This is part 3 of a six-part series of guest posts by Tomer Perry, Research Associate at the Edmond J. Safra Center for Ethics, Harvard University. He can be contacted at tperry [at] ethics [dot] harvard [dot] edu.
A game is a system in which players engage in an artificial conflict, defined by rules, that results in a measureable outcome.
There is a lot that can be unpacked here but for now let’s focus on the idea of artificial conflict. First, conflict in games is artificial. This doesn’t mean that the conflict in games isn’t real – indeed, they are half-real. Winning a game is a real experience but the conflict between players takes place in a fictional world whose boundaries are clearly separated from reality (using ‘magic circle’ techniques).
Conflict in games does not mean violence. In games, and specifically in board games, conflict actually requires a great deal of cooperation: players have to agree on the rules, or accept a way to adjudicate them in cases of disagreement or ambiguity.
When we’re thinking of conflict in games, we often think of the individuals competing against each other, as in Chess or Risk. That model can sometimes be useful if you’re trying to simulate a situation where every person is out for themselves, but often I find the model of group vs. system to be more relevant for a classroom environment. The recent renaissance of board games is driven to a great extent by cooperative games, where people play collectively against the game, winning or losing together. For example, in Pandemic, players take roles such as medic, scientist and dispatcher in a heroic attempt to save the world from four contagious diseases. Continue reading →
This is part 2 of a six-part series of guest posts by Tomer Perry, Research Associate at the Edmond J. Safra Center for Ethics, Harvard University. He can be contacted at tperry [at] ethics [dot] harvard [dot] edu.
To skirt theoretical controversies and avoid convoluted technicalities, I define game mechanics broadly to cover any game elements that designers use to shape gameplay. Mechanics are ‘tricks of the trade’ – concepts, ideas, principles – ways to organize a game’s rules and players’ interactions to achieve a compelling, engaging and fun experience.
The first and most important concept in designing games and learning activities – the golden rule of game design – is that you want to match the theme with the mechanics. Whatever you have students do as part of their assignment must make sense in terms of the world the assignment is supposed to emulate. The general idea is that actions students make in the classroom have to make sense in the fictional world your exercise creates. For example, in the board game Lancaster players take turns placing cubes on the board to gain resources. This is typical of a certain genre of games, called worker placement, a famous example of which is a game about farming called Agricola. There is a difference between the two games. In Agricola, when a player places a cube on the spot that produces wheat, no one else can get wheat that turn. This rule makes sense for farming – if someone bought all the wheat in the market, you don’t get any wheat for a while. But in Lancaster, the cubes are knights, and they come in different sizes (marked by numbers) – a knight of size 3 can push over any knight of smaller size, taking their spot at the castle. This simple rule change makes sense because we know knights will push each other while farmers won’t. The rules (‘you can/can’t push people out of spots on the board’) match the story superimposed by the game. Continue reading →
In my second post about factors that are affecting my teaching this semester, I’m going to zoom out to the institutional environment. When the spring semester ends, I will have taught seven distinct courses, two of which were online and in two sections each, so a total of nine classes for the academic year. I am also a department chair, for which I receive one course release each semester. My contractual teaching load is seven courses per academic year, so as calculated by the university, the overload teaching and department chair duties boost my workload by 57 percent. Yet in relation to my salary, I am only compensated an additional 18 percent.
Here is a quick report on using Leanne’s international trade scavenger hunt and a related exercise:
I awarded five points to any student who found an item from all five regions and five points for each unique item; all other rules were the same. In a class of thirteen students, nine posted photos to the online discussion. Points earned ranged from zero to twenty-five, for a course with a grading scale of 1,500 points. One student said he was unable to upload his photos; my response was “not my problem.”
As Leanne experienced, my class found very few items from sub-Saharan Africa. Two students took photos of clothing made in Mauritius, which really isn’t part of Africa, but I counted it as such anyway. When I asked what the scavenger hunt revealed about trade flows, they were for the most part clueless, and it took a lot of prodding on my part to get them to see the possible implications of the scavenger hunt’s results.
I found this a bit disappointing because the class had engaged in a similar exercise the week before, in which teams of students tried to identify the country of origin for every item they had with them in the classroom. After about ten minutes of students searching for labels, I compiled a digest of what they had discovered by writing on the board categories of items — such as “clothing” — and the countries from which the items originated. The purpose of the exercise, which I communicated to students after some discussion, was to demonstrate that everyone in the room was a participant in globalization, whether they were conscious of it or not.
Today we have the first in a six-part series of guest posts by Tomer Perry, Research Associate at the Edmond J. Safra Center for Ethics, Harvard University. He can be contacted at tperry [at] ethics [dot] harvard [dot] edu.
One of the projects I’m working on at the Edmond J. Safra Center for Ethics focuses on effective pedagogies for teaching ethics. Simulations, of the kind that readers of this blog are familiar with, are one way of engaging students by grounding abstract ethical theories in particular situations. Recently, I’ve reframed the project more generally: using game design principles to create fun and effective learning experiences.
Two books on game design that I can recommend for teachers are Josh Lerner’s Making Democracy Fun and James Paul Gee’s What Video Games Have To Teach Us About Learning and Literacy. Lerner argues that game design principles can be used to redesign political institutions and reinvigorate democracy, but his review of game design theory is useful for anyone interesting in implementing game design ideas in different contexts, and I use his taxonomy of game mechanics as a starting point. Continue reading →
Today we have a third installment in a spontaneous series on teaching political science in the time of Trump, written by William R. Wilkerson, Professor of American Government and Politics at SUNY-Oneonta. Previous posts in this series are here and here.
I too have struggled. My focus so far has been to spend more class time on two things: 1) the founding and how it informs what is happening in American politics today, and 2) on what political science, and social science generally, can tell my students about the rise of President Trump. I agree that neutrality is important. I need to be able to potentially reach all my students, regardless of their position on issues or their party affiliation. Three syllabi that helped guide my teaching this semester:
A follow-up to Amanda’s post about teaching in the time of Trump. Trump’s campaign and administration represent an opportunity to teach about racism in the construction of national identity. I stumbled into this subject accidentally in my globalization course last week, with an assignment that asked students to write a response to “Is France or the USA a more global society?” Students were supposed to reference the following items:
Zoe Chace, “Act One: Party in the USA,” This American Life, episode 600, 28 October 2016, http://tal.fm/600/1.