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PROFESSOR: OK.

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So today we're going to,
I guess, kind of

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[UNINTELLIGIBLE]

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folks from [UNINTELLIGIBLE]

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which is actually very
closely related.

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These are folks that,
[UNINTELLIGIBLE] the

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Comparative Media Studies
Research Group, based in the

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old Media Lab building
right now.

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And you work with the shared
education program.

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For folks who're unaware of
this, MIT actually has a

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teacher education program.

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So if you want to be a certified
teacher to teach--

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AUDIENCE: Middle school
math and science.

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Secondary math and science.

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PROFESSOR: Then you can take
classes and basically get your

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certification of
[UNINTELLIGIBLE] certification

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at the end of those classes.

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But they also make games.

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Games using portable devices
like iPhones and PocketPC

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games that run on Flash to go
and prototype stuff before.

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And focusing a lot on
games for learning.

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So the education
[UNINTELLIGIBLE]

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the research group.

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The Learning Games Network is
kind of like a spinoff company

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of the [UNINTELLIGIBLE].

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It basically sort of works on
projects that will be too

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expensive to do inside
the university.

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Because the university is
really inefficient.

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Anyway.

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Maybe you can start by
introducing yourself?

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GUEST SPEAKER: I'm the latest
in the group, so OK.

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I am Constantine.

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I come from Austria.

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I'm at the moment a visiting
researcher at

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the Education Arcade.

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And so I'd say I come from an
educational background.

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So I did my Ph.D on learning
from failure.

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And I worked on theories that
explain why we use, why we

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learn through mistakes and why
most of them don't want to

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learn from failure.

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But in games we think it's
really funny, or entertaining,

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or challenging.

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So I was really interested in
how games can be tools to

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understand learning and
also, is it possible--

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this is one of my research
questions-- is it possible

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that people may learn, through
playing games, how to cope

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with failure better?

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Like, being more open to
realizing that sometimes in

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life we make failure and our
expectations are not true, or

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sometimes maybe wrong.

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So I do research on the
theoretical level with that,

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and I do interviews with
players on learning

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biographies and on how learning
experiences through

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games were important
in their lives.

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And in the summer I was happy to
work for Gambit and design

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a game in the summer
production.

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Maybe you heard about
that anyway, or--

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PROFESSOR: [UNINTELLIGIBLE]

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GUEST SPEAKER: So it's
just like 8 weeks.

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I was on a team and my theory
was used as the basis to

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develop a learning game
called Afterland.

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And of course it's
free online.

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And I think our students did a
really good job on this game.

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And it's a platformer where--

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I will not tell you what it's
about because then I would

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ruin it, but there is a twist.

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And what I'm going to do now in
the next year is, it looks

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like I will try for a few months
and do research on how

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the game is used by players.

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How they learn in the game, how
they reflect on the game

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and I will work with
[UNINTELLIGIBLE]

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Johnson and hopefully even
[UNINTELLIGIBLE] in that.

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Thank you.

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PROFESSOR: [UNINTELLIGIBLE]

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GUEST SPEAKER: Hi,
I'm Dan Reilly.

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I'm a CMS alum.

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I did a masters in,
finished in 07.

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Worked with Philip a little
bit here and there.

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Mostly I worked with the
Education Arcade during my

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time at CMS and with Scott.

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And we worked on a project
called Lunar the Labyrinth

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which you may have heard of.

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It teaches middle school math
and literacy skills,

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particularly to the at-risk
population that I believe

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[UNINTELLIGIBLE].

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It's free and online.

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PROFESSOR: [UNINTELLIGIBLE]

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GUEST SPEAKER: Better
than after me.

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Got to keep it interesting.

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PROFESSOR: Is there a twist?

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GUEST SPEAKER: Is
there a twist?

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PROFESSOR: Yes, well--

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[UNINTELLIGIBLE] twist that
you originally wanted.

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[INTERPOSING VOICES]

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GUEST SPEAKER: There
was a twist in

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the development process.

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So, that one was feted by the
Department of Education.

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And it was a larger scale
project, but the grant didn't

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go to MIT, it went to Maryland
Public Television.

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So that was part of the, I
believe, impetus, for the

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spinoff of the Learning Games
Network, is to house a

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structure that can accomodate
the sorts of larger scale

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projects and think about them
in more sustainable ways.

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I'll let Scott talk
about that.

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So, how did I get into this?

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My interest in learning games
is mostly around engagement.

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I feel like people who are
extremely motivated and

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enthralled with a particular
subject will find a

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way to learn it.

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And that a game may or may not
be the best way to learn

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anything in particular.

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But that there are many people
out there who struggle to get

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interested in a topic
they're even trying.

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And so a game can
be useful there.

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So that's an exploratory tool
to say, well, I never really

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thought about history, but I
like this game and I want to

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spend some time with it and I
want to be good at it, and

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it's social, so now I'm finding
myself asking the

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kinds of questions that other
people are telling me

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historians ask.

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And I don't know what label they
want to put on it, but I

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think it's interesting, and
just sort of having that

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introduction to a topic.

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Also I think games
are helpful for--

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I guess I'd call it identity
exploration.

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So for people, or particular
learners, who may not think of

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themselves as learners or as
confident learners, that they

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can put that enemy behind them
when they enter the game

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because, it's a game.

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And anyone can play it.

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Or, maybe I'm particularly
good at games,

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so I can play games.

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And then I can suddenly realize
that I might be good

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at other things as well, or I
might be interested in other

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things that I wouldn't allow
myself to discover whether or

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not I was interested,
because it was a

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risky sphere to enter.

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So, current projects.

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We're doing a language
learning game.

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It's attached to a massively
multiplayer online game, with

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a grant targeting a population
of Spanish-speaking high

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school students in the US.

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And that grant is from the
Hewlett Foundation.

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And then we have a couple of
other projects going as well.

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We've got science and
some other stuff.

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That's about it.

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GUEST SPEAKER: So I'm
Scott Osterweil.

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I'm the research director
of the Education Arcade.

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I have two titles, research
director and creative director

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of the Education Arcade.

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But also one of the co-founders
of the Learning

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Games Network.

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And I don't want to repeat too
much of what's been said.

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Except that at the same time as
I do this for a living, I

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still struggle with the
term educational game.

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Because it's not the way I think
of what I do, primarily.

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The first game I designed,
before

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working in this setting--

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the first game I did was
a commercial game.

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It wasn't designed as an
educational game, it was

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designed just as a puzzle
adventure game.

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It happened to be about math and
logic, but that was just

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because that's what we thought
was interesting.

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It got marketed because of the
changes in the marketplace as

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edutainment.

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But when I started in the
business there was no such

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word as edutainment.

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Most games, if you go back to
the early 90s, were sort of

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exploratory environments.

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Either they were twitch games
or they were exploratory

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environments.

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And I have nothing against
twitch games, but the

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exploratory environments
were all about

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thinking and problem solving.

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And to me that's what's
interesting.

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No matter what domain you're
working in, whether it's

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mathematical or whether
it's historical, the

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processes are the same.

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And one slight twist I want to
put on what Dan said, I think

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we're on the same page, but
because he led with the idea

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of engagement, it's possible
to think that I'm talking

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about games as an inducement
to do something you

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don't want to do.

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And I think that games are an
opportunity to discover how

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much fun something is.

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Which is very different from
sort of, ah, we tricked you .

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But rather, this is really
interesting, don't you like

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doing this and you
can do more.

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And if that's all you can get
out of it, that's fine.

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If you later realize, oh, I
like doing that and that's

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math, and you do more of
that, that's awesome.

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That's even better.

00:10:08.643 --> 00:10:11.018 align:middle line:84%
And I think it's not so much
because I just said it's fun,

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it's because I think the very
process of thinking and

00:10:17.572 --> 00:10:18.822 align:middle line:90%
problem-solving [UNINTELLIGIBLE]

00:10:18.822 --> 00:10:21.420 align:middle line:90%


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People do get that out
of games, and I

00:10:23.940 --> 00:10:25.180 align:middle line:90%
just think it's important.

00:10:25.180 --> 00:10:28.255 align:middle line:84%
It's how people realize, if you
enjoyed it in a game, you

00:10:28.255 --> 00:10:29.148 align:middle line:90%
can enjoy it in life.

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And maybe this comes from
my own realization .

00:10:31.380 --> 00:10:33.364 align:middle line:84%
But when I was in sixth grade,
instead of them saying the

00:10:33.364 --> 00:10:37.908 align:middle line:84%
scientific method, and writing
this list of dull steps on the

00:10:37.908 --> 00:10:41.366 align:middle line:84%
blackboard, they said,
play this puzzle.

00:10:41.366 --> 00:10:43.259 align:middle line:84%
Now let's talk about how
you solved the puzzle.

00:10:43.259 --> 00:10:44.330 align:middle line:90%
That's science.

00:10:44.330 --> 00:10:49.770 align:middle line:84%
I think that I might have
ended up working at MIT.

00:10:49.770 --> 00:10:51.286 align:middle line:90%
So anyway, that's my spiel.

00:10:51.286 --> 00:10:53.920 align:middle line:90%


00:10:53.920 --> 00:10:58.034 align:middle line:84%
PROFESSOR: So talking a little
bit about identifying how

00:10:58.034 --> 00:11:04.965 align:middle line:84%
you're going to locate what's
enjoyable about the thing that

00:11:04.965 --> 00:11:07.875 align:middle line:84%
you want the people
to engage with.

00:11:07.875 --> 00:11:11.755 align:middle line:84%
Can you talk a little bit
about, maybe in a recent

00:11:11.755 --> 00:11:14.665 align:middle line:84%
project or in a past
project, how you

00:11:14.665 --> 00:11:16.560 align:middle line:90%
went about that process.

00:11:16.560 --> 00:11:20.362 align:middle line:84%
Let's talk about the things
that you worked out.

00:11:20.362 --> 00:11:24.306 align:middle line:84%
And maybe sometimes it was more
difficult and you had

00:11:24.306 --> 00:11:24.799 align:middle line:90%
challenges.

00:11:24.799 --> 00:11:30.715 align:middle line:84%
Maybe sometimes it was
just pretty obvious.

