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Jennifer Jordan

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May 22, 2013

Play-Research-Present: GBL at PlayMaker School Using “Reach for the Sun”

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“Our ultimate goal with this Play-Research-Present process is to have kids be very focused and research-oriented in a playful way.”

It’s the Friday afternoon before Spring Break.  In the classroom this usually makes for mayhem with students bouncing and chattering excitedly about everything but school.  However, at our PlayMaker School in New Roads, students are actively engaged in learning about photosynthesis, plant pollination and reproduction. They shout out words like stamen and pollen saturation as they huddle excitedly around a beautiful sunflower that they are actively trying to grow. Already this flower has died multiple times. But each time students are eager to plant a new seed and continue to grow their understanding about how sun, nutrients and water work together to create life. How can 38 sixth graders observe and begin to comprehend these complicated systems so quickly over the course of only an hour?

They are playing Reach for the Sun, a game developed by Filament Games released early this year. It is the engaging result of game-based learning meets artistry, producing a game that is not only functional, but also extremely beautiful. Clouds cascade across the sky, the sun gently rises and sets, and butterflies flutter by. The simulation of plant growth builds a final masterpiece of color and life.

“It can be difficult to understand complex processes like plant growth and reproduction, but Reach for the Sun makes everything seem so easy and obvious,” said Abby Friesen, Lead Designer for the game. “No textbook can match the experience of actually becoming a plant.”

While vocabulary pops up on the screen throughout game play there is no spoken dialogue and no additional characters to manipulate. Reach for the Sun relies on its intuitive design and beauty to stimulate players and create learning opportunities for a diverse range of student learning levels. It uses the Universal Design for Learning to integrate with classroom curriculum and align with important State Science Standards, such as understand how photosynthesis gives plants energy for growth.

“People may want to add to their plant immediately, but they will first need to gather starch, water, and nutrients through their leaves and roots,” said Friesen. “It’s a constant decision-making process where you must decide what’s best for your plant in the long run. Everyone plays the game differently.”

Here at GameDesk we saw great value in Reach for the Sun in understanding plant reproduction and plant pollination. “Its ability to demonstrate systems of plant growth and the relationship between the root structures, leaf structures, flowering structures, and pollination is remarkable,” said Lucien Vattel, Executive Director at GameDesk. To compliment the game’s features we created curriculum around the game using a system we call Play-Research-Present.

Stage one of this learning system is Play. The game is played in a mode where there are no directions. Nothing is explained. Instead you begin to play through the system and the game prompts you with vocabulary words and visual cues. We divided students into four groups of nine and then created individual roles within these groups. Students rotate through the various roles during the Play learning session so everyone gets a taste of each experience.

There are four learning roles in all: the player, the wingman, the researcher, and the scribe. The player manipulates the computer mouse and controls the game play on screen. It is the player that first encounters the sunflower’s baby sprout awaiting water for its roots. Three tubes on the side display measurements for water, nutrients and starch, which fluctuate according to the player’s actions.  Immediately the player from each group explores the reactions between water and carbon dioxide from the air, and the plant’s stem begins to grow taller. The wingman works directly with the player, but is mostly focused on strategic advice like a backseat driver. This first phase is all about allowing students to explore the game components and test different reactions and methods to make their sunflower grow.

Stage two of this learning system is Research. Students quickly realize after initial exploration that they need to investigate and gather information to make more informed decisions.  Designated researchers look up every concept, process, vocabulary word, or procedure that the team doesn’t understand in the game. PlayMaker students perform research with classroom iPads, and other research tools could include computers, science textbooks, or encyclopedias.  Scribes then record all research findings and document the group’s progress, which will then be presented in the final presentation rounds. One student writes, “The scientific way to say sunflower is inflorescence. Cool, right?” These discoveries are captured and then shared with the rest of the team.

