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 →
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 →
Debriefing allows students to process their experience of a simulation and evaluate that experience against concepts. The same technique is often called “reflection” if there is no simulation involved.
Explaining the purpose of an activity before students engage in it is also very beneficial, because it primes them to seek out and pay attention to information previously identified as important. A prebriefing (or preflection) creates a context that facilitates students’ mental and emotional engagement during the activity. The acronym “DIE” encapsulates what an instructor should include in a prebriefing: Continue reading →
Hello, ALPS readers! I’m back after a long summer and spring sabbatical, and am eager to get back in the classroom and talk all things pedagogy here on ALPS. I’m starting a new series where I outline in excruciating detail my experiences using Specifications Grading. I’ll be sharing my materials, talking about the ups and downs, and reflecting on this unique grading system throughout the semester.
We’ve given quite a bitofattention to specifications grading in the past few months. I did a presentation on it at the ALPS workshop at the University of Surrey in May as I started working on adapting one of my own courses to this new system. I also consulted several former students and children-of-friends about what they thought of the system in abstract, and the general consensus ranged from “shrug” to “that might be cool.” Experts in analysis, my young consultants.
In a nutshell, Specifications Grading is a system where all assignments are clearly linked to course learning outcomes, given clear specifications on what students need to do to earn a passing mark, and graded on a pass/fail style system, where a pass is a high bar (typically a B). Assignments are bundled together by learning outcome, and course grades are assigned based on the bundles that students complete. So, higher grades go to students that either complete more bundles (achieving more learning outcomes) or higher-level bundles that demand students complete more complex work. The course also employs flexibility mechanisms such as tokens to let students revise or reattempt a failing assignment, forgive a course absence, or gain some other kind of benefit. This system is supposed to ensure that all students who pass the class are achieving the minimum learning outcomes for the course, but also puts their grade into their hands by removing the mystery behind grades (no longer 170 out of 200 points, but ‘excellent’ ‘satisfactory’ or ‘unsatisfactory) and letting them choose which grade bundle to achieve.
Check out our previous posts for more general information on Specs Grading, or check out this great community of scholars working with the system.. For this new series, I am going to write throughout the semester about my experience in adapting and teaching my research methods course to this system.
As promised, here is the first in a series of posts in which I apply Fink’s method to the design a specific course. The method is a simple mental exercise that forces one to think of a course as a system. Fink divides the process into three phases; this post will outline the first, which is to identify primary components. Please note that Fink uses a reverse order for the third and fourth items. In my mind, what gets assessed comes before how it gets assessed, but I will leave it up to you to decide whether it is better to stick with the sequence as Fink presents it in his book.
Where am I? (situational factors)
This will be my third iteration of teaching a first-year seminar to entering college students, but my subject — human migration — is new. Because of academic and personal interests over the years, I have some familiarity with immigration and refugees. Also I’m a first generation college student who might be able to teach skills that will help first-year students be academically successful. So I’m enthusiastic about teaching the seminar.
About eighty percent of students in the class will enroll because it fit their schedules. Other than perhaps two or three students who are immigrants or the children of immigrants, the class will have no prior knowledge to build on and little initial interest in the topic. A major challenge thus will be motivating students to engage with lived experiences and perspectives that are very different from their own. And guess what? Retention is critical at a tuition-dependent institution like mine.
I spent this week attending a Course Design Institute held by my university’s teaching and learning center. The workshop centered on creating a learner-centered syllabus and aligning course objectives, assessments and activities. I thought I’d share a few quick take-aways related to active learning.
First, the facilitator presented evidence from STEM fields on the value of active learning over lecture-based courses. In particular, I was struck by two studies.
“If the experiments analyzed here had been conducted as randomized controlled trials of medical interventions, they may have been stopped for benefit—meaning that enrolling patients in the control condition might be discontinued because the treatment being tested was clearly more beneficial” (Freeman et al 2014: 8413, emphasis added).