Author Archives: Games2Teach Admin

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Kisima Inŋitchuŋa: Using World Games for Language Learning

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Back in 2012, the Cook Inlet Tribal Council (CITC) found that the oral tradition of the Alaskan Native society, which is made up of eight tribal communities, was becoming more and more at risk thanks to slowly advancing outside influences. In addition to their language disappearing, the cultural heritage of their people was in jeopardy as well. In the face of such dire consequences for inaction, CITC decided to invest some newly acquired funds in a very creative way: developing a video game.

Creating the game company Upper One Games, CITC ensured that the game developers worked alongside Alaskan Native storytellers, elders, and artists every step of the way. The result is the game Never Alone: Kisima Inŋitchuŋa, the first addition to the new genre of “World Games,” which strive to bring the diversity of real world cultures into dynamic, interesting game worlds for people from around the world to play. Essentially, the Alaskan Native society wished to go beyond the mere preservation of their culture for historical purposes. They chose to revitalize their culture by sharing who they are in a medium that would reach a whole new audience, where they had a part in the creative process and it was not being done for them.

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Never Alone takes a piece of Iñupiaq folklore and makes it into an interactive fable which the player hears more of the further they play. The two main characters are Nuna, a young native girl, and an arctic fox that assists her on her journey to try and stop whatever force is causing the countless blizzards that plague her tribe. The game can be played either solo, where the player switches between Nuna and the fox, or cooperatively, with each player taking control of a character. The game itself is similar to “platformers” such as Super Mario Bros.,  and has the player running and jumping across the snowy landscape and taking advantage of each other’s special abilities.

The difficulty of the game gradually increases the further the player gets in the narrative, with some areas requiring a great deal of teamwork and finesse in order to progress. Interdependence is a key facet of Iñupiat culture, which is explained in the numerous documentary videos the player unlocks as they play through the game. The challenges of living in an environment as harsh as the Alaskan tundra forced native tribes to work together to survive. In Never Alone, this theme is portrayed in both the Iñupiaq voiceover narration as well as the rules and mechanics of the game. Nuna can move objects and wield tools while the fox can jump higher and call upon the spirits of the land to open up new areas. Both characters rely on the other’s special abilities in order to progress further in the game, which implicitly shows the importance of working together in order to succeed.

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In this aspect, Never Alone shows how it can lend itself to be used for language learning purposes. Because cooperation is embedded in the mechanics of the game, a language teacher would not have to adapt the game very much in order to take advantage of this in the classroom.  The teacher could have the learners play the game in pairs, with each learner playing a specific character, and the one rule is that they have to communicate with each other in the target language. As they play through the game, they will make mistakes by mistiming a jump or being attacked by a polar bear, but they will automatically respawn at the previous checkpoint so that they can try again. Trial and error is as important for language learning as it is for playing games, so this feature lends itself very well to the language classroom.

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When playing a cooperative game such as Never Alone, the learners will naturally have to use imperatives and locative words in order to play the game successfully. The teacher can take advantage of this and design a lesson that focuses on having learners negotiate meaning together and progress through the game in the target language. Normally, the game translates the Iñupiaq narration into English subtitles, but there are several other languages available including Spanish (European and Latin American), French, German, Chinese (Simplified), Italian, Japanese, Portugese, Russian, Korean, Polish, Dutch, Norwegian, Finnish, Danish, and Swedish. The diversity of languages makes this game adaptable for numerous language contexts, so the teacher can take advantage of this feature if they choose.

These are just a few ways that Never Alone could be implemented in the classroom, but there are other options as well. The game can also be analyzed from a cultural perspective, with the learners breaking down the values of the Alaskan Native society and their inherent world view. Even though Never Alone strives to give players an in-depth look at their culture, the teacher should not use the game to say that all Iñupiaq communities are the same as the one portrayed in the game for fear of caricature. Instead, the teacher should use the game as a vehicle for the learners to compare the cultural values found in the game with their own. Never Alone could have easily been a surface-level game; just another standard “platformer,” only this time it is set in the Arctic. Instead, it is the product of game designers, education experts, and Alaskan Natives all working together to create a brave new genre of game. It is up to us to be aware of the significance of “World Games,”  knowing that when we share the experience of playing this game together, we are truly “never alone.”

