Media Mentors, Not Media Police

Digital GEMS templatekey.023

It is a tricky thing to look at one’s own biases: it can make us feel somewhat vulnerable. In the case of screen time however, it is essential that we do so.

Professor Andy Przybylski (University of Oxford) opened the one-day event on Screen Time I had the good fortune to attend, by commenting on the very existence of the phrase “screen time”. Is there similar examination of “book time” or “food time” for example? There is an unfair rhetoric of analogue time being wholesome, good and entirely helpful, whereas screen time is seen as inherently bad, distracting, unhealthy and leading to nothing of value.

This ‘displacement hypothesis’ is such that every digital minute is seen as taking away from an analogue minute, with the insinuation that digital minutes are taking you further away from you being your best, most successful self.

Professor Przybylski argued that the evidence simply doesn’t back up this theory. Any correlational findings (remember, correlation does not equal causation) are so statistically insignificant they don’t justify focusing on – less than 1% variability in terms of correlational findings around sleep, health, functioning and behaviour.

So what does this mean for parents?

Simply put, there is an over-emphasis on limits and not enough focus on thinking critically about how we use screens, particularly how we use screens with our children.

Alexandra Samuel, using data from surveys of 10,000+ North American Parents*, found three main parenting approaches to technology: Limiters, Enablers and Mentors.

Screen Shot 2018-02-06 at 3.49.44 PM

Limiters focus on minimizing access to technology.

Screen Shot 2018-02-06 at 3.49.54 PM

Enablers put few restrictions on access to technology.

Screen Shot 2018-02-06 at 3.50.05 PM

Mentors actively guide their children in the use of technology.

What is especially interesting about these approaches, is that for school-aged students, the children of Limiters were twice as likely to access porn, or post rude/hostile comments online. They were also three times as likely to impersonate a classmate, peer or adult (see Samuel’s article in the Atlantic for more information).

Likening the Limiter approach to abstinence-only sex education, Samuel argues, “Shielding kids from the Internet may work for a time, but once they do get online, limiters’ kids often lack the skills and habits that make for consistent, safe, and successful online interactions.”

Mentors typically make up a third of  parents overall, but Mentors are equally represented in each age range, suggesting that this might be an approach that works effectively throughout your child’s life.

What we like best about these findings is that they reinforce the idea that establishing and maintaining positive relationships with your children around technology is beneficial to everyone. We want our child(ren) to come to us if they encounter problems, knowing we won’t freak out or overreact. For this to happen, we have to show that we care about and value their digital world in the same way we show that we value their other activities, e.g. reading and sports.

Screenwise-3D-e1470087898717

Devorah Heitner, author of Screenwise, suggests, Take an interest in what your kids do in their digital lives. Learn together with your kids. Play Minecraft with them or share photos on Instagram with them. Show them what you are doing online and ask them for advice about your Facebook posts or LinkedIn Profile. Your goal is not to become an expert in technology but to get a window into how your kids think about, and interact with, technology.

With an awareness and understanding that no parent is all-Mentor all of the time, how can we engage in more Mentor-like behaviour with our children? How can we move from being Media Police, to being Media Mentors?

My colleague Daniel Johnston and I came up with a few suggestions, which we have organised into a March Media Mentor Month Calendar (see below).

Click image to access A3 PDF

We know as busy parents, it is unlikely you will get to all of these ideas (especially not only in March!), but we hope this provides a resource for you to explore and find ideas of activities to help you develop a positive digital relationship with your family.

Click to access a larger A3 PDF version

Please feel free to share your ideas with us in the comments below, or add the hashtag #mediamentormonth on social media posts.


“About the data: All the charts in this article are drawn from a series of surveys conducted on Springboard America and the Angus Reid Forum between March 2014 and February 2016. More than 11,000 surveys were completed by parents of children under 18; each individual survey sampled between 500 and 1000 North American parents.” Please note this data has not been made publicly available and is not peer reviewed.

