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Game-based learning: it’s rocket science!

<h2>Game-based learning is a big subject&comma; and you could go broad&comma; or you could go deep&period;<&sol;h2>&NewLine;<p>It means very different things to very different people&period; I’m thinking about just one facet of it&comma; gaining an introduction to computer science and computational thinking through the design of games&period;<&sol;p>&NewLine;<h3>Before we go any further&comma; we need to do some disambiguation&period;<&sol;h3>&NewLine;<p>This is not gamification&period; Gamification is the application of game techniques in non-game environments&period; It is used as an extrinsic motivator in regular courseware&comma; and it usually takes the form of points&comma; a leaderboard&comma; and badges&period; It may be used in more subtle ways&comma; like upvoting in forums and a reward for best post&period;<&sol;p>&NewLine;<p>Nor am I talking about fully-worked strategy games like <em>Civilization<&sol;em>&comma; or fast action multi-player games&comma; not in this article&period; Creating games like these is at a level of human achievement second only to building a railway through the jungle&period;<&sol;p>&NewLine;<p>What I am talking about is scrolling platform games&comma; like <em>Super Mario<&sol;em>&comma; and top-down adventures&comma; explorations&comma; and simulations&period; The emphasis is on storytelling&comma; and there are strong links to the curriculum&period; Using a web application such as <a href&equals;"https&colon;&sol;&sol;make&period;gamefroot&period;com&sol;" target&equals;"&lowbar;blank"><em>Gamefroot&comma;<&sol;em><&sol;a> which supports block coding&comma; students can start from a young age exploring the wonderful sense of agency that happens when you tell computers what to do&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;12349" aria-describedby&equals;"caption-attachment-12349" style&equals;"width&colon; 595px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-12349" src&equals;"https&colon;&sol;&sol;www&period;schoolnews&period;co&period;nz&sol;wp-content&sol;uploads&sol;2019&sol;04&sol;Rocket-Man-graphic-1&period;jpg" alt&equals;"" width&equals;"595" height&equals;"842" &sol;><figcaption id&equals;"caption-attachment-12349" class&equals;"wp-caption-text">In this initial sketch the scoping exercise is done&period; It is easy&comma; for example&comma; to draw a robotic arm for manipulating rock samples&comma; but to animate and code it would truly be a mission into deep space&period; Note that the learner is starting to consider the forces acting on the rocket&colon; gravity&comma; weight&comma; and drag and the thrust that will be needed to overcome them&period; Graphic by Stephen Lowe&comma; all rights reserved&period; Image courtesy of CORE-ed&period;<&sol;figcaption><&sol;figure>&NewLine;<h3>In the future everyone will not be a computer programmer&period; So what is the point of students learning coding at school&quest;<&sol;h3>&NewLine;<p>Edsger Dijkstra&comma; the revered matua of computer programming&comma; is famous for saying&comma; &OpenCurlyDoubleQuote;Computer Science is no more about computers than astronomy is about telescopes&period;” What he was trying to say is that Computer Science is a way of thinking&comma; a lens through which to understand the world&period; Living in a world where even your wristwatch is a computer&comma; where robots do factory jobs&comma; and driverless taxis take us across town it has to be important to have this Computational Thinking lens in your kete&period; It’s the new literacy&period;<&sol;p>&NewLine;<blockquote>&NewLine;<p>&OpenCurlyDoubleQuote;Computer Science is no more about computers than astronomy is about telescopes”<br &sol;>&NewLine;&horbar; Edsger Dijkstra<&sol;p>&NewLine;<&sol;blockquote>&NewLine;<h3>Isn’t Computational Thinking just a buzz word for mental arithmetic&quest;<&sol;h3>&NewLine;<p>I’d be the first person to lament the passing of mental arithmetic&period; It’s a skill&comma; a knack&comma; that was distributed through all layers of our society in a time when we still carried notes and coins in our purses and calculators were heavy mechanical devices&period; Take the slide-rule&comma; a more portable calculator of the recent past&period; For an engineer or a navigator to use a slide rule they had to know the order of the answer before they started&comma; the slide rule merely filled in the detail&period; Shop assistants working the till could do mental gymnastics at light speed&period; Gone&period; Now the domain of eccentric hobbyists&period;<&sol;p>&NewLine;<p>Computational thinking is a different animal altogether&period; It’s about decomposition&comma; abstraction&comma; algorithm design&comma; and pattern recognition&period; When we do stuff like that&comma; far from weakening our brains&comma; we start to see the world in a whole different way&period; Seeing things in a different way is one of the most important things we as humans can learn&comma; because