Professional Documents
Culture Documents
By Andrés Monroy-Hernández
This is project is not for the TE Specialization but uses technology and is not part
of another class.
Overall purpose
and participating in pervasive games. Special focus will be directed towards risk
realm, complex phenomena have become common place. From viral marketing
to the avian flu virus, the understanding of risk within this context is important for
understanding objectives through games that take in the physical world. Inspired
of the following:
Based on the research literature (Grotzer, 2005) there are core issues
appreciate:
1
The word infection is used to refer to any type of phenomenon that exhibits virus-like
properties.
decentralized relationships between cars such as differences in
speed.
4. Question: Can we tell how risky something is? Statement: Students will
appreciate:
idea
It is important to note that the goal of this intervention is not to present risk as
something to be avoided at all costs. After all we would not have learned how to
in the context of complex causality. Therefore, the learning challenges and goals
1. Tendency to attend to only obvious causes. When assessing risk there are
multiple factors that can come into play to determine how risky something
is. Research shows (Driver and Warrington, 1985) that often times
children but for all people. Leiser (1983) exemplifies it when writing about
Research shows that children can think in probabilistic terms, but they
4. Time delays and distance can prevent people from seeing a causal
relationship (Grotzer & Bell, 1999). Credit assignment is one of the pillars
“Riskland”
If you wanted to really learn French, you cannot do better than living in
France for a while (Papert, 1980). With this idea in mind, the Logo programming
language was invented as way to give children the ability to live in 'Mathland' – a
Using this powerful notion of full immersion, this project tries to create a
microworld where in order to play, explore and prosper, one must learn about
risk. “Riskland” takes the form of a pervasive game where the learning goal is to
The game
around certain location (school, neighborhood or city). Participants are split into
teams and teammates are encouraged to help each other. The winning team is
the one that gets the highest score by the end of the session, which is not
necessarily the one that collects the most number of items. In order to emphasize
the collaborative nature of the game, only the team’s scores are published for
Participants carry cell phones with them that, using cell phone tower IDs,
the system can determine the zone in which the participant is located. Given this
location, the cell phone presents the user with a list of possible items to be found
in that area with a description and picture of the specific location given as clues.
(Rondeau & Wiechers, 2005), these paper tags are attached to physical spaces
such as walls, doors, etcetera. This how a Semacode looks like this:
2
Semacode is a trade name for machine-readable two-dimensional black and white
symbols that act as "barcode URLs." It is primarily aimed at being used with cellular phones with
cameras. (http://en.wikipedia.org/wiki/Semacode)
Fig. 2. Example of Semacode printed on paper (Semapedia)
The tag itself only needs to have the Semacode, anything else printed on
the tag is for decoration purposes or to explain to people not participating in the
read the tag and record the finding into the system. Just for finding the item, the
Fig 3. Participant finding Semacode in the street uses the Semacode reader (Semapedia, Semacode).
Once recording the finding and its corresponding point, the participant will
be presented with the choice of getting an additional reward that comes with the
risk of a penalty. The participants are presented with information that will help
them make the decision of whether or not the reward is worth the risk of the
negative consequence.
future collections.
3
Bluetooth provides a way to connect and exchange information between devices like
personal digital assistants (PDAs), mobile phones, laptops, PCs, printers and digital cameras via
risk associated with it. For example, a screen could have a statement like this:
Penalties can affect the individual that found it or they can spread to
others when interacting with them. The spreading of penalties depends on:
- The interaction with the items. Some penalties can be transported from
The game changes as participants interact with items and with each other,
giving it dynamism and the ability to frame each activity to convey specific
During the workshop, participants first play a predefined game and later
customize their own game by placing Semacode tags in physical locations and
registering them into the system using their cell phones. When the registration
takes place, the participant has the ability to choose a reward and penality from a
menu.
goals when trying to make sense of the game as players and designers.
well as through experiments that will lead students to make analogies of the
abstract underlying structure of the game with similar scenarios from real life.
Facilitators will encourage learning by analogies and will use those analogies to
confront students with their naïve assumptions about their experiences in other
settings.
Workshop
The activity will be a two day workshop that will follow a structure like this:
• Day 1
We will learn new ways of thinking about risk and its causes.
We’ll be walking, talking and having fun. The first half of the
encountered risk?
probabilistic)
Can you always tell when something involves risk? Can you
obviousness)
o 10:00 AM. Describe purpose of the game and split students into
the system and experience the concepts in real life. This section
(Zuckerman, in preparation)
What made you take the risk of going after a reward? How
you got less or more points than you thought? Why do you
their own game by hiding items and assigning them rewards and
penalties. They are informed that the game they are designing will
be played by the other team. The learning objective for the design
their own games students will think about how to challenge the
themselves.
o 1:30 PM. Groups go and design their game. This resonates with
inaccessible locations.
decisions.
students to:
game.
