Friday, November 8, 2013

Week 10: What Leadership Lessons Can We Take from Gamers ?

Interview Questions:
1. Which kinds of games do you prefer, single player or multiplayer?
2. Which game do you play more than any others, and why?
3. How do you find people to play with in this game?
4. What qualities do you look for in others you play this game with?
5. How do you make decisions about game play with others you are online with?

My interviewees this week were my son, a 7th grader, and one of my students, a sophomore.  My son has been gaming since he was about 9 years old - he got his X-Box when he was 10.  He spends a couple of hours a day gaming, and more on weekends.  He owns a few games, but as they are expensive, and he tires of them quickly, we subscribe to a service called GameFly. He can rent games and return them when he is done - which is good because sometimes "done" can happen in 15 minutes! It's far more economical than buying. So games come and go, but occasionally he lands on a favorite that he just never wants to return - GameFly lets you buy those at a reduced price.  When he first began gaming, he really liked racing games, like motocross, and car racing. Over the past couple of years, he moved on to games like Call of Duty and Modern Warfare, which were a big deal at first but now are not played often.  What we have learned is that most of the time his interest in a particular game has to do with how the "community" likes the game - thus his long flings with Call of Duty and Modern Warfare - everyone was playing them.  However, one game has taken top spot over the past year and a half, and although other games are played occasionally, this one still has the podium - yes, it's Minecraft.  So when I posed my interview questions to him, naturally we were talking about this particular game.

For him, multiplayer is definitely a preference.  I could speculate and say it's because he's homeschooled and it's the social aspect that he loves, but plenty of kids in school with very active social lives love multiplayer as well.  At age 13 he's not too reflective about these kinds of things, and tells me that he simply likes multiplayer because it's more fun to play with others.  He always plays Minecraft with the same core group of 3-5 kids, which includes a couple of cousins, and a couple of boys from his basketball team.  There is one cousin he no longer plays with because they would get into such terrible fights that it would cross over into "real life".  (We finally had to step in and tell them to stay off of each other's Minecraft servers). He says reason he plays with this particular group of boys is because they like to do the same types of things, like creating new buildings or towns, or discovering new ways to mine. In other words, they tend to be looking for the same types of challenges. When I asked him how the group made decisions, he didn't quite understand what I meant.  I don't think that they really think of their play in this more grown up way, as in having a leader, making decisions, etc. They just "do".  I clarified by asking him if any of the things they did were his idea - and he answered that of course, they were all his ideas!  Further questioning finally got to the heart of it - he really can't pinpoint with whom ideas originate, but what he meant was that he always contributes plenty of ideas - so does everyone.  He says that when he as a good idea he says it but then starts to do it as he's talking about it.  If he does this, most of the time, others join in.  However, he said that if he takes to long just talking about an idea, it usually doesn't get done, and the others move on to somethings else.  My guess is that the talking interrupts the flow, and in the midst of play, no one wants to stop.  Plus, in a three-dimensional environment, nothing explains better than showing.

My other interviewee is a sophomore in high school, and has been a student of mine since he was in 6th grade.  He has always enjoyed working with technology, has learned to program, and is currently in the process of building a computer. So what does this sophisticated techie like to play best? Minecraft again - the very same game my own much younger son loves. There must be something to this! Although I have not played Minecraft myself, I have watched it played, and read quite a bit about it, and I can see why it would appeal to a kid like him.  He says he doesn't always prefer multiplayer games, that it's about 50/50, but also said that he really hasn't played much else besides Minecraft for the past year.  There is a crowd of kids from school who he regularly plays with, in small groups of 2 or 3, or sometimes as many as five. He mainly plays with this group because, according to him, they all share the same commitment to the game. "It's not a game that you can just play a little bit then stop. If you start something you have to be committed to finishing it." I ask him how long it takes to "finish", just to clarify. He shrugs his shoulders and says one never knows, it could take days, weeks or months. The point is, the group has to be committed to seeing it through.  I ask if he gets this commitment up front.  He says no, but if they're into it, and they love it, they'll stick with it, and that's why he plays with this particular group, because they all love it. When I asked him about leadership in his group, he admitted that often he took the lead, although he couldn't say exactly why.  He's not a bossy kid - very level-headed and friendly, and his friends recognize and respect his abilities and knowledge about technology. So I suspect that gives him a bit of elevated status as unofficial leader for them. I asked him if they came up with ideas as well, and he said of course.  Then he said something that really surprised me - he said that people would explain an idea by just doing it - almost exactly the same thing my own son had told me.  This confirms my ideas about flow being such an important aspect of the dynamics of this kind of game play.

What both my son and my student explained to me about Minecraft confirm what Thomas and Seely Brown explain about groups of players having the same tacit understandings from prolonged periods of indwelling in their gaming worlds.  They are inhabiting the same space, with the same challenges and same goals, and working to adapt to the changes along the way.  This kind of "knowing" that they share helps to create the synergy between the players that keeps the game so exciting and engaging.  In their book on game design, Salen and Zimmerman echo this idea when talking about meaningful play. "Meaningful play engages several aspects of a game simultaneously, giving rise to layers of meaning that accumulate and shape player experience." (Salen, Zimmerman, 2004).

