1 00:00:00,040 --> 00:00:02,470 The following content is provided under a Creative 2 00:00:02,470 --> 00:00:03,890 Commons license. 3 00:00:03,890 --> 00:00:06,920 Your support will help MIT OpenCourseWare continue to 4 00:00:06,920 --> 00:00:10,570 offer high quality educational resources for free. 5 00:00:10,570 --> 00:00:13,470 To make a donation, or view additional materials from 6 00:00:13,470 --> 00:00:18,816 hundreds of MIT courses, visit MIT OpenCourseWare at 7 00:00:18,816 --> 00:00:20,790 ocw.mit.edu. 8 00:00:20,790 --> 00:00:24,290 Some content in this audio is not covered under a Creative 9 00:00:24,290 --> 00:00:25,775 Commons license. 10 00:00:25,775 --> 00:00:29,790 For more information, see the course materials on the MIT 11 00:00:29,790 --> 00:00:33,040 OpenCourseWare website. 12 00:00:33,040 --> 00:00:33,990 PROFESSOR: OK. 13 00:00:33,990 --> 00:00:38,390 So today we're going to, I guess, kind of 14 00:00:38,390 --> 00:00:39,640 [UNINTELLIGIBLE] 15 00:00:41,512 --> 00:00:45,886 folks from [UNINTELLIGIBLE] 16 00:00:45,886 --> 00:00:48,990 which is actually very closely related. 17 00:00:48,990 --> 00:00:51,650 These are folks that, [UNINTELLIGIBLE] the 18 00:00:51,650 --> 00:00:55,550 Comparative Media Studies Research Group, based in the 19 00:00:55,550 --> 00:00:58,295 old Media Lab building right now. 20 00:00:58,295 --> 00:01:02,210 And you work with the shared education program. 21 00:01:02,210 --> 00:01:05,555 For folks who're unaware of this, MIT actually has a 22 00:01:05,555 --> 00:01:06,025 teacher education program. 23 00:01:06,025 --> 00:01:09,804 So if you want to be a certified teacher to teach-- 24 00:01:09,804 --> 00:01:12,516 AUDIENCE: Middle school math and science. 25 00:01:12,516 --> 00:01:14,930 Secondary math and science. 26 00:01:14,930 --> 00:01:16,140 PROFESSOR: Then you can take classes and basically get your 27 00:01:16,140 --> 00:01:17,680 certification of [UNINTELLIGIBLE] certification 28 00:01:17,680 --> 00:01:20,720 at the end of those classes. 29 00:01:20,720 --> 00:01:21,970 But they also make games. 30 00:01:25,609 --> 00:01:30,740 Games using portable devices like iPhones and PocketPC 31 00:01:30,740 --> 00:01:35,860 games that run on Flash to go and prototype stuff before. 32 00:01:35,860 --> 00:01:38,920 And focusing a lot on games for learning. 33 00:01:38,920 --> 00:01:39,770 So the education [UNINTELLIGIBLE] 34 00:01:39,770 --> 00:01:41,020 the research group. 35 00:01:41,020 --> 00:01:43,996 The Learning Games Network is kind of like a spinoff company 36 00:01:43,996 --> 00:01:45,100 of the [UNINTELLIGIBLE]. 37 00:01:45,100 --> 00:01:50,797 It basically sort of works on projects that will be too 38 00:01:50,797 --> 00:01:54,080 expensive to do inside the university. 39 00:01:54,080 --> 00:01:55,390 Because the university is really inefficient. 40 00:01:55,390 --> 00:01:56,926 Anyway. 41 00:01:56,926 --> 00:02:00,870 Maybe you can start by introducing yourself? 42 00:02:05,307 --> 00:02:08,250 GUEST SPEAKER: I'm the latest in the group, so OK. 43 00:02:08,250 --> 00:02:09,280 I am Constantine. 44 00:02:09,280 --> 00:02:10,110 I come from Austria. 45 00:02:10,110 --> 00:02:11,910 I'm at the moment a visiting researcher at 46 00:02:11,910 --> 00:02:14,952 the Education Arcade. 47 00:02:14,952 --> 00:02:20,230 And so I'd say I come from an educational background. 48 00:02:20,230 --> 00:02:22,140 So I did my Ph.D on learning from failure. 49 00:02:24,890 --> 00:02:29,400 And I worked on theories that explain why we use, why we 50 00:02:29,400 --> 00:02:32,060 learn through mistakes and why most of them don't want to 51 00:02:32,060 --> 00:02:32,980 learn from failure. 52 00:02:32,980 --> 00:02:36,150 But in games we think it's really funny, or entertaining, 53 00:02:36,150 --> 00:02:37,205 or challenging. 54 00:02:37,205 --> 00:02:42,560 So I was really interested in how games can be tools to 55 00:02:42,560 --> 00:02:45,340 understand learning and also, is it possible-- 56 00:02:45,340 --> 00:02:47,770 this is one of my research questions-- is it possible 57 00:02:47,770 --> 00:02:51,220 that people may learn, through playing games, how to cope 58 00:02:51,220 --> 00:02:52,580 with failure better? 59 00:02:52,580 --> 00:02:55,256 Like, being more open to realizing that sometimes in 60 00:02:55,256 --> 00:02:59,760 life we make failure and our expectations are not true, or 61 00:02:59,760 --> 00:03:01,850 sometimes maybe wrong. 62 00:03:01,850 --> 00:03:06,370 So I do research on the theoretical level with that, 63 00:03:06,370 --> 00:03:08,820 and I do interviews with players on learning 64 00:03:08,820 --> 00:03:12,070 biographies and on how learning experiences through 65 00:03:12,070 --> 00:03:14,684 games were important in their lives. 66 00:03:14,684 --> 00:03:20,230 And in the summer I was happy to work for Gambit and design 67 00:03:20,230 --> 00:03:22,470 a game in the summer production. 68 00:03:22,470 --> 00:03:23,980 Maybe you heard about that anyway, or-- 69 00:03:23,980 --> 00:03:25,420 PROFESSOR: [UNINTELLIGIBLE] 70 00:03:25,420 --> 00:03:26,494 GUEST SPEAKER: So it's just like 8 weeks. 71 00:03:26,494 --> 00:03:32,920 I was on a team and my theory was used as the basis to 72 00:03:32,920 --> 00:03:37,610 develop a learning game called Afterland. 73 00:03:37,610 --> 00:03:42,230 And of course it's free online. 74 00:03:42,230 --> 00:03:45,050 And I think our students did a really good job on this game. 75 00:03:45,050 --> 00:03:48,560 And it's a platformer where-- 76 00:03:48,560 --> 00:03:52,008 I will not tell you what it's about because then I would 77 00:03:52,008 --> 00:03:54,960 ruin it, but there is a twist. 78 00:03:54,960 --> 00:04:00,480 And what I'm going to do now in the next year is, it looks 79 00:04:00,480 --> 00:04:03,450 like I will try for a few months and do research on how 80 00:04:03,450 --> 00:04:05,580 the game is used by players. 81 00:04:05,580 --> 00:04:08,420 How they learn in the game, how they reflect on the game 82 00:04:08,420 --> 00:04:09,870 and I will work with [UNINTELLIGIBLE] 83 00:04:09,870 --> 00:04:13,844 Johnson and hopefully even [UNINTELLIGIBLE] in that. 84 00:04:13,844 --> 00:04:16,670 Thank you. 85 00:04:16,670 --> 00:04:19,025 PROFESSOR: [UNINTELLIGIBLE] 86 00:04:19,025 --> 00:04:20,490 GUEST SPEAKER: Hi, I'm Dan Reilly. 87 00:04:20,490 --> 00:04:21,347 I'm a CMS alum. 88 00:04:21,347 --> 00:04:24,780 I did a masters in, finished in 07. 89 00:04:24,780 --> 00:04:27,610 Worked with Philip a little bit here and there. 90 00:04:27,610 --> 00:04:31,444 Mostly I worked with the Education Arcade during my 91 00:04:31,444 --> 00:04:35,316 time at CMS and with Scott. 92 00:04:35,316 --> 00:04:38,740 And we worked on a project called Lunar the Labyrinth 93 00:04:38,740 --> 00:04:40,920 which you may have heard of. 94 00:04:40,920 --> 00:04:44,338 It teaches middle school math and literacy skills, 95 00:04:44,338 --> 00:04:48,306 particularly to the at-risk population that I believe 96 00:04:48,306 --> 00:04:50,290 [UNINTELLIGIBLE]. 97 00:04:50,290 --> 00:04:51,740 It's free and online. 98 00:04:51,740 --> 00:04:52,235 PROFESSOR: [UNINTELLIGIBLE] 99 00:04:52,235 --> 00:04:54,215 GUEST SPEAKER: Better than after me. 100 00:04:58,670 --> 00:05:00,650 Got to keep it interesting. 101 00:05:00,650 --> 00:05:02,630 PROFESSOR: Is there a twist? 102 00:05:02,630 --> 00:05:04,115 GUEST SPEAKER: Is there a twist? 103 00:05:04,115 --> 00:05:06,590 PROFESSOR: Yes, well-- 104 00:05:06,590 --> 00:05:08,460 [UNINTELLIGIBLE] twist that you originally wanted. 105 00:05:08,460 --> 00:05:09,710 [INTERPOSING VOICES] 106 00:05:12,900 --> 00:05:13,300 GUEST SPEAKER: There was a twist in 107 00:05:13,300 --> 00:05:14,550 the development process. 108 00:05:17,330 --> 00:05:23,412 So, that one was feted by the Department of Education. 109 00:05:23,412 --> 00:05:27,645 And it was a larger scale project, but the grant didn't 110 00:05:27,645 --> 00:05:30,615 go to MIT, it went to Maryland Public Television. 111 00:05:30,615 --> 00:05:35,565 So that was part of the, I believe, impetus, for the 112 00:05:35,565 --> 00:05:39,975 spinoff of the Learning Games Network, is to house a 113 00:05:39,975 --> 00:05:45,990 structure that can accomodate the sorts of larger scale 114 00:05:45,990 --> 00:05:50,380 projects and think about them in more sustainable ways. 115 00:05:50,380 --> 00:05:54,020 I'll let Scott talk about that. 116 00:05:54,020 --> 00:05:59,750 So, how did I get into this? 117 00:05:59,750 --> 00:06:06,470 My interest in learning games is mostly around engagement. 118 00:06:06,470 --> 00:06:11,380 I feel like people who are extremely motivated and 119 00:06:11,380 --> 00:06:14,200 enthralled with a particular subject will find a 120 00:06:14,200 --> 00:06:15,100 way to learn it. 121 00:06:15,100 --> 00:06:19,440 And that a game may or may not be the best way to learn 122 00:06:19,440 --> 00:06:21,450 anything in particular. 123 00:06:21,450 --> 00:06:26,200 But that there are many people out there who struggle to get 124 00:06:26,200 --> 00:06:29,500 interested in a topic they're even trying. 125 00:06:29,500 --> 00:06:31,370 And so a game can be useful there. 126 00:06:31,370 --> 00:06:37,680 So that's an exploratory tool to say, well, I never really 127 00:06:37,680 --> 00:06:42,050 thought about history, but I like this game and I want to 128 00:06:42,050 --> 00:06:44,125 spend some time with it and I want to be good at it, and 129 00:06:44,125 --> 00:06:48,224 it's social, so now I'm finding myself asking the 130 00:06:48,224 --> 00:06:50,970 kinds of questions that other people are telling me 131 00:06:50,970 --> 00:06:51,960 historians ask. 132 00:06:51,960 --> 00:06:56,154 And I don't know what label they want to put on it, but I 133 00:06:56,154 --> 00:06:59,430 think it's interesting, and just sort of having that 134 00:06:59,430 --> 00:07:01,780 introduction to a topic. 135 00:07:01,780 --> 00:07:06,900 Also I think games are helpful for-- 136 00:07:06,900 --> 00:07:09,900 I guess I'd call it identity exploration. 137 00:07:09,900 --> 00:07:14,190 So for people, or particular learners, who may not think of 138 00:07:14,190 --> 00:07:18,670 themselves as learners or as confident learners, that they 139 00:07:18,670 --> 00:07:22,780 can put that enemy behind them when they enter the game 140 00:07:22,780 --> 00:07:24,590 because, it's a game. 141 00:07:24,590 --> 00:07:25,960 And anyone can play it. 142 00:07:25,960 --> 00:07:28,610 Or, maybe I'm particularly good at games, 143 00:07:28,610 --> 00:07:30,380 so I can play games. 144 00:07:30,380 --> 00:07:35,023 And then I can suddenly realize that I might be good 145 00:07:35,023 --> 00:07:37,130 at other things as well, or I might be interested in other 146 00:07:37,130 --> 00:07:41,510 things that I wouldn't allow myself to discover whether or 147 00:07:41,510 --> 00:07:45,229 not I was interested, because it was a 148 00:07:45,229 --> 00:07:48,211 risky sphere to enter. 149 00:07:48,211 --> 00:07:49,760 So, current projects. 150 00:07:49,760 --> 00:07:51,840 We're doing a language learning game. 151 00:07:51,840 --> 00:07:56,320 It's attached to a massively multiplayer online game, with 152 00:07:56,320 --> 00:08:00,596 a grant targeting a population of Spanish-speaking high 153 00:08:00,596 --> 00:08:04,185 school students in the US. 154 00:08:04,185 --> 00:08:06,940 And that grant is from the Hewlett Foundation. 155 00:08:06,940 --> 00:08:10,796 And then we have a couple of other projects going as well. 156 00:08:10,796 --> 00:08:14,170 We've got science and some other stuff. 157 00:08:14,170 --> 00:08:16,110 That's about it. 158 00:08:16,110 --> 00:08:17,230 GUEST SPEAKER: So I'm Scott Osterweil. 159 00:08:17,230 --> 00:08:20,794 I'm the research director of the Education Arcade. 160 00:08:20,794 --> 00:08:25,150 I have two titles, research director and creative director 161 00:08:25,150 --> 00:08:25,866 of the Education Arcade. 162 00:08:25,866 --> 00:08:28,934 But also one of the co-founders of the Learning 163 00:08:28,934 --> 00:08:31,300 Games Network. 164 00:08:31,300 --> 00:08:35,380 And I don't want to repeat too much of what's been said. 165 00:08:35,380 --> 00:08:39,270 Except that at the same time as I do this for a living, I 166 00:08:39,270 --> 00:08:42,008 still struggle with the term educational game. 167 00:08:42,008 --> 00:08:44,175 Because it's not the way I think of what I do, primarily. 168 00:08:44,175 --> 00:08:46,050 The first game I designed, before 169 00:08:46,050 --> 00:08:49,370 working in this setting-- 170 00:08:49,370 --> 00:08:51,989 the first game I did was a commercial game. 171 00:08:51,989 --> 00:08:54,743 It wasn't designed as an educational game, it was 172 00:08:54,743 --> 00:08:56,120 designed just as a puzzle adventure game. 173 00:08:56,120 --> 00:08:57,350 It happened to be about math and logic, but that was just 174 00:08:57,350 --> 00:08:59,793 because that's what we thought was interesting. 175 00:08:59,793 --> 00:09:04,580 It got marketed because of the changes in the marketplace as 176 00:09:04,580 --> 00:09:04,850 edutainment. 177 00:09:04,850 --> 00:09:07,335 But when I started in the business there was no such 178 00:09:07,335 --> 00:09:08,790 word as edutainment. 179 00:09:08,790 --> 00:09:12,360 Most games, if you go back to the early 90s, were sort of 180 00:09:12,360 --> 00:09:14,170 exploratory environments. 181 00:09:14,170 --> 00:09:18,400 Either they were twitch games or they were exploratory 182 00:09:18,400 --> 00:09:18,870 environments. 183 00:09:18,870 --> 00:09:20,950 And I have nothing against twitch games, but the 184 00:09:20,950 --> 00:09:21,260 exploratory environments were all about 185 00:09:21,260 --> 00:09:22,160 thinking and problem solving. 186 00:09:22,160 --> 00:09:24,455 And to me that's what's interesting. 187 00:09:24,455 --> 00:09:27,650 No matter what domain you're working in, whether it's 188 00:09:27,650 --> 00:09:29,500 mathematical or whether it's historical, the 189 00:09:29,500 --> 00:09:31,230 processes are the same. 190 00:09:31,230 --> 00:09:35,130 And one slight twist I want to put on what Dan said, I think 191 00:09:35,130 --> 00:09:39,046 we're on the same page, but because he led with the idea 192 00:09:39,046 --> 00:09:39,920 of engagement, it's possible to think that I'm talking 193 00:09:39,920 --> 00:09:43,632 about games as an inducement to do something you 194 00:09:43,632 --> 00:09:43,990 don't want to do. 195 00:09:43,990 --> 00:09:46,880 And I think that games are an opportunity to discover how 196 00:09:46,880 --> 00:09:48,299 much fun something is. 197 00:09:48,299 --> 00:09:52,556 Which is very different from sort of, ah, we tricked you . 198 00:09:52,556 --> 00:09:56,886 But rather, this is really interesting, don't you like 199 00:09:56,886 --> 00:09:58,850 doing this and you can do more. 200 00:09:58,850 --> 00:10:01,470 And if that's all you can get out of it, that's fine. 201 00:10:01,470 --> 00:10:05,234 If you later realize, oh, I like doing that and that's 202 00:10:05,234 --> 00:10:07,669 math, and you do more of that, that's awesome. 203 00:10:07,669 --> 00:10:08,643 That's even better. 204 00:10:08,643 --> 00:10:11,018 And I think it's not so much because I just said it's fun, 205 00:10:11,018 --> 00:10:17,572 it's because I think the very process of thinking and 206 00:10:17,572 --> 00:10:18,822 problem-solving [UNINTELLIGIBLE] 207 00:10:21,420 --> 00:10:23,940 People do get that out of games, and I 208 00:10:23,940 --> 00:10:25,180 just think it's important. 209 00:10:25,180 --> 00:10:28,255 It's how people realize, if you enjoyed it in a game, you 210 00:10:28,255 --> 00:10:29,148 can enjoy it in life. 211 00:10:29,148 --> 00:10:31,380 And maybe this comes from my own realization . 212 00:10:31,380 --> 00:10:33,364 But when I was in sixth grade, instead of them saying the 213 00:10:33,364 --> 00:10:37,908 scientific method, and writing this list of dull steps on the 214 00:10:37,908 --> 00:10:41,366 blackboard, they said, play this puzzle. 215 00:10:41,366 --> 00:10:43,259 Now let's talk about how you solved the puzzle. 216 00:10:43,259 --> 00:10:44,330 That's science. 217 00:10:44,330 --> 00:10:49,770 I think that I might have ended up working at MIT. 218 00:10:49,770 --> 00:10:51,286 So anyway, that's my spiel. 219 00:10:53,920 --> 00:10:58,034 PROFESSOR: So talking a little bit about identifying how 220 00:10:58,034 --> 00:11:04,965 you're going to locate what's enjoyable about the thing that 221 00:11:04,965 --> 00:11:07,875 you want the people to engage with. 222 00:11:07,875 --> 00:11:11,755 Can you talk a little bit about, maybe in a recent 223 00:11:11,755 --> 00:11:14,665 project or in a past project, how you 224 00:11:14,665 --> 00:11:16,560 went about that process. 