Minecraft – we’re back

Minecraft ECA 2011-2012

Minecraft ECA 2011-2012

Following the excitement of last year’s Minecraft Activity, I knew I wanted to offer it again this year. That said, I battled to keep up with the latest happenings in the Minecraft world, the responsibilities of my day job, occasional stints presenting, and of course seeing my family! Something had to give, and for the first term, unfortunately it was Minecraft.

Last year I had some wonderful Techxperts helping me out to moderate the school server, while I maintained administrative control. Perhaps it was because it was new to me that I wanted to keep a hold of the reins. Well, there are no excuses now.

This year, I want the activity to be student-managed and student moderated. To clarify, the Middle School/High School Techxperts will run the server for the Grade 2-5 Minecraft activity which will begin in the new year. This will give me the opportunity to interact with the students and just play. It’s a win-win as far as I’m concerned.

The Techxperts on the Minecraft team decided that running Tekkit would have the most learning potential. They are a very knowledgeable bunch, and informed me that Tekkit meant they could have access to anything that exists in the world – and more. Pascal (G10) took a leading role and helped me set up our RedstoneHost server, update McMyAdmin, install Tekkit (all the behind the scenes jobs that I find such a chore), and generally made my life a lot easier. He is a complete superstar.

We had a few glitches, but there is nothing more satisfying than working through and eventually solving a frustrating tech problem. Our server is now up and running.

I went on last night, to see how things were going. Seriously, I love my job. Three keen students were on, helping to set up the initial spawn points in readiness for the Grade 2-5s. It’s just the beginning, but it’s pretty neat to see what’s happening already.

Photo credit: Pascal Brunner

Photo credit: Pascal Brunner

Multiplayer games like these are tremendous levelers. I am very much a beginner with Minecraft and after a 6 month hiatus, it was all I could do to remember how to fly and move around. The Techxperts were so supportive. When I expressed my need for a refresher course, Pascal suggested I try building myself a spawn point, to (and I quote) “get myself back in the game.” In the world of tech coaching, Pascal modeled perfectly the notion of Positive Presuppositions – assuming the very best of a person, to encourage and support. It blows my mind. I can’t wait for the Grade 2-5s to join in and show the Techxperts how great they are. Because they are. Simply amazing.

I’m working on a presentation for parents about the benefits of gaming (together with Sean McHugh & Louise Phinney). I have so much to tell them. I hope they are ready to listen with an open mind.

More Minecraft Musings

Want to know what our kids are capable of achieving in just over a week? Here are some photos to show you some parts of our world!

Aerial shot of our world

Aerial shot of our world

I believe this is a Spleef Arena (though I may need to clarify!)

I believe this is a Spleef Arena (though I may need to clarify!)

Rain on the Plane

Rain on the Plane

A Flotilla of Boats

A Flotilla of Boats

 

Our Minecraft ECA met on Monday, and it was great to check in with what happened over the week. Top on my agenda was to get a list of all the students together with their usernames – I found it hard to remember who was who!

We refined some of our guidelines based on student feedback, including:
– If you’ve built something, put a sign with your name on it, so we know who made it.
– Ask if you’re not sure about how/where to build something – someone will help.

A group of students worked on developing a training area, so newbies like me would have a place to learn without accidentally smashing things (yeah, sorry about that Rogan). I look forward to learning the ropes soon!

One of the younger students asked if it was ok to copy something that someone had built. The general consensus among players was that it was fine. Then Liam added, “As long as you acknowledge it,” and Mohit said, “You’ve got to modify it a little bit though – remix is ok.” I then gave an example of the hot air balloons (in the first photo). Rogan made the first one (with the colours of the Union Jack on it), and Kenneth made his own one, changing the colours to those of the Irish Flag.

I’m not sure if they realised it, but they now have firsthand experience with Creative Commons – they know what it feels like to be a creator and have your work used. Tacit permission has been given to the group to adapt and remix, as long as attribution occurs.

I check in to the server every night to see what’s being built, who is on, how the conversation is going etc. The students have been super impressive. I’m really proud of their efforts.