Another students writes, “The plant starts to grow up and gain more roots. We put vertical stems on top.  Now we’re getting leaves.  I think we’re doing well!  Blight is a disease and we got it. We died . . .” As plants died students would restart the game, using their prior mistakes as learning opportunities to do better the next round. The goal of the game is to grow the most complex plant, as well as move through the level and create the most flowering and pollination that students possibly can. Being able to do this demonstrates mastery of the process.

Students prove their knowledge when they Present in the third stage of the learning system. They gather in the center of the room around a large floor projection of the game, and each team must then play through the system in front of their peers. This Present piece is an evolution of our exhibition model that we use with sandboxes. The team that is able to grow the most complex plants and articulate the most acquired knowledge is the winner.

Our ultimate goal with this Play-Research-Present process is to have kids be very focused and research-oriented in a playful way. The peer-to-peer learning builds collaboration and problem solving skills, and the game play allows students to practice important scientific concepts in a risk free environment.  Reach for the Sun game play can be extended with a variety of plant species and is a beautiful way to learn about a plant’s lifecycle. PlayMaker kids sped off that Friday afternoon with leaf primordia and floral buds in their heads – a perfect way to kick-off Spring Break.  Cool, right?

For more on Reach for the Sun check out this behind the scenes video Here

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Educade

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May 15, 2013

2013 Bammy Award Nominations

May 15, 2013 | By | No Comments"> No Comments

Randi Weingarten and Nancy Carlsson-Paige to Be Recognized for Lifetime Achievement at 2013 Bammy Awards
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Academy of Education Arts and Sciences acknowledges individuals whose distinguished lifelong commitments to education have made a difference.

Los Angeles, CA. May 7, 2013. Today, the Academy of Education Arts and Sciences, comprised of 212 of the nation’s most prominent education leaders, announced that Randi Weingarten, president of the American Federation of Teachers, and  professor emerita Nancy Carlsson-Paige have been selected to be honored for their lifetime achievements in education at the 2013 Bammy Awards. The cross-discipline Bammy Awards will be presented on September 21st at the black-tie, red-carpet event in Washington, D.C. Weingarten and Carlsson-Paige will join Linda Darling-Hammond , Diane Ravitch and John  Merrow as individuals honored for their distinguished lifelong commitment and accomplishments in the field of education.

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Jennifer Jordan

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May 6, 2013

GameDesk Celebrates First Year at PlayMaker School, Introduces Transformed Classrooms


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With Support from Bill and Melinda Gates Foundation and New Roads, The New Reinvented Learning Space Will Be Unveiled at May 11th Ribbon Cutting Ceremony
 

Los Angeles, CA – April 29, 2013 – GameDesk, the gaming education non-profit that rethinks learning through playing, making, and discovery, today announced the launch of new spaces at its PlayMaker School, a life-reflective revolution in education designed to prepare students for 21st century success. The school is realized with support from the Bill and Melinda Gates Foundation and launched in partnership with New Roads. The new school space was conceived by Lucien Vattel, the GameDesk design team, Gensler, The Third Teacher+ group led by Trung Le, and construction led by Steve Lappin of Pacific Cove Development.

Student showcases, tours of the space, learning activities, and ribbon cutting ceremony will take place from 11am-4pm on Saturday, May 11, at PlayMaker School at New Roads located at 3131 Olympic Boulevard, Santa Monica, CA 90404.  For more information email: contactus@gamedesk.org

“The spaces we inhabit have a profound effect on how we inhabit them. We have a responsibility to students to create a vibrant exploratory space for young people to discover, play, build, and learn,” said Lucien Vattel, Executive Director at GameDesk, Founder and Co-Director of PlayMaker School. “This is the future of learning and it’s now a working model for everyone to come see and participate in. I am incredibly proud of the work we have accomplished this year. You’re not going to believe what you’re going to see.”

PlayMaker School launched in the fall of 2012 and incorporates four years of GameDesk research and development in play and tech infused curriculum. “Forty years in the wilderness of education and I finally see the promised land,” said Joe Wise, Co-Founder of PlayMaker School and Assistant Head of New Roads School for Curriculum and Assessment. “PlayMaker School at New Roads promises effective reform through assessed play and student guided learning.”