225 00:11:16,560 --> 00:11:20,362 Let's talk about the things that you worked out. 226 00:11:20,362 --> 00:11:24,306 And maybe sometimes it was more difficult and you had 227 00:11:24,306 --> 00:11:24,799 challenges. 228 00:11:24,799 --> 00:11:30,715 Maybe sometimes it was just pretty obvious. 229 00:11:30,715 --> 00:11:32,687 GUEST SPEAKER: I'll take it. 230 00:11:32,687 --> 00:11:33,180 So-- 231 00:11:33,180 --> 00:11:36,138 GUEST SPEAKER: [UNINTELLIGIBLE] 232 00:11:36,138 --> 00:11:39,096 GUEST SPEAKER: I'd like to congratulate Scott on his 233 00:11:39,096 --> 00:11:41,590 personal growth. 234 00:11:41,590 --> 00:11:45,774 So, with the language learning game that we're working on at 235 00:11:45,774 --> 00:11:48,470 the moment, there are approaches to language 236 00:11:48,470 --> 00:11:52,727 learning out there in the world that emphasize 237 00:11:52,727 --> 00:11:57,920 vocabulary memorization or grammar. 238 00:11:57,920 --> 00:12:05,410 Grammar, meaning, memorizing tables of conjugations and 239 00:12:05,410 --> 00:12:07,905 it's pretty much stripped of any sort 240 00:12:07,905 --> 00:12:09,610 of meaningful context. 241 00:12:09,610 --> 00:12:15,215 So, and a meaningful context could either be a text, and I 242 00:12:15,215 --> 00:12:18,898 use that word loosely, that is engaging. 243 00:12:18,898 --> 00:12:22,441 It could be a film that you want to see, that happens to 244 00:12:22,441 --> 00:12:25,280 be in a language that you are trying to learn. 245 00:12:25,280 --> 00:12:29,216 Or it could be a means of communication. 246 00:12:29,216 --> 00:12:31,696 After all, that's what language is. 247 00:12:31,696 --> 00:12:37,152 So, if you're thinking about using language as a means of 248 00:12:37,152 --> 00:12:39,136 communication, then of course you need to think about, well, 249 00:12:39,136 --> 00:12:40,128 what are you communicating? 250 00:12:40,128 --> 00:12:42,942 And, fortunately, games are full of communication. 251 00:12:42,942 --> 00:12:45,158 Between the game and the player, and the 252 00:12:45,158 --> 00:12:46,096 player and the game. 253 00:12:46,096 --> 00:12:48,675 And if it's a multiplayer game, between the 254 00:12:48,675 --> 00:12:49,450 players in the game. 255 00:12:49,450 --> 00:12:51,630 So it was almost-- 256 00:12:51,630 --> 00:12:54,070 if you start from that philosophy, it's almost a 257 00:12:54,070 --> 00:12:57,402 trivial exercise to say, OK, well, what's something 258 00:12:57,402 --> 00:13:00,270 interesting for people to talk about in a game? 259 00:13:00,270 --> 00:13:01,970 And so you come up with an interesting game. 260 00:13:01,970 --> 00:13:06,770 And instead of having the mechanic be, click this button 261 00:13:06,770 --> 00:13:13,500 to activate whatever the nuclear missile, you have to, 262 00:13:13,500 --> 00:13:14,530 you build in collaboration. 263 00:13:14,530 --> 00:13:17,783 So, I have part of the piece and you have part of the 264 00:13:17,783 --> 00:13:21,185 piece, and we need to talk about when to use what and in 265 00:13:21,185 --> 00:13:23,897 which context, and on whom. 266 00:13:23,897 --> 00:13:29,813 And so, suddenly we're talking and it doesn't even feel like 267 00:13:29,813 --> 00:13:32,771 we're learning a language, it just feels like 268 00:13:32,771 --> 00:13:34,743 we're playing a game. 269 00:13:34,743 --> 00:13:38,391 And then, if you're doing it in a language that you're 270 00:13:38,391 --> 00:13:40,690 attempting to learn, then there's the barrier there 271 00:13:40,690 --> 00:13:44,108 where you might want to say something that you just don't 272 00:13:44,108 --> 00:13:45,570 have the skill yet to say. 273 00:13:45,570 --> 00:13:49,318 So it's not quite as simple as just saying, hey, go talk. 274 00:13:49,318 --> 00:13:54,870 But there's slightly innovative ways that you can 275 00:13:54,870 --> 00:13:58,839 give people tools to allow themselves to express 276 00:13:58,839 --> 00:14:01,740 themselves in a fairly constrained context. 277 00:14:01,740 --> 00:14:02,840 So, because you've designed the game, you 278 00:14:02,840 --> 00:14:03,720 sort of rig the system. 279 00:14:03,720 --> 00:14:06,684 You know that people aren't going to talk 280 00:14:06,684 --> 00:14:07,854 about absolutely anything. 281 00:14:07,854 --> 00:14:11,440 Maybe they will, in the chat, but primarily in the game 282 00:14:11,440 --> 00:14:13,520 you're incentivizing their discussion around 283 00:14:13,520 --> 00:14:14,960 a particular topic. 284 00:14:14,960 --> 00:14:19,280 So if you give them tools to discuss that particular topic, 285 00:14:19,280 --> 00:14:21,670 not only does it make the gameplay more efficient, but 286 00:14:21,670 --> 00:14:24,406 that's also how the learning can happen. 287 00:14:24,406 --> 00:14:27,020 Because there can be some sort of selection mechanism, 288 00:14:27,020 --> 00:14:31,512 whereby I am able to say something that I want to say, 289 00:14:31,512 --> 00:14:34,954 but without needing to bring all of the knowledge of how to 290 00:14:34,954 --> 00:14:35,810 construct that on my own. 291 00:14:35,810 --> 00:14:38,327 There's some amount of, oh, I can just recognize that that's 292 00:14:38,327 --> 00:14:41,810 more or less what I want. 293 00:14:41,810 --> 00:14:44,300 And then, by seeing it repeatedly and by seeing other 294 00:14:44,300 --> 00:14:48,687 players use the same tools to communicate, and knowing that 295 00:14:48,687 --> 00:14:52,655 the communication in a certain context is valid, that I can 296 00:14:52,655 --> 00:14:55,512 pay close attention to that, and start to become 297 00:14:55,512 --> 00:14:56,240 familiar and learn. 298 00:14:56,240 --> 00:15:00,220 But it's not, I have to memorize it so 299 00:15:00,220 --> 00:15:01,810 that I can use it. 300 00:15:01,810 --> 00:15:06,088 It's, I'm using it and I'm using it so much that I just 301 00:15:06,088 --> 00:15:07,576 can actually learn it. 302 00:15:07,576 --> 00:15:09,064 AUDIENCE: Question on that. 303 00:15:09,064 --> 00:15:13,280 So, if you're trying to encourage me to talk Spanish 304 00:15:13,280 --> 00:15:14,817 and you talk Spanish and we're trying to work something out, 305 00:15:14,817 --> 00:15:16,008 what prevents you from just typing something in English 306 00:15:16,008 --> 00:15:17,000 and having you read it in English? 307 00:15:17,000 --> 00:15:18,883 GUEST SPEAKER: Right, so it depends on the game. 308 00:15:18,883 --> 00:15:21,670 And in some games that's totally fine. 309 00:15:21,670 --> 00:15:25,700 In other games we have teams moderate other teams. 310 00:15:25,700 --> 00:15:29,280 In other games, we have some sort of communication tool 311 00:15:29,280 --> 00:15:31,400 that's not free text entry. 312 00:15:31,400 --> 00:15:37,910 So it's not-- so one extreme is, here's a list of 10 313 00:15:37,910 --> 00:15:39,240 sentences that you could say. 314 00:15:39,240 --> 00:15:40,420 Click one of them. 315 00:15:40,420 --> 00:15:43,960 And that's not the direction we tend to go in. 316 00:15:43,960 --> 00:15:47,390 But that's an example of how to communicate something 317 00:15:47,390 --> 00:15:49,170 without free text entry. 318 00:15:49,170 --> 00:15:51,340 So there could be some sort of sentence 319 00:15:51,340 --> 00:15:53,450 construction kit, let's say. 320 00:15:53,450 --> 00:15:57,370 Where you have a pool of different words that you can 321 00:15:57,370 --> 00:16:02,160 assemble and a variety of orders to express a small set 322 00:16:02,160 --> 00:16:04,460 of meanings. 323 00:16:04,460 --> 00:16:07,080 GUEST SPEAKER: And if you think about it, games like 324 00:16:07,080 --> 00:16:12,220 Charades or Pictionary, the need to communicate with 325 00:16:12,220 --> 00:16:14,112 constraints doesn't stop us from necessarily 326 00:16:14,112 --> 00:16:15,058 enjoying the game. 327 00:16:15,058 --> 00:16:16,950 It could make it interesting. 328 00:16:16,950 --> 00:16:20,870 So, that's part of the game. 329 00:16:20,870 --> 00:16:23,740 Part of our insight was thinking about our own 330 00:16:23,740 --> 00:16:28,810 experiences learning language in terms of the game of say, 331 00:16:28,810 --> 00:16:31,720 and this gets at my core idea, which is to find the game 332 00:16:31,720 --> 00:16:33,301 that's already there. 333 00:16:33,301 --> 00:16:36,035 So, a game that I always play when I'm traveling with 334 00:16:36,035 --> 00:16:40,168 [UNINTELLIGIBLE] when I travel to France, where I speak the 335 00:16:40,168 --> 00:16:43,134 language sort of, is how far can I get into a conversation 336 00:16:43,134 --> 00:16:44,510 before they figure out I'm American. 337 00:16:44,510 --> 00:16:46,460 So that becomes a game. 338 00:16:46,460 --> 00:16:52,283 And so the whole, and how can I have or if I notice someone 339 00:16:52,283 --> 00:16:56,540 who's French, how much of a conversation 340 00:16:56,540 --> 00:16:57,486 can we have in French? 341 00:16:57,486 --> 00:16:58,432 That's a game for me. 342 00:16:58,432 --> 00:16:59,380 At that point it becomes kind of fun. 343 00:16:59,380 --> 00:17:01,100 So I think we were just really trying to access that. 344 00:17:01,100 --> 00:17:03,640 And I think that really gets back to your larger question. 345 00:17:03,640 --> 00:17:06,540 When you take on something new, I want to know where's 346 00:17:06,540 --> 00:17:08,280 the game already in this? 347 00:17:08,280 --> 00:17:09,829 And I [UNINTELLIGIBLE] 348 00:17:09,829 --> 00:17:13,468 the first game I think, it was math, and the colleague with 349 00:17:13,468 --> 00:17:16,349 whom I co-designed the game, we both spent a lot of time 350 00:17:16,349 --> 00:17:18,863 saying, when we were kids, how did we play with numbers, what 351 00:17:18,863 --> 00:17:20,181 kind of things did we do, what was 352 00:17:20,181 --> 00:17:21,139 interesting us with numbers? 353 00:17:21,139 --> 00:17:24,500 We really try to access our own play. 354 00:17:24,500 --> 00:17:31,540 And similarly, now, if I can try to read practitioners in 355 00:17:31,540 --> 00:17:33,992 the field and say, what do you think about the shower, when 356 00:17:33,992 --> 00:17:37,278 you run it-- where's the-- because that's where the play 357 00:17:37,278 --> 00:17:39,407 is actually happening in the field. 358 00:17:39,407 --> 00:17:43,040 And I think that's where people love their jobs, it's 359 00:17:43,040 --> 00:17:44,880 the play in it that they love about it. 360 00:17:44,880 --> 00:17:47,993 And that's what I think you're trying to access in any 361 00:17:47,993 --> 00:17:48,712 simulation. 362 00:17:48,712 --> 00:17:53,280 So Dan, talking about the language one, we're doing a 363 00:17:53,280 --> 00:17:56,684 game with the Royal Shakespeare Company, if we can 364 00:17:56,684 --> 00:17:58,840 get funding, around The Tempest. 365 00:17:58,840 --> 00:18:02,820 And we're trying to figure out how to make a game of it. 366 00:18:02,820 --> 00:18:06,890 And I realized that part of the change with Shakespeare 367 00:18:06,890 --> 00:18:11,434 is, to some degree, the language, too, and sort of 368 00:18:11,434 --> 00:18:12,980 making sense out of the language which is now somewhat 369 00:18:12,980 --> 00:18:14,796 archaic but really interesting. 370 00:18:14,796 --> 00:18:21,020 And so we tried to make a game that's sort of a puzzle that 371 00:18:21,020 --> 00:18:22,970 you assemble by finding the pieces of the play and 372 00:18:22,970 --> 00:18:24,340 associative things. 373 00:18:24,340 --> 00:18:29,428 So you find a hedgehog and you find some text that makes a 374 00:18:29,428 --> 00:18:32,003 reference, that somehow makes you think of the hedgehog and 375 00:18:32,003 --> 00:18:32,635 you put them together and you actually start building a 376 00:18:32,635 --> 00:18:33,320 visual puzzle. 377 00:18:33,320 --> 00:18:36,095 So it's really a challenge of making sense of the 378 00:18:36,095 --> 00:18:37,580 significance of text. 379 00:18:37,580 --> 00:18:42,530 It [UNINTELLIGIBLE] you and your picture of Shakespeare's 380 00:18:42,530 --> 00:18:45,030 play, The Tempest, starts to emerge through the gameplay. 381 00:18:45,030 --> 00:18:48,810 So a story sort of appears that way, the way a picture 382 00:18:48,810 --> 00:18:50,630 appears in a jigsaw puzzle. 383 00:18:50,630 --> 00:18:53,964 So it's a game you play without knowing, without ever 384 00:18:53,964 --> 00:18:55,530 having seen it. 385 00:18:55,530 --> 00:18:59,320 But part of the experience of theater is the way stories 386 00:18:59,320 --> 00:19:03,040 emerge from different patterns in the game. 387 00:19:03,040 --> 00:19:04,624 We're still trying to make a story [UNINTELLIGIBLE PHRASE] 388 00:19:04,624 --> 00:19:05,874 through exploration. 389 00:19:10,050 --> 00:19:13,100 GUEST SPEAKER: Maybe if I talk about my career as coming-- 390 00:19:13,100 --> 00:19:14,960 I think I come from an area where we 391 00:19:14,960 --> 00:19:17,120 make really bad games. 392 00:19:17,120 --> 00:19:21,266 There's a saying that education games are like 393 00:19:21,266 --> 00:19:22,210 chocolate-covered broccoli. 394 00:19:22,210 --> 00:19:23,630 It's not healthy and not sweet. 395 00:19:23,630 --> 00:19:26,680 And I actually come from a background where teachers or 396 00:19:26,680 --> 00:19:30,070 educators are asked to build games for somebody. 397 00:19:30,070 --> 00:19:31,430 And what you have is contents. 398 00:19:31,430 --> 00:19:35,490 And I can say that, because I think most of my colleagues 399 00:19:35,490 --> 00:19:36,080 seem to know better. 400 00:19:36,080 --> 00:19:37,770 They thought, OK, I have content. 401 00:19:37,770 --> 00:19:40,052 That content is good, and now I just make do with a song and 402 00:19:40,052 --> 00:19:42,293 the kids are going to love it. 403 00:19:42,293 --> 00:19:46,660 And I think, as you all see, Jeremy, we all know how quick 404 00:19:46,660 --> 00:19:49,918 kids realize it is not fun. 405 00:19:49,918 --> 00:19:55,468 And I think there are tons of bad games out there that ruin 406 00:19:55,468 --> 00:19:58,947 the reputation of educational games in a sense. 407 00:19:58,947 --> 00:20:02,080 And coming here to MIT and working with Scott and people 408 00:20:02,080 --> 00:20:05,520 like Dan, that I realized more, the question is more, 409 00:20:05,520 --> 00:20:09,498 what makes us curious about the problem, about the 410 00:20:09,498 --> 00:20:10,680 learning content. 411 00:20:10,680 --> 00:20:11,540 Of course, we can have the content of the game, something 412 00:20:11,540 --> 00:20:12,850 we don't even have to call it. 413 00:20:12,850 --> 00:20:14,090 It's more abstract. 414 00:20:14,090 --> 00:20:17,650 We look for metaphors that are kind of like, if you can 415 00:20:17,650 --> 00:20:20,780 understand how to be interested in history without 416 00:20:20,780 --> 00:20:24,260 really learning all the real data maybe you learn in other 417 00:20:24,260 --> 00:20:26,130 history, but you get interested 418 00:20:26,130 --> 00:20:27,700 in how history works. 419 00:20:27,700 --> 00:20:31,240 And I think that's kind of like what I learned here and I 420 00:20:31,240 --> 00:20:36,630 realize now that it's really useful, that we don't use the 421 00:20:36,630 --> 00:20:38,860 chocolate covered broccoli any more. 422 00:20:38,860 --> 00:20:42,070 We ask more about, what do we really want? 423 00:20:42,070 --> 00:20:44,890 Do we want to have something that is healthy or sweet, or 424 00:20:44,890 --> 00:20:47,340 something different, let's cook it. 425 00:20:47,340 --> 00:20:49,500 Let's not just combine two things. 426 00:20:49,500 --> 00:20:53,930 And I think there's something that also-- the good 427 00:20:53,930 --> 00:20:55,820 educational games that are out there are 428 00:20:55,820 --> 00:20:59,180 heading in that direction. 429 00:20:59,180 --> 00:21:03,530 PROFESSOR: Do you have counter-examples from your 430 00:21:03,530 --> 00:21:09,199 work, of something that seemed fruitful but then kind of 431 00:21:09,199 --> 00:21:13,095 maybe you were trying to address some subject area and 432 00:21:13,095 --> 00:21:16,922 then were trying to marry some specific game mechanics you 433 00:21:16,922 --> 00:21:19,180 thought might work, but were disappointed? 434 00:21:19,180 --> 00:21:21,710 GUEST SPEAKER: I could talk about one that's not resolved 435 00:21:21,710 --> 00:21:24,480 yet, that I'm struggling with. 436 00:21:27,350 --> 00:21:31,081 We're doing a game with a professor here at Ocean, in 437 00:21:31,081 --> 00:21:34,810 environmental engineering, about microbes. 438 00:21:34,810 --> 00:21:38,714 He does all his work study on microbes in the ocean. 439 00:21:38,714 --> 00:21:40,178 Which I've learned about. 