Archive for the ‘External Collaborators’ Category

Edge Lab Partners with Phantom Compass to Innovate!

Wednesday, March 13th, 2013

Ryerson just put out a press release about the EDGE Lab/Phantom Compass partnership.

 

 

TORONTO, March 13, 2013 —- Ryerson University’s pioneering Experiential Design and Gaming Environments (EDGE) Lab has partnered with leading Toronto game development studio Phantom Compass. The partnership brings EDGE Lab’s world-class academic research and the creative industry know-how of Phantom Compass together, facilitating commercialization of the Lab’s applied research projects while enhancing the effectiveness of the studio’s desktop, mobile and tablet game products. EDGE Lab and Phantom Compass have already started sharing experience, best practices, and state- of-the-art technology to study how children learn while playing games and how to use that knowledge to better engage children in learning at school…. [read more]

Happy New Years GamingEdus Style

Tuesday, January 1st, 2013

GamingEdus is a project hosted at the EDGE Lab, and we’re happy that it has lit the way into the next year.

Bringing Adaptive Design to McMaster University

Saturday, December 22nd, 2012

Jason and I had a great meeting with Brianna Smrke and Alisha Sunderji, two Arts and Science students from McMaster University, who visited the EDGE Lab to find out how they can make adaptive design happen in Hamilton. We’re all hoping that we can start a collaboration between our two cites.

Jen Cole on ‘Original Cyborgs: Disability and Technology’

Wednesday, December 12th, 2012

GimpGirl director and EDGE Lab collaborator Jen Cole on “Original Cyborgs: Disability and Technology”:

When we think of deep integration with technology, disability is rarely thought of unless it is a direct focus. There are technologies being developed such aswheelchairs that are controlled by thoughtrobotic exoskeletons being developed primarily for people with spinal cord injuries to allow them to walk, andstair climbing wheelchairs. They are still clunky and imprecise (or ridiculously expensive and not covered by insurance), but perhaps indicative of future adaptive technology. The “cyborg chic” technologies such as “Skinput” style keyboards andwearable computer technology often are not accessible or designed with an eye to Universal Design concepts.

 

Play, Build & Explore: Three projects for teachers this summer

Wednesday, July 11th, 2012

TDSB Teacher/Librarian, award winning children’s author, and research collaborator with the EDGE Lab has a great post on projects for teachers this summer. Check out his books as well!

Original Cyborgs: Disability and Technology

Sunday, November 13th, 2011

Original Cyborgs: Disability and Technology: The Exploration of the Cyborg is a new article by EDGE Lab external collaborator and Gimp Girl Community founder/director Jen Cole. Jen refers to past lab grad student, and now external collaborator Alison Gaston‘s research into disability and technology.

It is great how she ‘owns’ the cyborg from a disability perspective. Don’t miss it.

Welcome New EDGE Lab Collaborators

Wednesday, August 17th, 2011

Jaime Woo is a writer, game designer, and co-founder of Gamercamp, Toronto’s festival celebrating the art, creativity, and fun in games. Gamercamp is now in its third year and has recently spun off Gamercamp Jr, an experimental project to help guide the next generation of game designers and developers. Jaime’s first game Gargoyles premiered at Toronto’s Recess.TO meet-up and was featured in the magazine Grid. Jaime has spoken about his love of video games on television programs Electric Program and interSPACE and on the CBC radio program Metro Morning. In addition to a passion for video games, Jaime has a deep interest in how technology affects culture and his work has been published in Financial Post, Vancouver Sun, Now Magazine, Torontoist, and Xtra. He has been a speaker on technology and social media at the prestigious SXSW Interactive and NXNE Interactive conferences, and for the Rotman School of Business.

 

Danny Bakan‘s research is focused on music education, song, social networking and technology. He has an interest in arts-based research and a/r/tographical methodologies. Danny holds an MA in Curriculum, Teaching and Learning from OISE/UT, has taught music and creative arts pedagogy at Ryerson University’s School of Early Childhood Education, been a lecturer at the Royal Conservatory of Music, and has taught music, theatre and creative arts to children and adults in school and non-school settings for over 20 years. Danny is holds a SSHRC Doctoral Fellowship and is working towards his Ph.D. in Curriculum and Pedaogy at the Faculty of Education at the University of British Columba in Vancouver. Danny is also a songwriter, banjoist and performer. His artistic portfolio includes two albums of original songs, performances across North America, and appearances on CBC and NPR. (htp://www.dannybakan.com)

Original Cyborgs: Disability and Technology | Yahoo! Accessibility

Tuesday, May 24th, 2011

Check out Jen Cole’s post Original Cyborgs: Disability and Technology | Yahoo! Accessibility. on the Yahoo web site. Jen’s an external collaborator in the EDGE lab and is always full of insights. it also mentions the lab and it’s work, and alison gaston, one of our grad students.

Tinkering with Minecraft: Learning from the EDGE

Thursday, May 19th, 2011

By Melanie McBride


This is a picture of learning in action. It’s what happens when you go off-road and really explore and test the limits of things and disaster becomes success. It’s also the basis for meaningful, autonomous and open ended learning and play. And the starting point for EDGElab’s exploration (and destruction) of Minecraft.  DANGER: reading the rest of this post may cause: dizziness, disequilibrium, panic … and, possibly, a new way of thinking about games-based learning and play.

