“Totally unrealistic”? Reflecting on categorising learning topics within games

This post was triggered by the below Twitter thread. Nuance is of course often lost in Twitter character limits, but, was my immediate response on reading @DTWillingham’s article fair or was I being too emotional (given my work in learning and time spent in the world of video games)?

Trigger thread

Firstly, lets all agree games are hugely powerful for learning. Indeed, I often blame Sid Meier for my choice of History for undergraduate studies (although, of course, a number of good teachers and other factors were at play).

Second, I would recommend you look at the original article. The idea is a really interesting one. The numbered points below are mostly where I disagreed with the article on first read through, with some reflections included below each point. Many of these have little to do with the (knowledge and skills) learning specifically but are important in terms of the framing of the learning environment and motivation (if we consider based on KISME). “Design for motivation” arguably being a skill in itself, as articulated in this new learning designer competency framework.

  1. “if my kids are representative”
    1. I appreciate this is a newspaper opinion piece but anecdotal starting points are not great. I also appreciate most of my views are very anecdotal based on my own experiences 🙂
  2. “I gave in to increased gaming time but gravely told my children they should choose educational games”
    1. This is a hugely “first world problem” problem statement. When I was in the age bracket being discussed (8 to 18) I got one game for my birthday and one for Christmas. If gaming is a concern for a parent then I would rather see an article encouraging them to be active in choices, either choose the games or be active with the children in the selection.
  3. “it’s usually impossible to know what, if anything, kids will learn from a video game based on a simple description of it
    1. I really like the opening of this part but not the bit I have italicised. Yes, a description will not likely cover this but a gaming experience is intensely personal. There are so many levels of competence to gaming skill, many games are non linear and players will pay differing levels of attention. Therefore, just like in an education environment, it is incredibly difficult to say what people “will learn” – only what we are encouraging and supporting them to learn. This also counters some game design – for example deliberately open design in the latest Zelda game.
  4. “The Entertainment Software Rating Board rates games for objectionable content like sex and violence. That’s helpful, but it should be as easy for parents to guide their kids toward enriching games as it is to shield them from unacceptable ones.”
    1. Surprisingly, given the author, this massively over simplifies learning. The ESRB, the BBFC, etc. are dealing with a very small taxonomy – for example, I just looked at GTA V on ESRB (presuming it would be the game with the most ‘warnings’) and it is only rated on 7 items – albeit that their are levels to this model (“intense”, “strong”, etc which is probably how we get to the 30 categories the article mentions). If we were to map “topics” as mentioned earlier, what would be the appropriate taxonomy? Cataloguers and librarians the world over would be quick to tell you this is difficult, video games themselves were an example used in my Librarianship MA as an example of how difficult it is to fit things into Dewey Decimal Classification – under games, technology, etc.?
  5. “boring”, education-first, games
    1. I previously considered if podcasts were the rebirth of “edutainment”. I don’t think we would say that as a concept is entirely bad. Indeed most people will remember their more “fun” teachers over some of the others. However, I would agree that “chocolate-covered broccoli” learning design isn’t very helpful in general, similarly to forced gamification in workplace learning. At the most recent school I worked at, most made for education “games” tended to frustrate the kids as they are the first to see when learning is being ‘forced’ into a game environment. Similarly potentially educational games, like Minecraft, were misused by what can probably be best described as ‘di**king about’. However, the experience of course varied enormously between the games and the children in terms of preference and practice. That said, some serious games undoubtedly do work and the science has been worked on for a long time, even if just thanks to the age old learning paradigm of simulation and practice of activities in safe(r) environments.
  6. “To make them fun, game creators either make the content less academic (and claim education will still benefit) or remove the tests (and claim kids will still learn). But the effect of either change on learning is unpredictable.”
    1. “learning is unpredictable” – I think this is the nub of the matter. It is unpredictable and difficult which is really why I was saying it is unrealistic to try and rate learning in such media. Indeed the article references the evidence that some games designed to help with memory do not work (which is in part why I said the vast majority of game driven learning is really accidental).
  7. “playing Tetris, do improve spatial thinking skills, an ability linked to success in math and science”
    1. But the designers probably did not anticipate this and the evidence becomes clear over time. It would be very difficult to classify such outcomes at the point of publication.
  8. “not quiz players on it”
    1. This is of course a very education way to talk about learning (going back in part to the original reason this site was called what it is). It probably doesn’t help to reinforce parental expectations of testing everything. It does double back to say learning is “because you thought about it, not because you were quizzed” but I would say it is weak on the fact that repetition to counter the forgetting curve is key here. For example, I learned Caribbean geography from Pirates! (like the other article mention in the thread but with Black Flag rather than Pirates!) as I played for many hours over a long period of time, however, I also had that knowledge reinforced through following football/soccer, looking at maps, watching the Olympics, etc. We know who “Prince Harry is married to” due to constant exposure to that content, I know very little about less exposed celebrities/royals.
  9. “They have to think about it, and that’s guaranteed only if the information is crucial to playing. Even then, “will they think about it?” isn’t always obvious.”
    1. I wouldn’t say it is guaranteed even in that case, repetition, interest, existing level of knowledge, etc. would all impact this. Also you do not necessarily think about spatial thinking skills. That is more incidental when benefiting from the Tetris example, etc.
  10. Roller Coaster Tycoon
    1. As the article suggests, the gamer would need an interest to pick on the more scientific elements rather than playing for fun/crashes. It would also depend a lot on existing knowledge, this would be impacted by age, literacy levels, etc.
    2. This could revert to something like sticking a recommended reading level on a game, for example, I loved Shadowrun but got bored with Shadowrun Returns as there was far too much reading text. A text rating would help parents and gamers of all ages. The text could also be potentially exported from code and analysed away from the game. This might help people determine if the game is too complex, for example if they are going to have sit through a huge tutorial reading activity. That said, in another context I would happily play more ‘interactive book’ type experiences.
  11. “Someone who understands cognition needs to evaluate gameplay. The video gaming industry could arrange for that.”
    1. This is the really difficult bit from a practical perspective. You may understand cognition but could you get through the game? Your analysis is unlikely to map to the possible variations in relation to the experience. Would you be better analysing pro players (for example on Twitch or YouTube)? I doubt “Game makers submit a detailed description of a new game, which is then evaluated by three professional raters”, as for the ESRB, would be anywhere near sufficient for the complexity of knowledge, skills and behaviours a game may change.
    2. There would also be potential cost implications – gaming is notoriously a low price inflation industry (even though the tech involved and size of games has transformed) with small and big designers regularly disappearing into bankruptcy.
  12. “they owe parents that much.”
    1. A nice way to wrap up the article. However, if we take that a parent would have to be at least 16 years old I would say the industry does not really owe you anything unless you have chipped in by playing games yourself within those years. As with film ratings and Parental Advisory it would also only be of use for the small number of parents who care.