440 00:21:40,178 --> 00:21:42,630 Half the biomass of the ocean are microbes. 441 00:21:42,630 --> 00:21:44,954 And we know almost nothing about them, because until 442 00:21:44,954 --> 00:21:48,745 people like him, he's one of a few, built apparatus to study 443 00:21:48,745 --> 00:21:51,520 ocean-like conditions in the laboratory, we had no way of 444 00:21:51,520 --> 00:21:53,050 knowing what was going on with them. 445 00:21:53,050 --> 00:21:56,140 So that's interesting if you get into it. 446 00:21:56,140 --> 00:21:58,703 It's not something that middle school kids are 447 00:21:58,703 --> 00:22:02,030 dying to know about. 448 00:22:02,030 --> 00:22:07,343 So we're doing a simulation where the premise is that 449 00:22:07,343 --> 00:22:11,584 you've got a part of the ocean that's dead and you're trying 450 00:22:11,584 --> 00:22:14,828 to re-engineer it by introducing nano-bots, which 451 00:22:14,828 --> 00:22:15,826 you can build. 452 00:22:15,826 --> 00:22:19,818 And these nano-bots would in effect simulate the functions 453 00:22:19,818 --> 00:22:28,301 of what looked like processing oxygen. 454 00:22:28,301 --> 00:22:35,786 Or rather, plants processing either oxygen and producing 455 00:22:35,786 --> 00:22:38,090 CO2 and energy, or the reverse. 456 00:22:38,090 --> 00:22:40,090 Taking CO2 and sunlight and-- 457 00:22:40,090 --> 00:22:41,240 Anyway. 458 00:22:41,240 --> 00:22:45,506 So, the challenge, we made a sort of interesting playable 459 00:22:45,506 --> 00:22:47,530 simulation where you build the stuff. 460 00:22:47,530 --> 00:22:56,810 But I haven't figured out yet I'm struggling with, have we 461 00:22:56,810 --> 00:23:00,369 found a way to entice you to do this, though, without 462 00:23:00,369 --> 00:23:01,770 having to give you too much information? 463 00:23:01,770 --> 00:23:05,380 And I'm a big believer that a game-- this game does not 464 00:23:05,380 --> 00:23:09,420 start with instructions, because I don't believe games 465 00:23:09,420 --> 00:23:10,875 should ever start with instructions. 466 00:23:10,875 --> 00:23:13,020 But I'm still struggling with the information we're 467 00:23:13,020 --> 00:23:13,380 providing along the way. 468 00:23:13,380 --> 00:23:17,620 There's too much read this now, as opposed to-- and I 469 00:23:17,620 --> 00:23:20,530 think the problem is, because simulations are very wide open 470 00:23:20,530 --> 00:23:23,390 environments, and it's very hard to constrain a simulation 471 00:23:23,390 --> 00:23:26,640 enough that the player goes, ah, now I understand what 472 00:23:26,640 --> 00:23:28,764 variable I just used. 473 00:23:28,764 --> 00:23:33,246 And particularly because kids have a tendency to see 474 00:23:33,246 --> 00:23:35,238 simulations as black boxes. 475 00:23:35,238 --> 00:23:38,475 So they'll change three variables at once and not 476 00:23:38,475 --> 00:23:41,089 notice they've changed three variables, and not think about 477 00:23:41,089 --> 00:23:41,712 what each variable was. 478 00:23:41,712 --> 00:23:45,480 They just don't have the practice of changing-- 479 00:23:45,480 --> 00:23:47,105 really, controlling three variables. 480 00:23:47,105 --> 00:23:49,750 And if you don't do that, simulations do become black 481 00:23:49,750 --> 00:23:52,530 boxes, and I'm still struggling with how to-- not 482 00:23:52,530 --> 00:23:56,941 to, say, mark the kid down the road and say, OK, now make 483 00:23:56,941 --> 00:23:58,578 this choice, now make that choice. 484 00:23:58,578 --> 00:24:02,506 Because that's too constrained and not fun. 485 00:24:02,506 --> 00:24:06,311 I want to have them have a lot of choices but also have them 486 00:24:06,311 --> 00:24:08,398 understand the effect of the choices that they've made. 487 00:24:08,398 --> 00:24:10,362 Maybe that's the best way to sum it. 488 00:24:10,362 --> 00:24:12,817 So just processing the [UNINTELLIGIBLE PHRASE] 489 00:24:16,745 --> 00:24:19,200 GUEST SPEAKER: I can give a better example. 490 00:24:19,200 --> 00:24:20,875 So, I was working on this game. 491 00:24:20,875 --> 00:24:23,480 I wasn't even working on that, to my excuse. 492 00:24:23,480 --> 00:24:25,663 I was beginning to work with these people, then realized 493 00:24:25,663 --> 00:24:28,200 it's not the way I want to go. 494 00:24:28,200 --> 00:24:30,600 And then I stepped out of it. 495 00:24:30,600 --> 00:24:31,930 And I think it's a good example of what 496 00:24:31,930 --> 00:24:32,770 you shouldn't do. 497 00:24:32,770 --> 00:24:37,530 So this small town in Austria is using their waste to 498 00:24:37,530 --> 00:24:40,620 produce renewable energy. 499 00:24:40,620 --> 00:24:41,435 It's really interesting. 500 00:24:41,435 --> 00:24:45,030 The town is somewhere in the countryside and nobody was 501 00:24:45,030 --> 00:24:45,170 interested. 502 00:24:45,170 --> 00:24:48,570 It makes so much power now that they can give power for 503 00:24:48,570 --> 00:24:52,350 free in their town to companies and the neighboring 504 00:24:52,350 --> 00:24:54,690 companies in neighboring towns. 505 00:24:54,690 --> 00:24:56,370 So a lot of people are interested 506 00:24:56,370 --> 00:24:57,970 in how they do that. 507 00:24:57,970 --> 00:25:00,260 And we thought, well, we want to be a cool town, what if we 508 00:25:00,260 --> 00:25:03,870 make a game instead of just providing the content. 509 00:25:03,870 --> 00:25:07,630 But what they did, they gave us all the content and said, 510 00:25:07,630 --> 00:25:08,830 this is what you should teach the people. 511 00:25:08,830 --> 00:25:11,950 And make it fun. 512 00:25:11,950 --> 00:25:15,400 And in the end, these people were sitting together, OK, 513 00:25:15,400 --> 00:25:16,670 what do people like? 514 00:25:16,670 --> 00:25:17,230 Comics? 515 00:25:17,230 --> 00:25:20,110 And you have to a character that is moving around. 516 00:25:20,110 --> 00:25:22,780 And they would make small multiple choice tests. 517 00:25:22,780 --> 00:25:27,860 And afterwards they get their rewards, and it says your name 518 00:25:27,860 --> 00:25:30,390 and it says you're trained in that discipline. 519 00:25:30,390 --> 00:25:34,150 And what was interesting for me, they built the game. 520 00:25:34,150 --> 00:25:35,600 And the game's been bashed. 521 00:25:35,600 --> 00:25:37,690 And it's very sad and it's horrible. 522 00:25:37,690 --> 00:25:41,030 But the funniest thing for me was, who was the target group? 523 00:25:41,030 --> 00:25:42,770 And they never talked about that. 524 00:25:42,770 --> 00:25:45,150 They always thought who cares about target groups, we make 525 00:25:45,150 --> 00:25:47,545 this game, everybody's going to love it, everybody's so 526 00:25:47,545 --> 00:25:47,670 interested. 527 00:25:47,670 --> 00:25:51,987 The idea was who decides if you can do that in 528 00:25:51,987 --> 00:25:53,420 the majors of towns. 529 00:25:53,420 --> 00:25:57,175 They say, well, we want to have a company like that. 530 00:25:57,175 --> 00:25:59,460 And so now we're talking about Austrian, 531 00:25:59,460 --> 00:26:00,800 European, majors of towns. 532 00:26:00,800 --> 00:26:03,640 And they are normally fat and like to drink wine. 533 00:26:03,640 --> 00:26:06,250 Normally they sit with another mayor and have lunch and then 534 00:26:06,250 --> 00:26:07,620 they say, wow, this works. 535 00:26:07,620 --> 00:26:09,432 And then they decide to do it or not. 536 00:26:09,432 --> 00:26:12,190 But now they were sending these games to majors who did 537 00:26:12,190 --> 00:26:14,910 not know at all what to do with this. 538 00:26:14,910 --> 00:26:16,940 They couldn't get into the game. 539 00:26:16,940 --> 00:26:19,500 And so, not that the game was bad. 540 00:26:19,500 --> 00:26:21,670 They didn't even think about their target group. 541 00:26:21,670 --> 00:26:27,260 And I think that one aspect that interested me the most 542 00:26:27,260 --> 00:26:32,253 is, you have to have the context of the game as a 543 00:26:32,253 --> 00:26:32,505 learning experience. 544 00:26:32,505 --> 00:26:33,830 It has to be suitable. 545 00:26:33,830 --> 00:26:35,270 If this is not happening, you can play the 546 00:26:35,270 --> 00:26:37,030 most interesting game. 547 00:26:37,030 --> 00:26:40,870 If someone doesn't get the problem, doesn't get engaged 548 00:26:40,870 --> 00:26:45,130 to the problem, it's just something happening. 549 00:26:45,130 --> 00:26:46,800 It's not really interesting. 550 00:26:46,800 --> 00:26:49,790 And I think that's a major problem that this 551 00:26:49,790 --> 00:26:55,200 example was totally . 552 00:26:55,200 --> 00:26:59,610 PROFESSOR: So, know who you're designing your game for. 553 00:26:59,610 --> 00:27:02,870 And how do you think they get engaged in the games. 554 00:27:02,870 --> 00:27:04,120 GUEST SPEAKER: Yes. 555 00:27:09,010 --> 00:27:12,082 GUEST SPEAKER: Just to do a simplistic example, but it's 556 00:27:12,082 --> 00:27:13,510 one [UNINTELLIGIBLE] example. 557 00:27:13,510 --> 00:27:16,740 If I wanted a game for my mother, who occasionally would 558 00:27:16,740 --> 00:27:18,080 play a casual game. 559 00:27:18,080 --> 00:27:21,682 I wouldn't do a massively multiplayer game with lots of 560 00:27:21,682 --> 00:27:22,630 stuff going around. 561 00:27:22,630 --> 00:27:24,350 All these senior citizens are going to get into this 562 00:27:24,350 --> 00:27:25,130 massively multiplayer game. 563 00:27:25,130 --> 00:27:28,463 I mean, it sounds like it would be really great, to come 564 00:27:28,463 --> 00:27:29,005 up with a massively multiplayer game for senior 565 00:27:29,005 --> 00:27:29,890 citizens, because of their eyesight. 566 00:27:29,890 --> 00:27:34,370 But you also know that they didn't grow up with computers, 567 00:27:34,370 --> 00:27:37,810 and they're not going to be able to navigate a 3D space. 568 00:27:37,810 --> 00:27:42,726 So, that's a simplified example of why it's important 569 00:27:42,726 --> 00:27:43,714 [INAUDIBLE]. 570 00:27:43,714 --> 00:27:46,925 PROFESSOR: And what is really good about it is that game 571 00:27:46,925 --> 00:27:49,148 like [? Revish ?] the cancer game, maybe 572 00:27:49,148 --> 00:27:51,124 some of you know about. 573 00:27:51,124 --> 00:27:53,594 It's a cancer game [UNINTELLIGIBLE]. 574 00:27:53,594 --> 00:27:55,470 GUEST SPEAKER: It was actually mentioned in the reading 575 00:27:55,470 --> 00:27:55,820 [UNINTELLIGIBLE]. 576 00:27:55,820 --> 00:27:58,164 GUEST SPEAKER: But it's hopefully one of the best 577 00:27:58,164 --> 00:27:59,130 [UNINTELLIGIBLE] learning games out there. 578 00:27:59,130 --> 00:28:02,295 But the good thing about them is, people that play that game 579 00:28:02,295 --> 00:28:03,870 have cancer. 580 00:28:03,870 --> 00:28:07,970 So you have the problem to the game is so close that people 581 00:28:07,970 --> 00:28:12,110 who do not play the game say oh, I don't care about cancer. 582 00:28:12,110 --> 00:28:13,645 They care about cancer because they have cancer. 583 00:28:13,645 --> 00:28:17,120 The game is about cancer, and the way chemotherapy works. 584 00:28:17,120 --> 00:28:21,700 So the context of the engagement is automatically, 585 00:28:21,700 --> 00:28:23,220 the problem is solved. 586 00:28:23,220 --> 00:28:25,912 But what about this cancer. 587 00:28:25,912 --> 00:28:28,090 What about a learning game where it's 588 00:28:28,090 --> 00:28:28,816 about language learning? 589 00:28:28,816 --> 00:28:30,053 Are these people already interested 590 00:28:30,053 --> 00:28:31,000 to learn the language? 591 00:28:31,000 --> 00:28:33,510 Do they come there with their language problem, or do we 592 00:28:33,510 --> 00:28:37,210 want to introduce them to the problem or show them maybe you 593 00:28:37,210 --> 00:28:40,120 don't have to be afraid to learn a language or whatever. 594 00:28:40,120 --> 00:28:41,508 This question has to be addressed at 595 00:28:41,508 --> 00:28:42,670 a very early stage. 596 00:28:42,670 --> 00:28:46,443 Otherwise, if you start designing and then address the 597 00:28:46,443 --> 00:28:47,856 question, it's late. 598 00:28:50,860 --> 00:28:55,036 The question is sort of about the explicit versus the 599 00:28:55,036 --> 00:28:55,964 [UNINTELLIGIBLE]. 600 00:28:55,964 --> 00:28:59,140 So if you play [UNINTELLIGIBLE], that was 601 00:28:59,140 --> 00:29:04,556 really designed to introduce, basically, an idea that people 602 00:29:04,556 --> 00:29:07,780 have struggled with, which are what position and velocity 603 00:29:07,780 --> 00:29:09,380 graphs actually mean. 604 00:29:09,380 --> 00:29:12,810 But the game doesn't mention velocity and it doesn't 605 00:29:12,810 --> 00:29:13,550 mention graphs. 606 00:29:13,550 --> 00:29:17,924 And in fact in the same reviews that it got lots of 607 00:29:17,924 --> 00:29:20,053 good reviews when it came out, a lot of them said, I had no 608 00:29:20,053 --> 00:29:21,303 idea this was educational. 609 00:29:24,000 --> 00:29:27,200 I wouldn't argue that that's fine, that people don't 610 00:29:27,200 --> 00:29:30,728 necessarily know that as they're playing the game, that 611 00:29:30,728 --> 00:29:32,660 they are still building up some conceptual knowledge. 612 00:29:32,660 --> 00:29:36,050 I think that some large percentage of the people who 613 00:29:36,050 --> 00:29:37,560 play a game in that setting will probably play the game 614 00:29:37,560 --> 00:29:40,962 and do nothing else but then three months later 615 00:29:40,962 --> 00:29:41,001 they'll have gone. 616 00:29:41,001 --> 00:29:42,251 That experience for most people will not be resilient. 617 00:29:43,878 --> 00:29:46,994 Not because they didn't enjoy it, but because they have lots 618 00:29:46,994 --> 00:29:49,610 of things going on in life and there's more information 619 00:29:49,610 --> 00:29:51,384 coming out of [UNINTELLIGIBLE]. 620 00:29:51,384 --> 00:29:53,986 On the other hand, the kid plays that game and then you 621 00:29:53,986 --> 00:29:55,900 sit down and have a conversation about velocity 622 00:29:55,900 --> 00:29:58,220 and position graphs, there might be some real meaningful 623 00:29:58,220 --> 00:29:59,192 learning that occurs. 624 00:29:59,192 --> 00:30:01,740 And so I think it's really important to not overreach in 625 00:30:01,740 --> 00:30:03,620 that sense. 626 00:30:03,620 --> 00:30:06,508 I try to avoid, although we still do the saying that our 627 00:30:06,508 --> 00:30:07,496 games teach. 628 00:30:07,496 --> 00:30:10,954 Because I think teaching is a much more active and explicit 629 00:30:10,954 --> 00:30:12,436 activity to learn games too. 630 00:30:12,436 --> 00:30:16,060 I think our games let people play with them, let people 631 00:30:16,060 --> 00:30:16,380 learn from them. 632 00:30:16,380 --> 00:30:20,010 And then just like if you read a book, the book 633 00:30:20,010 --> 00:30:20,632 doesn't teach anything. 634 00:30:20,632 --> 00:30:22,998 The book puts information [UNINTELLIGIBLE] 635 00:30:22,998 --> 00:30:27,853 And I think that's really part of, I think, we have to be 636 00:30:27,853 --> 00:30:31,464 modest and humble about it as we do this stuff. 637 00:30:31,464 --> 00:30:32,740 But that was [UNINTELLIGIBLE] as the challenge 638 00:30:32,740 --> 00:30:33,340 [UNINTELLIGIBLE] 639 00:30:33,340 --> 00:30:36,500 of thinking about, if you do want some learning to occur, 640 00:30:36,500 --> 00:30:38,240 where do you want the learning to occur. 641 00:30:38,240 --> 00:30:41,560 Is this for peoples' personal lives, is it a mediated 642 00:30:41,560 --> 00:30:42,606 setting like a hospital? 643 00:30:42,606 --> 00:30:46,890 Or is it in a school-- those are really 644 00:30:46,890 --> 00:30:49,760 critical questions . 645 00:30:49,760 --> 00:30:52,876 It's not just the learning but the setting. 646 00:30:52,876 --> 00:30:55,834 PROFESSOR: And who's introducing a game to them, 647 00:30:55,834 --> 00:30:56,820 for instance. 648 00:30:56,820 --> 00:30:59,090 Is it a teacher, a doctor. 649 00:30:59,090 --> 00:30:59,840 GUEST SPEAKER: And were they playing. 650 00:30:59,840 --> 00:31:02,504 Like with Labyrinth, which is this middle school math game 651 00:31:02,504 --> 00:31:04,870 that Dan and I were working on. 652 00:31:04,870 --> 00:31:09,790 We knew that if we didn't push in another direction, the 653 00:31:09,790 --> 00:31:12,440 implementation was going to be, well print this game and 654 00:31:12,440 --> 00:31:14,074 it gets played in classrooms. 655 00:31:14,074 --> 00:31:16,720 If you've ever seen-- 656 00:31:16,720 --> 00:31:20,342 if you remember your own computer labs in school, that 657 00:31:20,342 --> 00:31:23,057 that was [UNINTELLIGIBLE], which is true actually for a 658 00:31:23,057 --> 00:31:23,890 lot of [UNINTELLIGIBLE]. 