So where to next? I plan to contact Redstone Host to see if we can get a second server, which we will run in Survival mode. The G7 Moderators are already planning to go in early to prepare a training area for Survival, as it’s quite a different style of game play.

I wonder what the kids will have created when I next log on to the server…

(cross posted at GreaTechxpectations)

Massively Misunderstood Minecraft

Overheard in the lab: “My Mum says she can’t believe UWC is offering a Minecraft activity. She says it’s a waste of time.”

Me: <breathe>

DM from @jplaman:

Jiff

Me: <breathe>

I guess it’s time!

This blog post is proving hard to write. I have rewritten this paragraph about 14 times, mostly because I am trying not to sound embittered! I am saddened that the educational potential in games has once again been overlooked.

As Katie Salen, professor of design and technology at Parsons The New School for Design so eloquently put is:

There is a long history of understanding games as sort of leisure activities, as a kind of waste of time. And that when we see kids playing games that maybe our first reaction is to say, “Oh well they’re just playing, they’re just kind of wasting time.” There isn’t a sense of even sitting down with the child and asking them… “What’s going on in your head right now?” Because if you sit down and talk to a game player about what they’re doing, an incredible narrative will come out of their mouth about the complex problem they’re working on. 
[see the full video here]

I was lucky enough to spend time with Rob Newberry and members of his Minecraft activity who visited our school to show our Techxperts activity the basics of Minecraft. It was very clear to me that Rob was onto something pretty spectacular, and we had to get involved! [Rob is a fantastic resource on setting up an ECA for Minecraft, and Minecraft in general. Without his help I wouldn’t have been able to try!]

Without further ado, I started a Minecraft activity at school which met for the first time on Monday. It was absolute chaos. We were setting up accounts and running around madly trying to get everyone into the school’s Minecraft Server (thank you Redstone Host!). Thankfully I had some of our UWCSEA Techxperts there to help me out.

Anyway, at the end of the first session, I wasn’t sure how things were going to work out. I’m convinced Minecraft has spectacular educational value, but this activity is my own qualitative research experiment.

I decided to log in to the server at home and see what – if anything – had happened since school finished.

Screen Shot 2012-02-13 at 8.58.08 PMAs soon as I had logged in, I realised I had completely forgotten ALL commands, including, crucially, how to move and how to talk! By guessing that if I pressed ‘t’ it might let me talk, I managed to chat to the few kids that were logged in and were already excitedly talking away (hopefully unaware of how utterly useless their teacher was at that moment). I asked them how to move – they told me to double-click the space bar, and up I flew.

Flying high above our world, I saw that it was a hive of industry. Houses had been built. A mountain top swimming pool was constructed. People were creating.

One of the students, Kenneth (G3) wanted to show me his house, so I began to follow him. Unfortunately, night was falling in our little world, so I could no longer see where he was going. I could still chat, so typed, “I can’t see where I’m going! Where are you?”

[Advance notice: I think this is AWESOME!] Kenneth solved the problem by putting down a series of glow blocks, which emitted enough light so I could see where he was going – a modern day Hansel & Gretel breadcrumb trail. Genius!

Victoria, Mohit, Liam & Aguistin's Pirate Ship

Victoria, Mohit, Liam & Aguistin’s Pirate Ship

My next obstacle came when I wanted to take some screenshots of a pool built at the top of a mountain. Every time I pressed shift+command+4, I started to sink (as the command for going down is shift). I complained in the chat that I kept sinking when trying to take a screenshot, and once again, Kenneth came to my rescue. He suggested building a block beneath me, so I wouldn’t fall. Makes a lot of sense eh?! The solution was there, but I certainly didn’t see it. I love the creative thinking that Kenneth and other players have demonstrated in the short time I’ve been involved.

Rogan's Soup Kitchen

Rogan’s Soup Kitchen

Day 2 of our server being open showed remarkable progress. Evidence of collaboration was everywhere. One student suggested a walkway (which several of the students pitched in to help with, complete with glow blocks for night time use), signs with directions appeared, pirate ships emerged along with 5* hotels. A soup kitchen was built. Organisation was appearing amidst the chaos.