GameDesk partnered with global design firm Gensler to realize three distinct creative spaces. First there is DreamLab, a bright world of sloping whiteboard walls where every inch of space can be drawn upon, used for ideation and brainstorming. Next is the spacious Adventure Room. With four plasma flat screens, a motion-capture system, and a mounted floor projector, this room is bursting with 21st century technology that fascinates students and foretells the future of learning. And the final room is the Maker Space. Students get to be hands-on, wielding drills and soldering irons, or designing projects on the computer to then print using the Makerbot 3D printer.

“Gensler collaborated closely with the GameDesk team to transform the traditional classroom and revolutionize the learning experience,” said David Herjeczki, Design Director at Gensler. “Our goal as a team was to create three innovative spaces, enabling stimulating, hands on, immersive learning environments, designed to capture the imagination.”

“The Third Teacher+ of Cannon Design team is founded on the idea that the learning environment should respond to the dynamic and complex nature of learning,” said Trung Le, Lead Designer for Cannon Design’s education group. “We are humbled by the opportunity to collaborate with GameDesk, transforming STEM (Science, Technology, Engineering, and Math) learning through empowerment, play, and a deep sense of curiosity.”

Student exhibitors from PlayMaker will be on hand to showcase learning experiences from throughout the year, so get ready for food, games, photo booth fun, giant Aero wings, SMALLab wonders, Dream Lab graffiti, and wild maker activities!

About GameDesk

GameDesk is a 501(c)3 nonprofit research, game development, and outreach organization that seeks to rethink learning through play, making, and interaction. It evolved out of seven years of research at the University of Southern California with a mission to transform the learning experience, help close the achievement gap, and deeply engage students in learning core curriculum.

To learn more visit our website or blog, follow us on Twitter, or like us on Facebook.

About Gensler

Gensler is a global design firm, with 43 offices and 3,500 employees worldwide. Gensler helps clients succeed by focusing on the needs of the people they serve, whether they are employees, customers, sports fans, students, passengers or guests. Founded in 1965, Gensler has deep expertise in design and architecture across 20 practices, including commercial office buildings, professional services, retail, aviation, planning and urban design, entertainment and hospitality, sports stadia and education facilities.

For more information, visit our website or blog, follow us on Twitter, or like us on Facebook.

About The Third Teacher+

The Third Teacher+ is an educational design consultancy within the global architecture firm, Cannon Design. It is a multidisciplinary group that looks at the whole picture, the whole ecology of learning. The Third Teacher+ designs learning environments and uses design thinking to strategize with clients’ cultural, pedagogical and organizational change.

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Tanner Higgin

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April 30, 2013

“I’m not a gamer.”

Help all students recognize and value how they play and integrate those interests and habits into instruction.

By: Tanner Higgin, Research Lead at GameDesk

One of the issues with integrating game-based learning into the classroom is that some students are resistant. They’ll tell you, as they’ve told us at the PlayMaker School, that they’re not “gamers.” I hear this from adults all of the time too. When someone I’m talking to finds out I work at GameDesk, they often confess that they’re “not that much of a gamer.”

But they’re wrong.

Everyone plays games; everyone likes games. Think about it: could there be anything more natural to a child than play and games? Have you known any children for whom play is not an essential part of their daily lives not to mention how they learn? And among adults, do you know any that do not occasionally fiddle around with a crossword or Sudoku puzzle, or who don’t dabble in Farmville, chess, or Scrabble? Probably not. So it’s not that people don’t play games; rather, the problem is most games apparently don’t qualify someone as a “gamer.”

So what qualifies as “gamer” culture then? The term itself is mostly a marketing construction from the 80s and 90s; it’s an ever-shrinking, mythical demographic composed of hyper-competitive White twelve to thirty-five year old males who play games regularly on a cutting edge videogame console or PC. Most recently, it’s been used most in combination with the term “hardcore” to describe this same subset of videogame player in conflict with an encroaching group of so-called “casual” players and games (often stereotypically assumed to be female).