(Gillespie, 1999).
Sample questions:
decision.
why?
different?
• How did creating the game help you see the different
situations?
real life?
o 4:30 PM. Facilitators indicate that students can stay to discuss with
strategies for the next day session. This initiates the first iteration of
• Day 2
o 9:00 AM. Welcoming to day two. Facilitators present the goals and
creation of strategies.
o 10:30 AM. Groups play each others game. It is assumed that the
difficulty of the game is higher as well as their skills for playing the
game.
well.
very similar to the assessment done the first day, but giving more
the workshop because it is the main opportunity to foster high-road transfer. The
question each other their understanding (Feltovich, 1993). Questions should lead
to the description of the general structure of the game and then the facilitator
should point out explicitly the general features of the activity (Perkins and
Salomon, 1988). Some of the questions should lead to the finding of similarities
between the models presented in the activity and other phenomena students
Diseases
Rumors
Sexual education
Smoking
Pollution
Examples of this are scavenger and treasure hunts and more recently
of little monetary value). Some variations of the game include a point system to
enhance game play (Wikipedia). At the same time, these types of hunting games
education can be exemplified by the game Savannah (Benford et al, 2004) where
handheld devices. Nevertheless, the idea of letting people not just participate, but
also create their own games has not been widely explored. Through the design
of their own games, learners will take the active roll of creators not just
1. One of the goals of the activities in this project is to appeal to a wide range
of people, something that Resnick and Silverman (2005) call “wide walls”.
This also reflects the multiple intelligence theory set forth by Gardner
poster presentation.
having mental models of other players help make the game more
game.
two roles: designer and participant. While playing the game, the
analytical skills while playing chess. When the learners play the role of
opposed to other game design tools that give a lot of freedom, in this case
the tool will give less freedom as to what options are available, giving
more emphasis to the understanding of the core concepts rather than the
game building itself. One can think of this design tool as a MS Word
Template where we can only change the content but the framework is
3. The abstract nature of the game would allow for the use of multiple
rather than surface features (Feltovitch et al, 1993). Ideally this will lead to
4. Facilitators end the sessions with a group discussion and reflection of the
events of the game that try to encourage the use of the metacognitive
game might or might not work in real life? Why?”. Learners have the
and participant. While playing the game, the understanding challenges are
core ideas. Similarly to learning analytical skills while playing chess. When
the learners play the role of designers, they have the opportunity to
students in the creative design of a game, not only to foster the model-
building skills but because “research has shown that the process of
foster collaboration.
were the parent volunteers who, in one case, had to be restrained!), and
two of them even mailed me thank you notes after the camp was over.
How often do students actually thank you for teaching them something?”
(Leary, 2005)
understanding of risk while also showing how to create a game. There were two
reasons why I decided to go this way. The first is that in my personal experience
than being just an observer. The second is that the creative design functionality
has not been widely explored in the realm of pervasive gaming. I think running a
mini version of this workshop with other graduate students could give me a better
idea of how successful this could be and what changes can be made, perhaps
sessions would be carried out, this has made the facilitator’s instructions lack
workshop where I would get better sense of how the script of a session would
look like. The same critique applies to the description of the posters.
Interface given the space limitations of the cell phone. The goal will be to opt for
implemented in a school setting, but I think this paper help me shed a light on
those issues to be on the look out for. In the next weeks the focus will be on the
creation of the simplest version of both: the activities and the technology, leaving
aside the ability to design customized games. This will give me a product that I
can test in a lab environment and from which I can get more feedback from
experts. I expect to have multiple iterations of the same process until I have a
Prototype
(similar to those used by semapedia.org). Using cell phones with location based
services (Java API LBS JSR 1.79) the phone will tell the user where to look for
items and some clues. Once the user finds the item, it will use the camera phone
utilizes Location Based Services and/or cell tower ID. The application assumes
the availability of camera features on the phone and data access to connect to
the server where the index of Semacodes and their reward/penalty information is
stored.
other places that would make it feasible to scale this to a larger audience. A
Education.
6. L.M. Lary (2004) Hide and Seek: GPS and Geocaching in the Classroom.
MIT Press.
11. Feltovich, P.J., Spiro, R.J., & Coulson, R.L. (1993). Learning, teaching,
12. Wiske, M.S. (1998). What is Teaching for Understanding? In M.S. Wiske
13. .Perkins, D. N., & Salomon, G. (1988). Teaching for transfer. Educational
1046-1058.
20. Gentner, D., Holyoak, K. J., & Kokinov, B. N. (Eds.) (2001). The analogical