The ease at which this information would appear to parents/purchasers is also perhaps giving more credit than due to some of the systems involved. The PlayStation store, for example, does not even offer a ‘wish list’ or ‘save for later’ type of option. The Steam Store allows various tagging but again we would come back to how difficult a taxonomy would be. The article and Twitter thread both mentioned Assassins Creed, if we take Valhalla you could argue you would learn a rough idea of:

  • English and Norwegian geography
  • some (stereotyped) Anglo Saxon and Norse cultural aspects
  • elements of medieval religious practice
  • different weapon types
  • and probably some other knowledge pieces.

However, as with learning from films and other media perhaps the most interesting point is away from such obvious content. Instead Valhalla’s approach to same-sex relationships could be a transformational learning experience, for example, if a sexist homophobe played the game then maybe, just maybe, they might have some of their beliefs and resulting behaviours changed. That said, did Ubisoft consultant with relevant bodies to ensure their representation was appropriate? This could be a challenge cast at many sources of information of course, for example if the The Crown should come with a health/education warning.

As I tweeted, I would love to work in gaming at some point, indeed one of those ‘sliding doors’ moments in my younger years was turning down a job at Codemasters. However, on reflection, I still don’t think the article’s suggestion is the best way to go. Indeed education consultants working for the developers would seem preferable to external rating and verification. DTWillingham is, of course, a luminary in this area (hell the LA Times publishes his articles!) but whilst I love the idea of this job existing I still feel it would be incredibly difficult to bring to fruition in a way that is of value to parents or anyone else.