-Ben Pearson

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SimCity BuildIt in the Language Classroom

SimCity BuildIt is mobile-based city building game available on Android and iOS that has become very popular both in the US and internationally. In its first three weeks, it was downloaded more that 15 million times (Maiberg, 2015). In an interview with GamesBeat, EA Mobile vice president and group general manager Jason Willig claimed that most players “say they love it,” and referenced the 4.5 star rating of the game in the US, France, Korea, Germany, and the UK (Newman, 2015). He also said that his team has “designed SimCity BuildIt to keep players engaged for years to come,” and pointed to forthcoming improvements that may include allowing players to communicate with each other regarding their cities (Newman, 2015). Because of this potential for sustained player engagement, the game lends itself well to being used in the world language classroom. In order to aid educators in their implementation of the game in their classrooms, this post will provide an analysis of the usefulness of SimCity BuildIt and will give examples and ideas of different types of activities that a teacher could use in the language classroom.

SimCity BuildIt is especially effective for its potential to engage learners; there is a wide variety of topics that it provides for students to interact with while using the target language. For example, this game includes themes like leadership, resource allocation, population satisfaction, trade, taxation and alternative sources of funding, city planning, services, and perception of politicians. In addition, the game itself has a very user-friendly, simple design. Players who are not accustomed to playing digital games will find it easy to use, and learners, even at novice levels, should find support in the simple layout, straightforward tasks, and clear direction. In short, they will be able to focus their efforts on the language-learning aspect of the game rather than potentially feeling disoriented by gameplay.’

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Another benefit of incorporating SimCity BuildIt into the world language classroom is the autonomy, and resulting engagement, that it affords learners. For the most part, learners are free to develop their cities as they see fit (within some limiting guidelines), and at the end of their creation, they have a product to reflect upon. This autonomy makes the learner an integral and interested actor in the game, and by extension, part of the language classroom. It is not insignificant that the learners are given the role of mayor and have the associated responsibility and accountability for the wellbeing of their cities. That they get to do it all through their target language may raise their expectations of what they are able to accomplish in that language.

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Because the language used in the game is relatively simple and its associated topics are complex, the game can easily serve as a springboard for activities targeted toward all levels of language learners. Some potential themes and sample expansion activities for each level are listed below.

Ideas for activity topics with SimCity BuildIt in the classroom:

  • For novice: city vocabulary, locations, directions, describing happiness/reasons for it.
  • For intermediate: resource allocation, leadership roles, trade, buying and selling norms, travel to other cities, what to do in a city.  
  • For advanced: different parties’ obligations in a city, sources of funding, describing hypothetical scenarios, disaster response, comparing cities.

Possible learner expansions based on SimCity BuildIt:

  • Learners write an article on mayor dissatisfaction from the perspective of a Sim in their city.
  • Learners interview each other about being a mayor and the responsibilities it entails.
  • Learners write directions to a family member for how they can get from one location in their city to another.
  • Learners write an email conversation between someone comparing taxation in their Sim city and a real-world city, where their target language is spoken.
  • Learners compare their own city’s leadership to that of their Sim city, and then research and write a letter to their city’s mayor, either offering praise or suggestions for improvement.
  • Learners research and present on a service or resource and how it is used in their Simcity and their hometown.
  • Learners propose infrastructure changes in their own cities to increase happiness.

A set of classroom activities for SimCity BuildIt, in addition to other game-enhanced activities, can be found in the Publications section of Games2Teach, found here.

Because of the ease of use, wide variety of possible activities, and the fact that the game puts learners in a leadership position, SimCity BuildIt is a wonderful addition to the language classroom. It comes in many languages (English, Chinese, Dutch, Finnish, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish, Turkish) and is available on iOS and Android devices. Find it here.

By: Kathryn Carpenter

 

Reference List

Maiberg, E. (2105, January 8). SimCity BuildIt downloaded 15 million times in three weeks. Gamespot.com. Retrieved from: http://www.gamespot.com/articles/simcity-buildit-downloaded-15-million-times-in-thr/1100-6424719/

Newman, H. (2015, June 6). Simcity BuildIt has become the most played Simcity ever, EA Mobile claims. Venturebeat.com. Retrived from: http://venturebeat.com/2015/06/06/simcity-buildit-has-become-the-most-played-simcity-ever/view-all/

All photos and game screenshots from gameplay of Simcity BuildIt by EA. http://www.ea.com/simcity-buildit/

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New Online Course on Designing Games

Hello everyone,

A new four class course is being offered at Coursera.org  called ‘Game Design: Art and Concepts Specialization,’ where learners receive a foundation for designing a video game at the conceptual level. Beginning on November 23, this 4-class course will focus on exploring important aspects of video game design, such as narrative, character development, and gameplay aspects before programming even begins. For more information about the course itself, frequently asked questions, and how to sign up, click on the link here.