Games like Minecraft and World of Warcraft have become such a phenomenon because they are what James P. Carse characterized as "infinite games" in his book, Finite and Infinite Games.  He says, "A finite game is played for the purpose of winning, and an infinite game is played for the purpose of continuing to play. The rules of a finite game may not change; the rules of an infinite game must...The finite game player aims to win eternal life; the infinite player aims for eternal birth."  This speaks to the ability of a player in Minecraft to create their own worlds, and continually open up a series of never-ending challenges. You don't "win a level" in Minecraft, you master your own challenges. The beauty of it is, the challenges are richer, more complex, and more engaging when more players are involved.

I'll go back to Papert again this week, because I'm always so impressed when I read his stuff from the 80's and 90's. In an article he wrote for Game Developer Magazine called "Does Easy Do It? Children, Games, and Learning", Papert is writing in a time of exploding games, most of which are still single-player, and leveled. Still, he extols the benefits of these types of games, and the critical thinking and learning skills these encourage in players.  However, he keeps going back to game design and game creation - asking the "what if" questions about kids creating their own games.  He says that type of an experience would be even more enriching, as they would be able to design their own play.  I wonder if he imagined a place in the not too distant future where engaging play and game design and creation would merge - into games like Minecraft and World of Warcraft.

What leadership lessons can we take away? It's easy to see how effective a group can be if they are engaged, passionate, and have synergy - so what conditions can a leader control to create that for a group? I think looking at it from that perspective, can help us to think about what leaders need to do to support a group in many ways to help them perform at their peak.

What lessons can gaming teach us for the classroom? The lessons are very much the same - as the instructional leaders in the room, we want our students to be engaged, passionate, and have synergy - we know that groups who have this are motivated to learn, to overcome challenges, and are more likely to employ innovative solutions to problems - so how can we support them? Thinking about how we design the problems/tasks for them is a big part of it. I think it's a whole new way of looking at curriculum so that it's really powered - "designed" -by the students.

Resources:
Thomas, D., & Brown, J. S. (2011). A new culture of learning: cultivating the imagination for a world of constant change. Lexington, Ky.: CreateSpace?].

Salen, K., & Zimmerman, E. (2003).Rules of play: game design fundamentals. Cambridge, Mass.: MIT Press.

Carse, J. P. (19871986). Finite and infinite games. New York: Ballantine Books.

Papert, S. (1998, June 1). Does Easy Do It? Children, Games, and Learning.papert.org. Retrieved November 8, 2013, from http://www.papert.org/articles/Doeseasydoit.

11 comments:

  1. Tracie- nice blog as always. I have never played Minecraft either, but I do know a lot of individuals who do. I will have to look into it more to see what it is.

    I think that it is important for group work within the classroom. I also think, it is important that we give students some choices when it comes to group work. If we force them into a group with students they may not like, the passion for working may not be there, so the work they complete may not be as good as we hoped. However, on the other side of that, it can teach students important skills about working with others even if they are not the best friends. It goes two ways there.

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    1. I agree that it is important, but I also think that students can learn "bad" skills from collaborative group work. I see kids coming into middle school who have some histories of forced group work, and have learned some very bad habits and skills. As a result, they don't like the idea of group work (unless it can be with a friend - those are still collaborations they trust). I think that just putting kids into groups because it's good for them is not enough. Like you said, some choice needs to be there first and foremost - choice in their group, and even more, choice in their task. Students who are in a group they really like will still perform better on a poor task than students who are in a group they don't like, but think of how well they could do if it was for work on a task they really liked and enjoyed? This requires a lot of new thinking on our part about what we value about collaborations and what we want to come from that.

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  2. So having a long-time gamer under your own roof, you may be able to help me understand what transferable skills do gamers take away from these games? Both of your interviewees took leadership roles in gaming. Did that help either with leadership roles in real life situations? I see so much potential with gaming. But I go back to the coaching and reflection that is needed to reinforce learning. Does that really happen in the current popular games? I bet/guess/hypothesize that if we had games specifically developed so that teachers could be involved to coach and encourage reflection, gaming in the classroom would be meaningful.

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    1. Well since they are 13 and 16, they don't really have any leadership roles in real life yet. I think it has more to do with thinking skills and frame of mind for approaching difficult or complex tasks. However, that's still like comparing apples to oranges if you want them to apply those skills to something that is uninteresting or not meaningful to them. My only hesitation with the stepping in to encourage reflection is that, just like we tend to do with reading by overanalyzing it, we kill it by over-reflection and interrupting flow. Not saying reflection isn't necessary, but the way we tend to go about this in school is by asking comprehension question and filling out a lot of worksheets. I think that projects that have reflective pieces that are separate and don't interrupt flow can work well. For example, if I've had groups of kids who completed a big project, I'll let them have that flow during the project - I don't interrupt, but after it's all over, I may have them create something like a journey map. It's like another little project, and can be fun and creative and really allows them to reflect, without interrupting their actual work to make them do it. However, I think it really depends on the kind of work they are doing. All I'm saying is, if you've ever seen a kid really involved and absorbed in a game or project (or even a good book), it's hard to see how interrupting them would elicit anything except a lot of resentment.

