Revisiting the possibilities of student-created geographies
The rate at which technology changes has reached a dizzying speed, with new tools and platforms emerging constantly. But what hasn’t changed is students’ curiosity about the world and their need to explore their own place in it. Young adolescents in particular, burn with the urge to make and personalize. So what does it look like to tap into that urge as it pertains to physical landscapes?
Yes indeedy, folks, it’s time once again to talk place-based learning and edtech.
Lava flows down the halls of Main Street Middle School, in Montpelier, Vermont, and you must choose whether you’ll go with the flow or try to cool off somewhere and become an igneous rock. In another portion of the school, you’re the new kid, getting a tour from one of your peers when a volcano erupts, and you have only your geology wits (and a science teacher with fabulous hair) to save you.
These are middle schoolers building mobile, place-based games with ARIS, taking advantage of the game editor’s powerful new re-design and one science educator’s trust in letting his students demonstrate what and how they learn.
Since its release in 2009, Minecraft has made its way into 60 million homes worldwide and has become the best-selling PC game of all time. The game can now be played on multiple platforms, including XBox, Playstation, and most smart phones and tablets. There are Youtube videos with literally millions of views of people playing Minecraft while providing their own commentary. Shoppers can now purchase Lego sets, T-shirts, keychains, books, foam pickaxes, costumes, and so much more. For educators, it’s becoming nearly impossible to make it through a day without hearing children talk about Minecraft.
So how can teachers use Minecraft in the classroom?
Last time we looked at how hidden object games can support language learning, and how to assess students’ work with them. The next logical step, of course (some students might say it’s the first logical step) is to provide students with the tools to build their own games.
Let’s look at 2 tools for building hidden object games with students.
ELL students and others who struggle with reading issues feature an uphill battle for skill mastery that’s compounded by the social stigma and real-world functional problem that language deficits present. While they’re trying to learn from textbooks they’re also missing out on social interactions that a) could otherwise bootstrap their skills and b) put them at higher risk for bullying behavior.
Want to try out writing interactive fiction and games with your students? Here are three tools that make it easy to get started.
In order of ease of use: YouTube
YouTube’s recently beefed up their suite of online editing tools (including a bank of royalty-free audio clips) and made them simpler to use. By embedding text-based links in video, you can tell an interactive video-based story.
YouTube Pros:
editing tools easy to use
doesn’t require a ton of writing, so caters to visual storytellers
YouTube Cons:
doesn’t require a ton of writing
YouTube may be blocked at your school (but that’s a WHOLE other blogpost)
Next up: StoryNexus
StoryNexus made a big splash when it was introduced via the way-too-addictive speculative steampunk game Fallen London. Players navigate through a virtual, text-based world in a Choose-Your-Own-Adventure manner, but with choose-a-card activities that interject an element of chance into the proceedings.
StoryNexus Pros:
Easy and compelling to get really into world-building
Lots of students already on there with games; peers, feedback, ideas
Library of GoogleDocs manuals and crowd-sourced how-to’s
Easy to add images and audio to text
Lots and lots of writing to do, boosts world-building
StoryNexus Cons:
Students need to sign up for accounts
Hard to build a game in one class period
Lots and lots of writing to do
And then there’s Twine
(“Do it for the Twine! I ain’t gonna do–“)
Ahem.
Twine‘s a challenging little piece of software that takes a step closer to computer programming logic while you build your games. It’s a stellar introduction to the concept of global vs. local variables, for instance*.
Twine games are browser-based, which means you can practice your HTML and CSS skills while you sort out what kind of tea the yeti usually drinks. Yes, I made that game**. It was not entirely easy but the things that were complicated didn’t make me tear my hair out. They were fun to figure out, and as a fan of interactive fiction, I enjoy the pace of the finished product.
Twine Pros:
The ability to embed videos, images and audio make this a truly multimedia storytelling platform
Lets students bone up on HTML and CSS while they write
Twine Cons:
Steeper learning curve than the other two
Here are some lovely related links for you to disappear down the rabbithole of your choice:
If you’re interested in hearing from Laura Botte and Katie Wyndorf about this project, they’ll be at the 7th annual Middle Grades Conference, January 11th at UVM.
ARIS stands for Augmented Reality Interactive Storytelling, and it’s an open-source platform published by the University of Wisconsin to allow K-12 students to design and create their own place-based games for the iOS mobile platform. Museums across the country are starting to incorporate augmented reality to make visitors’ experiences more in-depth and authentic; where once students might’ve simply read a plaque about the lives of fur traders at the Minnesota Historical Society, now they have a chance to play the role of one, working through some of the challenges and hardships the life presented in order to advance through the tour.
And where Minnesota has fur traders, the Echo Center has frogs.
Meet Vinnie.
Vinnie is a native Vermont bullfrog whose life and habits were drawn directly from Echo Center exhibits by Burlington School District technology information specialists and TIIE to form the short ARIS game “Frogworld”.
Students worked their way through the Frogworld game by gleaning information from plaques in Echo’s Frogworld exhibit. They also documented resources from the Echo Center exhibits for later use in their own games. Echo Center staff also got into the act. Executive director Phelan Fretz used ARIS’ Notebook feature to contribute his own frog to the Frogworld game, then spent lunch taking suggestions from students as to what kinds of behind-the-scenes information Echo could provide to support students’ own ARIS games.
ARIS is one of a number of augmented reality platforms the Echo Center is piloting with local schools.
Edmunds is incorporating ARIS into a yearlong place-based unit examining the Lake Champlain basin through environmental, cultural, historic and opportunity lenses. The Echo Center hopes to make the local 6th graders’ ARIS games available to visitors as part of the museum tour when they’re completed.
Following up on our intro to ARIS with geometry last Friday, this morning the 6th graders from Edmunds Middle School spent some time at the Echo Lake Aquarium and Science Center working through “Frogworld”, a demo ARIS game that made use of items at the Echo Center. After they played the game, they spent some time with the rest of the (non-frog) exhibits, collecting ideas for items they could incorporate into their own games.
We’re back at it tomorrow at Echo with another class of 6th graders. More news as it develops.
Pop quiz, hotshot. What do geometry, aliens and the augmented reality gaming platform all have in common?
A: All were spotted last Friday at Edmunds Middle School in Burlington.
As part of a unit on exploring place, educators Laura Botte and Katie Wyndorf are having their students work with the free iOS app ARIS, an open-source game-creation platform. To kick things off, they collaborated with Angelique Fairbrother, technology coordinator for Franklin West SU, in bringing an introductory ARIS game into Edmunds’ classrooms. And out into the hallways. Also sometimes under the desks and on top of the lockers.
The two classes of 6th graders played “Shape Invaders”, a game where aliens ask for help with geometry. Students had to locate and scan QR codes scattered around the school, using them to collect various shapes. In order to keep the aliens happy, students then calculated the perimeter and area of each shape.
Students worked in teams to solve the clues necessary to come up with the area and perimeter of each shape — skills not usually encountered in 6th grade math. With a little help and a whole lot of persistence, the aliens were appeased and the students got an introduction to the ARIS platform.
Next week, the Edmunds students will be heading to the Echo Lake Aquarium and Science Center to build their own ARIS games around the themes of culture, ecology, history and sustainability.
“Grand Theft Diamond”, a video from Flood Brook Union School’s 6th graders, shows how the popular game Minecraft can be turned into a digital storytelling platform. Check out some more of the Londonderry VT school’s Minecraft projects here.