So what learning have I seen to date? How long have you got?

Collaboration & Team work – A culture of collaboration appears to have existed from the beginning. According so some of the players, some people log in and say, “Who needs some help?” and away they go. I have been particularly pleased to see that Grade 7 students have been working alongside Grade 2/3 students on particular projects. This isn’t something I directed them to do (though I am certainly fostering it now), it’s just something that happened.

Now we’re starting to get players come up with creative ideas which require a slew of people to assist them. Generally speaking it seems to be a very open culture where suggestions are more often than not accepted and enhanced by the involvement of each new member. A sense of pride in their accomplishments show they understand the value of hard work, and how it feels to have completed something they have put effort into achieving.

 

Hot Air Balloon

Hot Air Balloon

Creativity & InnovationJames Paul Gee states in his video for Edutopia, “Kids want to produce, they don’t just want to consume.”  It’s pretty clear that the students in our Minecraft activity are incredibly creative. Day 3 (today) brought the addition of a theme park, more boats, more hot air balloons and a castle. They have organised their world to make it more efficient and more aesthetically pleasing. It’s quite literally a privilege to watch.

Mathematical Understanding – spacial awareness, area, construction, volume… Interaction with Minecraft can only serve to enhance a student’s comprehension of mathematical skills and concepts. Imagine if we teachers took Minecraft into the classroom to help students learn these concepts. Engagement would be through the roof, I’m sure. [Students, I’m working on it! Give me time!]

Collaboratively Constructed Walkway by Mohit, Rogan & Victoria

Collaboratively Constructed Walkway by Mohit, Rogan & Victoria

I could go on, to talk more about problem solving, communication & social skills (no doubt I will, in a later post!), however as usual, it’s better for me to stop talking for the kids and let them explain their learning in their own words. Victoria says,

Minecraft is a combination of frustration, excitement, and pure adrenaline. It widens your mind and you can get inspired very easily from other people’s creations. You can also learn various tips from more experienced players and most of all you just have fun.

What Victoria so eloquently described was a culture of remix and amplification. Taking someone’s ideas and adding your own personal spin on it.. It’s a new way of learning (think YouTube videos that go viral and spawn thousands of remixes) in which everyone has something to contribute, something to add, something with which to inspire others.

Marius says,

Playing Minecraft makes us think about what we can do to build up a “city”. Through this, we enhance our creativity and art skills. We also have to use our logic and physics skills, in a sense where we know where the water (or lava) will flow and where we need to build things to make our constructions work.

Leadership and peer-learning opportunities – Games level the playing field. Tom Chatfield notes that, “A virtual world is a tremendous leveller in terms of wealth, age, appearance, ethnicity and such like…” It means a child can be an expert, a student can be the most knowledgeable source of information. What a powerful concept for a young person  – I have something of value to offer my peers and teachers.

This, to me, is vertical interaction on a horizontal playing field. We are combining people of all ages to work together using the same resources to create something special.

As Joseph Joubert, the French essayist famously said, “To teach is to learn twice.” In the context of Minecraft, the students are a very supportive community, keen to help newcomers (such as myself) develop their understanding of the game. This fits in beautifully with  Jean Lave and Etienne Wenger’s Communities of Practice theory of learning, where,

“It is through the process of sharing information and experiences with the group that the members learn from each other, and have an opportunity to develop themselves personally and professionally.”

Face-to-face friendships develop through similar online  interests, and this is becoming evident as we continue to play. I have enjoyed the opportunity to reconnect with students I taught previously, as well as learn more about the ones I teach now.

James Paul Gee speaks of these communities of practice as “passion communities” constructed via social networking, where members are usually held to quite rigorous standards in their area of passion. To the novice, feedback is given, support is provided, but standards are not be lowered.

George's Lava

George’s Lava

I hope every parent of a student playing Minecraft takes the time to sit next to their child and really ask them what they’re doing, why it’s important to them, how/why they create things, and what they’re learning. I’m sure they’d be gobsmacked at the responses. How many actually take that time I wonder?

