You are standing in what used to be the library

As most people probably know, video-games have origins in text. Back in the day, text was pretty much all there was. These games are not forgotten, but formed the basis of today’s semi-open world games, forging the foundations of game-rules and game-play. Despite the visual evolution of games, you can still find the origins of text adventures online – which began, and live on as Interactive Fiction. The magical words that spawned a generation, Adventure begins.

You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully.

My idea was that it would be a computer game that would not be intimidating to non-computer people, and that was one of the reasons why I made it so that the player directs the game with natural language input, instead of more standardized commands. My kids thought it was a lot of fun.”

— William Crowther

There are plenty of these games still online, lovingly curated by people long forgotten in this era of gamification. But they were both romantics and adventurers who helped create the code that today powers the Internet and began the epci adventure we all experience daily as “ICT”.

Despite numerous studies and scholars attempting to find a definition for video games, something that seems to take an extra-ordinary amount of time, money and effort, it seems that no one has managed to come up with one that does more to describe how games feel to players than calling it Interactive Fiction.

I don’t like the idea of Serious Games, as it smells schooly and sells-out programmers like Crowther and fiction writers like Gibson in order to appease the minutia of experts defining them. Most equally they don’t like comics, cyberpunk, steampunk or Buffy. That doesn’t mean they are right.

Can we go back to the origins of the adventure, and find ways of using game-play that doesn’t have to have a ‘sanitised’ label on it? I think so.

Today, this idea of transmedia is being explored taking advantage of new tools – and requires new literacies. It has close relationships with Augmented Reality games and even the what you are about to see more of – devices that augment console game play – like the new Skylanders, where your physical characters unlock pathways and talent of your in-game character (which is marketing’s brilliant idea that sucks). Just for the record, as soon as it say’s “sold separately” you sucked the fun out and I’m not playing. So while I advocate for games, I don’t advocate for this idea that shoving a console in a room creates more motivated and engaged humans.

There are plenty of people keeping the idea of adventure alive — though now is has morphed into “transmedia’ – and these games don’t have to reside on devices most people will associate with games.

Schneider (2005) states that “the readers of hypertexts appear as empowered readers, liberated from the constraints imposed by ‘traditional’ literature – some commentators even raise the question whether the very terms ‘reader’ and ‘reading’ might not have become inadequate for hypertext reception”. This type of reading requires skills not required in traditional reading.

Oh no, so moving from printed to page to ePub isn’t as 21st Century as it seems. In an era of ‘push me’, i’ll do everything read/write technology, it seems that we are no more creators now than when we started, as few people are actually learning how code works, and how to link the medium’s together. I recall the phrase “A good story, well told” by Adam Elliot. To me a this isn’t using one media, or embedding some widget inside another widget, it’s understanding the media itself, and then linking them together to tell a good story. In many ways all Internet media is Interactive Fiction, as reality is only that we experience first hand.

Take a look at The Amanda Project as an example of what I am driving at. The Amanda Project is the first collaborative fictional mystery told across an interactive website, and an 8-book series published by HarperCollins.

Amanda Valentino is the most mysterious, the most magnetic girl you’ll never meet.

How good is that! No it won’t leap off the page and tell you exactly how to use it, you have to figure it out. However, I’ve posted the synopsis video and suggest you look at this post, just to illustrate the link with the original idea of mapping an adventure. Here’s a clip from a teacher talking about the Amanda Project.

It’s worth watching, then going back to the website and pulling it apart. There’s nothing in there that is impossible to re-create. Even if you didn’t use this book, there are plenty of ways to rethink reading and writing. There is a free teachers kit – which if you an educational developer would give you some clues on how you could re-package any story, or perhaps, with a little creativity, create just enough story for another subject. There are so many resources about writing, such as the Sydney Writers Centre that getting started isn’t impossible at all. Then there are tools, such as Inform7, which allow kids to create their own interactive fiction based on natural language.

These things are all games as much as they are books. Even if you’re not yet interested in jumping into Massively Minecraft with us, this post is a fore-runner to where we are heading with our guild. Almost all our players now have the skills to create Interactive Fiction, it remains to be seen if they’d want to. What we know is, that there has to be a constant call to adventure in which they explore their own creativity – and to me, Interactive Fiction is a game, and reading today is not about just about text or where it appears. All we have to do is make it part of the game, to facilitate the steps in the mission and to celebrate the end product.

I take great issue with games, when they deceive kids if the only acceptable meaning is that which the teacher wants, presented in ways they like to mark. My view is that using  play as a frame has strong links with the past – and quite happy to say that I believe using and then creating ‘transmedia’ as Interactive Fiction is an approach to ‘digital literacy’ that connects the dots for some students far better than arguing there read/write web is anything more now, that when Berner’s Lee invented it. You have always been able to read write, if you had the literacy of the day.

To figure out what’s next, we have to be willing walk down that road, and find out what’s in the brick building, not wait until some merchant appears from the distance and tells us as we hand over money. Adventure still awaits – and for the most part it’s still free.

