I’ve been around Minecraft Servers with kids for a few years, founding the successful vanguard project “Massively Minecraft” a few years ago. Now I’m ‘back’ so to speak, in a school and have had a couple of terms under my belt, I’ve decided to create two new servers – a PC/Mac server and a Minecraft PE server. In school we don’t really have accessible computers, but every child has an iPad Mini. We’ve already got Minecraft PE on the iPads, so it won’t be too hard to build on that platform.
So yesterday, I “/opt” a few kids to see what happens. Of course I carefully selected the kid I thought would make the best First Op and explained the basics of what is expected etc., That kid then invites other kids who then nag No.1 Op for similar /Op power. Ten minutes later they are playing PvP in their new arena. An hour later, other kids have joined and the number climbs past that magic number seven. At this point … and this is the salient part, the power play between /Op vs Non-Op inevitably results in a few /kicks followed by a /ban.
Why does this happen? Well it’s complicated, but suffice to say that Minecraft is far more tribal than most teachers using it would like to admit. Minecraft doesn’t appear in a classroom as a neutral space where bygones are bygones. The nature of the game-space shifts the power-balance – both actually or perceptually. Another reason is that it provokes a much needed discussion about what makes this server a learning based server rather than a mini-game server (where most kids spend most of their time these days). While the server is booted with essentials, permissions, core-protect, world-guard etc., the key move is to make sure you have a resilient and trusted First Op who can manage and report on events that transpire — good and bad.
I am sure that some kids would love /Op power in the classroom to /kick or /ban negative behaviours, but sadly mass education insists no one leaves until they are of an age. I am also sure that no talk about cyber-bullying ever considers children in a situation now where social space is in constant negotiation and power-play. On day one of a school server, it’s not really about whether the kids make something pretty, or whether the levers and ‘teacher powers’ of the Edu version perform the crowd-control which teachers often demand from unfamiliar technological tools in ‘their classroom’. Day one is about understanding the dynamics of your kids — in this space — and how you can then plan for Day 2, where those dynamics play a critical role in the design of the game-space. For example: are you going to have factions? are you going to rank players and give them ranked powers … how are they going to move from map to map etc.,
This is one of the things I recall was important to Wes when he was conceptually designing Skoolaborate (Second Life Based Teen Global Project). Wes often talked about making worlds where kids could explore heuriscs. A heuristic is a mental shortcut that allows people to solve problems and make judgments quickly and efficiently. These rule-of-thumb strategies shorten decision-making time and allow people to function without constantly stopping to think about their next course of action. They can of course lead to bais and habitual behaviours … but really what is important on Day One is to be actively thinking about the heuristics that will be going on (promoted and demoted) in the behaviour of players towards their learning. This comes to a large extent through the design of the space – what’s in the game and what mediation/monitoring is going on outside of it. No teacher can afford to be ‘in-game’ all the time — and it’s a good idea to shut the server at a reasonable time, so kids still get that important sleep and spend time with their family. But … Day One should be a massive learning experience that produces some interesting data from the server log. Going over that data will paint a clear picture of the ‘world’ that exploded into life — and from that you should be able to sit down the First Op and peers to negotiate.