In a lab devoted to experiential design and gaming environments (EDGE lab), we’re mostly known for our adaptive design projects. But we do other stuff here too, like researching autonomous learning and play in games and virtual worlds. For example, Vlad Cazan’s hacks to the Kinect, our Digital Natives study of children’s situated, informal gaming, our explorations of parents playing MMORPGs with their kids and the tensions between adults ideas of learning and play and those of children. We thought it was time to put the ‘G’ in EDGElab and share our recent descent into the terrors and pleasures of learning from the ‘edge.’

What is Minecraft?

For those of you unfamiliar, Minecraft is an insanely popular Lego-like construction and building focused ‘sandbox’ game that is offered as a free online version and a complete paid download ($20 CND). Choosing either single-player or multi-player mode, the player arrives in a rugged terrain with an empty inventory and only the found resources of the world to gather and craft. While there is currently no starting area or introductory tips, thousands of excellent player-created tutorials like “How to Survive Your First Night” currently serve the “how to.” There are two basic modes of gameplay in Minecraft: “peaceful,” which is all about just creating and exploring without all the monsters; and “survival,” same as above but with the addition of monsters. Beyond the peaceful/survival modes, players have used server-side mods to hack the game for all kinds of other gameplay mechanics such as PvP (player versus player), leveling, questing, farming, economies and more.

‘Ya, so?’

Believe it or not, not all of us were on board with this game. The gamers in the lab (and by gamers I mean those of us who love games and gaming culture across a variety of platforms and genres). But the non-gamer skeptics were, well, skeptical. As Jason likes to say, ‘ya, so?’ “I wasn’t interested. And what I heard bothered me a bit.” When he first saw it, he found it “totally visually overstimulating and overwhelming.” For Jason, and those like him (Jason is one of the autistics in the lab), Minecraft seemed to present more problems than opportunities. Among the questions we typically ask of games and learning environments:

  • Does Minecraft promote autonomous play and exploration? (if so, in what ways?)
  • Is the game open ended or close ended (definitions needed)
  • Do I have to guess “what’s in your head” to play?
  • How much customization, adaptation or modifications can I make?
  • What types of gameplay and mechanics are promoted (or left out)?
  • Does the game support or promote making, creating or critical thinking (or memorization/mastery/repetition?)

Unpacking assumptions

Minecraft presented interesting opportunities and challenges for each of us – critically and otherwise. So before we could start investigating the more practical questions of teaching or learning with Minecraft (or, even why to “teach” at all), we needed to ‘unpack’ a few things about who we are as, players, gamers, learners and how our assumptions, prior knowledge, lived experiences and biases mediated our perceptions and experience of the game. For some of us, the open-ended play felt like a better key to learning than following rules, for others, viewing tutorials or achieving mastery within the bounds of the game. Jason wanted to explore the “liminalites” (i.e. break it), Vlad wanted to make to adapt it (i.e.hack it), Noah wanted to explore (i.e. tiptoe through the tulips), and I wanted to, among other things, create a PvP battleground (i.e. engage in combat with my colleagues). Remarkably, the autonomous explorations (and collisions) of our differences resulted in enormously creative (and sometimes dangerous) tinkering, learning and play.


Melanie observing the rift caused when Vlad showed Jason how to make an enormous TNT sphere and set it off

Jason created this enormous glass sphere using the sphere tool and then filling it full of water

We all found our way in through a combination of self-directed inquiry, hand-holding, occasional pushiness and open-ended exploration. This led us to further modify, augment and scaffold the game to our own interests and needs rather than those defined by the game or some “best” or “right” way to play it. Vlad was integral to showing us all the ways we could alter, control and monitor a great number of variables via hacks and mods to our server install. For Jason, it was about removing the elements he didn’t like – not adding more: “I started liking Minecraft more once I could remove the game from it.”

Early on, Vlad pointed us to the “many videos on youtube and tutorials online showing what people have built.” But what inspired him the most were, as he put it,  the “mods or plugins that were used to add to the game, for example the motorized minecart mod way before electric rails were even introduced. This led to a greater appeal of being able to install and run these mods on my own server. Since we had a server at the EDGE Lab I was lucky to be able to use it and try all these things out.” As for myself, a long time WoW [link]player, there’s a feeling of affinity, community, mastery and connection arises from participating in the larger culture of a game in the form of player-created resources and showcases.

But let’s not forget that Minecraft is still, essentially, in-development and missing conventional learning structures (starting areas, tutorials or hints) that creators intend to build in gradually over time. Vlad notes, “with the new achievement system in version 1.5 I think it will be a lot easier for new users to learn the basics of the game and surviving that first night. The one thing that I have always enjoyed about minecraft is the fact that there is no right way of playing the game. In essence you are making your own games or adventures inside this game” (i.e. achievements… we hates ‘em, don’t we precious… It burns, it freezes!).  Markus Persson, the game’s chief developer says, “free building mode is fine and dandy, but for many people it will ultimately become boring once you’ve got it figured out,” which is true for the player who is interested in those challenges though may not apply to those who, like us, are more interested in using Minecraft as a crafting tool – to design our own game mechanics and play them with our friends.