But this “gamer” is not representative of actual players: 47% of videogame players are women; African American and Latino@ teens play more games than their White counterparts; and the average player age is hovering around thirty. And that’s just videogame players. What if those statistics tracked people who play board games, poker, or twenty questions?

So what does this mean then for educators and schools trying to get game-based learning off-the-ground? Well, we shouldn’t force games on students. We also shouldn’t let students shut down and avoid gaming altogether. What we should do is:

1. Help all students recognize and value how they play and integrate those interests and habits into instruction.

2. Use inclusive and accessible videogames in the classroom to help more students connect with videogames.

3. Encourage cooperative play.

4. Work with self-identified “gamers” to make them effective counselors and tutors rather than competitors, trolls, griefers, or bullies.

5. Cultivate a culture that sees failure as productive.

Do you have any other suggestions to get students more comfortable with games in the classroom? Please add to the comments.

IMAGE CREDIT: RomaXP

Tanner Higgin

By

April 16, 2013

All Games Are Learning Games

“Expert players are expert systems thinkers who have, over hours and hours (and sometimes their entire lives), learned how to learn, and become masters of a variety of different incredibly complex systems.”

Some new to the educational games sector might assume, based on the controversies /debates (particularly violence) surrounding games, that there would be resistance to games in the classroom. Yet  educators generally support game-based learning, and parents’ support depends primarily on a perceived lack of educational rigor in games. Consequently, educational game developers perceive the challenge as creating experiences that pass the muster of parents and educators.  But what parents/educators want kids to play and what kids will actually play is very different. How do educational game developers compete with the kinds of irresistible experiences the broader game industry provides and that kids love to play? Read More

Jennifer Jordan

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April 12, 2013

“I Am Hungry For Triangles”: Digital Games In Early Education

IMG_0398“Children in early grades K-1 learn many things by experience. Their ability to interact with the environment while making sense of physical objects can be greatly enhanced by digital games.”

- Joseph Makokha

This week we are featuring team Crazy Croc from our March Stanford Game Jam.  The moment this team formed they began wildly discussing ideas and hunting down concepts within the domain analysis.  All teams exuded excitement as they began the process.  However, team Crazy Croc had a particular kind of energy brewing.  They covered their whiteboard with words and drawings.  They littered their table with post-its and charts.  They rearranged their furniture configuration –twice.  This team was ready to create, and the air around them hummed with vitality!

They began breaking down grade levels and created a domain analysis organization chart to help navigate the multiple factors they would need to account for within their game.  Eventually this process shook out an idea geared towards younger grades to help early learners distinguish the difference between multiple objects and schemas.  Team member Joseph Makakha says, “This is made possible given that today’s children are learning to interact with digital media at a very early stage. Our team set out to find a way of leveraging mobile technology in helping these early learners to recognize images, shapes and other age-appropriate mathematical representations of the natural environment.”

You’re probably wondering about this team’s name by now.  If not, you should be.  Why Crazy Croc?  To communicate this concept and lead game play, the team appointed a character to engage students and interact with objects being manipulated.  Enter Barry, with his toothy grin, oversized belly and wild appeal to kids.  Barry is a crocodile (Aha!) and he has an incessant appetite.  He continuously asks for game play learners to feed him, and his demands change.  Sometimes he wants triangles, and other times he wants fruits.  Students playing the game must select from a pool of many different objects and direct correct objects into Barry’s mouth.

Correct selections are rewarded with points and a thank you dance from the Crazy Croc, while incorrect choices are rebuffed, forcing Barry to actually spit them out so the player can try again.  This reward system is very simple, but the team brainstormed other incentives as well.  Maybe Barry grows with a good feeding, causing him to become fatter and fatter as a visual trigger for correct answers.  Or the opposite could happen.  Perhaps Barry diminishes in size from poor care, showing a weakened character from incorrect answers.

