you&rsquo;ll be in the mood to listen to and remember, but maybe not.&nbsp; In any case, the experience isn&rsquo;t likely to feel game-y at all, if you don&rsquo;t know the answers the program is looking for.<br /><br />Take the experience of many of these so-called educational games, and try to recreate them in person with a child.&nbsp; If another person asked the child afterward, &ldquo;Did you enjoy the game,&rdquo; I venture to guess the child would say something along the lines of &ldquo;Oh, we didn&rsquo;t play a game. The lady just asked me a bunch of questions.&rdquo;<br /><br />So why are so many computer quiz programs calling themselves games?&nbsp; Beats the heck out of me.&nbsp; I suppose it&rsquo;s part of the &ldquo;Kids won&rsquo;t even realize they&rsquo;re learning!&rdquo; phenomenon.&nbsp; I don&rsquo;t know where that comes from either.&nbsp; Adults who use this phrase must have hated learning when they were growing up, if they can&rsquo;t remember what is inherently fun about it.&nbsp; My question is, why are these adults attempting to teach, if they hated learning so much?&nbsp; Another possibility is that adults who don&rsquo;t play games observe that children enjoy playing video games, and they assume children will find anything to be fun, so long as it is delivered via a video game system or computer.&nbsp; Clearly these adults do not really comprehend games at all.<br /><br />There are times when drill and practice is necessary to master a topic, and a computer program might well be a useful tool.&nbsp; But &lsquo;game&rsquo; is not an accurate word to describe the experience.&nbsp; Shall we try to coin a new phrase?<br /><br />My stake in the matter is that I want &lsquo;educational games&rsquo; to have less of a dirty stigma.&nbsp; The number of educational quizzes poisoning the educational games category is so pervasive that many kids assume that&rsquo;s what all educational games are.&nbsp; Parents sometimes fall in this trap, too.&nbsp; I recently read a review of an educational game where a parent left one star and said, among other things, &ldquo;The game never asked any educational stuff.&rdquo;&nbsp; Ouch!<br /><br />Last week, I sat down with my Girl Scout troop to play <em>Fluxx</em>.&nbsp; Before I even had the cards out of the sleeve, one of the girls said, &ldquo;Is this an educational game?&nbsp; I&rsquo;m not playing an educational game.&rdquo;&nbsp; I told the girls I had a theory that all games were educational, it was just a question of what you were learning.&nbsp; A different girl said &ldquo;What about <em>Hide and Seek</em>?&rdquo;&nbsp; I paused to think about it a moment, and responded, &ldquo;Well, to play <em>Hide and Seek</em>, you have to think about the people you&rsquo;re playing with, and where they might hide, or where they would look, right?&nbsp; That&rsquo;s creative thinking.&rdquo;&nbsp; Actually, I suppose it&rsquo;d be more accurate to say it&rsquo;s metacognitive analysis.&nbsp; But <em>Hide and Seek</em> is clearly a strategy game.&nbsp; The first several times you play, you may hide and look in the same few places.&nbsp; Under the bed.&nbsp; Under the kitchen sink.&nbsp; In the closet.&nbsp; But play it enough and many players get more creative.&nbsp; They hide behind the billowy curtains that reach all the way to the floor.&nbsp; Or under a pile of stuffed animals.&nbsp; Maybe in an unmade bed with a lot of pillows and blankets.&nbsp; I remember sneaking from one hiding place to a place I had already heard the seeker check.&nbsp; That&rsquo;s leveling up into <em>Advanced Hide and Seek</em>!&nbsp; (Or maybe it was just cheating.)&nbsp; Regardless, there was clearly learning going on.<br /><br />I don&rsquo;t think we&rsquo;ll ever reach a point where most kids seek out educational games.&nbsp; Kids do spend hours in school each day, and no one could blame them for wanting to relax and not purposefully learn something every moment of the day.&nbsp; And then there&rsquo;s always the social stigma of not wanting to appear too smart.&nbsp; Educational games will probably never be as cool as action games or fighting games, at least in the popular sense of the word 'cool.' &nbsp;But I&rsquo;m okay with that.&nbsp; I just want my genre to get more respect!<br /><br />What is an educational game then, you may ask?&nbsp; (If the one star review parent above is reading, I hope she asks.)&nbsp; I believe an educational game is one that was deliberately designed to make the player think about, or experience something academically or practically useful.&nbsp; Some examples would be <em>Lemmings</em>, <em>World of Goo</em>, and <em>Enigmo</em>.&nbsp; In each of these games, the player must think about how to solve a new problem each level, using only a limited number and type of tools and supplies.&nbsp; The <em>Carmen Sandiego</em> series games give children an experience of real world geography as they do the familiar video game task of pursuing a criminal.&nbsp; <em>The Oregon Trail</em> simulates the experience of leading a family across the country in a conestoga wagon, with challenges the pioneers would have faced.&nbsp; <br /><br />Many of these examples have been around for decades, are still popular with kids today, and are fondly remembered by those of us who grew up with them.&nbsp; See?&nbsp; Educational games don&rsquo;t have to be experiences to endure just because they&rsquo;re good for you.﻿</p>