I’d like to thank the members of the inaugural UWCSEA Minecraft Activity for their supreme awesomeness, their willingness to help me learn and share their burgeoning world, which is the product of hard work and fun, all rolled into one.

I’m tired. I’ve been dipping in and out of this post for far too many days. There’s so much more to say, but it’s 9:24pm. The server closes in 6 minutes and I want to see how my kids are going. Goodnight!

Games – What exactly are kids learning?

[Cross-posted at U Tech Tips]

Games and the value of game-based learning has been a hot topic for me lately, so I was thrilled to come across Tom Chatfield’s article, Why playing in the virtual world has an awful lot to teach children in the Guardian on the 10th January 2010 (hat tip to @paulmaglione for the link). Tom argues that there is more to games than meets the eye.

For perhaps the most remarkable thing about modern video games is the degree to which they offer not a sullen and silent unreality, but a realm that’s thick with difficulties, obligations, judgments and allegiances. If we are to understand the 21st century and the generation who will inherit it, it’s crucial that we learn to describe the dynamics of this gaming life: a place that’s not so much about escaping the commitments and interactions that make friendships “real” as about a sophisticated set of satisfactions with their own increasingly urgent reality and challenges.

Super Mario BrosKatie Salen, professor of design and technology at Parsons The New School for Design argues that traditionally, games have not been seen as challenging realities, but rather as time-wasting activities:

There is a long history of understanding games as sort of leisure activities, as a kind of waste of time. And that when we see kids playing games that maybe our first reaction is to say, “Oh well they’re just playing, they’re just kind of wasting time.” There isn’t a sense of even sitting down with the child and asking them… “What’s going on in your head right now?” Because if you sit down and talk to a game player about what they’re doing, an incredible narrative will come out of their mouth about the complex problem they’re working on. A set of specialist vocabulary will spew out of their mouth…
[see the full video here]

From my reading on the subject, there are a number of key learning areas that games help players develop. Here are a few of the main ones.

Games Develop Literacy SkillsMoshi_passable

Many people underestimate the amount of literacy involved in game-playing. Instructions and other comments on the website require reasonably sophisticated levels of reading. James Paul Gee, an Arizona State University professor and leading figure in the field of games in education, argues, “Some people even say that games are killing reading and writing – far from it! They’re actually engaging kids with reading and writing more than ever.” [See the full video here]

By way of example, in Moshi Monsters – a game students at my school have been playing with gusto – your monster tells you how he/she is feeling, with quite a wide vocabulary. My monster has been elated, effervescent, marginal, and sunny lately, but the other day he was just passable. One of our K2 classes created their own monster, and play it as a class first thing in the morning. What a great way to discuss and develop new vocabulary!

In the context of Moshi Monsters, the “specialist vocabulary” that Katie Salen speaks of, includes Moshlings and Rox – both of which I am extremely confident all players would be able to explain clearly.

mystMessage boards are also popular with students as a way of communicating with others. On my message board, students have asked me how to get a particular Moshling, commented on my room and so on. It is great to see the dialogue that it generates, and the buzz in the ICT lab is electric, to say the least!

Tim Rylands, often credited as one of the forerunners of  gaming in education,  brought the computer game Myst into his classroom to develop literacy skills, with great success – he won a Becta ICT in Practice Award for his work in 2005. Since then, projects have been developed by schools and learning institutions around the world, including Learning & Teaching Scotland, who use games such as Guitar Hero and Myst to  stimulate creative and descriptive writing. They have been receiving positive feedback from teachers and students alike.

Games Develop Creativity

Scratch_001Gee states in his video for Edutopia, “Kids want to produce, they don’t just want to consume.” This is certainly true of the Playstation 3 hit, Little Big Planet, which has user generate content as a major part of the game.