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Quick Cite – Life Hacking Bookstores and Libraries

One of the constant questions from under graduates is how to cite or reference a book. There are numerous tools to help with this at the writing stage such as End Note and web based tools such as BibMe. What if you could get the reference from your iPhone?

Quick Cite ($1.19) in the Australian store allows you to scan the bar code and it emails the citation to you in seconds. This is handy, as many online tools are a kind of folksonomy, and it’s not always easy to know which edition, or citation is correct – after the fact.

It’s handy if you are browsing too, in that you students often take one or two books on loan, but may have been interested in more. It’s a handy way to come back and remember which you wanted – or to later look for a digital edition.

You might even want to scan your own library, just filter the inbound messages from the application. It would be nice if it extended itself to produce citations that would be recognised by things such as Mendeley too, but I’m finding it a handy tool.

For those people who browse book stores and then buy online — lifehackers that you are, you could scan and use Booko to get the best price.

Online School of Opportunity (OSO)

Why write on the walls, when you can write everywhere?

Mashable posted  “Why Teens Don’t Tweet”, giving a range of data and view on the demographics of a social network growing at +1300% a month. It made me wonder about how effective we are at competing for the attention of students, teachers and educational leaders. Are we too busy pressing the ‘Digg’ button and missing the opportunities presented?

“Twitter’s different than Facebook or MySpace because Twitter is not about your friends … Teens, more than any other age group, care about their friends. It’s the continuation of real-life friendship (and the creation of online ones) that has driven the tremendous growth of MySpace, Facebook, Bebo etc”.

To use these spaces, today’s teens spend increasing amounts of time informally online. They are using informal learning. As formal public education provides almost no spaces for this it is no surprise that teens power down between 9 and 3.30, disconnected from their informal learning networks. And it isn’t a teen sensation; social games and online networks are actively marketed to pre-schoolers. The numbers participating in pre-school social game Webkinz alone dwarfs teen blogging.

McGivney (1999) a decade ago recognised the importance of informal learning pathways.

Informal learning generated by local people themselves often led to wider community involvement and activism, whereas learning arranged by education providers most often led to high rates of educational progression. Informal learning often started people on a continuing learning path by helping them become confident and successful learners. “

Space, time and organisation are cardinal elements of formal learning – which is the inverse of the online educational commons. Informality enables us to be successful learners in playful and social ways that we can take to new situations. Increasingly games and social networks provide this function. It is common to see two teachers talking about education online; but rare to see departmental CEO or Minister add to any authentic open discussion. They have attained their authority by abiding by the rules of formality; where as online authority is now earned through action in informal networks.

Teens use  mobile phones, Bebo, Facebook and MySpace – to successfully strengthen friend networks. What they don’t know how to do is apply it to the discipline needed in obtain life affecting qualifications. There is a clear role for teachers to do this, and students readily work with these teachers – who are not necessarily technocrats – but are adoptive leaders and good communicators. They talk with, not at – which is another characteristic of policy making bureacrats and politicians. You can’t co-opt your way to social change on your terms anymore. Get over it; move on. Stop building walled gardens and ignoring what is there already.

The problem with internalising everything and agreeing with yourself, is that it sustains nothing except yourself.

Seriously – why do we spend millions developing ‘closed’ applications using tax-payer money on things like a blog engine ‘pilot’, when the world is using Edublog Campus? The criteria is less than transparent and hardly going to give any real indication of pedagogical reform; if indeed there is going to be any public release of the findings. Per teacher; what is the investment?

The blog trial involves 20 teachers, each from a different school or TAFE Institute from across the State. Trial participants were selected though a variety of means but all are users of collaborative tools and are keen to use blogs for teaching and learning.

The Centre for Learning Innovation’s website (The public education tech-development arm) says “Connected learning projects allow students to engage with real-life situations, which involve communication, collaboration, self-directed learning, problem solving, researching and publishing findings.” it prompt you to download  a 1997 document which then explains what the internet is, why use it in the classroom and gives an illustration of how to use a website (Netscape 2). The link is dead, and obviously ancient history – yet is on the ‘new’ website.

Do you learn more by skimming last night Tweets than you did at your last technology ‘in-service’?

We don’t need to be at specific time or place to learn – just access the educational network commons that now exists online. We are seeing an effusion of activity in forming and joining new networks that is changing education philopshy, not technology itself. The tragedy is that teachers are often unable to benefit students from this action. It is locked stepped by political orientation to conventional, schematic discernment of the 21st Century itself.

We should be better utilising existing resources such as libraries and teachers, and investigating an ‘Online School of Opportunity (OSO) and not limiting students through long-familiar toothsome approaches to quality improvement (aka “School of Excellence” ). We need centres of opportunity before excellence can be afforded to all –  though investment in public Libraries and community spaces that encourage both teachers and students to get together and transform the way they use technology; not block it.

Ref: McGivney (1999). “Informal Learning in the Community: A Trigger for Change and Development.”  National Institute for Adult Continuing Education, UK.