Heading into 2021’s world of online working/learning (plus UEFA’s “Academy Online” as an example online resource)

As we hit the grim milestone of the first anniversary of the first confirmed Covid fatality the news remains full of stories about global lockdowns. These stories are currently very focused on online learning, not least in my media channels as the latest UK measures have seen schools close (again).

During this year’s restrictions, I have helped launch the first learning management system used by a global organisation (more on that here if you’re interested). What this experience has made me think about a lot is the overall ecosystem of different systems organisations will have – especially organisations that have been around a long time – that, to some extent, cover “learning” purposes.

Depending on the historic position of an organisation there are likely to be public websites, private intranets, community sites (either their own or groups on social media), staff profiles on social media, learning platforms, content management systems and many more (including email). The complexity of this landscape is, in part, why organisations have struggled with the push to online learning and working prior to 2020/21.

UEFA’s site as an example

This recently came up in one of my social media accounts. UEFA have made their online academy available to anyone. The site (https://academyonline.uefa.com/) now gives you the option of a login (from an FA or other football related account) or direct (public) access. Firstly, credit to UEFA that this is a nice approach for an organisation that has been criticised in the past with regards to transparency.

Looking at the site today, my public access gives me a searchable/filterable list of 181* “resources”. As said many times on this site before, and in part due to my libraries and information background, I have a tendency to prefer resources over some attempt at “courses”, so this is good. However, this site is a classic example of an “online academy” which is effectively just a video and PDF library.

*the real number of unique items being considerably smaller as a number of entries are duplicated for each language they are available in.

Oddly one resource on the platform is a video for UEFA PLAY. PLAY (https://play.uefa.com/login) is described as much more of a learning platform than the content management of the Academy site, for example, in including knowledge sharing forums. Yet if you access that URL you are redirected to the academy site.

So the academy as a website/platform is an interesting example – in so much as it is separate from the overall Academy learning offering that includes training courses, blended learning programmes, etc. but also shares the same branding. For those of us who have worked in education and L&D – the question therefore is: what do our learning platforms offer over an above Google footprint (in terms of positioning of learning within the public facing web of our organisations and the ecosystem of technologies we all have access to)?

List of premium tools available for Covid impacted education institutions

FINAL UPDATE MARCH 19th 2020: obviously this is a pretty mammoth task now that more US and UK organisations have got involved (and the increase in HEIs closing). Overall, I would recommend looking at what you are due to cover from a learning perspective and working out best approaches from there. Obviously tools should come after topics/tasks/outcomes. Here’s hoping that the digital learning world gets some credit out of this and continues to evolve.

I could not find a definitive listing of these so below is my attempt. The primary source is an uber list being compiled by a Facebook group here but obviously not everyone wants to be on Facebook nor are Facebook groups very easy to find or moderate.

Yes, I know this would be better as a shared Google Doc, Google Sheet or Wiki but I was trying to avoid false advertising from opening up the editing to those pushing products.

Note these are where there there seem to be clear attempts at offering longer free trials than normal or specific, short term, free upgrades/accounts. This goes over and above ‘always free’ tools such as ft.com (via their schools programme) and YouTube (free to all). I will try to add to this over time:

  1. Kahoot – quizzing, games, etc.
  2. Century tech – one of the emergent AI assessment platforms that could break down the time spent on marking for teachers
  3. Google Hangouts/Google Education – largely irrelevant for Microsoft shops but I guess they are hoping to convert some work from homers
  4. Discovery Education – free access (for US schools) to the Discovery resource libraries
  5. Quizlet seems to have a 30 day trial for teachers, I think this is longer than normal (although the URL says it is the Black Friday deal) – quizzes and flashcards but the teacher version offers tracking of student progress and other tools
  6. Britannica School free during Covid closures – the long standing Britannica brand now in the form of eLearning resources around encyclopedia content
  7. Nearpod are offering additional support (webinars and staff development) as well as access changes (to get a trial you have to fill in what seems like a rather excessively long form)
  8. Twinkl Resources are apparently free if you contact them to upgrade existing accounts
  9. Minecraft EDU – extended access during Covid
  10. InThinking Distance Learning – resources for various subjects
  11. Gizmos simulations – 60 day free trials
  12. Bookcreator – upgrade to collaboration level use of the iPad tool
  13. BrainPOP – free access to their animated movies, assessment resources and creative tools
  14. Buncee – not familiar with this tool: seems to be a learning management system with some synchronous learning components
  15. Classwork Zoom – GoogleClassroom plugin (for student progress tracking)
  16. Education Perfect – lots of resources for K-12 subjects, currently available for free till May 1st. Powerful looking assessment engine, including proctored assessments.
  17. Elementari – “write and code interactive stories” (I might have to have a play with this one!
  18. Kami – “Kami is the leading PDF & document annotation app for schools”
  19. Lalilo – Phonics platform for early years
  20. Mangahigh – slightly confusingly (given the name) a maths platform with lots of resource based learning
  21. Mystery Doug – K-5 science video platform free till June 1st
  22. Parlaydiscussion and chat tool, free till April 30th
  23. PearDeck – formative assessment including MCQ, etc.
  24. Sutori – social science content, history examples on home page
  25. Tynker – coding platform with free trial, current 30% off beyond
  26. WeVideo – online video editor
  27. Zoom – amendments to the always free version (some geographies only?)
  28. Pearson qualification schools have access to (60 day trial) resources here