659 00:31:23,890 --> 00:31:26,530 It meant every now and then you had to line up and walk 660 00:31:26,530 --> 00:31:29,165 down the hall to this other place, that you would only get 661 00:31:29,165 --> 00:31:30,150 to occasionally. 662 00:31:30,150 --> 00:31:32,734 And by the time you settled into your chairs and booted it 663 00:31:32,734 --> 00:31:34,942 up, you had maybe 20 minutes on the computer and then it 664 00:31:34,942 --> 00:31:35,200 was time to go. 665 00:31:35,200 --> 00:31:38,242 So if you design something for schools, you're talking about 666 00:31:38,242 --> 00:31:42,037 a 20 minute experience once every two or three weeks. 667 00:31:42,037 --> 00:31:44,370 I'm not sure that was worth thinking about 668 00:31:44,370 --> 00:31:45,970 anything for that. 669 00:31:45,970 --> 00:31:49,555 So we design the game, we play it online at home. 670 00:31:49,555 --> 00:31:54,106 And encourage teachers to let the kids just play it. 671 00:31:54,106 --> 00:31:56,606 And there was another advantage of that, which was 672 00:31:56,606 --> 00:31:57,190 to go back to who introduces it. 673 00:31:57,190 --> 00:31:59,680 If you play that-- even if we have the perfect 20 minute 674 00:31:59,680 --> 00:32:02,970 game for the computer lab, if the teacher's walking around-- 675 00:32:02,970 --> 00:32:03,840 I shouldn't say. 676 00:32:03,840 --> 00:32:05,560 I've seen good uses of that space. 677 00:32:05,560 --> 00:32:07,610 But there's some greater probability you're going to 678 00:32:07,610 --> 00:32:09,290 feel like this is just a lesson. 679 00:32:09,290 --> 00:32:11,430 Whereas if the teacher says, go play this at home, there's 680 00:32:11,430 --> 00:32:13,876 some greater probability that you will sort of forget about 681 00:32:13,876 --> 00:32:15,656 the school and get [UNINTELLIGIBLE]. 682 00:32:15,656 --> 00:32:17,130 And again, it's not that we want to trick 683 00:32:17,130 --> 00:32:18,225 you into doing math. 684 00:32:18,225 --> 00:32:20,930 It's that we want to engage with the math in the most 685 00:32:20,930 --> 00:32:22,880 pleasant spirit possible. 686 00:32:22,880 --> 00:32:27,836 And the less we give the wrapper of school to it, the 687 00:32:27,836 --> 00:32:29,808 more playful you're likely to be. 688 00:32:29,808 --> 00:32:32,766 Even if you're not denying that it's math or science or 689 00:32:32,766 --> 00:32:33,752 [UNINTELLIGIBLE]. 690 00:32:33,752 --> 00:32:37,696 So that was [UNINTELLIGIBLE PHRASE]. 691 00:32:37,696 --> 00:32:41,311 GUEST SPEAKER: So Constantine, you had said the cancer game 692 00:32:41,311 --> 00:32:42,626 is really well evaluated. 693 00:32:42,626 --> 00:32:45,816 So did any of you have stories or experiences from seeing 694 00:32:45,816 --> 00:32:48,714 your games out in the world that way. 695 00:32:48,714 --> 00:32:51,023 You've gotten feedback from teachers who have tried this 696 00:32:51,023 --> 00:32:52,273 in the classrooms. 697 00:32:57,910 --> 00:32:59,890 GUEST SPEAKER: Yeah. 698 00:32:59,890 --> 00:33:01,140 GUEST SPEAKER: [UNINTELLIGIBLE] 699 00:33:05,100 --> 00:33:10,340 so from the game I just talked about, about renewable 700 00:33:10,340 --> 00:33:12,720 energies that totally failed. 701 00:33:12,720 --> 00:33:16,780 People played it but didn't understand it, hated it, or 702 00:33:16,780 --> 00:33:17,030 [UNINTELLIGIBLE]. 703 00:33:17,030 --> 00:33:20,290 So I think, total failure. 704 00:33:20,290 --> 00:33:27,550 And I think just to start with this conversation is, this is 705 00:33:27,550 --> 00:33:30,190 a problematic thing. 706 00:33:30,190 --> 00:33:36,350 Because there is very little research going on on the 707 00:33:36,350 --> 00:33:39,380 iteration of games, because it's also very hard. 708 00:33:39,380 --> 00:33:42,510 It takes lot of effort and it also could take a lot of money 709 00:33:42,510 --> 00:33:48,898 to evaluate the research, that the success of the game for 710 00:33:48,898 --> 00:33:51,343 learning purposes. 711 00:33:51,343 --> 00:33:54,562 And I just know very few studies that do 712 00:33:54,562 --> 00:33:56,458 that, in the end. 713 00:33:56,458 --> 00:34:00,490 And I think we've just reached that moment where people start 714 00:34:00,490 --> 00:34:02,210 to think that this is an interesting way to do it. 715 00:34:02,210 --> 00:34:07,020 And Remission, as I said, is probably-- 716 00:34:07,020 --> 00:34:09,000 maybe you'll correct me in a second, but I think it's the 717 00:34:09,000 --> 00:34:12,300 only game I would put my hand into the fire for it. 718 00:34:12,300 --> 00:34:16,397 But the question is, what did they learn in the game? 719 00:34:16,397 --> 00:34:17,891 They learned about [UNINTELLIGIBLE]. 720 00:34:17,891 --> 00:34:21,875 They learned that there is something they can do. 721 00:34:21,875 --> 00:34:25,361 They learned a more positive perspective, a more positive 722 00:34:25,361 --> 00:34:26,855 relation to medicine. 723 00:34:26,855 --> 00:34:30,839 They didn't learn anything else. 724 00:34:30,839 --> 00:34:31,835 In the research-- 725 00:34:31,835 --> 00:34:33,827 GUEST SPEAKER: It doesn't really change their illness. 726 00:34:33,827 --> 00:34:35,422 PROFESSOR: And they didn't get happier. 727 00:34:35,422 --> 00:34:39,120 It's not that they said, wow, now, I couldn't cope better 728 00:34:39,120 --> 00:34:40,389 with their illness. 729 00:34:40,389 --> 00:34:44,584 They just took the medicine and so the doctors were really 730 00:34:44,584 --> 00:34:44,960 happy with that. 731 00:34:44,960 --> 00:34:46,961 But-- 732 00:34:46,961 --> 00:34:48,284 GUEST SPEAKER: That's the stated goal 733 00:34:48,284 --> 00:34:50,224 of Remission, actually. 734 00:34:50,224 --> 00:34:55,151 It's, this is a 3D game where you play a 735 00:34:55,151 --> 00:34:57,541 woman in space or something. 736 00:34:57,541 --> 00:35:01,050 Shot down and [UNINTELLIGIBLE] 737 00:35:01,050 --> 00:35:04,200 but the stated goal of the game, at least of the people 738 00:35:04,200 --> 00:35:07,942 who were making it, was to try to encourage people who are 739 00:35:07,942 --> 00:35:12,566 suffering from cancer to keep up with their medication. 740 00:35:12,566 --> 00:35:18,960 Don't fail keeping up the schedule of taking your 741 00:35:18,960 --> 00:35:22,320 chemotherapy drugs, basically. 742 00:35:22,320 --> 00:35:25,617 And the game was designed to show what happens, what these 743 00:35:25,617 --> 00:35:30,487 drugs actually try to do in some sort of fictional-- or 744 00:35:30,487 --> 00:35:33,896 fantastical, I'm not going to say fictional -- 745 00:35:33,896 --> 00:35:36,818 so that's Remission. 746 00:35:36,818 --> 00:35:38,766 PROFESSOR: Is this a free play game as well? 747 00:35:38,766 --> 00:35:39,155 GUEST SPEAKER: Yeah. 748 00:35:39,155 --> 00:35:39,253 Yeah. 749 00:35:39,253 --> 00:35:41,201 [UNINTELLIGIBLE]. 750 00:35:41,201 --> 00:35:43,675 GUEST SPEAKER: So, on Labyrinth the original grant 751 00:35:43,675 --> 00:35:47,575 include an excess of one year evaluation on the game use. 752 00:35:47,575 --> 00:35:50,910 And then when Congress cut back the funding of the larger 753 00:35:50,910 --> 00:35:55,362 program, of which Labyrinth was just one small piece, that 754 00:35:55,362 --> 00:35:55,605 got cut off. 755 00:35:55,605 --> 00:35:57,306 And so the research didn't happen. 756 00:35:57,306 --> 00:36:00,222 We're now looking for a grant, because Labyrinth has been 757 00:36:00,222 --> 00:36:04,620 used aggressively in Maryland schools [UNINTELLIGIBLE]. 758 00:36:04,620 --> 00:36:05,560 So we are going to look for funding. 759 00:36:05,560 --> 00:36:07,690 But generally, there's less money. 760 00:36:07,690 --> 00:36:09,280 As little money as there is you're developing this 761 00:36:09,280 --> 00:36:12,619 [UNINTELLIGIBLE] there's even less for researching them. 762 00:36:12,619 --> 00:36:18,448 And I think some of what I think our work is designed 763 00:36:18,448 --> 00:36:20,547 [UNINTELLIGIBLE], we figure out what we can learn by 764 00:36:20,547 --> 00:36:20,918 making the game. 765 00:36:20,918 --> 00:36:22,760 And we publish what we've learned in the hope that other 766 00:36:22,760 --> 00:36:25,550 people will pick up the ball, people who have more of a 767 00:36:25,550 --> 00:36:29,935 research bent in the traditional sense. 768 00:36:29,935 --> 00:36:32,266 Will start to do the research about it. 769 00:36:32,266 --> 00:36:32,960 I think we're on the brink of that. 770 00:36:32,960 --> 00:36:37,270 I think with stuff like the Quest to Learn School. 771 00:36:37,270 --> 00:36:39,220 Increasing numbers of educators are using 772 00:36:39,220 --> 00:36:40,390 [UNINTELLIGIBLE]. 773 00:36:40,390 --> 00:36:44,568 I do have only anecdotal evidence, but the very first 774 00:36:44,568 --> 00:36:50,513 game that I did, which was this massive logic oriented 775 00:36:50,513 --> 00:36:54,490 game, ended up being not particularly well marketed. 776 00:36:54,490 --> 00:36:57,870 It nevertheless sold a million copies. 777 00:36:57,870 --> 00:37:02,508 And the anecdotal evidence I got was that it was one of the 778 00:37:02,508 --> 00:37:04,240 rare cases where parents would bring it in and recommend it 779 00:37:04,240 --> 00:37:06,430 to teachers, and teachers would recommend it to parents. 780 00:37:06,430 --> 00:37:09,092 Or kids would come home from school recommending it. 781 00:37:09,092 --> 00:37:12,627 And there seemed to be this fairly broad acceptance by 782 00:37:12,627 --> 00:37:16,175 both parents and teachers and kids, without kids having the 783 00:37:16,175 --> 00:37:18,815 sense that, oh, my teacher's making me do this. 784 00:37:18,815 --> 00:37:20,265 And I hear that now that everybody's rich and famous in 785 00:37:20,265 --> 00:37:22,790 their 20s, I occasionally hear from them. 786 00:37:22,790 --> 00:37:25,774 And some of them say it's what interested 787 00:37:25,774 --> 00:37:26,590 them in math and stuff. 788 00:37:26,590 --> 00:37:29,478 So that's all anecdotal, and maybe [UNINTELLIGIBLE] has 789 00:37:29,478 --> 00:37:30,728 some [UNINTELLIGIBLE]. 790 00:37:33,220 --> 00:37:36,131 But I think the million copies is beating towards the-- 791 00:37:36,131 --> 00:37:37,381 PROFESSOR: [UNINTELLIGIBLE PHRASE] 792 00:37:46,280 --> 00:37:46,600 GUEST SPEAKER: Sure. 793 00:37:46,600 --> 00:37:48,405 I'll just add a little bit to that. 794 00:37:48,405 --> 00:37:51,830 I also have some anecdotal stuff I want to bring in. 795 00:37:54,481 --> 00:37:57,420 But the most interesting thing that I've discovered was with 796 00:37:57,420 --> 00:38:01,660 Labyrinth and a target audience that I've seen play 797 00:38:01,660 --> 00:38:05,053 it, that it was not specifically designed for. 798 00:38:05,053 --> 00:38:11,040 Which is kids with some sort of attention disorder. 799 00:38:11,040 --> 00:38:16,284 Whether it's ADD, or autism or something. 800 00:38:16,284 --> 00:38:19,845 And seeing these kids engage with the game, even engage 801 00:38:19,845 --> 00:38:25,148 with the game in a social way, and be 802 00:38:25,148 --> 00:38:27,608 hyperfocused on the game. 803 00:38:27,608 --> 00:38:34,870 And be highly competent with the game, and to really calm 804 00:38:34,870 --> 00:38:40,978 down and adopt pro-social behaviors that were not 805 00:38:40,978 --> 00:38:43,816 characteristic of them. 806 00:38:43,816 --> 00:38:46,912 Or that their peers or families hadn't 807 00:38:46,912 --> 00:38:48,265 seen with them before. 808 00:38:48,265 --> 00:38:51,211 I think there's a lot of power there. 809 00:38:51,211 --> 00:38:54,036 GUEST SPEAKER: The first two teachers I've met who have 810 00:38:54,036 --> 00:38:57,308 used Labyrinth said they were seeing performance with kids 811 00:38:57,308 --> 00:39:01,204 they didn't expect to see before. 812 00:39:01,204 --> 00:39:04,249 Because our sense was that lots of kids have competencies 813 00:39:04,249 --> 00:39:05,398 and skills that they don't show off in 814 00:39:05,398 --> 00:39:07,020 the format of school. 815 00:39:07,020 --> 00:39:10,780 School being its own kind of game which only certain people 816 00:39:10,780 --> 00:39:11,680 are good at. 817 00:39:11,680 --> 00:39:15,713 And so having a kid be able to demonstrate a competency at a 818 00:39:15,713 --> 00:39:18,096 different kind of game, and let the teacher see it. 819 00:39:18,096 --> 00:39:21,634 Because part of the design of Labyrinth is that teachers can 820 00:39:21,634 --> 00:39:22,980 track progress online. 821 00:39:22,980 --> 00:39:24,483 That was one of our goals. 822 00:39:24,483 --> 00:39:26,948 And that was [UNINTELLIGIBLE]. 823 00:39:26,948 --> 00:39:28,427 GUEST SPEAKER: This is a very good laptop actually. 824 00:39:28,427 --> 00:39:30,892 So is it possible to look it up and show some of Labyrinth? 825 00:39:30,892 --> 00:39:33,850 Because we've been talking about it in this aspect. 826 00:39:33,850 --> 00:39:34,343 GUEST SPEAKER: Yeah, sure. 827 00:39:34,343 --> 00:39:34,836 Absolutely. 828 00:39:34,836 --> 00:39:36,808 [INTERPOSING VOICES] 829 00:39:36,808 --> 00:39:40,259 GUEST SPEAKER: It's just a notion of a game. 830 00:39:40,259 --> 00:39:42,231 GUEST SPEAKER: But other people can [UNINTELLIGIBLE]. 831 00:39:42,231 --> 00:39:43,481 [INTERPOSING VOICES] 832 00:39:48,500 --> 00:39:51,780 PROFESSOR: While we're setting that up, I'd like to ask a bit 833 00:39:51,780 --> 00:39:53,218 about prototyping. 834 00:39:53,218 --> 00:39:54,468 [UNINTELLIGIBLE] 835 00:40:11,182 --> 00:40:15,500 So, in the process of designing-- these are mostly 836 00:40:15,500 --> 00:40:17,875 digital games that we've been talking about all the time. 837 00:40:17,875 --> 00:40:21,130 But I'd like to talk about the early stage, when you're 838 00:40:21,130 --> 00:40:24,686 working with paper or simple digital prototypes. 839 00:40:28,910 --> 00:40:32,600 Maybe you can talk a little bit about how that might be 840 00:40:32,600 --> 00:40:37,375 similar or different from designing other kinds of 841 00:40:37,375 --> 00:40:40,504 computer games, or even board games? 842 00:40:40,504 --> 00:40:43,303 Do you test it differently because you're designing it 843 00:40:43,303 --> 00:40:45,938 explicitly for a specific audience? 844 00:40:45,938 --> 00:40:49,643 Do you test it with instructors as well as 845 00:40:49,643 --> 00:40:50,890 players, or [UNINTELLIGIBLE]? 846 00:40:50,890 --> 00:40:52,960 GUEST SPEAKER: I think it's always best to try to test 847 00:40:52,960 --> 00:40:54,660 with your target audience. 848 00:40:54,660 --> 00:40:57,230 The things you'd learn from [UNINTELLIGIBLE] 849 00:41:00,810 --> 00:41:03,230 there's thing you learn, you can learn from any audience. 850 00:41:03,230 --> 00:41:06,610 Particularly usability, which is important. 851 00:41:06,610 --> 00:41:11,004 Frequently the flaw in a game is not the core mechanic, but 852 00:41:11,004 --> 00:41:14,665 the ease with which the player can understand what they're 853 00:41:14,665 --> 00:41:14,950 supposed to do. 854 00:41:14,950 --> 00:41:18,070 But you can test that with any wide range of people. 855 00:41:18,070 --> 00:41:20,660 Anyone who you think is roughly as computer game 856 00:41:20,660 --> 00:41:23,090 literate as your target audience. 857 00:41:23,090 --> 00:41:27,500 But I think if your goal is to interest middle-school kids 858 00:41:27,500 --> 00:41:31,324 like we do with this game-- let me just turn this on-- 859 00:41:35,640 --> 00:41:37,640 then you do want to, because there are questions about age 860 00:41:37,640 --> 00:41:40,230 appropriateness. 861 00:41:40,230 --> 00:41:42,598 Or [UNINTELLIGIBLE PHRASE] 862 00:41:51,030 --> 00:41:51,526 All right. 863 00:41:51,526 --> 00:41:53,900 So we're about to get this screen here. 864 00:41:53,900 --> 00:41:55,640 So this is a login screen. 865 00:41:55,640 --> 00:41:59,610 This is not the first screen you would come to if you'd 866 00:41:59,610 --> 00:42:03,530 started the game from scratch, you get some more information. 867 00:42:03,530 --> 00:42:04,090 But I've already logged in. 868 00:42:04,090 --> 00:42:08,010 So what you'll notice-- 869 00:42:08,010 --> 00:42:11,810 let me just log in. 870 00:42:11,810 --> 00:42:12,780 So it's online. 871 00:42:12,780 --> 00:42:14,080 You can play from any computer. 872 00:42:14,080 --> 00:42:15,472 That was important because we were concerned about 873 00:42:15,472 --> 00:42:18,820 underserved populations who either don't have computers at 874 00:42:18,820 --> 00:42:24,120 home or who have less control over their time, don't have a 875 00:42:24,120 --> 00:42:25,510 computer in their room, certainly. 876 00:42:25,510 --> 00:42:27,590 Or might do all their work in an after-school 877 00:42:27,590 --> 00:42:29,310 setting or a library. 878 00:42:29,310 --> 00:42:33,565 So basically, once you have an identity you 879 00:42:33,565 --> 00:42:35,002 can log in from anywhere. 