At my school, the Grade 2-5’s are devouring Scratch, the MIT-developed computer programming software for kids. Scratch provides an extremely user-friendly platform where users can upload their own games, or download and make changes/improvements to other people’s games and upload them again for the community to try. One of our Grade 5 students contributed a game which he has translated into 3 languages – Chinese, Dutch and English! The code behind this game (and others that the students in my class produce) is extremely sophisticated, and more often than not, beyond my comprehension!

Games Develop Critical Thinking Skills

Samorost_1Players need to use critical thinking skills when playing games. Problem solving and decision making skills, together with logical thinking, sequencing and strategy-making are all reinforced. James Paul Gee argues that playing a game is like a continuous stream of assessment. If you fail to work out what steps need to be taken, and in which order, you will not progress further in the game. Games such as Samorost (and other games created by Amanita Design, including Samorost 2 and Machinarium) are fabulous for all the skills mentioned above. Kids love to play them together, and thrive on the challenge of coming up with possible solutions to rather daunting problems.

Zoombinis is a very popular computer game (and has been since its release in the mid ’90s), requiring complicated mathematical thinking skills. According to Amazon,

Zoombinis Logical Journey challenges children to employ such basic fundamentals of mathematical thinking as organizing information, reasoning of evidence, finding and making patterns, and systematic testing of hypotheses.

zoombinisWe loaded it on some computers in the lab, and had a games focus for our most recent Wired Wednesday professional development with staff, and it was funny how many teachers remembered it from 10 years ago when their kids played it. One teacher even asked to take it home, because it was that engaging! 

Gee, in an interview with Gamezone, argues:

…people are too hung up about learning “content” in the sense of facts. What we need people to learn is how to think deeply about complex systems (e.g., modern workplaces, the environment, international relations, social interactions, cultures, etc.) where everything interacts in complicated ways with everything else and bad decisions can make for disasters.

The thinking skills developed in gaming are transferable across a range of contexts, which will be of great benefit to our students in the workplaces of the future.

Gee explains in the same interview,

Good games stay inside, but at the outer edge of the player’s growing competence, feeling challenging, but “doable.” This creates a sense of pleasurable frustration.

It has also been described as ‘hard fun’. I’m sure many of us have been in the situation where a game has  been too easy or too hard. Those just-right games really hook us in to the point where our concept of time melts away – or as Mihály Csíkszentmihályi, Hungarian professor of Psychology famously refers to it – the state of flow. According to Wikipedia, flow is:

the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity.

Games are SocialMachinarium in the Lab 002 (Medium)

The old-fashioned notion of gamers in seclusion, having no human contact is a thing of the past. The majority of games today have a huge social component, including sophisticated discussion forums. Tom Chatfield again suggests:

Visit any website devoted to hosting player discussions of games like World of Warcraft, for instance, and you’ll find not hundreds but tens of thousands of comments flying between players who debate every aspect of the game, from weapon-hit percentages to mathematical analyses of the most efficient sequence in which to use a character’s abilities. It will range from the sublime to the ridiculous, and will be riddled with private codes, slang, trolls, flames, and everything else the internet so excels at delivering.

What you’ll find above all, though, is a love of discussion almost for its own sake; and an immensely broad and well-informed range of critical analyses. It’s not unknown for doctors of economics or maths to wade into the fray – and find themselves bested by other still more meticulous chains of gamer reasoning.

Participation in the social communities surrounding games, interacting with friends in multiplayer games, and contributing to discussion forums all help develop communication and collaboration skills. The ability to communication and collaborate with others is increasing in importance – take the ISTE Nets for example. Being able to establish a rapport with others, in a range of situations will help today’s students in future contexts.

Game-playing provides leadership and peer-learning opportunities for students. Games can level the playing field. Tom Chatfield notes that, “A virtual world is a tremendous leveller in terms of wealth, age, appearance, ethnicity and such like…” It means a child can be an expert, a student can be the most knowledgeable source of information.What a powerful concept for a student in a classroom – I have something of value to offer my peers and my teachers.

playstation_FlottenheimerAs Joseph Joubert, the French essayist famously said, “To teach is to learn twice.” In the context of the lab, the students I see playing games are a very supportive community, keen to help newcomers develop their understanding of the game. This fits in beautifully with  Jean Lave and Etienne Wenger’s Communities of Practice theory of learning, where,

“It is through the process of sharing information and experiences with the group that the members learn from each other, and have an opportunity to develop themselves personally and professionally.”