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    2. But since I didn't answer your original question, I think I should attempt to do that. I'll do it with an example: Last year I taught several computer programming courses. Students had to learn Logo, HTML, Javascript, and API (for programming apps). Since the classes are for a tech credit, and our high school requires them to have one, I had a lot of kids taking these classes. Overwhelmingly, the students who were avid, long time gamers fell right into the "spirit" of programming.This involves behaviors like; testing, trying out new things, re-evaluating often, sometimes making decisions about changing course, recognizing that the approach they are taking will not work and that they need to re-think their whole strategy and tackle it again, impromptu collaborations often with others about certain sections of code they are working on, taking an interest in other's projects because they are often dealing with the same ways of thinking through something, or trying out a new loop or line of code they have learned about.
      The "gamers" in the class took on these tasks with relish, even though they had never programmed before. The flow of this type of work is so similar to the kinds of thinking they use in gaming that the environment (not just the computer screen) was so familiar to them that it was an easy transfer. The non-gamers (yes, there are still handfuls of high school students who do not game!) were always the ones who had the most difficult time. Most reached frustration levels quite early, asked for help more often, and earlier in the process, were less willing to just try things out, and turned to other students for answers, not new ways of thinking, or just for the interest factor of talking through the process. As the course progressed, most of these non-gamer students kind of got the idea, and got more comfortable. But it was not a natural transition to this type of thinking. It had to be learned, and it was not necessarily a pleasant learning curve. The gamers got it right away - the skills required transferred directly from "fun" environments they were already used to.

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    3. One more interesting note - the "gamers" were all primarily avid Minecraft, WOW, and Civ gamers. I had a couple of students who gamed often with first person shooter games like GTA, Saint's Row, and Halo, and their frustration was the same as that of the non-gamers. So I also think it's not just gaming in general, the valuable skills (the ones we like in education) are best built in "infinite" game environments

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  3. It is my goal to sit down and play Minecraft with my kids, their obsession definitely had my curiosity up!
    And I agree with you "I think it's a whole new way of looking at curriculum so that it's really powered - "designed" -by the students." Talk about ensuring interest and motivation of the students!

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    1. I'll readily admit I don't play it, nor does it hold any interest for me (other than from a kind of academic perspective). But that doesn't mean I don't like games - solitaire has always been kind of meditative for me :). As far as curriculum powered and designed by students - yes, it sounds good and right, but how? That's such a big shift it's hard to get my mind wrapped around it! I, like most teachers, still suffer from "institutional thinking" about these kinds of things!

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  4. Throughout my interviews I also found that the typical group of people who play a particular game tends to stay the same. As most of the members have a similar love and commitment for the game. This is essential for the continued growth and success of the group as a whole. Passion is a fantastic leadership skill we can learn from gamers. Although I came across this in my research, for some reason I didn’t include it in my blog, so thank you! I found that so many gamers play these games, not for fun, they play because they enjoy the thinking that’s involved, the communication, the hard work. We can learn from this, by making things enjoyable for our students, as a game, it won’t seem like learning anymore, but rather as fun. I think the key in finding what actually drive students is to simply ask them! If we ask them and learn more about them as people, we can use what we know to create projects/games and direct or lessons in a way that is engaging and fun whereas the students won’t see it as just ‘learning’, but rather as an enjoyable experience.

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  5. The section that talked about the 80's and 90's games was interesting. As a kid I would think of games that I would play and the different aspects of it. Not as in depth as the actual designers but enough that I had to use and apply knowledge of a topic to the game and use it in a way that made sense. made me think of a potential assignemnt/ project. Create a game about a certain science topic may be habitats, Space and a certain planet, something like that. Of for social studies create a video game for a certain idea, Immigration, cultural differences, adventrues using certain geographical features. characters using natural resources of that area. This would be a bit like Oregon trail. Math can be incorporated into any of these games using a point system, a monetary system, Distance, and so on.
    Students will have to know and apply knowledge of a certain topic to create this game.

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  6. Well maybe you will be the one who can design some good educational games Courtney! Quite honestly there aren't that many I'd consider "good". I judge them by how kids play them. I'll let them try them out during specials time. If they are moving on after 5 or 10 minutes, I know it's a dud, no matter how good the graphics are. The very best ones are the ones they complain about for the first 10 or 15 minutes because they're "too hard", but they won't give up. Then the complaining stops and the chatter starts - those are the winners!

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