880 00:42:35,002 --> 00:42:37,397 I'm going to briefly enter the game space but 881 00:42:37,397 --> 00:42:38,647 [UNINTELLIGIBLE]. 882 00:42:41,720 --> 00:42:43,666 So here we're already in the middle of the game. 883 00:42:43,666 --> 00:42:45,840 This is a puzzle adventure game. 884 00:42:45,840 --> 00:42:48,660 And the plot is, someone's stolen my pet. 885 00:42:48,660 --> 00:42:51,110 I've tracked it down to this underground factory that's 886 00:42:51,110 --> 00:42:52,790 being run by monsters-- 887 00:42:52,790 --> 00:42:55,170 and there's middle schoolers-- 888 00:42:55,170 --> 00:42:58,912 with the help of a mysterious woman with 889 00:42:58,912 --> 00:43:01,620 bluish skin and wings. 890 00:43:01,620 --> 00:43:04,275 I've been given a monster costume, so in the guise of a 891 00:43:04,275 --> 00:43:10,070 monster myself I can go around and do jobs in the factory. 892 00:43:10,070 --> 00:43:12,838 Find my pet, figure out what the monsters are up to, which 893 00:43:12,838 --> 00:43:15,720 is indeed no good. 894 00:43:15,720 --> 00:43:18,800 And I'm in the middle of this game, so I've 895 00:43:18,800 --> 00:43:19,090 already advanced some. 896 00:43:19,090 --> 00:43:22,275 There is a sequence of rooms, which, part of the game is 897 00:43:22,275 --> 00:43:24,750 just finding the rooms where the puzzles are. 898 00:43:24,750 --> 00:43:29,700 For example, we've got it here. 899 00:43:29,700 --> 00:43:33,165 This is one of the wings of the factory. 900 00:43:33,165 --> 00:43:35,640 There's a hundred doors here. 901 00:43:35,640 --> 00:43:38,115 And I can click on every door if I have to. 902 00:43:38,115 --> 00:43:40,598 But I have a map, which is itself a mathematical tool, to 903 00:43:40,598 --> 00:43:44,930 find where I want to go. 904 00:43:44,930 --> 00:43:48,750 And as I go through, each room represents a different puzzle. 905 00:43:48,750 --> 00:43:50,480 Anyway, having said that, we're going 906 00:43:50,480 --> 00:43:51,260 to actually go back-- 907 00:43:51,260 --> 00:43:52,610 And oh. 908 00:43:52,610 --> 00:44:00,135 The other big feature in the game is that if you play on 909 00:44:00,135 --> 00:44:02,350 teams, then you can communicate with your 910 00:44:02,350 --> 00:44:04,590 teammates through this communicator. 911 00:44:07,730 --> 00:44:09,933 And the reason there is to actually get kids reading and 912 00:44:09,933 --> 00:44:12,380 writing about what they're doing with math. 913 00:44:12,380 --> 00:44:14,300 Because if you want to help your teammmates, you can't 914 00:44:14,300 --> 00:44:16,690 feed each other the answers [UNINTELLIGIBLE] 915 00:44:16,690 --> 00:44:17,940 puzzle. 916 00:44:20,310 --> 00:44:21,596 Every puzzle, every time you play, 917 00:44:21,596 --> 00:44:22,730 it's a different solution. 918 00:44:22,730 --> 00:44:25,474 So you can't tell each other the answer, all you can do is 919 00:44:25,474 --> 00:44:28,180 talk about your strategies. 920 00:44:28,180 --> 00:44:30,116 We're going to leave the game and go to puzzle mode 921 00:44:30,116 --> 00:44:31,366 [UNINTELLIGIBLE]. 922 00:44:40,540 --> 00:44:42,140 PROFESSOR: This is a shortcut? 923 00:44:42,140 --> 00:44:44,068 GUEST SPEAKER: Yeah, shortcut to puzzles, right. 924 00:44:44,068 --> 00:44:45,556 You don't have to play it in the context of the game. 925 00:44:45,556 --> 00:44:46,806 You can play any puzzle that you want. 926 00:44:50,870 --> 00:44:53,248 I'm going to try one that I've never played 927 00:44:53,248 --> 00:44:54,220 with a group before. 928 00:44:54,220 --> 00:44:57,862 So usually I pick the same game, play it, and get used to 929 00:44:57,862 --> 00:44:58,594 playing it with people. 930 00:44:58,594 --> 00:45:01,024 But let's just try this one. 931 00:45:01,024 --> 00:45:02,968 [UNINTELLIGIBLE]. 932 00:45:02,968 --> 00:45:07,360 I think I've tried level one. 933 00:45:07,360 --> 00:45:09,858 So I'm trying to remember what you know here. 934 00:45:09,858 --> 00:45:13,826 You're in the back in the shipping area. 935 00:45:13,826 --> 00:45:17,720 And you've got to come up with a manifest to ship the number 936 00:45:17,720 --> 00:45:19,234 of objects that you've got. 937 00:45:19,234 --> 00:45:21,720 That's all you know. 938 00:45:21,720 --> 00:45:22,980 You've basically got to give them the right 939 00:45:22,980 --> 00:45:25,325 instructions to ship it. 940 00:45:25,325 --> 00:45:31,100 And so now, just tell me what to do here. 941 00:45:31,100 --> 00:45:33,950 AUDIENCE: Click something. 942 00:45:33,950 --> 00:45:34,750 GUEST SPEAKER: Of course. 943 00:45:34,750 --> 00:45:37,620 And that's [UNINTELLIGIBLE] 944 00:45:37,620 --> 00:45:38,300 AUDIENCE: [UNINTELLIGIBLE] 945 00:45:38,300 --> 00:45:39,550 AUDIENCE: [UNINTELLIGIBLE] 946 00:45:42,020 --> 00:45:43,890 Up into the slots up there. 947 00:45:43,890 --> 00:45:46,720 There's ones and zeroes. 948 00:45:46,720 --> 00:45:49,578 GUEST SPEAKER: Can we put that crazy fish head second to the 949 00:45:49,578 --> 00:45:52,566 right on every one in the equals spot? 950 00:45:52,566 --> 00:45:53,064 GUEST SPEAKER: Yes. 951 00:45:53,064 --> 00:45:54,558 You can. 952 00:45:54,558 --> 00:45:56,550 [INTERPOSING VOICES] 953 00:45:56,550 --> 00:45:59,040 GUEST SPEAKER: Want to try it in the equals spot. 954 00:45:59,040 --> 00:46:03,540 GUEST SPEAKER: And go to the equals on this one. 955 00:46:03,540 --> 00:46:04,110 GUEST SPEAKER: [UNINTELLIGIBLE] 956 00:46:04,110 --> 00:46:05,735 Just tell us what your thinking was. 957 00:46:05,735 --> 00:46:07,116 AUDIENCE: Well, it looks like we're trying 958 00:46:07,116 --> 00:46:08,970 to build math equations. 959 00:46:08,970 --> 00:46:13,896 And usually they end with equals something. 960 00:46:13,896 --> 00:46:14,380 GUEST SPEAKER: Right. 961 00:46:14,380 --> 00:46:15,230 And you saw that. 962 00:46:15,230 --> 00:46:17,100 Now, just so you know, the equation we're going to 963 00:46:17,100 --> 00:46:21,190 build-- you're right, and just as a shortcut-- is not about 964 00:46:21,190 --> 00:46:21,348 arithmetic. 965 00:46:21,348 --> 00:46:22,056 The equations are simple. 966 00:46:22,056 --> 00:46:23,708 I'm not interested in drilling kids on arithmetic. 967 00:46:23,708 --> 00:46:28,730 This is really about number systems, and number systems 968 00:46:28,730 --> 00:46:29,910 are just simple systems. 969 00:46:29,910 --> 00:46:32,285 But there's also some algebra that's going to go on this, we 970 00:46:32,285 --> 00:46:34,030 start to do this too. 971 00:46:34,030 --> 00:46:35,968 And then in higher levels of the puzzle, [UNINTELLIGIBLE] 972 00:46:35,968 --> 00:46:39,160 you start doing stuff in base two and base six. 973 00:46:39,160 --> 00:46:43,100 We sort of dovetailed with the notion that our 974 00:46:43,100 --> 00:46:45,110 representations of numbers are just symbolic. 975 00:46:45,110 --> 00:46:49,595 So zero, or one, or one zero, doesn't have 976 00:46:49,595 --> 00:46:51,040 to always mean 10. 977 00:46:51,040 --> 00:46:52,810 It's just a symbol. 978 00:46:52,810 --> 00:46:53,303 Anyway. 979 00:46:53,303 --> 00:46:53,796 So now what should we do? 980 00:46:53,796 --> 00:46:56,261 AUDIENCE: Pac-Man should be minus. 981 00:46:56,261 --> 00:47:01,191 Because the only ones with six digits have Pac-Man as the 982 00:47:01,191 --> 00:47:01,684 third digit. 983 00:47:01,684 --> 00:47:03,163 PROFESSOR: Sounds good. 984 00:47:03,163 --> 00:47:04,220 GUEST SPEAKER: I'm not sure which one is Pac-Man. 985 00:47:04,220 --> 00:47:05,670 AUDIENCE: Bottom right. 986 00:47:05,670 --> 00:47:06,150 GUEST SPEAKER: This guy? 987 00:47:06,150 --> 00:47:07,590 AUDIENCE: That guy's Pac-Man. 988 00:47:07,590 --> 00:47:10,950 Pac-Man with an underline. 989 00:47:10,950 --> 00:47:13,350 GUEST SPEAKER: I'm not sure if we can actually 990 00:47:13,350 --> 00:47:16,230 put that one there. 991 00:47:16,230 --> 00:47:17,480 [INTERPOSING VOICES] 992 00:47:19,310 --> 00:47:22,730 AUDIENCE: If you look at the top left, then what is the 993 00:47:22,730 --> 00:47:24,650 number two digit number that, minus the last digit, gives a 994 00:47:24,650 --> 00:47:26,119 single-digit number. 995 00:47:26,119 --> 00:47:27,995 [UNINTELLIGIBLE] 996 00:47:27,995 --> 00:47:30,340 PROFESSOR: [UNINTELLIGIBLE] 997 00:47:30,340 --> 00:47:32,340 GUEST SPEAKER: Oh, that's a good point, yeah. 998 00:47:32,340 --> 00:47:34,220 It has to be divided by [UNINTELLIGIBLE]. 999 00:47:34,220 --> 00:47:35,420 GUEST SPEAKER: But now what you're really doing is 1000 00:47:35,420 --> 00:47:38,480 thinking about the structure of math. 1001 00:47:38,480 --> 00:47:40,160 Which is exactly what-- 1002 00:47:40,160 --> 00:47:44,710 AUDIENCE: So when you say that's divided-- 1003 00:47:44,710 --> 00:47:48,610 AUDIENCE: So, I'm going to guess the banana is four? 1004 00:47:48,610 --> 00:47:50,530 GUEST SPEAKER: [UNINTELLIGIBLE] 1005 00:47:50,530 --> 00:47:52,420 GUEST SPEAKER: You want to say why? 1006 00:47:52,420 --> 00:47:55,940 AUDIENCE: Because using that same logic, that first 1007 00:47:55,940 --> 00:48:01,152 version, that something, n x divided by x equals some 1008 00:48:01,152 --> 00:48:02,598 single digit number. 1009 00:48:02,598 --> 00:48:05,490 And I'm guessing x is 4. 1010 00:48:05,490 --> 00:48:05,980 GUEST SPEAKER: [UNINTELLIGIBLE] 1011 00:48:05,980 --> 00:48:10,830 GUEST SPEAKER: By the way, you guys have avoided, and not 1012 00:48:10,830 --> 00:48:13,213 noticed a piece of information which would make your work 1013 00:48:13,213 --> 00:48:16,010 even more-- 1014 00:48:16,010 --> 00:48:18,010 AUDIENCE: Oh, the thing at the top. 1015 00:48:18,010 --> 00:48:20,820 AUDIENCE: What's the thing at the top? 1016 00:48:20,820 --> 00:48:23,050 AUDIENCE: The thing at the bottom. 1017 00:48:23,050 --> 00:48:24,640 AUDIENCE: It could be two, actually, as well. 1018 00:48:24,640 --> 00:48:25,830 AUDIENCE: What are all the green things? 1019 00:48:25,830 --> 00:48:28,506 GUEST SPEAKER: Those are the things you're shipping. 1020 00:48:28,506 --> 00:48:29,850 Those are jars of stuff, of pepper. 1021 00:48:29,850 --> 00:48:30,860 AUDIENCE: Oh, those make sense. 1022 00:48:30,860 --> 00:48:33,570 AUDIENCE: Banana something banana. 1023 00:48:33,570 --> 00:48:34,892 GUEST SPEAKER: Banana something-- 1024 00:48:34,892 --> 00:48:38,510 AUDIENCE: Equals something banana. 1025 00:48:38,510 --> 00:48:38,870 So-- 1026 00:48:38,870 --> 00:48:40,120 [INTERPOSING VOICES] 1027 00:48:44,300 --> 00:48:45,670 AUDIENCE: Banana could actually be two. 1028 00:48:45,670 --> 00:48:47,500 Because 12 divided by two is equal to six. six. 1029 00:48:47,500 --> 00:48:48,750 [INTERPOSING VOICES] 1030 00:48:57,330 --> 00:49:00,580 GUEST SPEAKER: Oh, and in that respect, that means a little-- 1031 00:49:00,580 --> 00:49:02,610 AUDIENCE: Yeah, the four squares are signs. 1032 00:49:02,610 --> 00:49:03,580 You try that? 1033 00:49:03,580 --> 00:49:04,420 [INTERPOSING VOICES] 1034 00:49:04,420 --> 00:49:06,980 AUDIENCE: It has to be zero on-- 1035 00:49:06,980 --> 00:49:08,070 GUEST SPEAKER: Every time you play the game 1036 00:49:08,070 --> 00:49:08,530 the symbols are different. 1037 00:49:08,530 --> 00:49:10,270 They're the same symbols but they're a different-- 1038 00:49:10,270 --> 00:49:11,640 AUDIENCE: Triple backlash should be-- oh. 1039 00:49:11,640 --> 00:49:12,890 [INTERPOSING VOICES] 1040 00:49:15,200 --> 00:49:16,180 GUEST SPEAKER: By the way, you're still missing a piece 1041 00:49:16,180 --> 00:49:16,545 of information. 1042 00:49:16,545 --> 00:49:17,295 But that's OK. 1043 00:49:17,295 --> 00:49:19,050 That's what games are all about. 1044 00:49:19,050 --> 00:49:19,440 [INTERPOSING VOICES] 1045 00:49:19,440 --> 00:49:20,850 AUDIENCE: So what's this thing in the top left? 1046 00:49:20,850 --> 00:49:24,902 Can we put things in there and press enter, and will it 1047 00:49:24,902 --> 00:49:26,878 evaluate them for us? 1048 00:49:26,878 --> 00:49:30,555 GUEST SPEAKER: Yeah, but right now-- you're not done yet . 1049 00:49:30,555 --> 00:49:31,805 [UNINTELLIGIBLE]. 1050 00:49:33,670 --> 00:49:36,730 AUDIENCE: Yeah, triple dash is definitely one. 1051 00:49:36,730 --> 00:49:39,530 GUEST SPEAKER: Triple dash is-- 1052 00:49:39,530 --> 00:49:41,510 AUDIENCE: Oh, triple dash is one, because one 1053 00:49:41,510 --> 00:49:44,660 times banana is banana. 1054 00:49:44,660 --> 00:49:46,490 GUEST SPEAKER: Unless banana's zero. 1055 00:49:46,490 --> 00:49:47,740 [INTERPOSING VOICES] 1056 00:49:54,210 --> 00:49:56,050 AUDIENCE: Banana's six, I think. 1057 00:49:56,050 --> 00:49:56,300 AUDIENCE: It could be five. 1058 00:49:56,300 --> 00:49:57,400 GUEST SPEAKER: I've never done this game before-- 1059 00:49:57,400 --> 00:49:58,240 no. 1060 00:49:58,240 --> 00:50:00,315 The fact that you're naming all these symbols, because 1061 00:50:00,315 --> 00:50:02,080 they were just symbols. 1062 00:50:02,080 --> 00:50:03,330 [INTERPOSING VOICES] 1063 00:50:09,900 --> 00:50:10,430 AUDIENCE: I think banana's 1064 00:50:10,430 --> 00:50:11,670 [UNINTELLIGIBLE], because banana-- 1065 00:50:11,670 --> 00:50:13,090 [INTERPOSING VOICES] 1066 00:50:13,090 --> 00:50:15,260 AUDIENCE: [UNINTELLIGIBLE] banana squared is equal to 1067 00:50:15,260 --> 00:50:16,735 something times banana. 1068 00:50:16,735 --> 00:50:18,320 AUDIENCE: Not something times-- 1069 00:50:18,320 --> 00:50:19,750 AUDIENCE: So, yeah, it could be 25 actually. 1070 00:50:19,750 --> 00:50:21,440 [INTERPOSING VOICES] 1071 00:50:21,440 --> 00:50:23,260 GUEST SPEAKER: Remember, I didn't know the solution to 1072 00:50:23,260 --> 00:50:25,951 this when it came in, but I actually have enough data to 1073 00:50:25,951 --> 00:50:27,600 know that you're wrong. 1074 00:50:27,600 --> 00:50:28,810 It's on the screen. 1075 00:50:28,810 --> 00:50:30,030 AUDIENCE: Banana definitely is-- 1076 00:50:30,030 --> 00:50:31,280 [INTERPOSING VOICES] 1077 00:50:33,490 --> 00:50:38,980 AUDIENCE: Five because banana squared is anchor banana. 1078 00:50:38,980 --> 00:50:45,450 But flower banana divided by banana is also an integer. 1079 00:50:45,450 --> 00:50:49,930 So if flower banana and anchor banana are local banana, then 1080 00:50:49,930 --> 00:50:52,540 banana should be five and not six. 1081 00:50:52,540 --> 00:50:56,530 because flower minus anchor times banana. 1082 00:50:56,530 --> 00:50:58,910 GUEST SPEAKER: I love your mental calculation. 1083 00:50:58,910 --> 00:51:01,110 [INTERPOSING VOICES] 1084 00:51:01,110 --> 00:51:02,805 GUEST SPEAKER: So you're saying it's what? 1085 00:51:02,805 --> 00:51:04,460 AUDIENCE: Five. 1086 00:51:04,460 --> 00:51:05,930 GUEST SPEAKER: Well, that could work, but you could have 1087 00:51:05,930 --> 00:51:07,550 done it in a simpler way. 1088 00:51:07,550 --> 00:51:10,270 Or you could have surmised it, not known it, but-- 1089 00:51:10,270 --> 00:51:12,230 remember, this is only the first time you played, 1090 00:51:12,230 --> 00:51:14,140 subsequent times you'd have other information. 1091 00:51:14,140 --> 00:51:15,390 [INTERPOSING VOICES] 1092 00:51:25,320 --> 00:51:27,379 GUEST SPEAKER: You're a member of the group, so don't give 1093 00:51:27,379 --> 00:51:28,730 away [UNINTELLIGIBLE] 1094 00:51:28,730 --> 00:51:31,100 but in fact you're making-- 1095 00:51:31,100 --> 00:51:32,350 [UNINTELLIGIBLE] 1096 00:51:35,370 --> 00:51:36,678 AUDIENCE: Anchor is 20. 1097 00:51:36,678 --> 00:51:37,902 AUDIENCE: Anchor is two. 1098 00:51:37,902 --> 00:51:38,680 AUDIENCE: Sorry, two. 1099 00:51:38,680 --> 00:51:41,100 Not 20. 1100 00:51:41,100 --> 00:51:42,970 AUDIENCE: Anchor's two. 1101 00:51:42,970 --> 00:51:46,920 Claw is zero. 1102 00:51:46,920 --> 00:51:47,660 GUEST SPEAKER: Where's claw? 1103 00:51:47,660 --> 00:51:50,940 AUDIENCE: Claw's the one on the top left. 1104 00:51:50,940 --> 00:51:52,140 Of the squares that are left. 1105 00:51:52,140 --> 00:51:52,840 Left. 1106 00:51:52,840 --> 00:51:53,700 GUEST SPEAKER: Oh, you mean brass circles. 1107 00:51:53,700 --> 00:51:54,950 That makes sense. 1108 00:51:58,150 --> 00:51:58,995 GUEST SPEAKER: Oh, that one. 1109 00:51:58,995 --> 00:51:59,670 AUDIENCE: That's zero. 1110 00:51:59,670 --> 00:52:01,870 Has to be zero. 1111 00:52:01,870 --> 00:52:02,990 PROFESSOR: Wait, why is it zero? 1112 00:52:02,990 --> 00:52:04,480 AUDIENCE: Because if you look at the 1113 00:52:04,480 --> 00:52:05,320 equation at the bottom-- 1114 00:52:05,320 --> 00:52:06,630 GUEST SPEAKER: Oh, I'm looking at the wrong spot. 1115 00:52:06,630 --> 00:52:07,880 [INTERPOSING VOICES] 1116 00:52:24,710 --> 00:52:26,250 AUDIENCE: Yeah, sigma's nine. 1117 00:52:26,250 --> 00:52:27,500 GUEST SPEAKER: [UNINTELLIGIBLE] 1118 00:52:33,610 --> 00:52:36,050 AUDIENCE: OK, so [UNINTELLIGIBLE] 1119 00:52:36,050 --> 00:52:40,070 scythe is plus. 1120 00:52:40,070 --> 00:52:42,340 Scythe is plus. 1121 00:52:42,340 --> 00:52:44,550 AUDIENCE: No, it has to be minus. 