The team also discussed that the difficulty level should increase as the player’s skill level increases.  Not only will students have to discern between various objects, but also between objects that have many similarities. An example of this could be a triangle shape and pizza slice.  The game is geared towards younger learners, but its appeal spans crosses grade and age.  Everyone remember Hungry, Hungry Hippos?  Crazy Croc has similar appeal, yet with common core curriculum woven into its model.

Barry, we enjoyed meeting you and hope that students have the opportunity to fill your belly with knowledge soon!

Team Crazy Croc members include: Alexandra Halbeck, Blake Marggraff, Robert Lee, Shun Nagao, Joseph Makokha, and Marina Spivak

Special Thanks to IDEO, Epicenter, Prezi, Google, Pearson, Stanford d.School, Leticia Britos Cavagnaro, and Laurie Moore. Screen Shot 2013-04-12 at 12.41.32 PMScreen Shot 2013-04-12 at 12.40.17 PMIMG_0400IMG_1876IMG_0336IMG_0329

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Tanner Higgin

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April 9, 2013

Space for the Speculative: The Importance of the Arts

Olivia Briere, 7th grade via Youth Arts Forum

“Art is our greatest form of speculation; it’s our access point to the future and our archive of the past.”

By: Tanner Higgin, Research Lead at GameDesk

Industrial Schooling and the Advantages of Art

Budget cuts have disproportionately affected arts education. The Los Angeles Unified School District (LAUSD) gutted its arts budget, dropping funding by 76% from $78.6 million in 2007-2008 to $18.6 million. While these cuts often go unnoticed, fortunately LAUSD’s drastic decline in funding stirred controversy and forced the school board to declare art a core subject and pledge to return funding levels to the 2007-2008 high.

When we ask people if they value the arts, they almost always say yes. Art, conceptually, is very popular. And generally people understand and recognize, at least when polled, its importance. The problem is, however, that when push comes to shove it’s the first thing to go. Why?

Our current model of education continues to be framed as a means of economic sustainability. Schools are structured to produce able-bodied and capable workers. Hence our schools resemble factories, teaching kids to be on time, complete rote tasks, and follow managerial instruction. Even innovative “twenty-first century” approaches that look to destabilize this model still promote themselves as creating innovative students. The implication here is that these students will continue to contribute to a productive workforce just in more agile ways.

This isn’t necessarily a bad thing. Certainly students should be positioned for financial success so they can support themselves, their families, and their communities. The problem is that economic success and productivity is often the sole ideology supported within our schools. In our current standardized and STEM focused educational climate, there’s little space for the non-instrumental and purely expressive means of art.

However, what we’re seeing is that arts education, far from being a waste of time within an instrumental model of education, is actually a valuable support system for content areas traditionally deemed more “core” to career success. Research has show that art, theater, and music classes are linked to improved outcomes in math, reading, and a variety of critical skills.

Speculation and Imagining the Possible

But there’s another reason why art is not just important but central to good learning: Art is our greatest form of speculation; it’s our access point to the future and our archive of the past.

I’ve selected the term speculation very deliberately, drawing connections to the genre of speculative fiction most people conflate with science fiction and fantasy. However, speculative work extends far beyond those boundaries to include any art that explores possibilities that might seem unreal, impossible, more than real, or just not make sense yet.

Speculative imagining is one of the more generative functions of art especially when considering the value of arts education within an economically instrumental classroom model. Creating art requires students to be creative and expressive. It requires them to visualize and model the world, to construct metaphors, and to struggle to represent that which otherwise might be unrepresentable. Art is an exploration of past, present, and future which crosses disciplinary boundaries and emerges from and intervenes in the social, historical, political, and cultural. Art students create, collaborate, and establish ownership and investment. They design, iterate, and publish. Art classrooms are safe spaces for the risky, marginal, reflective, and critical. All of these qualities align perfectly with the kind of creative, adaptable, articulate, and innovative learners that government and business argue our schools need to produce. Luckily, the maker and STEM to STEAM movements have recognized this, and are finding ways to fuse art with science and engineering, and to generate more funding interest in the arts.