00:11:30.715 --> 00:11:32.687 align:middle line:90%
GUEST SPEAKER: I'll take it.

00:11:32.687 --> 00:11:33.180 align:middle line:90%
So--

00:11:33.180 --> 00:11:36.138 align:middle line:90%
GUEST SPEAKER: [UNINTELLIGIBLE]

00:11:36.138 --> 00:11:39.096 align:middle line:84%
GUEST SPEAKER: I'd like to
congratulate Scott on his

00:11:39.096 --> 00:11:41.590 align:middle line:90%
personal growth.

00:11:41.590 --> 00:11:45.774 align:middle line:84%
So, with the language learning
game that we're working on at

00:11:45.774 --> 00:11:48.470 align:middle line:84%
the moment, there are approaches
to language

00:11:48.470 --> 00:11:52.727 align:middle line:84%
learning out there in the
world that emphasize

00:11:52.727 --> 00:11:57.920 align:middle line:84%
vocabulary memorization
or grammar.

00:11:57.920 --> 00:12:05.410 align:middle line:84%
Grammar, meaning, memorizing
tables of conjugations and

00:12:05.410 --> 00:12:07.905 align:middle line:84%
it's pretty much stripped
of any sort

00:12:07.905 --> 00:12:09.610 align:middle line:90%
of meaningful context.

00:12:09.610 --> 00:12:15.215 align:middle line:84%
So, and a meaningful context
could either be a text, and I

00:12:15.215 --> 00:12:18.898 align:middle line:84%
use that word loosely,
that is engaging.

00:12:18.898 --> 00:12:22.441 align:middle line:84%
It could be a film that you want
to see, that happens to

00:12:22.441 --> 00:12:25.280 align:middle line:84%
be in a language that you
are trying to learn.

00:12:25.280 --> 00:12:29.216 align:middle line:84%
Or it could be a means
of communication.

00:12:29.216 --> 00:12:31.696 align:middle line:84%
After all, that's what
language is.

00:12:31.696 --> 00:12:37.152 align:middle line:84%
So, if you're thinking about
using language as a means of

00:12:37.152 --> 00:12:39.136 align:middle line:84%
communication, then of course
you need to think about, well,

00:12:39.136 --> 00:12:40.128 align:middle line:90%
what are you communicating?

00:12:40.128 --> 00:12:42.942 align:middle line:84%
And, fortunately, games are
full of communication.

00:12:42.942 --> 00:12:45.158 align:middle line:84%
Between the game and
the player, and the

00:12:45.158 --> 00:12:46.096 align:middle line:90%
player and the game.

00:12:46.096 --> 00:12:48.675 align:middle line:84%
And if it's a multiplayer
game, between the

00:12:48.675 --> 00:12:49.450 align:middle line:90%
players in the game.

00:12:49.450 --> 00:12:51.630 align:middle line:90%
So it was almost--

00:12:51.630 --> 00:12:54.070 align:middle line:84%
if you start from that
philosophy, it's almost a

00:12:54.070 --> 00:12:57.402 align:middle line:84%
trivial exercise to say, OK,
well, what's something

00:12:57.402 --> 00:13:00.270 align:middle line:84%
interesting for people to
talk about in a game?

00:13:00.270 --> 00:13:01.970 align:middle line:84%
And so you come up with
an interesting game.

00:13:01.970 --> 00:13:06.770 align:middle line:84%
And instead of having the
mechanic be, click this button

00:13:06.770 --> 00:13:13.500 align:middle line:84%
to activate whatever the nuclear
missile, you have to,

00:13:13.500 --> 00:13:14.530 align:middle line:90%
you build in collaboration.

00:13:14.530 --> 00:13:17.783 align:middle line:84%
So, I have part of the piece
and you have part of the

00:13:17.783 --> 00:13:21.185 align:middle line:84%
piece, and we need to talk about
when to use what and in

00:13:21.185 --> 00:13:23.897 align:middle line:90%
which context, and on whom.

00:13:23.897 --> 00:13:29.813 align:middle line:84%
And so, suddenly we're talking
and it doesn't even feel like

00:13:29.813 --> 00:13:32.771 align:middle line:84%
we're learning a language,
it just feels like

00:13:32.771 --> 00:13:34.743 align:middle line:90%
we're playing a game.

00:13:34.743 --> 00:13:38.391 align:middle line:84%
And then, if you're doing it
in a language that you're

00:13:38.391 --> 00:13:40.690 align:middle line:84%
attempting to learn, then
there's the barrier there

00:13:40.690 --> 00:13:44.108 align:middle line:84%
where you might want to say
something that you just don't

00:13:44.108 --> 00:13:45.570 align:middle line:90%
have the skill yet to say.

00:13:45.570 --> 00:13:49.318 align:middle line:84%
So it's not quite as simple as
just saying, hey, go talk.

00:13:49.318 --> 00:13:54.870 align:middle line:84%
But there's slightly innovative
ways that you can

00:13:54.870 --> 00:13:58.839 align:middle line:84%
give people tools to allow
themselves to express

00:13:58.839 --> 00:14:01.740 align:middle line:84%
themselves in a fairly
constrained context.

00:14:01.740 --> 00:14:02.840 align:middle line:84%
So, because you've designed
the game, you

00:14:02.840 --> 00:14:03.720 align:middle line:90%
sort of rig the system.

00:14:03.720 --> 00:14:06.684 align:middle line:84%
You know that people aren't
going to talk

00:14:06.684 --> 00:14:07.854 align:middle line:90%
about absolutely anything.

00:14:07.854 --> 00:14:11.440 align:middle line:84%
Maybe they will, in the chat,
but primarily in the game

00:14:11.440 --> 00:14:13.520 align:middle line:84%
you're incentivizing their
discussion around

00:14:13.520 --> 00:14:14.960 align:middle line:90%
a particular topic.

00:14:14.960 --> 00:14:19.280 align:middle line:84%
So if you give them tools to
discuss that particular topic,

00:14:19.280 --> 00:14:21.670 align:middle line:84%
not only does it make the
gameplay more efficient, but

00:14:21.670 --> 00:14:24.406 align:middle line:84%
that's also how the learning
can happen.

00:14:24.406 --> 00:14:27.020 align:middle line:84%
Because there can be some sort
of selection mechanism,

00:14:27.020 --> 00:14:31.512 align:middle line:84%
whereby I am able to say
something that I want to say,

00:14:31.512 --> 00:14:34.954 align:middle line:84%
but without needing to bring all
of the knowledge of how to

00:14:34.954 --> 00:14:35.810 align:middle line:90%
construct that on my own.

00:14:35.810 --> 00:14:38.327 align:middle line:84%
There's some amount of, oh, I
can just recognize that that's

00:14:38.327 --> 00:14:41.810 align:middle line:90%
more or less what I want.

00:14:41.810 --> 00:14:44.300 align:middle line:84%
And then, by seeing it
repeatedly and by seeing other

00:14:44.300 --> 00:14:48.687 align:middle line:84%
players use the same tools to
communicate, and knowing that

00:14:48.687 --> 00:14:52.655 align:middle line:84%
the communication in a certain
context is valid, that I can

00:14:52.655 --> 00:14:55.512 align:middle line:84%
pay close attention to that,
and start to become

00:14:55.512 --> 00:14:56.240 align:middle line:90%
familiar and learn.

00:14:56.240 --> 00:15:00.220 align:middle line:84%
But it's not, I have
to memorize it so

00:15:00.220 --> 00:15:01.810 align:middle line:90%
that I can use it.

00:15:01.810 --> 00:15:06.088 align:middle line:84%
It's, I'm using it and I'm using
it so much that I just

00:15:06.088 --> 00:15:07.576 align:middle line:90%
can actually learn it.

00:15:07.576 --> 00:15:09.064 align:middle line:90%
AUDIENCE: Question on that.

00:15:09.064 --> 00:15:13.280 align:middle line:84%
So, if you're trying to
encourage me to talk Spanish

00:15:13.280 --> 00:15:14.817 align:middle line:84%
and you talk Spanish and we're
trying to work something out,

00:15:14.817 --> 00:15:16.008 align:middle line:84%
what prevents you from just
typing something in English

00:15:16.008 --> 00:15:17.000 align:middle line:84%
and having you read
it in English?

00:15:17.000 --> 00:15:18.883 align:middle line:84%
GUEST SPEAKER: Right, so
it depends on the game.

00:15:18.883 --> 00:15:21.670 align:middle line:84%
And in some games that's
totally fine.

00:15:21.670 --> 00:15:25.700 align:middle line:84%
In other games we have teams
moderate other teams.

00:15:25.700 --> 00:15:29.280 align:middle line:84%
In other games, we have some
sort of communication tool

00:15:29.280 --> 00:15:31.400 align:middle line:90%
that's not free text entry.

00:15:31.400 --> 00:15:37.910 align:middle line:84%
So it's not-- so one extreme
is, here's a list of 10

00:15:37.910 --> 00:15:39.240 align:middle line:90%
sentences that you could say.

00:15:39.240 --> 00:15:40.420 align:middle line:90%
Click one of them.

00:15:40.420 --> 00:15:43.960 align:middle line:84%
And that's not the direction
we tend to go in.

00:15:43.960 --> 00:15:47.390 align:middle line:84%
But that's an example of how
to communicate something

00:15:47.390 --> 00:15:49.170 align:middle line:90%
without free text entry.

00:15:49.170 --> 00:15:51.340 align:middle line:84%
So there could be some
sort of sentence

00:15:51.340 --> 00:15:53.450 align:middle line:90%
construction kit, let's say.

00:15:53.450 --> 00:15:57.370 align:middle line:84%
Where you have a pool of
different words that you can

00:15:57.370 --> 00:16:02.160 align:middle line:84%
assemble and a variety of orders
to express a small set

00:16:02.160 --> 00:16:04.460 align:middle line:90%
of meanings.

00:16:04.460 --> 00:16:07.080 align:middle line:84%
GUEST SPEAKER: And if you think
about it, games like

00:16:07.080 --> 00:16:12.220 align:middle line:84%
Charades or Pictionary, the
need to communicate with

00:16:12.220 --> 00:16:14.112 align:middle line:84%
constraints doesn't stop
us from necessarily

00:16:14.112 --> 00:16:15.058 align:middle line:90%
enjoying the game.