1122 00:52:44,550 --> 00:52:45,800 [INTERPOSING VOICES] 1123 00:53:27,069 --> 00:53:29,110 GUEST SPEAKER: Anyone who is having trouble, and this 1124 00:53:29,110 --> 00:53:32,310 happens in a group. 1125 00:53:32,310 --> 00:53:33,210 So, anyone having trouble following it as people were 1126 00:53:33,210 --> 00:53:35,270 making stuff up or finding stuff. 1127 00:53:35,270 --> 00:53:36,205 Because if you did it's OK. 1128 00:53:36,205 --> 00:53:40,070 In fact, sometimes you've got to play the game yourself for 1129 00:53:40,070 --> 00:53:40,970 it to make sense. 1130 00:53:40,970 --> 00:53:41,970 [UNINTELLIGIBLE] 1131 00:53:41,970 --> 00:53:43,210 I could have told you-- 1132 00:53:43,210 --> 00:53:46,937 I actually think I could have told you a lot about the game 1133 00:53:46,937 --> 00:53:47,080 going into it. 1134 00:53:47,080 --> 00:53:48,590 And there would still be a high probability that when you 1135 00:53:48,590 --> 00:53:51,030 started playing it you would have not absorbed 1136 00:53:51,030 --> 00:53:52,530 anything I'd said. 1137 00:53:52,530 --> 00:53:53,440 That's my experience. 1138 00:53:53,440 --> 00:53:55,893 I could almost give it all away but you still don't get 1139 00:53:55,893 --> 00:53:56,310 it until they play it. 1140 00:53:56,310 --> 00:53:58,260 PROFESSOR: So they didn't know-- 1141 00:53:58,260 --> 00:53:59,410 GUEST SPEAKER: [UNINTELLIGIBLE] 1142 00:53:59,410 --> 00:54:01,194 AUDIENCE: Beta delta upside down is eight. 1143 00:54:01,194 --> 00:54:02,444 [INTERPOSING VOICES] 1144 00:54:08,906 --> 00:54:12,690 AUDIENCE: Can we enter that now? 1145 00:54:12,690 --> 00:54:14,500 AUDIENCE: Oh, so now you have to type in one times 1146 00:54:14,500 --> 00:54:15,010 whatever-- equals-- 1147 00:54:15,010 --> 00:54:16,570 GUEST SPEAKER: You've got to type in what this is. 1148 00:54:16,570 --> 00:54:18,430 So and this is actually getting at another 1149 00:54:18,430 --> 00:54:19,680 representation. 1150 00:54:23,590 --> 00:54:24,820 AUDIENCE: Eight plus nine. 1151 00:54:24,820 --> 00:54:27,468 AUDIENCE: Eight plus nine is 17. 1152 00:54:27,468 --> 00:54:28,884 GUEST SPEAKER: How, here you don't have to actually 1153 00:54:28,884 --> 00:54:30,300 remember the [UNINTELLIGIBLE] 1154 00:54:34,920 --> 00:54:36,170 AUDIENCE: Just divide it by six. 1155 00:54:50,588 --> 00:54:51,838 AUDIENCE: [UNINTELLIGIBLE] 1156 00:54:55,100 --> 00:54:56,550 AUDIENCE: It's puzzle mode. 1157 00:54:56,550 --> 00:54:58,686 GUEST SPEAKER: And by the way, it could take 1158 00:54:58,686 --> 00:55:00,001 it in either order. 1159 00:55:04,438 --> 00:55:05,917 AUDIENCE: Yeah, I agree. 1160 00:55:05,917 --> 00:55:07,167 Equals [UNINTELLIGIBLE]. 1161 00:55:10,354 --> 00:55:12,819 GUEST SPEAKER: I think this level's only addition 1162 00:55:12,819 --> 00:55:14,069 [UNINTELLIGIBLE]. 1163 00:55:17,290 --> 00:55:18,540 [INTERPOSING VOICES] 1164 00:55:21,750 --> 00:55:25,470 AUDIENCE: Or we could do 10 minus two. 1165 00:55:25,470 --> 00:55:26,090 GUEST SPEAKER: Anyway. 1166 00:55:26,090 --> 00:55:27,730 [UNINTELLIGIBLE] 1167 00:55:27,730 --> 00:55:29,630 you were doing algebra. 1168 00:55:29,630 --> 00:55:31,160 When you were solving for those numbers, 1169 00:55:31,160 --> 00:55:32,456 you were doing algebra. 1170 00:55:32,456 --> 00:55:35,916 You were really thinking about x and the structure of the 1171 00:55:35,916 --> 00:55:39,800 math and the numerical quality of it. 1172 00:55:39,800 --> 00:55:43,109 This is simpler, but it's still getting at the fact that 1173 00:55:43,109 --> 00:55:45,001 there are multiple ways of representing numbers 1174 00:55:45,001 --> 00:55:45,474 [UNINTELLIGIBLE]. 1175 00:55:45,474 --> 00:55:46,970 AUDIENCE: Is there any mechanic to 1176 00:55:46,970 --> 00:55:47,770 prevent brute force? 1177 00:55:47,770 --> 00:55:50,850 GUEST SPEAKER: Yes, those lights go out. 1178 00:55:50,850 --> 00:55:53,500 But, you do earn points along the way in the game if you 1179 00:55:53,500 --> 00:55:54,970 make some progress. 1180 00:55:54,970 --> 00:55:58,715 And so, none of these puzzles are brick walls. 1181 00:55:58,715 --> 00:55:59,940 Because you can always play multiple puzzles at once. 1182 00:55:59,940 --> 00:56:03,750 You can leave this puzzle, go to another puzzle. 1183 00:56:03,750 --> 00:56:06,140 And, if you make any progress at all, you're accumulating 1184 00:56:06,140 --> 00:56:07,014 points for the end of the game. 1185 00:56:07,014 --> 00:56:08,762 You could actually get to the end of the game story without 1186 00:56:08,762 --> 00:56:09,900 having solved any puzzles. 1187 00:56:09,900 --> 00:56:11,490 Takes a long time. 1188 00:56:11,490 --> 00:56:13,280 The rewards are there for doing well. 1189 00:56:13,280 --> 00:56:16,255 And there are rewards for doing well, but there isn't 1190 00:56:16,255 --> 00:56:18,195 punishment for not doing well. 1191 00:56:18,195 --> 00:56:21,110 At least in sort of a-- 1192 00:56:21,110 --> 00:56:24,347 we don't say you can't, we don't make you 1193 00:56:24,347 --> 00:56:25,305 stop in your tracks. 1194 00:56:25,305 --> 00:56:26,742 AUDIENCE: [UNINTELLIGIBLE] you can do it again. 1195 00:56:26,742 --> 00:56:27,221 GUEST SPEAKER: Yes, that's right. 1196 00:56:27,221 --> 00:56:28,025 You can do it again instantaneously. 1197 00:56:28,025 --> 00:56:32,760 And there is no cost in the game to having failed 1198 00:56:32,760 --> 00:56:34,770 repeatedly. 1199 00:56:34,770 --> 00:56:37,845 If you eventually solve it, you end up with the same score 1200 00:56:37,845 --> 00:56:42,045 whether you solved it on the 20th time or the first time. 1201 00:56:42,045 --> 00:56:43,590 That's really what problem solving is about. 1202 00:56:43,590 --> 00:56:45,800 It's not about being the fastest. 1203 00:56:45,800 --> 00:56:49,600 It's just about learning how to solve things. 1204 00:56:49,600 --> 00:56:52,435 Speed is overrated [UNINTELLIGIBLE]. 1205 00:56:52,435 --> 00:56:54,742 And in math it's very overrated. 1206 00:56:54,742 --> 00:56:56,598 Kids [UNINTELLIGIBLE] 1207 00:56:56,598 --> 00:56:59,640 calculations in their head. 1208 00:56:59,640 --> 00:57:00,370 It's just more of this. 1209 00:57:00,370 --> 00:57:02,050 And the entire level's-- 1210 00:57:02,050 --> 00:57:04,250 we came up with representations of 1211 00:57:04,250 --> 00:57:08,340 subtraction, which is that you have a large number, you have 1212 00:57:08,340 --> 00:57:10,958 10 jars and five of them are empty. 1213 00:57:10,958 --> 00:57:14,227 So it's 10 minus five. 1214 00:57:14,227 --> 00:57:14,700 [INTERPOSING VOICES] 1215 00:57:14,700 --> 00:57:16,890 AUDIENCE: How is division? 1216 00:57:16,890 --> 00:57:19,542 AUDIENCE: Are they 10 rows of jars? 1217 00:57:19,542 --> 00:57:20,940 And the rows are empty? 1218 00:57:20,940 --> 00:57:22,995 GUEST SPEAKER: Yeah, I think it's the same-- 1219 00:57:22,995 --> 00:57:24,975 I think that's it. 1220 00:57:24,975 --> 00:57:27,950 I think that's the same. 1221 00:57:27,950 --> 00:57:32,914 It's in a grid pattern with some [UNINTELLIGIBLE]. 1222 00:57:32,914 --> 00:57:36,395 AUDIENCE: And I guess there's [UNINTELLIGIBLE] 1223 00:57:36,395 --> 00:57:41,130 but do you have any algebra as such in this format? 1224 00:57:41,130 --> 00:57:41,780 GUEST SPEAKER: No. 1225 00:57:41,780 --> 00:57:44,040 But what we encourage is that-- 1226 00:57:44,040 --> 00:57:45,700 so what comes with this is material for teachers to 1227 00:57:45,700 --> 00:57:47,394 relate this to the curriculum. 1228 00:57:47,394 --> 00:57:50,787 And what we really want to happen is that kids have 1229 00:57:50,787 --> 00:57:52,388 played the game before they get the subject. 1230 00:57:52,388 --> 00:57:55,184 And when the teacher introduces symbol systems in 1231 00:57:55,184 --> 00:57:58,770 base six or whatever relates to this, instead of saying, 1232 00:57:58,770 --> 00:58:01,100 all right, we're starting a new unit, you again know 1233 00:58:01,100 --> 00:58:04,090 nothing, you're starting again at square one and have to 1234 00:58:04,090 --> 00:58:05,990 start all over again with something new. 1235 00:58:05,990 --> 00:58:08,690 Instead, the teacher comes in and says, I want to introduce 1236 00:58:08,690 --> 00:58:11,580 a new concept, but it's one that you've really already 1237 00:58:11,580 --> 00:58:13,550 begun to master. 1238 00:58:13,550 --> 00:58:16,740 And it's called bases. 1239 00:58:16,740 --> 00:58:18,290 [UNINTELLIGIBLE] 1240 00:58:18,290 --> 00:58:19,443 so how did you solve this? 1241 00:58:19,443 --> 00:58:22,680 What was going on in this game? 1242 00:58:22,680 --> 00:58:25,470 And they have a conversation about what they already know, 1243 00:58:25,470 --> 00:58:29,082 as a way of leveraging into-- 1244 00:58:29,082 --> 00:58:33,276 I mean, things that I arguably don't know. 1245 00:58:33,276 --> 00:58:36,080 Again, I would argue that [UNINTELLIGIBLE] 1246 00:58:36,080 --> 00:58:37,240 you have things in cartons. 1247 00:58:37,240 --> 00:58:42,420 So a carton of six jars plus some left over would be-- 1248 00:58:42,420 --> 00:58:45,170 a carton of six jars plus three left over would be one, 1249 00:58:45,170 --> 00:58:47,000 three, basically. 1250 00:58:47,000 --> 00:58:50,340 So anyway. 1251 00:58:50,340 --> 00:58:53,190 The point is that the kids begin to build this robust 1252 00:58:53,190 --> 00:58:54,500 conceptual understanding. 1253 00:58:54,500 --> 00:58:57,327 And hopefully there's a playfulness so that when the 1254 00:58:57,327 --> 00:59:00,990 teacher talks about it, that some of them may actually feel 1255 00:59:00,990 --> 00:59:01,320 good about it. 1256 00:59:01,320 --> 00:59:05,265 Instead of, here's one more reading --you'll never be a 1257 00:59:05,265 --> 00:59:06,660 mathematician. 1258 00:59:06,660 --> 00:59:09,170 I think math education is largely designed to gate 1259 00:59:09,170 --> 00:59:12,390 everybody so that at the end of high school, 1260 00:59:12,390 --> 00:59:13,984 [UNINTELLIGIBLE] population is good at math. 1261 00:59:13,984 --> 00:59:17,721 Which means that we're taking 12 years teaching 93% of the 1262 00:59:17,721 --> 00:59:19,017 population that's no good at math and they should stop 1263 00:59:19,017 --> 00:59:19,266 doing that. 1264 00:59:19,266 --> 00:59:22,382 I don't know why we'd waste 12 years if you could just tell 1265 00:59:22,382 --> 00:59:23,968 them to go to kindergarten. 1266 00:59:23,968 --> 00:59:26,060 But that's what what we end up doing. 1267 00:59:26,060 --> 00:59:27,310 Anyway, I think that's true of every subject. 1268 00:59:30,680 --> 00:59:31,830 I'd like to turn it around. 1269 00:59:31,830 --> 00:59:33,934 Everyone says there's things about math I can do. 1270 00:59:33,934 --> 00:59:36,339 [UNINTELLIGIBLE] 1271 00:59:36,339 --> 00:59:42,780 PROFESSOR: Can you tell us a little bit more about how that 1272 00:59:42,780 --> 00:59:43,910 process went? 1273 00:59:43,910 --> 00:59:44,880 GUEST SPEAKER: Sure. 1274 00:59:44,880 --> 00:59:47,660 And I also wanted to provide a little extra nuance to one of 1275 00:59:47,660 --> 00:59:51,540 the questions about what if you just brute-force your way 1276 00:59:51,540 --> 00:59:51,780 through it. 1277 00:59:51,780 --> 00:59:56,878 In the higher levels, it won't tell you when you put a symbol 1278 00:59:56,878 --> 00:59:58,324 in a slot, whether it's correct or not. 1279 00:59:58,324 --> 00:59:59,770 So-- 1280 00:59:59,770 --> 01:00:02,180 GUEST SPEAKER: Which actually, you could learn something 1281 01:00:02,180 --> 01:00:02,662 interesting. 1282 01:00:02,662 --> 01:00:05,554 Because you could start doing something and [UNINTELLIGIBLE] 1283 01:00:05,554 --> 01:00:07,480 something that doesn't add up, that's actually new. 1284 01:00:07,480 --> 01:00:10,340 You're learning something. 1285 01:00:10,340 --> 01:00:14,720 So, there's 10 puzzles or-- how many? 1286 01:00:14,720 --> 01:00:15,045 GUEST SPEAKER: Nine. 1287 01:00:15,045 --> 01:00:22,980 AUDIENCE: Nine puzzles, and we came up with nine plus x, and 1288 01:00:22,980 --> 01:00:29,390 some of that was slated for school admission and 1289 01:00:29,390 --> 01:00:31,350 we never got there. 1290 01:00:31,350 --> 01:00:36,413 And some of that x was puzzles or activities that we decided 1291 01:00:36,413 --> 01:00:38,210 were not as compelling as the others. 1292 01:00:38,210 --> 01:00:41,528 In our process for that, we did a hybrid approach with 1293 01:00:41,528 --> 01:00:43,750 paper and computer prototyping. 1294 01:00:43,750 --> 01:00:48,076 In general the rule is, if there can be paper prototypes, 1295 01:00:48,076 --> 01:00:48,801 paper prototype it. 1296 01:00:48,801 --> 01:00:49,767 Because it's so much faster. 1297 01:00:49,767 --> 01:00:53,148 But there are certain kinds of activities that really can't. 1298 01:00:53,148 --> 01:00:56,529 So for instance, this one is perfect for paper prototyping. 1299 01:00:56,529 --> 01:00:58,501 You just take out a piece of paper and 1300 01:00:58,501 --> 01:00:59,745 a pen and you create-- 1301 01:00:59,745 --> 01:01:02,756 I mean, you have to create some of these equations so 1302 01:01:02,756 --> 01:01:05,310 that you then have a system of equations to solve. 1303 01:01:05,310 --> 01:01:08,500 But once you've created some of those is, as would need to 1304 01:01:08,500 --> 01:01:12,710 be done whether it's a paper or a computer prototype, then 1305 01:01:12,710 --> 01:01:15,137 it's trivial to put it in front of someone with paper. 1306 01:01:15,137 --> 01:01:19,220 So this is an example of something where we would, for 1307 01:01:19,220 --> 01:01:23,960 the first round, test internally with just symbols 1308 01:01:23,960 --> 01:01:25,030 and numbers. 1309 01:01:25,030 --> 01:01:28,175 And then probably we would do-- 1310 01:01:28,175 --> 01:01:31,110 we might even test that version with people in our 1311 01:01:31,110 --> 01:01:31,950 target audience. 1312 01:01:31,950 --> 01:01:35,180 But probably we would try to do some rudimentary art 1313 01:01:35,180 --> 01:01:38,530 treatment before we put it in front of people, just so 1314 01:01:38,530 --> 01:01:40,785 there's a little bit of context and it looks a little 1315 01:01:40,785 --> 01:01:41,990 bit more like a game. 1316 01:01:41,990 --> 01:01:43,450 And then-- 1317 01:01:43,450 --> 01:01:44,370 GUEST SPEAKER: So that we try to-- 1318 01:01:44,370 --> 01:01:48,483 if there's story, this one has less story about it, but if 1319 01:01:48,483 --> 01:01:51,205 there's story, as there are in some puzzles, we actually try 1320 01:01:51,205 --> 01:01:51,635 to act it out. 1321 01:01:51,635 --> 01:01:52,922 [UNINTELLIGIBLE] 1322 01:01:52,922 --> 01:01:54,410 resistance to doing it. 1323 01:01:54,410 --> 01:01:56,890 So act out the character. 1324 01:01:56,890 --> 01:01:59,635 You're the computer, when [UNINTELLIGIBLE] 1325 01:01:59,635 --> 01:02:01,806 and so even if it's just a character giving a response to 1326 01:02:01,806 --> 01:02:03,391 something that the player does. 1327 01:02:03,391 --> 01:02:06,255 You try to do it in character, you try to get a sense of 1328 01:02:06,255 --> 01:02:08,870 what-- because I think, even in that kind of rudimentary 1329 01:02:08,870 --> 01:02:12,050 form you're engaging the player's imagination so you 1330 01:02:12,050 --> 01:02:14,930 know whether or not they're interested in this character 1331 01:02:14,930 --> 01:02:17,355 or the idea [UNINTELLIGIBLE]. 1332 01:02:17,355 --> 01:02:20,265 GUEST SPEAKER: Because I do master [UNINTELLIGIBLE]. 1333 01:02:20,265 --> 01:02:23,660 GUEST SPEAKER: And like a dungeon master you need to 1334 01:02:23,660 --> 01:02:26,610 prepare, because it's hard to be the computer without also 1335 01:02:26,610 --> 01:02:29,635 being the bottleneck if you're a human. 1336 01:02:29,635 --> 01:02:33,660 And in fact we've done some games, not represented here, 1337 01:02:33,660 --> 01:02:36,480 we've done some games that are real time, that if you want to 1338 01:02:36,480 --> 01:02:40,508 prototype with people, then especially on paper, and you 1339 01:02:40,508 --> 01:02:42,640 want to keep things moving, then you need to have more 1340 01:02:42,640 --> 01:02:45,278 than one person be the computer, because there's just 1341 01:02:45,278 --> 01:02:48,710 too much to track for one person to do it all. 1342 01:02:48,710 --> 01:02:49,570 Or if you want to do-- 1343 01:02:49,570 --> 01:02:53,566 sometimes we do hybrids, where we'll do a computer prototype 1344 01:02:53,566 --> 01:02:56,440 but there's aspects of the game that are not represented 1345 01:02:56,440 --> 01:02:58,070 through the interface or that logically we have a model, so 1346 01:02:58,070 --> 01:03:02,180 we'll do players directing human 1347 01:03:02,180 --> 01:03:06,190 interactions with the computer. 