<p><em>Photo by <a href="http://www.flickr.com/photos/arsisa/76360914/">ArSISa7</a>, shared via Creative Commons.</em></p>]]></content></entry><entry><title>Visual Thinking in Mathematics, and a Game Called Arithmaroo</title><category term="apps"/><category term="educational games"/><category term="educational video games"/><category term="iiphone"/><id>http://www.tentoed.com/gamedesign/2010/4/23/visual-thinking-in-mathematics-and-a-game-called-arithmaroo.html</id><link rel="alternate" type="text/html" href="http://www.tentoed.com/gamedesign/2010/4/23/visual-thinking-in-mathematics-and-a-game-called-arithmaroo.html"/><author><name>Traci Lawson</name></author><published>2010-04-23T19:25:15Z</published><updated>2010-04-23T19:25:15Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Math educational products like textbooks, games, and TV shows such as <em>Square One</em> and <em>Cyberchase</em>, are often written by people who are &ldquo;good at math.&rdquo;&nbsp; When I say good at math, I mean people who did well in school at it.&nbsp; It&rsquo;s an important distinction.&nbsp; In the United States, math is traditionally taught as a set of procedures to memorize.&nbsp; To a lot of people, that&rsquo;s all math is.&nbsp; People who rise to the top of this system and earn degrees in mathematics don&rsquo;t see what&rsquo;s wrong with it, because the system worked so well for them, and so we keep perpetuating much of the same things in math ed.<br /><br />The thing is, you don&rsquo;t have to be good at memorizing procedures to be good at math.&nbsp; You might have to be to succeed on standardized tests, but that&rsquo;s a different matter. &nbsp;<br /><br />I did kind of poorly in math myself, growing up.&nbsp; I definitely fell into the camp of kids who simply thought &ldquo;I&rsquo;m not good at math.&rdquo;&nbsp; Now that I&rsquo;m grown, I realize I need to think about math visually, not as a set of symbols.&nbsp; For example, I never remember what 3 + 7 is, but I&rsquo;ve learned to think of it as 4 + 6, which I know is 10.&nbsp; I suspect the only reason I know 6 + 4 is 10 is because I quickly internalized that 5 + 5 = 10, and I had some years of practice remembering six and four are each one away from five.&nbsp; Maybe with time I&rsquo;ll remember by rote that 3 + 7 is 10, but it&rsquo;s been over twenty years since I was made to memorize the addition facts in school, and it hasn&rsquo;t happened yet, so we shall see.<br /><br />When I think of these concepts in my head, I don&rsquo;t really see the symbols 3 and 7, or 4 and 6, or even 5 and 5.&nbsp; What I do see are visual representations of five and five.&nbsp; I simply shuffle the cubes in my mind until they&rsquo;re organized in clusters I can work with.&nbsp; If I&rsquo;m calculating a 15% tip on $35.00, I know I need $1.50 for each of the three sets of $10, and then half of that again (75 cents) for the remaining $5.&nbsp; $5.25.<br /><br /><span class="full-image-float-left ssNonEditable"><span><a href="http://arithmaroo.com/"><img src="http://www.tentoed.com/storage/post-images/Arithmaroo16.jpg?__SQUARESPACE_CACHEVERSION=1272051068182" alt="" width="225" height="337" /></a></span></span>What makes the new iPhone game <a href="http://arithmaroo.com/">Arithmaroo</a> so awesome is that it supports visual thinking of quantities.&nbsp; I wish I had made this game!&nbsp; A similar idea has been kicking around in my mind for a few years, but I had conceived of it a little differently, and I dare say, Arithmaroo is better than what I had thought of.&nbsp; Bravo!<br /><br />Playing Arithmaroo is very simple.&nbsp; The player is presented with different arrangements of numbers, and you are to select the corresponding numeral from the grid at the bottom of the screen.&nbsp; If right-brain thinkers like me are ever going to succeed at performing math at the speed that symbol-oriented rote memorization thinkers do, Arithmaroo is great exercise.&nbsp; Equally important, Arithmaroo gives visual thinkers an opportunity to play an overtly mathematical game and experience success.&nbsp; Hurrah!<br /><br />And lest you think I&rsquo;m no good at math, I protest.&nbsp; My boyfriend may be getting a degree in mathematics, and he may have passed several levels of advanced calculus with flying colors (Who even knew there were different levels of calculus?) but I can run circles around him efficiently packing the dishwasher, a suitcase, or the trunk of a car.&nbsp; I can also cut a perfectly straight line into a roll of wrapping paper like there was nothing to it.&nbsp; These tasks are all mathematical, they&rsquo;re just spatial and not procedural.&nbsp; I can&rsquo;t truly comprehend the way some people find spatial tasks difficult, and in this way, I&rsquo;m not much different from teachers and school administrators don&rsquo;t understand why some students just can&rsquo;t seem to do well in math class. Three cheers to Arithmaroo for bringing other ways of thinking about math to a video game for kids!<br /><br />Arithmaroo is available <a href="http://itunes.apple.com/us/app/arithmaroo-1-a-counting-math/id353711794?mt=8">on the App Store</a> for $1.99.&nbsp; Today only (Friday 4/23/2010), the game is FREE as part of a special promotion.&nbsp; Check it out!</p>]]></content></entry></feed>