00:16:15.058 --> 00:16:16.950 align:middle line:90%
It could make it interesting.

00:16:16.950 --> 00:16:20.870 align:middle line:90%
So, that's part of the game.

00:16:20.870 --> 00:16:23.740 align:middle line:84%
Part of our insight was
thinking about our own

00:16:23.740 --> 00:16:28.810 align:middle line:84%
experiences learning language
in terms of the game of say,

00:16:28.810 --> 00:16:31.720 align:middle line:84%
and this gets at my core idea,
which is to find the game

00:16:31.720 --> 00:16:33.301 align:middle line:90%
that's already there.

00:16:33.301 --> 00:16:36.035 align:middle line:84%
So, a game that I always play
when I'm traveling with

00:16:36.035 --> 00:16:40.168 align:middle line:84%
[UNINTELLIGIBLE] when I travel
to France, where I speak the

00:16:40.168 --> 00:16:43.134 align:middle line:84%
language sort of, is how far can
I get into a conversation

00:16:43.134 --> 00:16:44.510 align:middle line:84%
before they figure
out I'm American.

00:16:44.510 --> 00:16:46.460 align:middle line:90%
So that becomes a game.

00:16:46.460 --> 00:16:52.283 align:middle line:84%
And so the whole, and how can I
have or if I notice someone

00:16:52.283 --> 00:16:56.540 align:middle line:84%
who's French, how much
of a conversation

00:16:56.540 --> 00:16:57.486 align:middle line:90%
can we have in French?

00:16:57.486 --> 00:16:58.432 align:middle line:90%
That's a game for me.

00:16:58.432 --> 00:16:59.380 align:middle line:84%
At that point it becomes
kind of fun.

00:16:59.380 --> 00:17:01.100 align:middle line:84%
So I think we were just really
trying to access that.

00:17:01.100 --> 00:17:03.640 align:middle line:84%
And I think that really gets
back to your larger question.

00:17:03.640 --> 00:17:06.540 align:middle line:84%
When you take on something new,
I want to know where's

00:17:06.540 --> 00:17:08.280 align:middle line:90%
the game already in this?

00:17:08.280 --> 00:17:09.829 align:middle line:90%
And I [UNINTELLIGIBLE]

00:17:09.829 --> 00:17:13.468 align:middle line:84%
the first game I think, it was
math, and the colleague with

00:17:13.468 --> 00:17:16.349 align:middle line:84%
whom I co-designed the game,
we both spent a lot of time

00:17:16.349 --> 00:17:18.863 align:middle line:84%
saying, when we were kids, how
did we play with numbers, what

00:17:18.863 --> 00:17:20.181 align:middle line:84%
kind of things did
we do, what was

00:17:20.181 --> 00:17:21.139 align:middle line:90%
interesting us with numbers?

00:17:21.139 --> 00:17:24.500 align:middle line:84%
We really try to access
our own play.

00:17:24.500 --> 00:17:31.540 align:middle line:84%
And similarly, now, if I can try
to read practitioners in

00:17:31.540 --> 00:17:33.992 align:middle line:84%
the field and say, what do you
think about the shower, when

00:17:33.992 --> 00:17:37.278 align:middle line:84%
you run it-- where's the--
because that's where the play

00:17:37.278 --> 00:17:39.407 align:middle line:84%
is actually happening
in the field.

00:17:39.407 --> 00:17:43.040 align:middle line:84%
And I think that's where people
love their jobs, it's

00:17:43.040 --> 00:17:44.880 align:middle line:84%
the play in it that they
love about it.

00:17:44.880 --> 00:17:47.993 align:middle line:84%
And that's what I think you're
trying to access in any

00:17:47.993 --> 00:17:48.712 align:middle line:90%
simulation.

00:17:48.712 --> 00:17:53.280 align:middle line:84%
So Dan, talking about the
language one, we're doing a

00:17:53.280 --> 00:17:56.684 align:middle line:84%
game with the Royal Shakespeare
Company, if we can

00:17:56.684 --> 00:17:58.840 align:middle line:84%
get funding, around
The Tempest.

00:17:58.840 --> 00:18:02.820 align:middle line:84%
And we're trying to figure out
how to make a game of it.

00:18:02.820 --> 00:18:06.890 align:middle line:84%
And I realized that part of the
change with Shakespeare

00:18:06.890 --> 00:18:11.434 align:middle line:84%
is, to some degree, the
language, too, and sort of

00:18:11.434 --> 00:18:12.980 align:middle line:84%
making sense out of the language
which is now somewhat

00:18:12.980 --> 00:18:14.796 align:middle line:84%
archaic but really
interesting.

00:18:14.796 --> 00:18:21.020 align:middle line:84%
And so we tried to make a game
that's sort of a puzzle that

00:18:21.020 --> 00:18:22.970 align:middle line:84%
you assemble by finding the
pieces of the play and

00:18:22.970 --> 00:18:24.340 align:middle line:90%
associative things.

00:18:24.340 --> 00:18:29.428 align:middle line:84%
So you find a hedgehog and you
find some text that makes a

00:18:29.428 --> 00:18:32.003 align:middle line:84%
reference, that somehow makes
you think of the hedgehog and

00:18:32.003 --> 00:18:32.635 align:middle line:84%
you put them together and you
actually start building a

00:18:32.635 --> 00:18:33.320 align:middle line:90%
visual puzzle.

00:18:33.320 --> 00:18:36.095 align:middle line:84%
So it's really a challenge
of making sense of the

00:18:36.095 --> 00:18:37.580 align:middle line:90%
significance of text.

00:18:37.580 --> 00:18:42.530 align:middle line:84%
It [UNINTELLIGIBLE] you and your
picture of Shakespeare's

00:18:42.530 --> 00:18:45.030 align:middle line:84%
play, The Tempest, starts to
emerge through the gameplay.

00:18:45.030 --> 00:18:48.810 align:middle line:84%
So a story sort of appears that
way, the way a picture

00:18:48.810 --> 00:18:50.630 align:middle line:90%
appears in a jigsaw puzzle.

00:18:50.630 --> 00:18:53.964 align:middle line:84%
So it's a game you play without
knowing, without ever

00:18:53.964 --> 00:18:55.530 align:middle line:90%
having seen it.

00:18:55.530 --> 00:18:59.320 align:middle line:84%
But part of the experience of
theater is the way stories

00:18:59.320 --> 00:19:03.040 align:middle line:84%
emerge from different patterns
in the game.

00:19:03.040 --> 00:19:04.624 align:middle line:84%
We're still trying to make a
story [UNINTELLIGIBLE PHRASE]

00:19:04.624 --> 00:19:05.874 align:middle line:90%
through exploration.

00:19:05.874 --> 00:19:10.050 align:middle line:90%


00:19:10.050 --> 00:19:13.100 align:middle line:84%
GUEST SPEAKER: Maybe if I talk
about my career as coming--

00:19:13.100 --> 00:19:14.960 align:middle line:84%
I think I come from
an area where we

00:19:14.960 --> 00:19:17.120 align:middle line:90%
make really bad games.

00:19:17.120 --> 00:19:21.266 align:middle line:84%
There's a saying that education
games are like

00:19:21.266 --> 00:19:22.210 align:middle line:90%
chocolate-covered broccoli.

00:19:22.210 --> 00:19:23.630 align:middle line:84%
It's not healthy
and not sweet.

00:19:23.630 --> 00:19:26.680 align:middle line:84%
And I actually come from a
background where teachers or

00:19:26.680 --> 00:19:30.070 align:middle line:84%
educators are asked to build
games for somebody.

00:19:30.070 --> 00:19:31.430 align:middle line:90%
And what you have is contents.

00:19:31.430 --> 00:19:35.490 align:middle line:84%
And I can say that, because I
think most of my colleagues

00:19:35.490 --> 00:19:36.080 align:middle line:90%
seem to know better.

00:19:36.080 --> 00:19:37.770 align:middle line:84%
They thought, OK,
I have content.

00:19:37.770 --> 00:19:40.052 align:middle line:84%
That content is good, and now I
just make do with a song and

00:19:40.052 --> 00:19:42.293 align:middle line:90%
the kids are going to love it.

00:19:42.293 --> 00:19:46.660 align:middle line:84%
And I think, as you all see,
Jeremy, we all know how quick

00:19:46.660 --> 00:19:49.918 align:middle line:90%
kids realize it is not fun.

00:19:49.918 --> 00:19:55.468 align:middle line:84%
And I think there are tons of
bad games out there that ruin

00:19:55.468 --> 00:19:58.947 align:middle line:84%
the reputation of educational
games in a sense.

00:19:58.947 --> 00:20:02.080 align:middle line:84%
And coming here to MIT and
working with Scott and people

00:20:02.080 --> 00:20:05.520 align:middle line:84%
like Dan, that I realized more,
the question is more,

00:20:05.520 --> 00:20:09.498 align:middle line:84%
what makes us curious about
the problem, about the

00:20:09.498 --> 00:20:10.680 align:middle line:90%
learning content.

00:20:10.680 --> 00:20:11.540 align:middle line:84%
Of course, we can have the
content of the game, something

00:20:11.540 --> 00:20:12.850 align:middle line:90%
we don't even have to call it.

00:20:12.850 --> 00:20:14.090 align:middle line:90%
It's more abstract.

00:20:14.090 --> 00:20:17.650 align:middle line:84%
We look for metaphors that are
kind of like, if you can

00:20:17.650 --> 00:20:20.780 align:middle line:84%
understand how to be interested
in history without

00:20:20.780 --> 00:20:24.260 align:middle line:84%
really learning all the real
data maybe you learn in other

00:20:24.260 --> 00:20:26.130 align:middle line:90%
history, but you get interested

00:20:26.130 --> 00:20:27.700 align:middle line:90%
in how history works.

00:20:27.700 --> 00:20:31.240 align:middle line:84%
And I think that's kind of like
what I learned here and I

00:20:31.240 --> 00:20:36.630 align:middle line:84%
realize now that it's really
useful, that we don't use the

00:20:36.630 --> 00:20:38.860 align:middle line:84%
chocolate covered broccoli
any more.