Face-to-face friendships develop through similar online  interests, and this is certainly evident in my ICT Lab.

James Paul Gee speaks of these communities of practice as “passion communities” constructed via social networking, where members are usually held to quite rigorous standards in their area of passion. To the novice, feedback is given, support is provided, but standards are not be lowered.

Rachel Williams for the Guardian, notes that according to a government-appointed expert,

Children spend so much time in front of the television and computer games, and so little time with adults that one child in six has difficulty learning to talk…

parent with kids & playstationIt is easy to put the blame squarely on the shoulders of the television and computer game industry, instead of focusing on the role parents and other adults have to play in a child’s language development. Rather than throw the baby out with the bathwater, this is a powerful opportunity for parents to involve themselves in the lives of their children, and play games together. The discussion arising from shared game-playing would surely help children develop those crucially important communication skills, and create a nice shared activity for parents and children.

In Summary

I truly believe gaming and game-based learning has a lot to offer our students. I hope this has provided an alternative perspective on gaming, and an insight into what our kids are learning through game-playing.

I would be interested in hearing how other educators have used gaming in their classrooms, and to what effect. Please share your expertise!

People to Watch

Tom Barrett‘s blog features a lot of great game-based learning information

James Paul Gee

Tim Rylandswebsite has writing samples and videos of work produced by students using Myst and other games.

Katie Salen

Further Reading

Background to Games Based Learning – Learning & Teaching Scotland

Using the Technology of Today, in the Classroom Today – the Education Arcade

Unlimited Learning – Entertainment and Leisure Software Publishers Association

Photo Credits:

Mario – Nahuel31, Playstation – Flottenheimer, Parent & children with playstation – sean dreilinger, Myst image – ldrose,  Zoombinis image – matt.agnello, Images from games captured using Jing


Life in the ICT Lab: a Moshi Pit

monster_line_up

The kids in the lab have been mad-keen on Moshi Monsters lately. I can only describe the lab as a Moshi pit at break times!
[I am using Moshi Monsters as a stimulus for descriptive writing with our K2’s, so will blog about how that goes when I am finished.]

Moshi Monsters is a neat little game, really engaging, with a great variety of activities and things to do that can keep kids engaged for hours – literally!

I thought their interest would be a good opportunity to have a chat to them about the ways in which the website aims to hook them in, and get them to sign up as paid members.

At the end of last term, I called a Moshi Meeting for all those interested in playing Moshi Monsters in the lab. Turn-out was predictably high!

I got Moshi Monsters up on the IWB, and asked the assembled group two main questions.

1. How does the Moshi Monsters site try to encourage you to spend more time playing the game?

Spend_Rox

Here are some student responses:

They show you things you can buy with your Rox that are the level above you, so you want to increase your level to be able to buy those things.

They unlock different games when you increase your level.

In the beginning, you can increase your level really quickly, but then it slows down and it takes longer to increase the levels, meaning you have to stay on the computer longer.

They have messages when you walk down the street like, “I wish my owner would redecorate,” meaning you start thinking about improving your room and buying more things. To buy more things, you need more Rox, which means you have to stay on longer and earn them.

How does Moshi Monsters try to encourage you to become a paid member?

Moshi_Members

Here are some student responses:

You can see that there are other areas that you can access if you are a member.

You can do more things – you can send gift etc.

It allows you to choose your own house – you get more choices.

The vast majority of the kids had no idea they were being ‘encouraged’ to spend more time online, but once it was pointed out to them, they realized that they had choices to make, and that of course the website wanted to make it engaging for them to want to pay money for it.

The bottom line is that they became more informed consumers, and I’m pretty happy with that.

Images captured using Jing.