it gives us what we need to adapt and survive&period;<&sol;p>&NewLine;<h2>Firm foundations<&sol;h2>&NewLine;<p>Game-based learning as it might be practiced in schools today stands on firm foundations&period; Surprisingly perhaps&comma; it is neither new&comma; nor is it experimental&period;<&sol;p>&NewLine;<p>Seymour Papert’s book <em>Mindstorms&colon; Children&comma; Computers&comma; and Powerful Ideas<&sol;em> was published in 1980&period; That’s forty years ago&period; In the foreword Papert refers to the <em>transitional object<&sol;em>&period; That’s what the sprites in the game become&comma; objects that embody higher and more abstract concepts&period; Objects to think with&period;<&sol;p>&NewLine;<p>Mitchell Resnick&comma; who was a student of Papert&comma; started Computer Clubhouse in 1993&period; This free after school club instantiated Papert’s thesis of social constructionism&period; Today it has matured into <a href&equals;"https&colon;&sol;&sol;theclubhousenetwork&period;org&sol;" target&equals;"&lowbar;blank">The Clubhouse Network<&sol;a> &OpenCurlyDoubleQuote;where young people from underserved communities work with adult mentors to explore their own ideas&comma; develop new skills&comma; and build confidence in themselves through the use of technology”&period; It is a worldwide network with nodes in eighteen countries&period;<&sol;p>&NewLine;<p>Sugata Mitra is best known for his <a href&equals;"https&colon;&sol;&sol;www&period;edutopia&period;org&sol;blog&sol;self-organized-learning-sugata-mitra" target&equals;"&lowbar;blank">Hole in the Wall Project<&sol;a> in 1999&period; It has come in for quite a bit of criticism&comma; but personally I buy into it&period; The gist of it is that&comma; left to get on with it&comma; children learn naturally&period; The role of the teacher changes&comma; providing the learners with a safe environment&comma; resources&comma; and encouragement&period; Game-based education has elements of MIE &lpar;Minimally Invasive Education&rpar; and <a href&equals;"https&colon;&sol;&sol;www&period;edutopia&period;org&sol;blog&sol;getting-started-self-organized-learning-environments-jacquelyn-omalley" target&equals;"&lowbar;blank">SOLE<&sol;a> &lpar;Self Organised Learning Environments&rpar;&period; This is in keeping with modern trends in education where children are afforded greater agency&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;10938" class&equals;"wp-caption aligncenter"><figcaption class&equals;"wp-caption-text">&NewLine;<figure id&equals;"attachment&lowbar;12350" aria-describedby&equals;"caption-attachment-12350" style&equals;"width&colon; 680px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-12350" src&equals;"https&colon;&sol;&sol;www&period;schoolnews&period;co&period;nz&sol;wp-content&sol;uploads&sol;2019&sol;04&sol;Rocket-Man-graphic-2&period;jpg" alt&equals;"" width&equals;"680" height&equals;"961" &sol;><figcaption id&equals;"caption-attachment-12350" class&equals;"wp-caption-text">Here the final artwork has been completed&period; Fully saturated colours have been chosen&comma; and some of the finer detail dropped to create a pleasing cartoon representation of a rocket&period; Note that the learner has had to explore the genre and will have tested their colour scheme against intended backgrounds&period; Graphic by Stephen Lowe&comma; all rights reserved&period; Image courtesy of CORE-ed&period;<&sol;figcaption><&sol;figure>&NewLine;<&sol;figcaption><&sol;figure>&NewLine;<h2>Objects to think with<&sol;h2>&NewLine;<p>I’d like to quote Seymour Papert here&comma; from the transcript of a speech he gave in 1998&colon; &OpenCurlyDoubleQuote;My goal in life&comma; which has been my major activity over the last 10 years&comma; has been to find ways children can use this technology as a constructive medium to do things that no child could do before&comma; to do things at a level of complexity that was not previously accessible to children&period;”<&sol;p>&NewLine;<h3>So what are these transitional objects called sprites and where do you get them&quest;<&sol;h3>&NewLine;<p>Sprites are the actors in a game&period; In a gaming world an object like a planet or a rock might be as much an actor as is a rocket or a cosmonaut&period; Learners drag objects from a library onto the stage&comma; at which point they become sprites&period; Scripts are attached to them to cause them to do things like move&comma; interact with other sprites&comma; and interact with the scene&period; The scene is made up of tiles&period; Learners can use ready-made collections of objects&comma; or they can draw their own according to the time they have available&comma; their level of study&comma; and their aptitude&period;<&sol;p>&NewLine;<h3>What are the powerful ideas&comma; the higher and more abstract concepts&quest;<&sol;h3>&NewLine;<p>So&comma; it’s pretty easy to understand that you can attach scripts&comma; and tell your rocket to move&period; But let’s extend this just a little bit and see where it goes&period; Assume in the first place you