00:20:38.860 --> 00:20:42.070 align:middle line:84%
We ask more about, what
do we really want?

00:20:42.070 --> 00:20:44.890 align:middle line:84%
Do we want to have something
that is healthy or sweet, or

00:20:44.890 --> 00:20:47.340 align:middle line:84%
something different,
let's cook it.

00:20:47.340 --> 00:20:49.500 align:middle line:84%
Let's not just combine
two things.

00:20:49.500 --> 00:20:53.930 align:middle line:84%
And I think there's something
that also-- the good

00:20:53.930 --> 00:20:55.820 align:middle line:84%
educational games that
are out there are

00:20:55.820 --> 00:20:59.180 align:middle line:90%
heading in that direction.

00:20:59.180 --> 00:21:03.530 align:middle line:84%
PROFESSOR: Do you have
counter-examples from your

00:21:03.530 --> 00:21:09.199 align:middle line:84%
work, of something that seemed
fruitful but then kind of

00:21:09.199 --> 00:21:13.095 align:middle line:84%
maybe you were trying to address
some subject area and

00:21:13.095 --> 00:21:16.922 align:middle line:84%
then were trying to marry some
specific game mechanics you

00:21:16.922 --> 00:21:19.180 align:middle line:84%
thought might work, but
were disappointed?

00:21:19.180 --> 00:21:21.710 align:middle line:84%
GUEST SPEAKER: I could talk
about one that's not resolved

00:21:21.710 --> 00:21:24.480 align:middle line:90%
yet, that I'm struggling with.

00:21:24.480 --> 00:21:27.350 align:middle line:90%


00:21:27.350 --> 00:21:31.081 align:middle line:84%
We're doing a game with a
professor here at Ocean, in

00:21:31.081 --> 00:21:34.810 align:middle line:84%
environmental engineering,
about microbes.

00:21:34.810 --> 00:21:38.714 align:middle line:84%
He does all his work study
on microbes in the ocean.

00:21:38.714 --> 00:21:40.178 align:middle line:90%
Which I've learned about.

00:21:40.178 --> 00:21:42.630 align:middle line:84%
Half the biomass of the
ocean are microbes.

00:21:42.630 --> 00:21:44.954 align:middle line:84%
And we know almost nothing
about them, because until

00:21:44.954 --> 00:21:48.745 align:middle line:84%
people like him, he's one of a
few, built apparatus to study

00:21:48.745 --> 00:21:51.520 align:middle line:84%
ocean-like conditions in the
laboratory, we had no way of

00:21:51.520 --> 00:21:53.050 align:middle line:84%
knowing what was going
on with them.

00:21:53.050 --> 00:21:56.140 align:middle line:84%
So that's interesting
if you get into it.

00:21:56.140 --> 00:21:58.703 align:middle line:84%
It's not something that
middle school kids are

00:21:58.703 --> 00:22:02.030 align:middle line:90%
dying to know about.

00:22:02.030 --> 00:22:07.343 align:middle line:84%
So we're doing a simulation
where the premise is that

00:22:07.343 --> 00:22:11.584 align:middle line:84%
you've got a part of the ocean
that's dead and you're trying

00:22:11.584 --> 00:22:14.828 align:middle line:84%
to re-engineer it by introducing
nano-bots, which

00:22:14.828 --> 00:22:15.826 align:middle line:90%
you can build.

00:22:15.826 --> 00:22:19.818 align:middle line:84%
And these nano-bots would in
effect simulate the functions

00:22:19.818 --> 00:22:28.301 align:middle line:84%
of what looked like
processing oxygen.

00:22:28.301 --> 00:22:35.786 align:middle line:84%
Or rather, plants processing
either oxygen and producing

00:22:35.786 --> 00:22:38.090 align:middle line:84%
CO2 and energy, or
the reverse.

00:22:38.090 --> 00:22:40.090 align:middle line:90%
Taking CO2 and sunlight and--

00:22:40.090 --> 00:22:41.240 align:middle line:90%
Anyway.

00:22:41.240 --> 00:22:45.506 align:middle line:84%
So, the challenge, we made a
sort of interesting playable

00:22:45.506 --> 00:22:47.530 align:middle line:84%
simulation where you
build the stuff.

00:22:47.530 --> 00:22:56.810 align:middle line:84%
But I haven't figured out yet
I'm struggling with, have we

00:22:56.810 --> 00:23:00.369 align:middle line:84%
found a way to entice you to
do this, though, without

00:23:00.369 --> 00:23:01.770 align:middle line:84%
having to give you too
much information?

00:23:01.770 --> 00:23:05.380 align:middle line:84%
And I'm a big believer that a
game-- this game does not

00:23:05.380 --> 00:23:09.420 align:middle line:84%
start with instructions, because
I don't believe games

00:23:09.420 --> 00:23:10.875 align:middle line:84%
should ever start with
instructions.

00:23:10.875 --> 00:23:13.020 align:middle line:84%
But I'm still struggling with
the information we're

00:23:13.020 --> 00:23:13.380 align:middle line:90%
providing along the way.

00:23:13.380 --> 00:23:17.620 align:middle line:84%
There's too much read this now,
as opposed to-- and I

00:23:17.620 --> 00:23:20.530 align:middle line:84%
think the problem is, because
simulations are very wide open

00:23:20.530 --> 00:23:23.390 align:middle line:84%
environments, and it's very hard
to constrain a simulation

00:23:23.390 --> 00:23:26.640 align:middle line:84%
enough that the player goes,
ah, now I understand what

00:23:26.640 --> 00:23:28.764 align:middle line:90%
variable I just used.

00:23:28.764 --> 00:23:33.246 align:middle line:84%
And particularly because kids
have a tendency to see

00:23:33.246 --> 00:23:35.238 align:middle line:90%
simulations as black boxes.

00:23:35.238 --> 00:23:38.475 align:middle line:84%
So they'll change three
variables at once and not

00:23:38.475 --> 00:23:41.089 align:middle line:84%
notice they've changed three
variables, and not think about

00:23:41.089 --> 00:23:41.712 align:middle line:90%
what each variable was.

00:23:41.712 --> 00:23:45.480 align:middle line:84%
They just don't have the
practice of changing--

00:23:45.480 --> 00:23:47.105 align:middle line:84%
really, controlling
three variables.

00:23:47.105 --> 00:23:49.750 align:middle line:84%
And if you don't do that,
simulations do become black

00:23:49.750 --> 00:23:52.530 align:middle line:84%
boxes, and I'm still struggling
with how to-- not

00:23:52.530 --> 00:23:56.941 align:middle line:84%
to, say, mark the kid down the
road and say, OK, now make

00:23:56.941 --> 00:23:58.578 align:middle line:84%
this choice, now make
that choice.

00:23:58.578 --> 00:24:02.506 align:middle line:84%
Because that's too constrained
and not fun.

00:24:02.506 --> 00:24:06.311 align:middle line:84%
I want to have them have a lot
of choices but also have them

00:24:06.311 --> 00:24:08.398 align:middle line:84%
understand the effect of the
choices that they've made.

00:24:08.398 --> 00:24:10.362 align:middle line:84%
Maybe that's the best
way to sum it.

00:24:10.362 --> 00:24:12.817 align:middle line:84%
So just processing the
[UNINTELLIGIBLE PHRASE]

00:24:12.817 --> 00:24:16.745 align:middle line:90%


00:24:16.745 --> 00:24:19.200 align:middle line:84%
GUEST SPEAKER: I can give
a better example.

00:24:19.200 --> 00:24:20.875 align:middle line:84%
So, I was working
on this game.

00:24:20.875 --> 00:24:23.480 align:middle line:84%
I wasn't even working on
that, to my excuse.

00:24:23.480 --> 00:24:25.663 align:middle line:84%
I was beginning to work with
these people, then realized

00:24:25.663 --> 00:24:28.200 align:middle line:90%
it's not the way I want to go.

00:24:28.200 --> 00:24:30.600 align:middle line:90%
And then I stepped out of it.

00:24:30.600 --> 00:24:31.930 align:middle line:84%
And I think it's a good
example of what

00:24:31.930 --> 00:24:32.770 align:middle line:90%
you shouldn't do.

00:24:32.770 --> 00:24:37.530 align:middle line:84%
So this small town in Austria
is using their waste to

00:24:37.530 --> 00:24:40.620 align:middle line:90%
produce renewable energy.

00:24:40.620 --> 00:24:41.435 align:middle line:90%
It's really interesting.

00:24:41.435 --> 00:24:45.030 align:middle line:84%
The town is somewhere in the
countryside and nobody was

00:24:45.030 --> 00:24:45.170 align:middle line:90%
interested.

00:24:45.170 --> 00:24:48.570 align:middle line:84%
It makes so much power now that
they can give power for

00:24:48.570 --> 00:24:52.350 align:middle line:84%
free in their town to companies
and the neighboring

00:24:52.350 --> 00:24:54.690 align:middle line:84%
companies in neighboring
towns.

00:24:54.690 --> 00:24:56.370 align:middle line:84%
So a lot of people
are interested

00:24:56.370 --> 00:24:57.970 align:middle line:90%
in how they do that.

00:24:57.970 --> 00:25:00.260 align:middle line:84%
And we thought, well, we want to
be a cool town, what if we

00:25:00.260 --> 00:25:03.870 align:middle line:84%
make a game instead of just
providing the content.

00:25:03.870 --> 00:25:07.630 align:middle line:84%
But what they did, they gave us
all the content and said,

00:25:07.630 --> 00:25:08.830 align:middle line:84%
this is what you should
teach the people.

00:25:08.830 --> 00:25:11.950 align:middle line:90%
And make it fun.

00:25:11.950 --> 00:25:15.400 align:middle line:84%
And in the end, these people
were sitting together, OK,

00:25:15.400 --> 00:25:16.670 align:middle line:90%
what do people like?

00:25:16.670 --> 00:25:17.230 align:middle line:90%
Comics?

00:25:17.230 --> 00:25:20.110 align:middle line:84%
And you have to a character
that is moving around.

00:25:20.110 --> 00:25:22.780 align:middle line:84%
And they would make small
multiple choice tests.