Take a look if this is something that interests you!

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Ingress for Language Learning

A free location-based game for both Android and iOS mobile devices called Ingress has millions of users interacting worldwide, with each person adding to the game in their own way. However, what is the result of such a player-influenced game, and should it be viewed as anything other than a fun game? Based on Ingress’ large player base (currently at around 7 million active players with over 12 million downloads) and the sustained interactions between players, I suggest that we take Ingress seriously. Instead of brushing it off as an insignificant pastime, I will evaluate Ingress for its potentials as an effective tool for learning about another culture.

To start, an integral part to every culture is language, but Ingress keeps the built-in language to a minimum. The default language is set by the geographic location, although each user can manually change their language, the game relies on the physical location of each player. The premise of the game is that there is a new technology called “Exotic Matter,” XM, which players must pick up by walking, and it allows players to interact with portals and capture or link them for their team. To play, individuals walk to portals or local missions, all of which are created by other players, where users will do up to four actions. They can “hack,” which gives them useful items, “deploy resonators,” which is how a team captures a portal, “attack,” which destroys the other team’s resonators, or “link,” which joins two to three portals from the same team. The goal of the game is to create links for your team and to destroy links for the other team. However, with only these four actions available for basic game-play there is almost no language, so how would this be an effective activity for the language classroom?

The key to second language or culture learning lies in the social interaction based around the game. On a basic level, there is a forum where people can post messages for players in their area, but this is only the surface level of interaction. More integrally, all of the portals and missions are created by players and usually linked to landmarks of cultural or social importance. Usually, this translates into portals centered on unique buildings, landmarks, and pieces of art in a community. In many cases, these portals can show hidden or more creative aspects of an area, e.g. street art, beautiful plants, or unusual sights. In both of these examples, forums and portals, Ingress pushes players to interact individually with their surrounding area and community and collaborate around a real-world common task – community exploration. As a tour guide, Ingress serves as a means to discover a new, or even a very familiar, area, that can then lead to language activity tied to places, experiences, and collaborative problem solving. For example, learners could be asked to find ten portals relevant to a certain theme or follow a mission dedicated to a social problem. They can then engage in interpersonal communication around this topic or create a piece of presentational writing designed to offer a formal analysis of the cultural relevance.

Many people write about using Ingress as a way to discover new cities while traveling in the Americas, Europe, and Asia, and one need only look at the Ingress world map to understand why: https://www.ingress.com/intel. Simply put, there are nodes all around the world; there is even one in Antarctica. Due to its widespread popularity and the fact that it’s curated by locals, Alissa Walker, a writer for gizmodo.com, claims that Ingress “is probably one of the best ways to get out and explore any place on the planet on foot.” Although Walker’s insight is mostly for urban areas, Ingress has been downloaded more than 12 million times (https://plus.google.com/+Ingress/), which means that local portals represent a wide variety of perspectives and interests. This could be extremely valuable for traveling and looking for urban places off the beaten path.

In addition, not all Ingress interactions are solely individual; many aspects of Ingress help to create communities over time. For example, there is a large Ingress community on Google+, but the stronger social aspect comes from local communities that meet regularly in person. Ingress is credited by many as a way to “get out of their shell” and become part of a community, while at the same time it is a tool for discovering new areas and getting exercise (Henry, lifehacker.com). Much of this is due to the role that communities of people play in shaping the overall Ingress experience. From creating portals, forums, and coordinated events, Ingress is the culmination of players’ collective participation. Furthermore, Ingress reinforces cooperation by giving subtle advantages to a group working together in lieu of many individuals.

Ingress’ model of a community-centered mobile game suggests a different outlook as to how we should think of our mobile devices. We are often told that our phones are objects that isolate us from others (Turkle, http://www.ted.com), and that they stand in the way of meaningful connection, but perhaps Ingress can be one of the many exceptions to this public opinion. John Hanke, the Ingress project lead, encourages gamers to use it as an occasion to discover and connect: “The [Ingress] game mechanic is there as an incentive, and it nudges people to get out, meet new people and discover new places” (Smith, mic.com), and in learning about another culture, does it not come down to meaningful, cross-cultural connections? Nevertheless, Ingress as a game is anything but prescriptive. Similar to how the green and blue teams in Ingress are playing to determine whether humans should either embrace or reject an unknown technology, the same could be said for the position of mobile technology in connecting humans. Are we rejecting it, or are we instead looking as to how this new technology could be used to help us connect with others? Ingress is not a solution, rather, it is an opportunity for us to discover, engage, and connect.

By Dega  Westerhoff-Mason