want to escape Earth’s gravity&period; How much thrust will you need&comma; and for how long&quest; The space shuttle needed 1&period;2 million pounds of thrust for 6 minutes to reach orbit at 17&comma;000 miles per hour&period; Now do you see where this is going&quest; How this meshes with STEM&quest;<&sol;p>&NewLine;<p>Let us now visit three planets&comma; each with a different gravity to Earth&period; We want gentle landings and successful escape from their gravitational fields&period; This simulation&comma; with some timely prompts from a game-savvy teacher&comma; will cover Science&comma; Technology&comma; Engineering&comma; and Maths&period; It’s going to be fun&period; But it’s going to be &OpenCurlyDoubleQuote;hard fun”&comma; a term Papert himself used&period;<&sol;p>&NewLine;<p>And the higher and more abstract concepts&comma; what about them&quest; Computational Thinking&comma; as we explored earlier&comma; is not just maths&period; Computational Thinking is about how to think and how to solve problems&period; It’s about Decomposition&comma; Abstraction&comma; Algorithm design&comma; and Pattern recognition&period; The meat in tomorrow’s sandwich&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;10939" class&equals;"wp-caption aligncenter"><figcaption class&equals;"wp-caption-text">&NewLine;<figure id&equals;"attachment&lowbar;12351" aria-describedby&equals;"caption-attachment-12351" style&equals;"width&colon; 680px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-12351" src&equals;"https&colon;&sol;&sol;www&period;schoolnews&period;co&period;nz&sol;wp-content&sol;uploads&sol;2019&sol;04&sol;Rocket-Man-graphic-3&period;jpg" alt&equals;"" width&equals;"680" height&equals;"505" &sol;><figcaption id&equals;"caption-attachment-12351" class&equals;"wp-caption-text">While Gamefroot comes with a good library of game objects there is something satisfying about drawing your own&period; Gamefroot is about learning coding&comma; but it can be about creating game art too&period; Note that in the attached script values are assigned to the concepts of gravity&comma; thrust&comma; acceleration&comma; and drag&period; Experimenting with the balance of these values will affect the behaviour of the rocket&period; Graphics by Stephen Lowe and Gamefroot&comma; all rights reserved&period; Image courtesy of CORE-ed&period;<&sol;figcaption><&sol;figure>&NewLine;<&sol;figcaption><&sol;figure>&NewLine;<h2>The challenges we face<&sol;h2>&NewLine;<p>I hope the argument I have presented here helps in the challenge to convince sceptical parents that games-based learning is not an ill-defined liberal whim&comma; but a well-established pedagogy standing on solid foundations of research and practice&period;<&sol;p>&NewLine;<p>Working with individual students to move them from fun to hard fun will sometimes be a challenge&comma; but in many cases will be surprisingly easy&period; The joy of the games-based learning approach is that each learner will be able to perform to the best of their ability scaffolded by a framework that really knows no bounds&period;<&sol;p>&NewLine;<p>Teachers will face challenges&period; It is important to remember that you do not have to keep one click ahead of the kids&comma; you can happily let them overtake you in that respect&period; If this aspect of game-based learning is stressing you I suggest you follow the links I offered earlier to Sugata Mitra’s work&period;<&sol;p>&NewLine;<h2>Suggested resources<&sol;h2>&NewLine;<p><strong>Kia Takat&umacr; &amacr;-Matihiku<&sol;strong> CORE Education are partners in this valuable <a href&equals;"https&colon;&sol;&sol;kiatakatu&period;ac&period;nz&sol;" target&equals;"&lowbar;blank">self review tool<&sol;a>&period; Find out how ready you are to implement the new curriculum content and catch up with students&period; Completing the review takes five to ten minutes and all of the results are confidential to you&period;<&sol;p>&NewLine;<p><strong>Educational Games Design Fundamentals&colon;<&sol;strong> A journey to creating intrinsically motivating learning experiences <em>by George Kalmpourtz<&sol;em>&period; &lpar;Expensive but comprehensive&rpar;&period;<&sol;p>&NewLine;<p><strong>Algorithms to Live By<&sol;strong> The Computer Science of Human Decisions <em>by Brian Christian and Tom Griffiths<&sol;em> &lpar;Requires no maths to get the most from it&rpar;&period;<&sol;p>&NewLine;<p><strong>The Art of Game Design<&sol;strong> A Deck of Lenses <em>by Jesse Schell<&sol;em> &lpar;Useful in the classroom&rpar;&period;<&sol;p>&NewLine;

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Stephen Lowe

Stephen Lowe has an MSc in Computer Science from University of Liverpool in the UK. He developed and taught a 3-year multimedia course at Aoraki Polytechnic before coming to CORE Education seven years ago as a Learning Designer. His article originally appeared on blog.core-ed.org and has been shared here with permission. Click the home button to check out Stephen's posts.

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