00:25:22.780 --> 00:25:27.860 align:middle line:84%
And afterwards they get their
rewards, and it says your name

00:25:27.860 --> 00:25:30.390 align:middle line:84%
and it says you're trained
in that discipline.

00:25:30.390 --> 00:25:34.150 align:middle line:84%
And what was interesting for
me, they built the game.

00:25:34.150 --> 00:25:35.600 align:middle line:90%
And the game's been bashed.

00:25:35.600 --> 00:25:37.690 align:middle line:84%
And it's very sad and
it's horrible.

00:25:37.690 --> 00:25:41.030 align:middle line:84%
But the funniest thing for me
was, who was the target group?

00:25:41.030 --> 00:25:42.770 align:middle line:84%
And they never talked
about that.

00:25:42.770 --> 00:25:45.150 align:middle line:84%
They always thought who cares
about target groups, we make

00:25:45.150 --> 00:25:47.545 align:middle line:84%
this game, everybody's going
to love it, everybody's so

00:25:47.545 --> 00:25:47.670 align:middle line:90%
interested.

00:25:47.670 --> 00:25:51.987 align:middle line:84%
The idea was who decides
if you can do that in

00:25:51.987 --> 00:25:53.420 align:middle line:90%
the majors of towns.

00:25:53.420 --> 00:25:57.175 align:middle line:84%
They say, well, we want to
have a company like that.

00:25:57.175 --> 00:25:59.460 align:middle line:84%
And so now we're talking
about Austrian,

00:25:59.460 --> 00:26:00.800 align:middle line:90%
European, majors of towns.

00:26:00.800 --> 00:26:03.640 align:middle line:84%
And they are normally fat
and like to drink wine.

00:26:03.640 --> 00:26:06.250 align:middle line:84%
Normally they sit with another
mayor and have lunch and then

00:26:06.250 --> 00:26:07.620 align:middle line:90%
they say, wow, this works.

00:26:07.620 --> 00:26:09.432 align:middle line:84%
And then they decide
to do it or not.

00:26:09.432 --> 00:26:12.190 align:middle line:84%
But now they were sending these
games to majors who did

00:26:12.190 --> 00:26:14.910 align:middle line:84%
not know at all what
to do with this.

00:26:14.910 --> 00:26:16.940 align:middle line:84%
They couldn't get
into the game.

00:26:16.940 --> 00:26:19.500 align:middle line:84%
And so, not that the
game was bad.

00:26:19.500 --> 00:26:21.670 align:middle line:84%
They didn't even think about
their target group.

00:26:21.670 --> 00:26:27.260 align:middle line:84%
And I think that one aspect that
interested me the most

00:26:27.260 --> 00:26:32.253 align:middle line:84%
is, you have to have the context
of the game as a

00:26:32.253 --> 00:26:32.505 align:middle line:90%
learning experience.

00:26:32.505 --> 00:26:33.830 align:middle line:90%
It has to be suitable.

00:26:33.830 --> 00:26:35.270 align:middle line:84%
If this is not happening,
you can play the

00:26:35.270 --> 00:26:37.030 align:middle line:90%
most interesting game.

00:26:37.030 --> 00:26:40.870 align:middle line:84%
If someone doesn't get the
problem, doesn't get engaged

00:26:40.870 --> 00:26:45.130 align:middle line:84%
to the problem, it's just
something happening.

00:26:45.130 --> 00:26:46.800 align:middle line:90%
It's not really interesting.

00:26:46.800 --> 00:26:49.790 align:middle line:84%
And I think that's a major
problem that this

00:26:49.790 --> 00:26:55.200 align:middle line:90%
example was totally .

00:26:55.200 --> 00:26:59.610 align:middle line:84%
PROFESSOR: So, know who you're
designing your game for.

00:26:59.610 --> 00:27:02.870 align:middle line:84%
And how do you think they get
engaged in the games.

00:27:02.870 --> 00:27:04.120 align:middle line:90%
GUEST SPEAKER: Yes.

00:27:04.120 --> 00:27:09.010 align:middle line:90%


00:27:09.010 --> 00:27:12.082 align:middle line:84%
GUEST SPEAKER: Just to do a
simplistic example, but it's

00:27:12.082 --> 00:27:13.510 align:middle line:90%
one [UNINTELLIGIBLE] example.

00:27:13.510 --> 00:27:16.740 align:middle line:84%
If I wanted a game for my
mother, who occasionally would

00:27:16.740 --> 00:27:18.080 align:middle line:90%
play a casual game.

00:27:18.080 --> 00:27:21.682 align:middle line:84%
I wouldn't do a massively
multiplayer game with lots of

00:27:21.682 --> 00:27:22.630 align:middle line:90%
stuff going around.

00:27:22.630 --> 00:27:24.350 align:middle line:84%
All these senior citizens are
going to get into this

00:27:24.350 --> 00:27:25.130 align:middle line:90%
massively multiplayer game.

00:27:25.130 --> 00:27:28.463 align:middle line:84%
I mean, it sounds like it would
be really great, to come

00:27:28.463 --> 00:27:29.005 align:middle line:84%
up with a massively multiplayer
game for senior

00:27:29.005 --> 00:27:29.890 align:middle line:84%
citizens, because of
their eyesight.

00:27:29.890 --> 00:27:34.370 align:middle line:84%
But you also know that they
didn't grow up with computers,

00:27:34.370 --> 00:27:37.810 align:middle line:84%
and they're not going to be able
to navigate a 3D space.

00:27:37.810 --> 00:27:42.726 align:middle line:84%
So, that's a simplified example
of why it's important

00:27:42.726 --> 00:27:43.714 align:middle line:90%
[INAUDIBLE].

00:27:43.714 --> 00:27:46.925 align:middle line:84%
PROFESSOR: And what is really
good about it is that game

00:27:46.925 --> 00:27:49.148 align:middle line:84%
like [? Revish ?] the
cancer game, maybe

00:27:49.148 --> 00:27:51.124 align:middle line:90%
some of you know about.

00:27:51.124 --> 00:27:53.594 align:middle line:84%
It's a cancer game
[UNINTELLIGIBLE].

00:27:53.594 --> 00:27:55.470 align:middle line:84%
GUEST SPEAKER: It was actually
mentioned in the reading

00:27:55.470 --> 00:27:55.820 align:middle line:90%
[UNINTELLIGIBLE].

00:27:55.820 --> 00:27:58.164 align:middle line:84%
GUEST SPEAKER: But it's
hopefully one of the best

00:27:58.164 --> 00:27:59.130 align:middle line:84%
[UNINTELLIGIBLE] learning
games out there.

00:27:59.130 --> 00:28:02.295 align:middle line:84%
But the good thing about them
is, people that play that game

00:28:02.295 --> 00:28:03.870 align:middle line:90%
have cancer.

00:28:03.870 --> 00:28:07.970 align:middle line:84%
So you have the problem to the
game is so close that people

00:28:07.970 --> 00:28:12.110 align:middle line:84%
who do not play the game say oh,
I don't care about cancer.

00:28:12.110 --> 00:28:13.645 align:middle line:84%
They care about cancer because
they have cancer.

00:28:13.645 --> 00:28:17.120 align:middle line:84%
The game is about cancer, and
the way chemotherapy works.

00:28:17.120 --> 00:28:21.700 align:middle line:84%
So the context of the engagement
is automatically,

00:28:21.700 --> 00:28:23.220 align:middle line:90%
the problem is solved.

00:28:23.220 --> 00:28:25.912 align:middle line:90%
But what about this cancer.

00:28:25.912 --> 00:28:28.090 align:middle line:84%
What about a learning
game where it's

00:28:28.090 --> 00:28:28.816 align:middle line:90%
about language learning?

00:28:28.816 --> 00:28:30.053 align:middle line:84%
Are these people already
interested

00:28:30.053 --> 00:28:31.000 align:middle line:90%
to learn the language?

00:28:31.000 --> 00:28:33.510 align:middle line:84%
Do they come there with their
language problem, or do we

00:28:33.510 --> 00:28:37.210 align:middle line:84%
want to introduce them to the
problem or show them maybe you

00:28:37.210 --> 00:28:40.120 align:middle line:84%
don't have to be afraid to learn
a language or whatever.

00:28:40.120 --> 00:28:41.508 align:middle line:84%
This question has to
be addressed at

00:28:41.508 --> 00:28:42.670 align:middle line:90%
a very early stage.

00:28:42.670 --> 00:28:46.443 align:middle line:84%
Otherwise, if you start
designing and then address the

00:28:46.443 --> 00:28:47.856 align:middle line:90%
question, it's late.

00:28:47.856 --> 00:28:50.860 align:middle line:90%


00:28:50.860 --> 00:28:55.036 align:middle line:84%
The question is sort of about
the explicit versus the

00:28:55.036 --> 00:28:55.964 align:middle line:90%
[UNINTELLIGIBLE].

00:28:55.964 --> 00:28:59.140 align:middle line:84%
So if you play [UNINTELLIGIBLE],
that was

00:28:59.140 --> 00:29:04.556 align:middle line:84%
really designed to introduce,
basically, an idea that people

00:29:04.556 --> 00:29:07.780 align:middle line:84%
have struggled with, which are
what position and velocity

00:29:07.780 --> 00:29:09.380 align:middle line:90%
graphs actually mean.

00:29:09.380 --> 00:29:12.810 align:middle line:84%
But the game doesn't mention
velocity and it doesn't

00:29:12.810 --> 00:29:13.550 align:middle line:90%
mention graphs.

00:29:13.550 --> 00:29:17.924 align:middle line:84%
And in fact in the same reviews
that it got lots of

00:29:17.924 --> 00:29:20.053 align:middle line:84%
good reviews when it came out,
a lot of them said, I had no

00:29:20.053 --> 00:29:21.303 align:middle line:90%
idea this was educational.

00:29:21.303 --> 00:29:24.000 align:middle line:90%


00:29:24.000 --> 00:29:27.200 align:middle line:84%
I wouldn't argue that that's
fine, that people don't

00:29:27.200 --> 00:29:30.728 align:middle line:84%
necessarily know that as they're
playing the game, that

00:29:30.728 --> 00:29:32.660 align:middle line:84%
they are still building up some
conceptual knowledge.