1348 01:03:06,190 --> 01:03:09,092 Not players, designers, influencing those 1349 01:03:09,092 --> 01:03:10,342 interactions. 1350 01:03:12,459 --> 01:03:16,905 So anyway, this is a game that moved pretty much all the way 1351 01:03:16,905 --> 01:03:20,175 to final design on paper, and then went straight to 1352 01:03:20,175 --> 01:03:20,730 implementation. 1353 01:03:20,730 --> 01:03:25,436 Some of the other games-- for instance, there's a game-- 1354 01:03:25,436 --> 01:03:28,412 do you want to show [UNINTELLIGIBLE]. 1355 01:03:28,412 --> 01:03:29,900 GUEST SPEAKER: [UNINTELLIGIBLE], yeah. 1356 01:03:29,900 --> 01:03:33,868 GUEST SPEAKER: That's an example of a game that's a 1357 01:03:33,868 --> 01:03:37,990 little bit harder to think about playing just on paper. 1358 01:03:37,990 --> 01:03:38,520 GUEST SPEAKER: [UNINTELLIGIBLE] we 1359 01:03:38,520 --> 01:03:39,567 implemented this early. 1360 01:03:39,567 --> 01:03:41,058 GUEST SPEAKER: Yeah, we did. 1361 01:03:48,520 --> 01:03:54,740 GUEST SPEAKER: So this is a game about modular arithmetic 1362 01:03:54,740 --> 01:03:59,690 and common multiples and that sort of thing. 1363 01:03:59,690 --> 01:04:01,230 So it's very hard to see on the screen. 1364 01:04:01,230 --> 01:04:03,403 In the upper left there is an avatar. 1365 01:04:03,403 --> 01:04:05,318 GUEST SPEAKER: That's you. 1366 01:04:05,318 --> 01:04:06,568 GUEST SPEAKER: [UNINTELLIGIBLE] 1367 01:04:08,570 --> 01:04:11,320 GUEST SPEAKER: And you know from the story that your goal 1368 01:04:11,320 --> 01:04:14,052 is to get to the golden eggs and avoid the 1369 01:04:14,052 --> 01:04:14,534 [UNINTELLIGIBLE]. 1370 01:04:14,534 --> 01:04:15,980 That much you know. 1371 01:04:15,980 --> 01:04:21,790 And that you're in a factory where they make stuff. 1372 01:04:21,790 --> 01:04:24,100 AUDIENCE: Do you move your avatar? 1373 01:04:24,100 --> 01:04:25,350 GUEST SPEAKER: [UNINTELLIGIBLE] 1374 01:04:40,440 --> 01:04:41,690 [INTERPOSING VOICES] 1375 01:04:50,390 --> 01:04:53,770 GUEST SPEAKER: There is one flaw, by the way, in the 1376 01:04:53,770 --> 01:04:56,420 [UNINTELLIGIBLE] 1377 01:04:56,420 --> 01:04:58,426 interface, because people don't realize they have to 1378 01:04:58,426 --> 01:05:00,580 click to get their guy onto that thing. 1379 01:05:00,580 --> 01:05:04,190 And it was supposed to start with the [UNINTELLIGIBLE] 1380 01:05:04,190 --> 01:05:07,470 right where he was, that people would [UNINTELLIGIBLE] 1381 01:05:07,470 --> 01:05:07,623 click. 1382 01:05:07,623 --> 01:05:10,410 Because now by-- what should I try now. 1383 01:05:10,410 --> 01:05:10,906 AUDIENCE: Four. 1384 01:05:10,906 --> 01:05:12,394 GUEST SPEAKER: We're going to go-- 1385 01:05:12,394 --> 01:05:16,362 AUDIENCE: Four or nine. 1386 01:05:16,362 --> 01:05:18,346 AUDIENCE: Six. 1387 01:05:18,346 --> 01:05:18,842 AUDIENCE: Four. 1388 01:05:18,842 --> 01:05:19,834 Four. 1389 01:05:19,834 --> 01:05:20,826 AUDIENCE: Six. 1390 01:05:20,826 --> 01:05:23,306 Then you can let him get the [UNINTELLIGIBLE]. 1391 01:05:23,306 --> 01:05:25,290 GUEST SPEAKER: I'll go for six. 1392 01:05:29,490 --> 01:05:31,280 Bam. 1393 01:05:31,280 --> 01:05:32,400 Four is a subject that-- 1394 01:05:32,400 --> 01:05:33,880 GUEST SPEAKER: Oh, can we move [UNINTELLIGIBLE]. 1395 01:05:33,880 --> 01:05:34,870 GUEST SPEAKER: But you'll notice that that's all in 1396 01:05:34,870 --> 01:05:35,510 different amounts. 1397 01:05:35,510 --> 01:05:38,930 And so it's really that modular arithmetic. 1398 01:05:38,930 --> 01:05:43,480 So 12 will take me once around on one of them, but 1399 01:05:43,480 --> 01:05:45,736 [UNINTELLIGIBLE] on another one. 1400 01:05:45,736 --> 01:05:48,582 And you start doing simultaneous equations to 1401 01:05:48,582 --> 01:05:50,270 solve this. 1402 01:05:50,270 --> 01:05:51,960 This level's hard. 1403 01:05:51,960 --> 01:05:53,870 I think maybe the hardest puzzle we designed in the 1404 01:05:53,870 --> 01:05:57,870 whole game is level three of this, where every step you've 1405 01:05:57,870 --> 01:06:01,460 got to align two bridges. 1406 01:06:01,460 --> 01:06:02,850 It's serious work. 1407 01:06:02,850 --> 01:06:05,602 AUDIENCE: Are you trying to avoid that monster? 1408 01:06:05,602 --> 01:06:06,250 GUEST SPEAKER: Yeah, you've got to avoid the monster. 1409 01:06:06,250 --> 01:06:06,690 GUEST SPEAKER: Which isn't always hard. 1410 01:06:06,690 --> 01:06:09,890 But you have to keep in mind, sometimes it needs, instead of 1411 01:06:09,890 --> 01:06:12,630 going around once, particularly one on the nine 1412 01:06:12,630 --> 01:06:20,030 thing, maybe you go 10 and he'll always go on 1413 01:06:20,030 --> 01:06:20,665 [UNINTELLIGIBLE] 1414 01:06:20,665 --> 01:06:22,214 shows up, to make [UNINTELLIGIBLE] 1415 01:06:22,214 --> 01:06:23,660 to show up and [UNINTELLIGIBLE]. 1416 01:06:23,660 --> 01:06:26,070 So this is really the [UNINTELLIGIBLE]. 1417 01:06:26,070 --> 01:06:27,034 GUEST SPEAKER: As of what? 1418 01:06:27,034 --> 01:06:28,284 GUEST SPEAKER: Yes. 1419 01:06:30,408 --> 01:06:31,960 GUEST SPEAKER: Anyway, again [UNINTELLIGIBLE] 1420 01:06:31,960 --> 01:06:34,100 you can say, hey, [UNINTELLIGIBLE] 1421 01:06:34,100 --> 01:06:35,530 math, school math at all. 1422 01:06:35,530 --> 01:06:39,230 There's no school math in this game. 1423 01:06:39,230 --> 01:06:40,740 But I think there are really interesting 1424 01:06:40,740 --> 01:06:43,030 things to think about. 1425 01:06:43,030 --> 01:06:43,980 GUEST SPEAKER: [UNINTELLIGIBLE] 1426 01:06:43,980 --> 01:06:45,550 said with that character. 1427 01:06:45,550 --> 01:06:46,870 If he walks or not. 1428 01:06:46,870 --> 01:06:49,445 I think we [UNINTELLIGIBLE] 1429 01:06:49,445 --> 01:06:49,780 anyway. 1430 01:06:49,780 --> 01:06:51,680 But you have to keep in mind, there are 1431 01:06:51,680 --> 01:06:52,160 two forms of learning. 1432 01:06:52,160 --> 01:06:54,470 One is learning the game, how to play the game. 1433 01:06:54,470 --> 01:06:56,940 And the other one is learning-- there's a problem 1434 01:06:56,940 --> 01:06:58,580 solving, you've got a puzzle in the game. 1435 01:06:58,580 --> 01:07:02,010 And I think it's sometimes like special education games. 1436 01:07:02,010 --> 01:07:04,440 It's so easy to mix this. 1437 01:07:04,440 --> 01:07:07,190 Because sometimes you make the coolest educational game and 1438 01:07:07,190 --> 01:07:08,260 it's really interesting. 1439 01:07:08,260 --> 01:07:10,000 But [UNINTELLIGIBLE] 1440 01:07:10,000 --> 01:07:13,180 character wouldn't move if you don't press the mouse button. 1441 01:07:13,180 --> 01:07:16,885 So he would always stand there in the beginning and he would 1442 01:07:16,885 --> 01:07:17,650 get attacked. 1443 01:07:17,650 --> 01:07:20,770 And I think the mixture of both forms of learning is 1444 01:07:20,770 --> 01:07:23,030 quite interesting to keep in mind when you're prototyping. 1445 01:07:23,030 --> 01:07:25,310 GUEST SPEAKER: Yeah, there's two answers to that. 1446 01:07:25,310 --> 01:07:27,000 One is, I never think. 1447 01:07:27,000 --> 01:07:29,880 just because we want people to think hard, I don't think the 1448 01:07:29,880 --> 01:07:31,080 interface should be the thing that they're 1449 01:07:31,080 --> 01:07:31,560 thinking hard about. 1450 01:07:31,560 --> 01:07:35,350 It's always tempting to say, oh, that's a really 1451 01:07:35,350 --> 01:07:36,480 hard thing to solve. 1452 01:07:36,480 --> 01:07:38,240 How do I make him jump? 1453 01:07:38,240 --> 01:07:42,364 But no, I think generally it should not be hard to figure 1454 01:07:42,364 --> 01:07:42,830 out how to make him jump. 1455 01:07:42,830 --> 01:07:46,560 Or walk left or right, or how to open a door. 1456 01:07:46,560 --> 01:07:50,040 Unless that's a puzzle, and it's easy to delude yourself 1457 01:07:50,040 --> 01:07:51,552 that by making the interface hard... 1458 01:07:51,552 --> 01:07:54,793 On the other hand, there is this other challenge, which is 1459 01:07:54,793 --> 01:07:56,800 that kids do have different degrees of 1460 01:07:56,800 --> 01:07:58,125 literacy around games. 1461 01:07:58,125 --> 01:08:00,722 And it's hard to figure out where the sweet spot is. 1462 01:08:00,722 --> 01:08:02,935 That's one I don't have an easy answer for. 1463 01:08:02,935 --> 01:08:04,570 Because some large percentage of the audience naturally 1464 01:08:04,570 --> 01:08:07,572 knows, try and get to the end. 1465 01:08:07,572 --> 01:08:09,130 Knows what winning means. 1466 01:08:09,130 --> 01:08:10,870 But there's some kids who don't. 1467 01:08:10,870 --> 01:08:13,330 And the question is, if you make the game, if you bend 1468 01:08:13,330 --> 01:08:15,870 over backwards-- 1469 01:08:15,870 --> 01:08:19,819 I watched my mother play this, and it was horrible. 1470 01:08:19,819 --> 01:08:24,484 Because she just was totally clueless about where to go. 1471 01:08:24,484 --> 01:08:27,690 But I think if I try to set up the game to work for my 1472 01:08:27,690 --> 01:08:31,660 mother, you can only work with all this explicit instruction. 1473 01:08:31,660 --> 01:08:36,330 So hopefully with kids it's less of an issue. 1474 01:08:36,330 --> 01:08:38,370 There's more, I think, uniform game literacy. 1475 01:08:38,370 --> 01:08:39,419 But it's always a challenge. 1476 01:08:39,419 --> 01:08:41,000 No game appeals to everybody. 1477 01:08:41,000 --> 01:08:43,880 And you do want-- 1478 01:08:43,880 --> 01:08:45,365 I don't think those of us who make learning games have a 1479 01:08:45,365 --> 01:08:46,399 good answer to that. 1480 01:08:46,399 --> 01:08:48,390 I don't think we can ever make a game that every kid would 1481 01:08:48,390 --> 01:08:52,397 play with equal-- 1482 01:08:52,397 --> 01:08:55,430 we should never claim that we're going 1483 01:08:55,430 --> 01:08:59,103 to get 100% on that. 1484 01:08:59,103 --> 01:09:02,825 PROFESSOR: One thing that I know that you've noticed is 1485 01:09:02,825 --> 01:09:08,044 the amount of tolerance that kids and adults have for 1486 01:09:08,044 --> 01:09:10,580 frustration, when-- 1487 01:09:10,580 --> 01:09:14,200 I've seen kids say, I hate this game. 1488 01:09:14,200 --> 01:09:20,232 This game is too hard and they'll just keep going at it. 1489 01:09:20,232 --> 01:09:24,624 Whereas the adults have this tendency to get really 1490 01:09:24,624 --> 01:09:27,552 embarrassed when they can't solve it first time. 1491 01:09:27,552 --> 01:09:30,689 GUEST SPEAKER: It happens when you're 26. 1492 01:09:30,689 --> 01:09:33,060 You suddenly sit down and say, well, I'm not 1493 01:09:33,060 --> 01:09:34,080 very good at this. 1494 01:09:34,080 --> 01:09:38,223 You may be a gamer all your life, but it's having another 1495 01:09:38,223 --> 01:09:40,211 adult watching you. 1496 01:09:40,211 --> 01:09:43,855 There's some point or another where you suddenly say, I'm 1497 01:09:43,855 --> 01:09:44,187 not good at this. 1498 01:09:44,187 --> 01:09:46,175 I don't know why it happens. 1499 01:09:46,175 --> 01:09:48,660 [UNINTELLIGIBLE] 1500 01:09:48,660 --> 01:09:49,910 AUDIENCE: [UNINTELLIGIBLE] 1501 01:09:53,630 --> 01:09:55,650 AUDIENCE: Can you do negative numbers? 1502 01:09:55,650 --> 01:09:56,983 GUEST SPEAKER: Not in this one, no. 1503 01:09:56,983 --> 01:09:59,298 That's a good idea, though. 1504 01:09:59,298 --> 01:10:00,690 AUDIENCE: [UNINTELLIGIBLE] 1505 01:10:00,690 --> 01:10:02,090 AUDIENCE: In much of the arithmetic you could always do 1506 01:10:02,090 --> 01:10:04,312 it as put in a larger number and [UNINTELLIGIBLE] 1507 01:10:04,312 --> 01:10:05,764 GUEST SPEAKER: That's right. 1508 01:10:05,764 --> 01:10:08,184 PROFESSOR: I have a question for [UNINTELLIGIBLE]. 1509 01:10:08,184 --> 01:10:11,572 Because in some of them we were hearing from you guys 1510 01:10:11,572 --> 01:10:15,626 about coming, more or less from a game design angle into 1511 01:10:15,626 --> 01:10:19,618 designing games as a learning purpose. 1512 01:10:19,618 --> 01:10:21,614 And you kind of [UNINTELLIGIBLE] 1513 01:10:21,614 --> 01:10:22,612 the other way around. 1514 01:10:22,612 --> 01:10:24,608 You came in from the [UNINTELLIGIBLE]. 1515 01:10:24,608 --> 01:10:28,766 Are there things to keep in mind when you're working 1516 01:10:28,766 --> 01:10:31,095 across disciplines, that game designers know? 1517 01:10:34,610 --> 01:10:38,450 GUEST SPEAKER: So, I think one more difference that I still 1518 01:10:38,450 --> 01:10:42,330 have, or see between the way I approach games and the way 1519 01:10:42,330 --> 01:10:46,170 educational games approach games design, I'm more focused 1520 01:10:46,170 --> 01:10:49,030 on learning as an experience, more in abstract form. 1521 01:10:49,030 --> 01:10:51,030 That doesn't mean that I wouldn't be invested in that, 1522 01:10:51,030 --> 01:10:54,285 but that's not what I've been working on yet here. 1523 01:10:54,285 --> 01:10:56,530 So for instance, after that it was-- 1524 01:10:56,530 --> 01:11:00,780 so the research question was how, how can players overcome 1525 01:11:00,780 --> 01:11:04,550 expectations that are wrong. 1526 01:11:04,550 --> 01:11:09,620 And so the idea was not to use educational stuff like numbers 1527 01:11:09,620 --> 01:11:14,130 or whatever, but more, can we develop patterns in games that 1528 01:11:14,130 --> 01:11:17,700 players who realize very quickly, and are they ready to 1529 01:11:17,700 --> 01:11:20,360 give them up if they realize that they think what they've 1530 01:11:20,360 --> 01:11:21,600 seen is wrong. 1531 01:11:21,600 --> 01:11:24,856 So, for me it was very interesting because I come at 1532 01:11:24,856 --> 01:11:26,890 an abstract theory inside. 1533 01:11:26,890 --> 01:11:29,210 And so we were developing prototypes. 1534 01:11:29,210 --> 01:11:31,450 And it's very interesting when you come from the abstract 1535 01:11:31,450 --> 01:11:33,910 idea to prototypes. 1536 01:11:33,910 --> 01:11:37,520 But paper prototyping is perfect because it really made 1537 01:11:37,520 --> 01:11:40,150 me as a scientist come to the ground. 1538 01:11:40,150 --> 01:11:42,150 Because of course I can read [UNINTELLIGIBLE] and all these 1539 01:11:42,150 --> 01:11:45,700 people and say, wow, experiences this and that. 1540 01:11:45,700 --> 01:11:48,720 And then you suddenly have pen and paper and sit there and 1541 01:11:48,720 --> 01:11:54,780 think about a game that, is it a metaphor for your theory. 1542 01:11:54,780 --> 01:12:00,230 And so I think my takeaway was that paper prototyping was 1543 01:12:00,230 --> 01:12:02,020 very healthy for me. 1544 01:12:02,020 --> 01:12:04,790 And with the team to come down to the fact, what is really 1545 01:12:04,790 --> 01:12:06,180 [UNINTELLIGIBLE] in the game. 1546 01:12:06,180 --> 01:12:06,670 What can we really-- 1547 01:12:06,670 --> 01:12:09,890 I think at the beginning I was a bit inexperienced in 1548 01:12:09,890 --> 01:12:11,610 prototyping. 1549 01:12:11,610 --> 01:12:13,080 Wow, we can all do that later. 1550 01:12:13,080 --> 01:12:16,370 We can do the cool stuff when we get to programming. 1551 01:12:16,370 --> 01:12:18,270 But then I realized, no, we can't. 1552 01:12:18,270 --> 01:12:21,960 We cannot do it as a paper prototype, how should we do it 1553 01:12:21,960 --> 01:12:23,100 in programming. 1554 01:12:23,100 --> 01:12:25,290 But what is changing? 1555 01:12:25,290 --> 01:12:29,390 And I think for us it was very interesting. 1556 01:12:29,390 --> 01:12:32,910 So I think one experience we had is, we had them develop 1557 01:12:32,910 --> 01:12:34,460 different prototypes. 1558 01:12:34,460 --> 01:12:37,390 And so I think that was healthy for us not to make one 1559 01:12:37,390 --> 01:12:40,250 paper prototype but then think how we can do it better. 1560 01:12:40,250 --> 01:12:42,770 But that's what [UNINTELLIGIBLE] 1561 01:12:42,770 --> 01:12:45,650 a lot of prototypes. 1562 01:12:45,650 --> 01:12:46,895 And to stay open. 1563 01:12:46,895 --> 01:12:50,280 And even if you spend three or four days on a prototype, if 1564 01:12:50,280 --> 01:12:52,440 it doesn't work with others the moment you show them. 1565 01:12:52,440 --> 01:12:54,040 And they go like, what, these are the rules. 1566 01:12:54,040 --> 01:12:55,260 Are you sure? 1567 01:12:55,260 --> 01:12:57,132 I don't get it. 1568 01:12:57,132 --> 01:13:00,865 If you explain the tenth time, maybe-- maybe it was a cool 1569 01:13:00,865 --> 01:13:03,540 idea back home or with your friend, maybe, but it just 1570 01:13:03,540 --> 01:13:04,680 doesn't work. 1571 01:13:04,680 --> 01:13:07,900 And so this experience in the prototypes was 1572 01:13:07,900 --> 01:13:09,310 very healthy for us. 1573 01:13:09,310 --> 01:13:10,580 And then coming to the point. 