Friday, 15 February 2013

N-i-n-j-a - Chop it up and put it under a microscope!

I've been thinking about the various aspects of the Ninja Board for a while.  I posted about it first here, then here about how it's evolved, and then here again on the physical form of the board.  This was definitely inspired by Jeff who posted about it here.

But that's not really it.  I'm not happy enough with it, with reasons that I will list later on.

On Twitter @mathhombre mentioned that he was presenting it, and then he said this:

For a lack of a better expression...  I will use a picture instead:



I am simply so excited to chat about this, and am glad there is people to talk to.

Ok so let's begin with some background [which I actually only watched after John put it all together for me (who is also a wonderful blogger that you should follow if you haven't already)] (omg incorrect uses of brackets because I am just so excited)
Exciting stuff, now let's talk Ninja Board.


I want to talk about: the good, the bad, what worked, what didn't, what else can we do, should we be doing this...etc.  I will attempt to organize this conversation in 2 strands: the perceived strengths; and the lingering questions.

The Perceived Strengths:

I believe it's fair to be modest about these strengths here.  It's new, the sample size is very small (for me at least), and nothing is set in stone.  Hence perceived strengths

1. Engagement
It is a different type of engagement for students.  I basically used the idea of this board as part of the construction of a positive classroom culture.  Building collaboration habits through unlocked achievements, building positive aspects for coming to the classroom, encouraging the active participation of student interactions...etc.  Students highly enjoyed it for many reasons.  I mentioned it's a different type of engagement.  Different to what?  I am actually referring to the concept of "perplexity" that Dan Meyer has been writing and speaking about.  Although there is definitely perplexity built into the board itself, I would argue that the main piece of engagement for students with respect to the board is not perplexity (this is actually something I want to throw into the discussion later).  This is not a replacement for other ways of engaging the class, it is simply an additional element.

2. Craving for the mathematics
I mentioned the main piece of engagement is not mathematics, but there is clearly mathematics built into the structure of the board itself.  "How are we getting points, sir?" "OMG I leveled up! How did I do that?" "When am I getting to the next rank??"

I never answer them.

This snowballs into perplexity where I then engage them in different ways.  They are then eager to work out their own formula of how the levels work (because they can't look it up).  They tested against other students points and levels and see if their ideas work.  And this happens without me ever forcing them to do it.  I think my lack of explanation for them makes them want the answer even more.

3. Enforcing positive classroom culture
This was the main reason why I started the board... so it better be one of the strengths!  Students are eager to come into the classroom, where I can then catch them and help them.  (After all, getting them to class can be half of the battle sometimes).  Students don't know how exactly I am giving them points, but the "unlocked achievements" give them some sort of idea:

 I can update their unlocked achievements whenever I want, so students get better and better at maintaining and creating these behaviour when they are working in groups or simply being in class.

The Lingering Questions:

This is actually why I am writing this up.  I crave some discussion on these questions (and other questions that you come up with).

1. Is this type of engagement actually useful?

I wonder about this one all the time... Is this an appropriate way to engage students?  Should we only be engaging students through the power, beauty, utility of mathematics?  I realize that there's a lot of other aspects from the board that is useful, but is this really a good thing?  I understand the dangers of extrinsic rewards -- is this something like that?  I have always hoped that something intangible, that they don't completely understand how to obtain, would not affect their general interest that we're trying to develop...  but is that just my hope? Is it actually reality?

2. How do we reduce the amount of preparation time?

As I mentioned in my post about the structure of the board, this thing took me approximately 75 hours to plan, create, recreate, update, post...etc.  That's a lot of time invested.  I am not sure if the good outweighs the time spent.  I mean, sure, student smiles and wonderment are immeasurable... but still.  So what other options are there?  I considered throwing it online on my website instead.  I considered passing the card out and have the students put them in themselves.  But I am just not sure.  I am unsure if it will have the same effect.  I am unsure if kids will begin to get bored.  I just don't really have a solid grounding for whether alternatives will work.

3. What other features can be built into this?

Besides the board, I also made individualized ninja business cards for students at the end of the semester.  I told them they were kind of a "to-be-continued" coupons.  If they ever get me again, they can restart with bonus points.  But enough about what I've added to this, what other features can be built on top of this game layer?  Will they be useful ones?  If I begin to incorporate aspects beyond positive classroom culture -- things like achievements of curriculum standards, mastery of concepts...etc -- will that then become extrinsic rewards that I never wanted in the first place?  Or maybe marks already do that so I shouldn't worry?  Are there other features I can add to this?  Maybe an individual bar graph for achievements? Maybe a sticker for each face on a separate graph?  as more people achieve those, more anonymous Ninjas will be there (actually the more I think about this one... the more it might work).

4. Is it fundamentally problematic to create a game layer in the classroom?

Again, another question that I grapple with all the time.  It's actually similar to the first question, but digs a bit deeper I think.  Is the concept of a game layer actually a good thing for the cognitive development of students? Of people? Of teachers?  Of course, it comes from a good place, but a lot of bad practices come from a good place.  Would this be the unintended message: "The world is so boring that we have to build a game layer on top of it."  Or could it be that it's not about whether reality is boring or not boring, but it's simply a part of reality that we are building into the students experiences of school?