00:29:32.660 --> 00:29:36.050 align:middle line:84%
I think that some large
percentage of the people who

00:29:36.050 --> 00:29:37.560 align:middle line:84%
play a game in that setting will
probably play the game

00:29:37.560 --> 00:29:40.962 align:middle line:84%
and do nothing else but then
three months later

00:29:40.962 --> 00:29:41.001 align:middle line:90%
they'll have gone.

00:29:41.001 --> 00:29:42.251 align:middle line:84%
That experience for most people
will not be resilient.

00:29:42.251 --> 00:29:43.878 align:middle line:90%


00:29:43.878 --> 00:29:46.994 align:middle line:84%
Not because they didn't enjoy
it, but because they have lots

00:29:46.994 --> 00:29:49.610 align:middle line:84%
of things going on in life and
there's more information

00:29:49.610 --> 00:29:51.384 align:middle line:90%
coming out of [UNINTELLIGIBLE].

00:29:51.384 --> 00:29:53.986 align:middle line:84%
On the other hand, the kid plays
that game and then you

00:29:53.986 --> 00:29:55.900 align:middle line:84%
sit down and have a conversation
about velocity

00:29:55.900 --> 00:29:58.220 align:middle line:84%
and position graphs, there might
be some real meaningful

00:29:58.220 --> 00:29:59.192 align:middle line:90%
learning that occurs.

00:29:59.192 --> 00:30:01.740 align:middle line:84%
And so I think it's really
important to not overreach in

00:30:01.740 --> 00:30:03.620 align:middle line:90%
that sense.

00:30:03.620 --> 00:30:06.508 align:middle line:84%
I try to avoid, although we
still do the saying that our

00:30:06.508 --> 00:30:07.496 align:middle line:90%
games teach.

00:30:07.496 --> 00:30:10.954 align:middle line:84%
Because I think teaching is a
much more active and explicit

00:30:10.954 --> 00:30:12.436 align:middle line:90%
activity to learn games too.

00:30:12.436 --> 00:30:16.060 align:middle line:84%
I think our games let people
play with them, let people

00:30:16.060 --> 00:30:16.380 align:middle line:90%
learn from them.

00:30:16.380 --> 00:30:20.010 align:middle line:84%
And then just like if you
read a book, the book

00:30:20.010 --> 00:30:20.632 align:middle line:90%
doesn't teach anything.

00:30:20.632 --> 00:30:22.998 align:middle line:84%
The book puts information
[UNINTELLIGIBLE]

00:30:22.998 --> 00:30:27.853 align:middle line:84%
And I think that's really part
of, I think, we have to be

00:30:27.853 --> 00:30:31.464 align:middle line:84%
modest and humble about it
as we do this stuff.

00:30:31.464 --> 00:30:32.740 align:middle line:84%
But that was [UNINTELLIGIBLE]
as the challenge

00:30:32.740 --> 00:30:33.340 align:middle line:90%
[UNINTELLIGIBLE]

00:30:33.340 --> 00:30:36.500 align:middle line:84%
of thinking about, if you do
want some learning to occur,

00:30:36.500 --> 00:30:38.240 align:middle line:84%
where do you want the
learning to occur.

00:30:38.240 --> 00:30:41.560 align:middle line:84%
Is this for peoples' personal
lives, is it a mediated

00:30:41.560 --> 00:30:42.606 align:middle line:90%
setting like a hospital?

00:30:42.606 --> 00:30:46.890 align:middle line:84%
Or is it in a school--
those are really

00:30:46.890 --> 00:30:49.760 align:middle line:90%
critical questions .

00:30:49.760 --> 00:30:52.876 align:middle line:84%
It's not just the learning
but the setting.

00:30:52.876 --> 00:30:55.834 align:middle line:84%
PROFESSOR: And who's introducing
a game to them,

00:30:55.834 --> 00:30:56.820 align:middle line:90%
for instance.

00:30:56.820 --> 00:30:59.090 align:middle line:90%
Is it a teacher, a doctor.

00:30:59.090 --> 00:30:59.840 align:middle line:84%
GUEST SPEAKER: And were
they playing.

00:30:59.840 --> 00:31:02.504 align:middle line:84%
Like with Labyrinth, which is
this middle school math game

00:31:02.504 --> 00:31:04.870 align:middle line:84%
that Dan and I were
working on.

00:31:04.870 --> 00:31:09.790 align:middle line:84%
We knew that if we didn't push
in another direction, the

00:31:09.790 --> 00:31:12.440 align:middle line:84%
implementation was going to be,
well print this game and

00:31:12.440 --> 00:31:14.074 align:middle line:90%
it gets played in classrooms.

00:31:14.074 --> 00:31:16.720 align:middle line:90%
If you've ever seen--

00:31:16.720 --> 00:31:20.342 align:middle line:84%
if you remember your own
computer labs in school, that

00:31:20.342 --> 00:31:23.057 align:middle line:84%
that was [UNINTELLIGIBLE], which
is true actually for a

00:31:23.057 --> 00:31:23.890 align:middle line:90%
lot of [UNINTELLIGIBLE].

00:31:23.890 --> 00:31:26.530 align:middle line:84%
It meant every now and then you
had to line up and walk

00:31:26.530 --> 00:31:29.165 align:middle line:84%
down the hall to this other
place, that you would only get

00:31:29.165 --> 00:31:30.150 align:middle line:90%
to occasionally.

00:31:30.150 --> 00:31:32.734 align:middle line:84%
And by the time you settled into
your chairs and booted it

00:31:32.734 --> 00:31:34.942 align:middle line:84%
up, you had maybe 20 minutes
on the computer and then it

00:31:34.942 --> 00:31:35.200 align:middle line:90%
was time to go.

00:31:35.200 --> 00:31:38.242 align:middle line:84%
So if you design something for
schools, you're talking about

00:31:38.242 --> 00:31:42.037 align:middle line:84%
a 20 minute experience once
every two or three weeks.

00:31:42.037 --> 00:31:44.370 align:middle line:84%
I'm not sure that was
worth thinking about

00:31:44.370 --> 00:31:45.970 align:middle line:90%
anything for that.

00:31:45.970 --> 00:31:49.555 align:middle line:84%
So we design the game, we
play it online at home.

00:31:49.555 --> 00:31:54.106 align:middle line:84%
And encourage teachers to let
the kids just play it.

00:31:54.106 --> 00:31:56.606 align:middle line:84%
And there was another advantage
of that, which was

00:31:56.606 --> 00:31:57.190 align:middle line:84%
to go back to who
introduces it.

00:31:57.190 --> 00:31:59.680 align:middle line:84%
If you play that-- even if we
have the perfect 20 minute

00:31:59.680 --> 00:32:02.970 align:middle line:84%
game for the computer lab, if
the teacher's walking around--

00:32:02.970 --> 00:32:03.840 align:middle line:90%
I shouldn't say.

00:32:03.840 --> 00:32:05.560 align:middle line:84%
I've seen good uses
of that space.

00:32:05.560 --> 00:32:07.610 align:middle line:84%
But there's some greater
probability you're going to

00:32:07.610 --> 00:32:09.290 align:middle line:84%
feel like this is
just a lesson.

00:32:09.290 --> 00:32:11.430 align:middle line:84%
Whereas if the teacher says, go
play this at home, there's

00:32:11.430 --> 00:32:13.876 align:middle line:84%
some greater probability that
you will sort of forget about

00:32:13.876 --> 00:32:15.656 align:middle line:84%
the school and get
[UNINTELLIGIBLE].

00:32:15.656 --> 00:32:17.130 align:middle line:84%
And again, it's not that
we want to trick

00:32:17.130 --> 00:32:18.225 align:middle line:90%
you into doing math.

00:32:18.225 --> 00:32:20.930 align:middle line:84%
It's that we want to engage
with the math in the most

00:32:20.930 --> 00:32:22.880 align:middle line:90%
pleasant spirit possible.

00:32:22.880 --> 00:32:27.836 align:middle line:84%
And the less we give the wrapper
of school to it, the

00:32:27.836 --> 00:32:29.808 align:middle line:84%
more playful you're
likely to be.

00:32:29.808 --> 00:32:32.766 align:middle line:84%
Even if you're not denying that
it's math or science or

00:32:32.766 --> 00:32:33.752 align:middle line:90%
[UNINTELLIGIBLE].

00:32:33.752 --> 00:32:37.696 align:middle line:84%
So that was
[UNINTELLIGIBLE PHRASE].

00:32:37.696 --> 00:32:41.311 align:middle line:84%
GUEST SPEAKER: So Constantine,
you had said the cancer game

00:32:41.311 --> 00:32:42.626 align:middle line:90%
is really well evaluated.

00:32:42.626 --> 00:32:45.816 align:middle line:84%
So did any of you have stories
or experiences from seeing

00:32:45.816 --> 00:32:48.714 align:middle line:84%
your games out in the
world that way.

00:32:48.714 --> 00:32:51.023 align:middle line:84%
You've gotten feedback from
teachers who have tried this

00:32:51.023 --> 00:32:52.273 align:middle line:90%
in the classrooms.

00:32:52.273 --> 00:32:57.910 align:middle line:90%


00:32:57.910 --> 00:32:59.890 align:middle line:90%
GUEST SPEAKER: Yeah.

00:32:59.890 --> 00:33:01.140 align:middle line:90%
GUEST SPEAKER: [UNINTELLIGIBLE]

00:33:01.140 --> 00:33:05.100 align:middle line:90%


00:33:05.100 --> 00:33:10.340 align:middle line:84%
so from the game I just talked
about, about renewable

00:33:10.340 --> 00:33:12.720 align:middle line:90%
energies that totally failed.

00:33:12.720 --> 00:33:16.780 align:middle line:84%
People played it but didn't
understand it, hated it, or

00:33:16.780 --> 00:33:17.030 align:middle line:90%
[UNINTELLIGIBLE].

00:33:17.030 --> 00:33:20.290 align:middle line:90%
So I think, total failure.

00:33:20.290 --> 00:33:27.550 align:middle line:84%
And I think just to start with
this conversation is, this is

00:33:27.550 --> 00:33:30.190 align:middle line:90%
a problematic thing.