1574 01:13:10,580 --> 01:13:13,614 And I realized for me it was important that somebody coming 1575 01:13:13,614 --> 01:13:16,230 in the room, playing a prototype for five minutes, 1576 01:13:16,230 --> 01:13:18,880 kind of understands the core mechanic. 1577 01:13:18,880 --> 01:13:21,130 If this is not happening-- 1578 01:13:21,130 --> 01:13:24,416 who takes the five minutes to understand a core mechanic? 1579 01:13:24,416 --> 01:13:25,620 Nobody, today. 1580 01:13:25,620 --> 01:13:27,000 PROFESSOR: That would be, like in this game, just walking 1581 01:13:27,000 --> 01:13:28,176 onto a [INAUDIBLE]. 1582 01:13:28,176 --> 01:13:29,112 GUEST SPEAKER: Right. 1583 01:13:29,112 --> 01:13:30,520 That's right. 1584 01:13:30,520 --> 01:13:32,800 And so, yeah. 1585 01:13:32,800 --> 01:13:35,350 I think, coming from a different perspective, again, 1586 01:13:35,350 --> 01:13:40,030 prototyping is kind of like the way to get in the game. 1587 01:13:40,030 --> 01:13:42,690 Even as the designer. 1588 01:13:42,690 --> 01:13:44,770 Because from then on, you know what you're talking about. 1589 01:13:44,770 --> 01:13:46,682 And so I had to lose a lot of my abstract 1590 01:13:46,682 --> 01:13:48,158 thoughts in the process. 1591 01:13:48,158 --> 01:13:49,470 And then the playtesting. 1592 01:13:49,470 --> 01:13:52,995 So it was interesting sometimes to see, even if the 1593 01:13:52,995 --> 01:13:55,420 prototype is cool, then you have a prototype. 1594 01:13:55,420 --> 01:13:57,610 And then people come in and say, [UNINTELLIGIBLE] 1595 01:13:57,610 --> 01:13:58,480 again. 1596 01:13:58,480 --> 01:14:00,332 [UNINTELLIGIBLE] 1597 01:14:00,332 --> 01:14:01,260 it's so easy. 1598 01:14:01,260 --> 01:14:04,470 But then you can start to stick with your idea or say 1599 01:14:04,470 --> 01:14:08,370 no, maybe I have to go down with the theoretical aspect 1600 01:14:08,370 --> 01:14:10,780 and really look [UNINTELLIGIBLE] 1601 01:14:10,780 --> 01:14:12,030 for the players. 1602 01:14:13,890 --> 01:14:15,390 GUEST SPEAKER: And another thing about prototyping, it's 1603 01:14:15,390 --> 01:14:17,440 not focus groups. 1604 01:14:17,440 --> 01:14:21,540 So it's not a case of, --sure you want to put it in front of 1605 01:14:21,540 --> 01:14:23,060 as many people as possible. 1606 01:14:23,060 --> 01:14:25,980 But you really want to, I think, avoid stuff like what 1607 01:14:25,980 --> 01:14:27,852 did you like, what didn't you like. 1608 01:14:27,852 --> 01:14:28,710 Those kind of questions. 1609 01:14:28,710 --> 01:14:30,110 Because people want to be helpful. 1610 01:14:30,110 --> 01:14:34,140 And sometimes the piece they didn't like was actually the 1611 01:14:34,140 --> 01:14:35,500 part where they were working hardest. 1612 01:14:35,500 --> 01:14:36,810 So it's like I didn't like that I had to 1613 01:14:36,810 --> 01:14:37,800 jump over the wall. 1614 01:14:37,800 --> 01:14:40,780 [INAUDIBLE] jump over the wall. 1615 01:14:40,780 --> 01:14:43,140 And it may not really mean that if you took that out, 1616 01:14:43,140 --> 01:14:44,210 that they would enjoy the game more. 1617 01:14:44,210 --> 01:14:45,710 In fact, they might not enjoy it at all. 1618 01:14:45,710 --> 01:14:47,470 So you have to be really careful about that. 1619 01:14:47,470 --> 01:14:49,004 And people want to please you. 1620 01:14:49,004 --> 01:14:49,960 So they'll say oh, it's good, and stuff like that. 1621 01:14:49,960 --> 01:14:52,690 I think it's really important that what you do with 1622 01:14:52,690 --> 01:14:56,236 prototyping is watch the player. 1623 01:14:56,236 --> 01:14:59,110 And then trust yourself as a designer. 1624 01:14:59,110 --> 01:15:02,160 Rather than ask them what you should do, because they will 1625 01:15:02,160 --> 01:15:03,310 try and be helpful and they'll come up with wrong 1626 01:15:03,310 --> 01:15:04,640 suggestions. 1627 01:15:04,640 --> 01:15:08,160 Watch them and use your best judgment as designer as to 1628 01:15:08,160 --> 01:15:10,000 what they're reacting to, and why they're reacting 1629 01:15:10,000 --> 01:15:11,360 the way they are. 1630 01:15:11,360 --> 01:15:13,350 And try to fix it. 1631 01:15:13,350 --> 01:15:16,730 And then you try to get some questions, try to maybe get 1632 01:15:16,730 --> 01:15:17,820 some access to their thinking. 1633 01:15:17,820 --> 01:15:20,700 But don't think that they necessarily know what was 1634 01:15:20,700 --> 01:15:25,150 interesting to them, or what would make them happy. 1635 01:15:25,150 --> 01:15:26,060 Don't ask those questions. 1636 01:15:26,060 --> 01:15:29,006 Those are focus group questions, and you shouldn't 1637 01:15:29,006 --> 01:15:30,601 ask them because it's not going to give you 1638 01:15:30,601 --> 01:15:31,461 the answers you want. 1639 01:15:31,461 --> 01:15:33,425 You've got to trust yourself at some level 1640 01:15:33,425 --> 01:15:34,420 as to what's happening. 1641 01:15:34,420 --> 01:15:36,570 GUEST SPEAKER: And something that I also had to learn was, 1642 01:15:36,570 --> 01:15:41,120 if you have the focus test or the playtest, and then you 1643 01:15:41,120 --> 01:15:42,490 realize you have problems. 1644 01:15:42,490 --> 01:15:45,240 And it's really healthy to write all the problems. 1645 01:15:45,240 --> 01:15:47,670 And then brainstorm different solutions. 1646 01:15:47,670 --> 01:15:50,520 Don't ever, when you discuss it, try to come up with a 1647 01:15:50,520 --> 01:15:51,510 solution immediately. 1648 01:15:51,510 --> 01:15:55,000 Because what happens is, you quickly develop one solution. 1649 01:15:55,000 --> 01:15:56,940 And then you go and end up with another problem, but you 1650 01:15:56,940 --> 01:16:00,870 don't realize that sometimes, some problems stick together. 1651 01:16:00,870 --> 01:16:02,840 Or sometimes you realize, well, we have so many 1652 01:16:02,840 --> 01:16:06,192 problems, just because of this little aspect of the game. 1653 01:16:06,192 --> 01:16:07,600 Why don't we just let it [UNINTELLIGIBLE]. 1654 01:16:07,600 --> 01:16:10,305 If you don't do that, you start to spend two hours in 1655 01:16:10,305 --> 01:16:13,430 solving a problem then realize it was wrong. 1656 01:16:13,430 --> 01:16:14,900 Or you never realize it again. 1657 01:16:14,900 --> 01:16:15,910 So have [UNINTELLIGIBLE] 1658 01:16:15,910 --> 01:16:18,475 problems and quick solutions where you [UNINTELLIGIBLE] 1659 01:16:18,475 --> 01:16:19,560 or not. 1660 01:16:19,560 --> 01:16:22,706 Make solution, solution, solution and then with the 1661 01:16:22,706 --> 01:16:26,010 same problem a few weeks later again. 1662 01:16:26,010 --> 01:16:28,680 GUEST SPEAKER: And I just want to clarify, focus tests and 1663 01:16:28,680 --> 01:16:30,740 focus groups are two very different things. 1664 01:16:33,360 --> 01:16:35,560 The kind of resource we're talking about is focus 1665 01:16:35,560 --> 01:16:38,040 testing, which is specifically identifying individual 1666 01:16:38,040 --> 01:16:40,200 problems in the game. 1667 01:16:40,200 --> 01:16:43,755 And a focus group is asking them what they liked, which is 1668 01:16:43,755 --> 01:16:46,980 actually very not useful for most product design in fact. 1669 01:16:46,980 --> 01:16:49,230 Games in particular. 1670 01:16:49,230 --> 01:16:51,420 GUEST SPEAKER: One piece of advice that [UNINTELLIGIBLE] 1671 01:16:51,420 --> 01:16:54,154 really important if you're a smart college student, like an 1672 01:16:54,154 --> 01:16:57,802 MIT student, is that you've probably learned in spite of 1673 01:16:57,802 --> 01:17:00,100 your education, by having someone sit in front of a 1674 01:17:00,100 --> 01:17:02,000 class and tell you what was going on. 1675 01:17:02,000 --> 01:17:03,860 And you somehow absorbed it. 1676 01:17:03,860 --> 01:17:06,650 And that's why you've got here. 1677 01:17:06,650 --> 01:17:09,150 But lots of people don't learn that. 1678 01:17:09,150 --> 01:17:12,616 And it's really hard to avoid the tendency in the game to 1679 01:17:12,616 --> 01:17:14,340 just tell people what they should know. 1680 01:17:14,340 --> 01:17:16,770 Which is, sort of for my money, like when you meet 1681 01:17:16,770 --> 01:17:18,490 someone who speaks a foreign language. 1682 01:17:18,490 --> 01:17:20,755 You don't understand each other so you both start 1683 01:17:20,755 --> 01:17:24,450 speaking slower and louder. 1684 01:17:24,450 --> 01:17:25,450 And I think that's what a lot of education-- 1685 01:17:25,450 --> 01:17:27,850 it's all a bad education in general does. 1686 01:17:27,850 --> 01:17:29,540 Speaks slower and louder. 1687 01:17:29,540 --> 01:17:30,300 And [UNINTELLIGIBLE] 1688 01:17:30,300 --> 01:17:32,755 educational games. 1689 01:17:32,755 --> 01:17:34,360 So just remember that just because you got it the first 1690 01:17:34,360 --> 01:17:37,210 time someone told you doesn't mean that everybody else-- 1691 01:17:37,210 --> 01:17:39,534 it's not just about explaining it better. 1692 01:17:39,534 --> 01:17:43,020 It's about giving them a different way of learning. 1693 01:17:43,020 --> 01:17:45,510 PROFESSOR: Any questions for our guests? 1694 01:17:55,970 --> 01:17:56,670 GUEST SPEAKER: I just want to say something. 1695 01:17:56,670 --> 01:17:57,420 Have you ever heard of firehose games 1696 01:17:57,420 --> 01:17:58,532 [UNINTELLIGIBLE] 1697 01:17:58,532 --> 01:17:59,210 forum. 1698 01:17:59,210 --> 01:18:02,010 So I told them, I know a guy who works there. 1699 01:18:02,010 --> 01:18:05,250 And he said, we've got a focus group tomorrow night. 1700 01:18:05,250 --> 01:18:07,655 They're PS3 set to release in a few months. 1701 01:18:07,655 --> 01:18:09,840 Does anyone want to go tomorrow night? 1702 01:18:09,840 --> 01:18:12,280 Seven o'clock, about an hour to an hour and a half. 1703 01:18:12,280 --> 01:18:14,520 GUEST SPEAKER: That includes [UNINTELLIGIBLE] 1704 01:18:14,520 --> 01:18:15,640 and [UNINTELLIGIBLE] 1705 01:18:15,640 --> 01:18:17,732 are part of Firehose Games. 1706 01:18:17,732 --> 01:18:21,296 AUDIENCE: Are they looking for people who haven't played the 1707 01:18:21,296 --> 01:18:21,620 game before? 1708 01:18:21,620 --> 01:18:22,106 GUEST SPEAKER: Maybe. 1709 01:18:22,106 --> 01:18:23,564 We're going to have [UNINTELLIGIBLE]. 1710 01:18:28,910 --> 01:18:30,615 AUDIENCE: Can I ask a question, [UNINTELLIGIBLE]? 1711 01:18:35,115 --> 01:18:38,890 PROFESSOR: So the question I would have to use is, 1712 01:18:38,890 --> 01:18:40,350 [UNINTELLIGIBLE] 1713 01:18:40,350 --> 01:18:44,750 in his play biography, educational games? 1714 01:18:44,750 --> 01:18:47,410 Have you played it, would you say it was an important 1715 01:18:47,410 --> 01:18:48,200 experience to you? 1716 01:18:48,200 --> 01:18:50,620 That even, maybe it's embarrassing now when the 1717 01:18:50,620 --> 01:18:52,070 other ones are listening. 1718 01:18:52,070 --> 01:18:54,660 But does anybody out there [UNINTELLIGIBLE] 1719 01:18:54,660 --> 01:18:56,896 Zambonis or whatever that game was? 1720 01:18:56,896 --> 01:18:59,340 GUEST SPEAKER: Best game of all time. 1721 01:18:59,340 --> 01:19:01,140 [INTERPOSING VOICES] 1722 01:19:01,140 --> 01:19:03,240 AUDIENCE: It was similar in that you had a 1723 01:19:03,240 --> 01:19:04,645 [UNINTELLIGIBLE] you were taking around and had to solve 1724 01:19:04,645 --> 01:19:05,880 little puzzles. 1725 01:19:05,880 --> 01:19:10,240 And underlying them was math and simple math equations. 1726 01:19:10,240 --> 01:19:10,670 But-- 1727 01:19:10,670 --> 01:19:11,130 [INTERPOSING VOICES] 1728 01:19:11,130 --> 01:19:11,627 AUDIENCE: Pizza. 1729 01:19:11,627 --> 01:19:14,609 You divide a pizza, it's cool. 1730 01:19:18,090 --> 01:19:19,520 GUEST SPEAKER: We can't let that slip. 1731 01:19:19,520 --> 01:19:20,610 That's Scott's game. 1732 01:19:20,610 --> 01:19:21,860 [INTERPOSING VOICES] 1733 01:19:33,100 --> 01:19:35,530 PROFESSOR: I think it's interesting to think about, if 1734 01:19:35,530 --> 01:19:37,290 you have any experience like that, what would make 1735 01:19:37,290 --> 01:19:39,014 you like the game. 1736 01:19:39,014 --> 01:19:42,665 I think it's very rich, because of all the people who 1737 01:19:42,665 --> 01:19:44,100 have that experience with educational games, and then 1738 01:19:44,100 --> 01:19:45,580 think about them when you design it. 1739 01:19:45,580 --> 01:19:47,790 Think about the influence. 1740 01:19:47,790 --> 01:19:49,410 GUEST SPEAKER: There's this series of games called 1741 01:19:49,410 --> 01:19:50,250 Thinking Things. 1742 01:19:50,250 --> 01:19:55,840 And one of them had a mode that basically was kind of 1743 01:19:55,840 --> 01:19:59,950 like programming, in that you could place different types of 1744 01:19:59,950 --> 01:20:03,580 units on a grid, and then give them instructions in a loop. 1745 01:20:03,580 --> 01:20:05,560 So, say, go forward then left then right. 1746 01:20:05,560 --> 01:20:07,950 And they could paint a square. 1747 01:20:07,950 --> 01:20:09,710 And so what you'd end up doing is, if it's a starting 1748 01:20:09,710 --> 01:20:11,848 configuration, a certain set of rules, you could get them 1749 01:20:11,848 --> 01:20:13,525 to draw patterns and stuff like that. 1750 01:20:13,525 --> 01:20:17,320 And what used to happen is, my dad would say, can you get two 1751 01:20:17,320 --> 01:20:19,390 inverted triangles drawn on the screen. 1752 01:20:19,390 --> 01:20:22,060 And I would sit there and try to basically program it. 1753 01:20:22,060 --> 01:20:23,200 I realized that it was actually a 1754 01:20:23,200 --> 01:20:24,478 programming game, so. 1755 01:20:24,478 --> 01:20:27,050 PROFESSOR: LOGO does a lot of that sort of thing too 1756 01:20:27,050 --> 01:20:29,140 [UNINTELLIGIBLE PHRASE] 1757 01:20:29,140 --> 01:20:30,650 GUEST SPEAKER: There's a bunch of games that have done that. 1758 01:20:30,650 --> 01:20:33,120 The last puzzle [UNINTELLIGIBLE] 1759 01:20:33,120 --> 01:20:35,630 some of that stuff too. 1760 01:20:35,630 --> 01:20:38,472 And there's a product out just now called, that I'm hooked on 1761 01:20:38,472 --> 01:20:41,376 right now, called Train Yard, which is on the 1762 01:20:41,376 --> 01:20:42,344 iPad and the iPhone. 1763 01:20:42,344 --> 01:20:42,828 PROFESSOR: [UNINTELLIGIBLE] 1764 01:20:42,828 --> 01:20:43,312 GUEST SPEAKER: What? 1765 01:20:43,312 --> 01:20:45,260 PROFESSOR: I thought that would be your game. 1766 01:20:45,260 --> 01:20:47,260 GUEST SPEAKER: And it really is a 1767 01:20:47,260 --> 01:20:49,060 programming game, basically. 1768 01:20:49,060 --> 01:20:51,376 It's kind of cool. 1769 01:20:51,376 --> 01:20:52,700 AUDIENCE: Robuzzle. 1770 01:20:52,700 --> 01:20:55,248 [UNINTELLIGIBLE]. 1771 01:20:55,248 --> 01:20:56,236 PROFESSOR: [UNINTELLIGIBLE] 1772 01:20:56,236 --> 01:21:01,176 AUDIENCE: I was just going to say that [UNINTELLIGIBLE] 1773 01:21:01,176 --> 01:21:02,980 educational context. 1774 01:21:02,980 --> 01:21:03,830 Where-- 1775 01:21:03,830 --> 01:21:07,980 Dinosaur Discovery, which is an ancient game, I played it 1776 01:21:07,980 --> 01:21:12,050 when I was in kindergarten [UNINTELLIGIBLE]. 1777 01:21:12,050 --> 01:21:18,226 And it was an adventure text puzzle game. 1778 01:21:18,226 --> 01:21:19,640 Which was Band Leader. 1779 01:21:19,640 --> 01:21:20,890 And then Where in the World is Carmen Sandiego. 1780 01:21:24,170 --> 01:21:26,045 GUEST SPEAKER: Another classic game that I 1781 01:21:26,045 --> 01:21:29,050 played, back when-- 1782 01:21:29,050 --> 01:21:32,125 about the time when things started getting popular, is 1783 01:21:32,125 --> 01:21:32,944 Midnight East. 1784 01:21:32,944 --> 01:21:37,590 It was a math busters game. 1785 01:21:37,590 --> 01:21:38,840 AUDIENCE: [UNINTELLIGIBLE] 1786 01:21:40,396 --> 01:21:41,646 [INTERPOSING VOICES] 1787 01:21:49,270 --> 01:21:50,749 AUDIENCE: The Incredible Machine. 1788 01:21:50,749 --> 01:21:53,214 AUDIENCE: That's like the [UNINTELLIGIBLE]. 1789 01:21:53,214 --> 01:21:55,186 It's really [UNINTELLIGIBLE]. 1790 01:21:55,186 --> 01:21:56,436 AUDIENCE: I loved that game. 1791 01:21:59,630 --> 01:22:00,880 PROFESSOR: [UNINTELLIGIBLE PHRASE] 1792 01:22:04,220 --> 01:22:06,655 back in the good days. 1793 01:22:06,655 --> 01:22:10,307 I really enjoyed that game that sounds like, I think we 1794 01:22:10,307 --> 01:22:12,012 all want to add to the education game. 1795 01:22:12,012 --> 01:22:14,220 It's not like, oh my god, I had to play an education game, 1796 01:22:14,220 --> 01:22:16,970 but more in, they could be really in [UNINTELLIGIBLE]. 1797 01:22:16,970 --> 01:22:17,475 GUEST SPEAKER: [UNINTELLIGIBLE] 1798 01:22:17,475 --> 01:22:18,855 and it came with almanac. 1799 01:22:18,855 --> 01:22:23,710 They encouraged you to to do research, in fact. 1800 01:22:23,710 --> 01:22:26,990 It wasn't cheating to look up the answers.