Have I missed something? Send me a tweet.

Note this excludes eBook platforms as they often tweak their “free” models between educator, parent and other uses – such as Epic!, Story Time from Space and Storyline Online.

Not technically the kind of list I was trying to create but an interesting one has also been setup over on this page: https://covid19edresources.glideapp.io/

Another big list over here on Wakelet: https://wakelet.com/wake/ebca9f61-b708-4674-b1f8-f684df739cf9

Another big list here: https://kidsactivitiesblog.com/135609/list-of-education-companies-offering-free-subscriptions/

MIT’s K-12 resources

Some resources here

IBO contingency guide

Master tools list from the Facebook group here (more of what I thought I had originally missed):

http://www.amazingeducationalresources.com/?fbclid=IwAR2u-X7HG4PEuf6SuGBtGovUY0eGYQk0w3q9Fxr7MaXcjoMsd9OID9BJenc

The support staff role (again): considering the library role (again)

At a minimum, learners and teachers should collaborate with librarians to design the places, collections and services of the library.

Planning with the entire community helps to make the library a welcoming, active space for learning, research, and reflection…

It is important that librarians do not find themselves undervalued or isolated from the school community, which can happen if the system is not designed to play an active role in energizing the curriculum. Librarians should be included in planning, teaching and learning to the greatest effect, rather than being “the last people to know” what is going on in the school.

Ideal libraries: A guide for schools (International Baccalaureate)

Consider the six roles the IB has identified as archetypes of modern librarian role. Then compare L&D’s re-visioning for 70/20/10 and other changes. Here we have traditional support roles desperate for ‘a place at the top table’ as I’ve discussed before.

Added later: After working in the library area again for the first time in a while it really strikes me how much of the library discourse in on rules, regulations, security, etc. This is in part why I looked to move away from libraries originally, that the focus is too often not on the actual outcomes – in academic libraries that learning and research actually happens! In some ways this is comparable to L&D – with both having to wear more hats than they would have traditionally:

I’ve learned a lot for my current role from an excellent couple of networking groups (one a Facebook group the other a more formal site using their own version of Moodle). Neither of these sites are provided by my organisation or an L&D team, these are prime examples of informal Personal Learning Networks contributing to performance. They are point of need Q&A channels beyond what any bot could provide – as they offer advice and ideas from outside of your organisation – a combination of “how do others do this” and “help please!” Often when we think about the support services we provide we think we can do this via support resources, often we simply have no access to the people our people really need – peers outside the organisation.

Learning and libraries: Will efforts to change always be Sisyphean?

A while back I tweeted challenging a view that L&D teams are still behind modern learner expectations:

Transformation is difficult in this world. For example, the need for libraries to be more open and engage with their communities exists – but a recent high-profile example shows the challenges. Whilst libraries may want to transform, do the users really want it? If the ‘customer’ does not want change then why are they trying it in the first place?

Here learning support services (such as L&D and library teams) have the challenge of trying to do what they think best versus non-domain expert/customer expectations. This is perhaps an effort that is so difficult, but needed, we have to recognise it is Sisyphean to some extent. One suspects it is an issue for all support staff? For example data protection pros slowly trying to improve practice, IT pros trying to get people to use tech better, etc. ??