00:33:30.190 --> 00:33:36.350 align:middle line:84%
Because there is very little
research going on on the

00:33:36.350 --> 00:33:39.380 align:middle line:84%
iteration of games, because
it's also very hard.

00:33:39.380 --> 00:33:42.510 align:middle line:84%
It takes lot of effort and it
also could take a lot of money

00:33:42.510 --> 00:33:48.898 align:middle line:84%
to evaluate the research, that
the success of the game for

00:33:48.898 --> 00:33:51.343 align:middle line:90%
learning purposes.

00:33:51.343 --> 00:33:54.562 align:middle line:84%
And I just know very
few studies that do

00:33:54.562 --> 00:33:56.458 align:middle line:90%
that, in the end.

00:33:56.458 --> 00:34:00.490 align:middle line:84%
And I think we've just reached
that moment where people start

00:34:00.490 --> 00:34:02.210 align:middle line:84%
to think that this is an
interesting way to do it.

00:34:02.210 --> 00:34:07.020 align:middle line:84%
And Remission, as I said,
is probably--

00:34:07.020 --> 00:34:09.000 align:middle line:84%
maybe you'll correct me in a
second, but I think it's the

00:34:09.000 --> 00:34:12.300 align:middle line:84%
only game I would put my hand
into the fire for it.

00:34:12.300 --> 00:34:16.397 align:middle line:84%
But the question is, what did
they learn in the game?

00:34:16.397 --> 00:34:17.891 align:middle line:84%
They learned about
[UNINTELLIGIBLE].

00:34:17.891 --> 00:34:21.875 align:middle line:84%
They learned that there is
something they can do.

00:34:21.875 --> 00:34:25.361 align:middle line:84%
They learned a more positive
perspective, a more positive

00:34:25.361 --> 00:34:26.855 align:middle line:90%
relation to medicine.

00:34:26.855 --> 00:34:30.839 align:middle line:84%
They didn't learn
anything else.

00:34:30.839 --> 00:34:31.835 align:middle line:90%
In the research--

00:34:31.835 --> 00:34:33.827 align:middle line:84%
GUEST SPEAKER: It doesn't really
change their illness.

00:34:33.827 --> 00:34:35.422 align:middle line:84%
PROFESSOR: And they didn't
get happier.

00:34:35.422 --> 00:34:39.120 align:middle line:84%
It's not that they said, wow,
now, I couldn't cope better

00:34:39.120 --> 00:34:40.389 align:middle line:90%
with their illness.

00:34:40.389 --> 00:34:44.584 align:middle line:84%
They just took the medicine and
so the doctors were really

00:34:44.584 --> 00:34:44.960 align:middle line:90%
happy with that.

00:34:44.960 --> 00:34:46.961 align:middle line:90%
But--

00:34:46.961 --> 00:34:48.284 align:middle line:84%
GUEST SPEAKER: That's
the stated goal

00:34:48.284 --> 00:34:50.224 align:middle line:90%
of Remission, actually.

00:34:50.224 --> 00:34:55.151 align:middle line:84%
It's, this is a 3D game
where you play a

00:34:55.151 --> 00:34:57.541 align:middle line:90%
woman in space or something.

00:34:57.541 --> 00:35:01.050 align:middle line:90%
Shot down and [UNINTELLIGIBLE]

00:35:01.050 --> 00:35:04.200 align:middle line:84%
but the stated goal of the game,
at least of the people

00:35:04.200 --> 00:35:07.942 align:middle line:84%
who were making it, was to try
to encourage people who are

00:35:07.942 --> 00:35:12.566 align:middle line:84%
suffering from cancer to keep
up with their medication.

00:35:12.566 --> 00:35:18.960 align:middle line:84%
Don't fail keeping up the
schedule of taking your

00:35:18.960 --> 00:35:22.320 align:middle line:90%
chemotherapy drugs, basically.

00:35:22.320 --> 00:35:25.617 align:middle line:84%
And the game was designed to
show what happens, what these

00:35:25.617 --> 00:35:30.487 align:middle line:84%
drugs actually try to do in some
sort of fictional-- or

00:35:30.487 --> 00:35:33.896 align:middle line:84%
fantastical, I'm not going
to say fictional --

00:35:33.896 --> 00:35:36.818 align:middle line:90%
so that's Remission.

00:35:36.818 --> 00:35:38.766 align:middle line:84%
PROFESSOR: Is this a free
play game as well?

00:35:38.766 --> 00:35:39.155 align:middle line:90%
GUEST SPEAKER: Yeah.

00:35:39.155 --> 00:35:39.253 align:middle line:90%
Yeah.

00:35:39.253 --> 00:35:41.201 align:middle line:90%
[UNINTELLIGIBLE].

00:35:41.201 --> 00:35:43.675 align:middle line:84%
GUEST SPEAKER: So, on Labyrinth
the original grant

00:35:43.675 --> 00:35:47.575 align:middle line:84%
include an excess of one year
evaluation on the game use.

00:35:47.575 --> 00:35:50.910 align:middle line:84%
And then when Congress cut back
the funding of the larger

00:35:50.910 --> 00:35:55.362 align:middle line:84%
program, of which Labyrinth was
just one small piece, that

00:35:55.362 --> 00:35:55.605 align:middle line:90%
got cut off.

00:35:55.605 --> 00:35:57.306 align:middle line:84%
And so the research
didn't happen.

00:35:57.306 --> 00:36:00.222 align:middle line:84%
We're now looking for a grant,
because Labyrinth has been

00:36:00.222 --> 00:36:04.620 align:middle line:84%
used aggressively in Maryland
schools [UNINTELLIGIBLE].

00:36:04.620 --> 00:36:05.560 align:middle line:84%
So we are going to
look for funding.

00:36:05.560 --> 00:36:07.690 align:middle line:84%
But generally, there's
less money.

00:36:07.690 --> 00:36:09.280 align:middle line:84%
As little money as there is
you're developing this

00:36:09.280 --> 00:36:12.619 align:middle line:84%
[UNINTELLIGIBLE] there's even
less for researching them.

00:36:12.619 --> 00:36:18.448 align:middle line:84%
And I think some of what I think
our work is designed

00:36:18.448 --> 00:36:20.547 align:middle line:84%
[UNINTELLIGIBLE], we figure
out what we can learn by

00:36:20.547 --> 00:36:20.918 align:middle line:90%
making the game.

00:36:20.918 --> 00:36:22.760 align:middle line:84%
And we publish what we've
learned in the hope that other

00:36:22.760 --> 00:36:25.550 align:middle line:84%
people will pick up the ball,
people who have more of a

00:36:25.550 --> 00:36:29.935 align:middle line:84%
research bent in the
traditional sense.

00:36:29.935 --> 00:36:32.266 align:middle line:84%
Will start to do the
research about it.

00:36:32.266 --> 00:36:32.960 align:middle line:84%
I think we're on the
brink of that.

00:36:32.960 --> 00:36:37.270 align:middle line:84%
I think with stuff like the
Quest to Learn School.

00:36:37.270 --> 00:36:39.220 align:middle line:84%
Increasing numbers of
educators are using

00:36:39.220 --> 00:36:40.390 align:middle line:90%
[UNINTELLIGIBLE].

00:36:40.390 --> 00:36:44.568 align:middle line:84%
I do have only anecdotal
evidence, but the very first

00:36:44.568 --> 00:36:50.513 align:middle line:84%
game that I did, which was this
massive logic oriented

00:36:50.513 --> 00:36:54.490 align:middle line:84%
game, ended up being not
particularly well marketed.

00:36:54.490 --> 00:36:57.870 align:middle line:84%
It nevertheless sold
a million copies.

00:36:57.870 --> 00:37:02.508 align:middle line:84%
And the anecdotal evidence I got
was that it was one of the

00:37:02.508 --> 00:37:04.240 align:middle line:84%
rare cases where parents would
bring it in and recommend it

00:37:04.240 --> 00:37:06.430 align:middle line:84%
to teachers, and teachers would
recommend it to parents.

00:37:06.430 --> 00:37:09.092 align:middle line:84%
Or kids would come home from
school recommending it.

00:37:09.092 --> 00:37:12.627 align:middle line:84%
And there seemed to be this
fairly broad acceptance by

00:37:12.627 --> 00:37:16.175 align:middle line:84%
both parents and teachers and
kids, without kids having the

00:37:16.175 --> 00:37:18.815 align:middle line:84%
sense that, oh, my teacher's
making me do this.

00:37:18.815 --> 00:37:20.265 align:middle line:84%
And I hear that now that
everybody's rich and famous in

00:37:20.265 --> 00:37:22.790 align:middle line:84%
their 20s, I occasionally
hear from them.

00:37:22.790 --> 00:37:25.774 align:middle line:84%
And some of them say it's
what interested

00:37:25.774 --> 00:37:26.590 align:middle line:90%
them in math and stuff.

00:37:26.590 --> 00:37:29.478 align:middle line:84%
So that's all anecdotal, and
maybe [UNINTELLIGIBLE] has

00:37:29.478 --> 00:37:30.728 align:middle line:90%
some [UNINTELLIGIBLE].

00:37:30.728 --> 00:37:33.220 align:middle line:90%


00:37:33.220 --> 00:37:36.131 align:middle line:84%
But I think the million copies
is beating towards the--

00:37:36.131 --> 00:37:37.381 align:middle line:84%
PROFESSOR:
[UNINTELLIGIBLE PHRASE]

00:37:37.381 --> 00:37:46.280 align:middle line:90%


00:37:46.280 --> 00:37:46.600 align:middle line:90%
GUEST SPEAKER: Sure.

00:37:46.600 --> 00:37:48.405 align:middle line:84%
I'll just add a little
bit to that.

00:37:48.405 --> 00:37:51.830 align:middle line:84%
I also have some anecdotal
stuff I want to bring in.

00:37:51.830 --> 00:37:54.481 align:middle line:90%


00:37:54.481 --> 00:37:57.420 align:middle line:84%
But the most interesting thing
that I've discovered was with

00:37:57.420 --> 00:38:01.660 align:middle line:84%
Labyrinth and a target audience
that I've seen play

00:38:01.660 --> 00:38:05.053 align:middle line:84%
it, that it was not specifically
designed for.

