Grounds of future play

21 09 2010

Two weekends ago I went to an education resources expo at the Brisbane Convention Centre – mainly as a bid to get freebs. I arrived a little late but still managed to catch some of a seminar, a few free posters, petted a snake and a lizard, and entered in as many lucky draws as possible (and possibly signing my boss up for swades of spam – sorry…).

Two things caught my eye in particular. And I’ll share one now – The SmartUs Digital Playground (their Finnish website).

The whole set up is very futuristic. Kids are issued with RFID smart cards that can be recognised by readers scattered throughout the playground. They login at the main portal and are assigned a task (run from point A to B via C three times, or something more complex) and the computer records their time. This time is recorded on an international online network where kids from different schools, or even different countries, can compare each others times and records.

Additional tasks and learning can also be integrated by assigning different nodes answers to a multi-choice quiz. This also comes into play by the presence of a dancepad hooked up to the main video monitor of the playground as well. This can be used for quizzes, fitness, dancing or simon-type games.

In Finland, it even became the basis of a family/children’s gameshow which involved celebrities and national atheletes, called FunTzu. Again, these TV scores were uploaded online, so schoolkids could challenge their idols. Unfortunately I can’t find any videos of the TV show – but after some searching I have found a news item of Asia’s first SmartUs playground in Hong Kong which shows how it works.

Tapping into children’s natural competitive behaviour, and then combining it with social media and massively multiplayer gaming Lappset have really hit the mark (or market). The only real downsides to it I can see are the initial outlay costs (which you can guess would be quite high) and also the pitfall of having ‘standardised cookie cutter playgrounds’ that don’t have their own individual community flavour. There also might be other hudles here in Australia given EQ’s stance on students and social networks.





Game: I wanna play forever

30 06 2010
Kids hard at learning.Image: sean dreilinger (Creative Commons)

Play-based learning is used in the Early Years to provide children with an intuitive learning environment suited to activities that little kids do best – playing around with stuff.

This tends to be phased out around the end of year 3, as we move into constructive activities and even, ‘oh noes’, direct instruction. This is something one the children I look after lamented now he is in a year 3/4 class at his new school, “We never play anymore”. Boo hoo, little Johnny, boo hoo. You don’t think I don’t not want to not play games too, yeah?

With gaming returning to an acceptable past time for adults – just listen to Kevin Butler¹ at this year’s E3 – shouldn’t this be reflected in our schools and curriculum? Many of the kids I taught respond to questions like “What’s your hobby?” or “What do you do in your spare time?” with some form of console or another. Many child care centres, and even libraries, these days have consoles available for visitors to use. And if you want to get into economics, I’m sure you can go and find your own figures on just how much this industry is worth.

Games in the classroom do present some problems, mostly to do with moral panic. Firstly just about “games” in general – with some of the students I’ve worked with not allowed to complete teacher-set homework on Mathletics at home because carers won’t let them². Others more serious and understandable moral panics about inadequate classification, excess violence, and depictions of sexual and criminal activities. The ethics and other social issues surround video gaming culture and industry is probably enough to design a unit (or three) all on your own – but what I am interested at the moment is what recreational video games are out there that could provide the stimulus material for an entire trans-disciplinary unit on there own.

As this Dueling Analogs strip illustrates games today are becoming more and more complex – not only in gameplay and graphics – but in background stories, character development, dialogue, and even the style or genre of storytelling themselves (also known as interactive fiction). These components should make it easier to take a single game and safely stretch it into multiple learning areas.

Below the fold are just some ideas:

Read the rest of this entry »





More squishy cuteness

30 09 2008

Helping my friend study English…

and then I’m away for the long weekend.

So live with some more cute cute squishy things

(I’d rather Linda Marigliano… *sigh*)