In any case... I welcome any questions, and any discussions.  I would love to dive into this.

3 comments:

  1. Worked through some of this with 30 some teachers on Friday. Watched some Paul Andersen, and then teachers were divided about whole course gamification (seemed good but maybe too hard to implement, or tech dependent), project gamification to try it out (many wanted to give that a go) and Brenneman/Pai style gamification. Teachers in subjects with lots of buy in loved the flavor of gamifying projects, but teachers with students who were completely disengaged thought the classroom culture game was promising.

    Some of these had previously seen Priebatsch's talk and discussed it with disaffected students. One interesting takeaway: many of these students felt like it would be relevant to them (as gamers) when so much of school wasn't, and even was actively negative about their main interest.

    Looking at your questions, my current state:
    1. Yes, if it leads to greater content, process or community engagement.
    2. Seems like there's a need to get some student ownership of this, which might reduce the time. Teacher to teacher sharing, also.
    3. Your wanted signs are a great addition. I think the game mechanics are a place to look to start bringing in more of the content. The Andersen stuff makes me think about the SBG like power of involving this in assessment.
    4. I hear this question. It's link the Dan Pink stuff, where if the student starts doing the work for the reward it will have longterm negative effects. We need that blissful productivity mechanic in operation. That's where some belief in the content helps - if what we're teaching is valuable, the game becomes unnecessary at some level.

    Math specific: all of math is sufficiently game-like that I think we have an additional motivation. Playing the Ninja game is actually doing math already. Strategizing, putting together info, optimizing points, exploring to find conditions... now that's stealthy!

    ReplyDelete
  2. It is not enough to simply be psyched about something cool and interesting that I am doing in class -- which is why I've always wanted a conversation about these questions I've been having.

    Thinking about question 1: whether the engagement is appropriate.

    I am still unsure if it is appropriate. So far, it has had an appropriate effect on my students. In other words, they have not been engaged solely for the reason of obtaining ninja points. Perhaps this will always be the case? Especially if it remains a mystery how they gain these points?

    Thinking about question #2: Time

    What do you mean by student ownership? Are you suggesting the idea of passing them out and having the students put it up? Or maybe you have a different idea in mind? I've considered this before... maybe I should consider it more seriously now. It will certainly cut down on the time, but then I will have students lining up to put up their points (or worse, not care about it and just throw it out because it seems like a cooler thing to do). My worries may be unfounded. Or perhaps my worries can be mediated by simply doing this later in the semester?

    On additions #3:
    @brennemania actually came up with the general idea of the wanted signs when we chatted over e-mail. I think we ended up doing different things with it. I created mine to deal more with mathematics, and I think he assigned different tasks? Hopefully he will weigh in on this soon. But in any case, after watching the Andersen and Priebatsch, I have been thinking about SBG "Powers." I will have to think a bit more carefully about how to present this. I am thinking ninja stickers on a chart.

    on #4: Game layer?
    I definitely do not advocate that this method of engagement becomes the only source of engagement. I believe it can only be in addition to mathematical engagement. But exactly as you say, though: "if what we're teaching is valuable, the game becomes unnecessary at some level." So perhaps the board is completely unnecessary for the purposes of mathematics? From what I can see, the primary difference between @brennemania and my board is that I attempted to build a lot of math into it. Students then explore it as a problem that they have been profoundly interested in all semester. But maybe it doesn't matter? Maybe it is unnecessary for me to build these in?

    I completely agree with your closing statement, and love it: "Playing the Ninja game is actually doing math already. Strategizing, putting together info, optimizing points, exploring to find conditions... now that's stealthy!" If we generalize the process to a logical problem solving process, then it definitely is worth it.

    ReplyDelete
  3. I played a little with (and blogged) <a href="http://malyn.edublogs.org/2012/05/07/gbl-n00b/>GBL</a>. Your strengths-points 1 and 3 certainly held for me.

    My biggest problem with it is that I'm not actually a gamer myself so getting in to the gamer psyche was problematic... I kind of felt like a fake. Another problem I have with it is that I'm not very competitive. I prefer non-zero-sum games where everybody wins.

    I think it's worth doing but won't be the only thing I'm doing. I can't sustain it and there are no guarantees the kids will maintain enthusiasm. When you think of it, games are like fads and very few stay popular for very long.

    Interestingly, one strategy that I managed to sustain throughout a school-year was a challenge to "Be Amazing". I hand out Be Amazing cards that could be exchanged for school merits or unexplained lateness (go figure). The biggest win for me was when the students themselves would 'argue' that someone has earned it and I missed it. A community of amazing kids!

    Sorry, I digressed.

    By the way, if you re-use/re-cycle/up-cycle this system, the ROI is better. :-)

    ReplyDelete