But does this mean that the arts classroom as we know it is an antiquated construction? Are we seeing an inevitable push toward an infusion of art in science classrooms or transitioning art classes to maker education? I don’t think the two are mutually exclusive. Art can certainly benefit other disciplines, and design-based art tuned toward creating usable and innovative technologies and products is a good thing. But we also need to preserve art for art’s sake. These two styles of arts education inform each other. The engineer realizes the dream of the artist. So as we push for STEAM and support the creation of maker spaces in schools, we need to also invest in arts classrooms. We need to preserve safe spaces for the speculative where students express, wonder, and discover free from the demands of a world that measures worth with money. It’s only there, in the hands of the artist, that anything is possible.

 

Via Youth Arts Collective

Above image credit: Youth Arts Collective

Header Image Credit: Olivia Briere, 7th grade via Youth Arts Forum

Educade

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April 8, 2013

Motivation and Persistence

April 8, 2013 | By | No Comments"> No Comments

MIT Media Lab 3-7354

TO JOIN: http://www.meetup.com/EducadeLA 

Join us on Mondays at 6:30pm at the GameDesk offices for the MIT Media Lab course Learning Creative Learning. We’ll watch the weekly seminar, complete the activities, and discuss the issues. We’ll extend our face to face sessions into the LCL #Group 309 on Google+ here: https://plus.google.com/u/0/communities/100433025127306569401

Tonight is Session 8: Motivation and Persistence with panelists Avi Kaplan, Ricarose Roque, and Natalie Rusk.

Check out the week’s readings here: http://learn.media.mit.edu/syllabus.html
and come prepared to discuss, debate, and ideate innovations!

Educade

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April 3, 2013

Spring Break Reflection: One PlayMaker Parent’s Experience

April 3, 2013 | By | No Comments"> No Comments

IMG_2713PlayMaker students are currently off enjoying their Spring Break.  This pause in the classroom allows a moment to ponder and reflect on how this first year of our pilot program is going.  With many views a part of this conversation, we thought we’d highlight one parent’s email as a response to her child’s learning experience in the PlayMaker classroom.  We know there are many aspects to still learn from and evolve into, but this parent’s reflection is the kind of experience that fuels our joy and mission to rethink education.  Enjoy.

We are really enjoying watching her blossom and her transformation from a passive learner to an active learner.  We were just commenting that while she was on the computer the other evening she was getting on the forums and watching YouTube videos on equivalent fractions without any prompting or help from us.  We certainly appreciate all of your hard work.  We also see dramatic changes in student expectations and behavior. The language used by students in conversation has shifted to terms reflecting creating meaning and intrinsic motivation.  One situation yesterday involved a girl who had just gotten an envelope for the ARG. She came to AJ and asked, “What should I do with this?” AJ grinned back and the girl said, “I know, be creative.”

Educade

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April 2, 2013

The Bammy Awards: 2013 Nominations Begin!

April 2, 2013 | By | No Comments"> No Comments

logo_29400Want to recognize someone in education that has inspired and changed the lives of others? Today kicks off the 2013 Bammy Award Nominations where you can do just that!

The Bammy Awards provide a platform that honors all levels and roles within the educational field, creating recognition for a wide array of disciplines including educators, principals, and school nurses to name a few.  The awards celebrate the collaboration that occurs within schools and communities, thriving on the mindset “It takes a village to educate a child.”

We believe leaders in education should be recognized and celebrated as well.  Our CEO, Lucien Vattel, has this to say about the importance of such an event:

Learning in the right context can be a wondrous experience full of natural curiosity, experimentation, play, and fantastic failures that deepen us. We need to recognize teachers who are creating this context and shifting our attitudes about what learning is and how we implement it. The Bammy Awards is a great platform for those who are inspiring a generation to become deeply curious and encouraging them to understand themselves and the universe around them.

For more information about the 2013 Bammy Awards you can visit their website at www.bammyawards.com, and for information on how to submit your own nominations please follow the link HERE