Now that we’ve experimented among ourselves, we are planning a research paper about open-ended approaches to Minecraft for learning and teaching. For now, we thought our most transformative and transgressive insights could be summarized in a 5 “dangerous” things approach, which we encourage you to hack, modify and extend in your own way!

5 Dangerous Things (to try in Minecraft)

The following 5 things are inspired by Gever Tulley’s 50 Dangerous Things approach to learning through experimentation – and danger! We’ll rate these according to types of risk:

1) Get lost
Risks:
Frustration, lost time
When you first arrive in Minecraft you have the greatest opportunity for open-ended exploration of all: getting lost. Being lost in the wild’s of your New World, there are no landmarks, no map, no compass.  Everything looks – almost – the same. For the unarmed-orienteer, being lost presents you with a number of interesting, time consuming and frustrating learning opportunities. Everything is new and unexpected – just like in a good story: hills and valleys, rivers and trees, animals and beasts.

2) Play with fire (and lava and TNT)
Risks:
Death, loss health, loss of stuff
Most people talk about Minecraft in terms of creativity and crafting.  But what about destruction? Minecraft offers a wonderful assortment of dangerous elements to play and learn with. Like fire and lava. My favourite Minecraft Tutorial captures the beauty of learning with fire. There’s nothing like falling into lava or catching fire to teach you the value of each. TNT is an explosively fun thing to play with that delivers one-of-a-kind results and “creations” – especially when it detonates “by accident” while you’re friends present (which brings us to #3!)

3) “Grief” or kill your friends
Risks
: Death, smack talk, taunts, loss of friendship
A variation on Gever’s “poison your friends”, griefing is all about doing not nice things to other players – intentionally. It’s an experience few of us have had online and fewer still admit to doing or enjoying. It’s that ‘rough and tumble’ dimension of learning normal to sport, combat or natural play. Griefing or killing your colleagues generates surprise, shock, adrenalin and, hopefully (if you choose the right one), laughter. OK, we’re not talking about the really mean spirited griefing driven by a desire to really hurt somebody’s feelings but playful pranksterism. For example, not every friend will appreciate being covered in lava, set in stone and decorated with torches and signs that say “HA HA AFK!” – but some might.

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4) Hack the game
Risks:
Unintended results, Lag, server meltdown
One of the benefits of running Minecraft on your own server is the ability to customize it in all kinds of crazy ways. As Vlad explains, having mods, plugins or enabling special privileges “lets you create things that you would never have even thought about in the past. Scripts like ‘world edit’ can enable the creation of superstructures in very little time, something that might not have been attempted if scripts like that were not around.” From an adaptive design standpoint, the ability to customize a play or learning experience is at the heart of what we’re researching – and this ‘maker’ ‘hacker’ spirit runs counter to the notion of ‘expert/teacher driven’ structures in which the learner’s needs, ideas or ways of being or doing are secondary to those of the power holder or system in which they are located.

5) Get Op’d, play in God mode
Risks:
Loss of peer respect, addiction to power and control!
“Op” (operator) is when a player has access to server commands and the ability to acquire items and increments of items similar to “all weapons” cheats. Instead of getting stuff through gameplay, the Op just types in the ID and quantity and voila, 65 saddles, 50 diamond pick axes, 25 monster spawners or any other object that might time, effort or luck to get. That this might “ruin” the game is precisely the point. As with Godmode (i.e., you never die), once you remove built in challenges and expose the “time” sink of games, you have new challenges to think about: like making your own fun. God mode is about exploring the limits of Minecraft itself … without concerns for lava plunges while building or running out of food (it gets tired after a while). You just keep building, exploring, digging, blowing things up. Advice: play the game normally for at least a few weeks so you experience the challenge of obtaining things legitimately.

Finally, this post is not intended to explain how you ought to learn or play with Minecraft. It’s just a summary of our explorations, discoveries and disasters. All of which, we could only find by tinkering, testing and breaking the rules.

RELATED READING

Lucas Gillespie: Minecraft in School wiki
Strategies for teaching minecraft in schools

Noobing it up in Minecraft: Survival, Making, Sharing
An extended post about my introduction to Minecraft 

 

Recess.to April Playdate

Monday, April 25th, 2011


Recess.to April Playdate was run at the EDGE Lab by Atmosphere Industries

Recess.to is a new forum for experimental games in Toronto. We’re a small band of designers interested in seeing what happens when you take games off of screens, and plant them in the everyday world. This is just as much about exploring the possibilities of interconnected mobile & ubiquitous devices, as it is a reinvention of playground games and make-believe. We run a series of sandbox events, with the aim of getting people to play, create, and discuss games.

Attendees came from the following orgs: The Labs, Ryerson University, Forest Games, Gamercamp, and Effects-Based Analytics

We’re looking to see more events in collaboration with the Atmosphere Industries crew in the future.

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