00:38:05.053 --> 00:38:11.040 align:middle line:84%
Which is kids with some sort
of attention disorder.

00:38:11.040 --> 00:38:16.284 align:middle line:84%
Whether it's ADD, or autism
or something.

00:38:16.284 --> 00:38:19.845 align:middle line:84%
And seeing these kids engage
with the game, even engage

00:38:19.845 --> 00:38:25.148 align:middle line:84%
with the game in a social
way, and be

00:38:25.148 --> 00:38:27.608 align:middle line:90%
hyperfocused on the game.

00:38:27.608 --> 00:38:34.870 align:middle line:84%
And be highly competent with the
game, and to really calm

00:38:34.870 --> 00:38:40.978 align:middle line:84%
down and adopt pro-social
behaviors that were not

00:38:40.978 --> 00:38:43.816 align:middle line:90%
characteristic of them.

00:38:43.816 --> 00:38:46.912 align:middle line:84%
Or that their peers
or families hadn't

00:38:46.912 --> 00:38:48.265 align:middle line:90%
seen with them before.

00:38:48.265 --> 00:38:51.211 align:middle line:84%
I think there's a lot
of power there.

00:38:51.211 --> 00:38:54.036 align:middle line:84%
GUEST SPEAKER: The first two
teachers I've met who have

00:38:54.036 --> 00:38:57.308 align:middle line:84%
used Labyrinth said they were
seeing performance with kids

00:38:57.308 --> 00:39:01.204 align:middle line:84%
they didn't expect
to see before.

00:39:01.204 --> 00:39:04.249 align:middle line:84%
Because our sense was that lots
of kids have competencies

00:39:04.249 --> 00:39:05.398 align:middle line:84%
and skills that they
don't show off in

00:39:05.398 --> 00:39:07.020 align:middle line:90%
the format of school.

00:39:07.020 --> 00:39:10.780 align:middle line:84%
School being its own kind of
game which only certain people

00:39:10.780 --> 00:39:11.680 align:middle line:90%
are good at.

00:39:11.680 --> 00:39:15.713 align:middle line:84%
And so having a kid be able to
demonstrate a competency at a

00:39:15.713 --> 00:39:18.096 align:middle line:84%
different kind of game, and
let the teacher see it.

00:39:18.096 --> 00:39:21.634 align:middle line:84%
Because part of the design of
Labyrinth is that teachers can

00:39:21.634 --> 00:39:22.980 align:middle line:90%
track progress online.

00:39:22.980 --> 00:39:24.483 align:middle line:90%
That was one of our goals.

00:39:24.483 --> 00:39:26.948 align:middle line:90%
And that was [UNINTELLIGIBLE].

00:39:26.948 --> 00:39:28.427 align:middle line:84%
GUEST SPEAKER: This is a very
good laptop actually.

00:39:28.427 --> 00:39:30.892 align:middle line:84%
So is it possible to look it up
and show some of Labyrinth?

00:39:30.892 --> 00:39:33.850 align:middle line:84%
Because we've been talking
about it in this aspect.

00:39:33.850 --> 00:39:34.343 align:middle line:90%
GUEST SPEAKER: Yeah, sure.

00:39:34.343 --> 00:39:34.836 align:middle line:90%
Absolutely.

00:39:34.836 --> 00:39:36.808 align:middle line:90%
[INTERPOSING VOICES]

00:39:36.808 --> 00:39:40.259 align:middle line:84%
GUEST SPEAKER: It's just
a notion of a game.

00:39:40.259 --> 00:39:42.231 align:middle line:84%
GUEST SPEAKER: But other people
can [UNINTELLIGIBLE].

00:39:42.231 --> 00:39:43.481 align:middle line:90%
[INTERPOSING VOICES]

00:39:43.481 --> 00:39:48.500 align:middle line:90%


00:39:48.500 --> 00:39:51.780 align:middle line:84%
PROFESSOR: While we're setting
that up, I'd like to ask a bit

00:39:51.780 --> 00:39:53.218 align:middle line:90%
about prototyping.

00:39:53.218 --> 00:39:54.468 align:middle line:90%
[UNINTELLIGIBLE]

00:39:54.468 --> 00:40:11.182 align:middle line:90%


00:40:11.182 --> 00:40:15.500 align:middle line:84%
So, in the process of
designing-- these are mostly

00:40:15.500 --> 00:40:17.875 align:middle line:84%
digital games that we've been
talking about all the time.

00:40:17.875 --> 00:40:21.130 align:middle line:84%
But I'd like to talk about the
early stage, when you're

00:40:21.130 --> 00:40:24.686 align:middle line:84%
working with paper or simple
digital prototypes.

00:40:24.686 --> 00:40:28.910 align:middle line:90%


00:40:28.910 --> 00:40:32.600 align:middle line:84%
Maybe you can talk a little bit
about how that might be

00:40:32.600 --> 00:40:37.375 align:middle line:84%
similar or different from
designing other kinds of

00:40:37.375 --> 00:40:40.504 align:middle line:84%
computer games, or
even board games?

00:40:40.504 --> 00:40:43.303 align:middle line:84%
Do you test it differently
because you're designing it

00:40:43.303 --> 00:40:45.938 align:middle line:84%
explicitly for a specific
audience?

00:40:45.938 --> 00:40:49.643 align:middle line:84%
Do you test it with instructors
as well as

00:40:49.643 --> 00:40:50.890 align:middle line:90%
players, or [UNINTELLIGIBLE]?

00:40:50.890 --> 00:40:52.960 align:middle line:84%
GUEST SPEAKER: I think it's
always best to try to test

00:40:52.960 --> 00:40:54.660 align:middle line:90%
with your target audience.

00:40:54.660 --> 00:40:57.230 align:middle line:84%
The things you'd learn
from [UNINTELLIGIBLE]

00:40:57.230 --> 00:41:00.810 align:middle line:90%


00:41:00.810 --> 00:41:03.230 align:middle line:84%
there's thing you learn, you can
learn from any audience.

00:41:03.230 --> 00:41:06.610 align:middle line:84%
Particularly usability,
which is important.

00:41:06.610 --> 00:41:11.004 align:middle line:84%
Frequently the flaw in a game is
not the core mechanic, but

00:41:11.004 --> 00:41:14.665 align:middle line:84%
the ease with which the player
can understand what they're

00:41:14.665 --> 00:41:14.950 align:middle line:90%
supposed to do.

00:41:14.950 --> 00:41:18.070 align:middle line:84%
But you can test that with
any wide range of people.

00:41:18.070 --> 00:41:20.660 align:middle line:84%
Anyone who you think is roughly
as computer game

00:41:20.660 --> 00:41:23.090 align:middle line:84%
literate as your target
audience.

00:41:23.090 --> 00:41:27.500 align:middle line:84%
But I think if your goal is to
interest middle-school kids

00:41:27.500 --> 00:41:31.324 align:middle line:84%
like we do with this game--
let me just turn this on--

00:41:31.324 --> 00:41:35.640 align:middle line:90%


00:41:35.640 --> 00:41:37.640 align:middle line:84%
then you do want to, because
there are questions about age

00:41:37.640 --> 00:41:40.230 align:middle line:90%
appropriateness.

00:41:40.230 --> 00:41:42.598 align:middle line:90%
Or [UNINTELLIGIBLE PHRASE]

00:41:42.598 --> 00:41:51.030 align:middle line:90%


00:41:51.030 --> 00:41:51.526 align:middle line:90%
All right.

00:41:51.526 --> 00:41:53.900 align:middle line:84%
So we're about to get
this screen here.

00:41:53.900 --> 00:41:55.640 align:middle line:90%
So this is a login screen.

00:41:55.640 --> 00:41:59.610 align:middle line:84%
This is not the first screen
you would come to if you'd

00:41:59.610 --> 00:42:03.530 align:middle line:84%
started the game from scratch,
you get some more information.

00:42:03.530 --> 00:42:04.090 align:middle line:90%
But I've already logged in.

00:42:04.090 --> 00:42:08.010 align:middle line:90%
So what you'll notice--

00:42:08.010 --> 00:42:11.810 align:middle line:90%
let me just log in.

00:42:11.810 --> 00:42:12.780 align:middle line:90%
So it's online.

00:42:12.780 --> 00:42:14.080 align:middle line:84%
You can play from
any computer.

00:42:14.080 --> 00:42:15.472 align:middle line:84%
That was important because
we were concerned about

00:42:15.472 --> 00:42:18.820 align:middle line:84%
underserved populations who
either don't have computers at

00:42:18.820 --> 00:42:24.120 align:middle line:84%
home or who have less control
over their time, don't have a

00:42:24.120 --> 00:42:25.510 align:middle line:84%
computer in their
room, certainly.

00:42:25.510 --> 00:42:27.590 align:middle line:84%
Or might do all their work
in an after-school

00:42:27.590 --> 00:42:29.310 align:middle line:90%
setting or a library.

00:42:29.310 --> 00:42:33.565 align:middle line:84%
So basically, once you
have an identity you

00:42:33.565 --> 00:42:35.002 align:middle line:90%
can log in from anywhere.

00:42:35.002 --> 00:42:37.397 align:middle line:84%
I'm going to briefly enter
the game space but

00:42:37.397 --> 00:42:38.647 align:middle line:90%
[UNINTELLIGIBLE].

00:42:38.647 --> 00:42:41.720 align:middle line:90%


00:42:41.720 --> 00:42:43.666 align:middle line:84%
So here we're already in
the middle of the game.

00:42:43.666 --> 00:42:45.840 align:middle line:84%
This is a puzzle
adventure game.

00:42:45.840 --> 00:42:48.660 align:middle line:84%
And the plot is, someone's
stolen my pet.

00:42:48.660 --> 00:42:51.110 align:middle line:84%
I've tracked it down to this
underground factory that's

00:42:51.110 --> 00:42:52.790 align:middle line:90%
being run by monsters--

00:42:52.790 --> 00:42:55.170 align:middle line:90%
and there's middle schoolers--

00:42:55.170 --> 00:42:58.912 align:middle line:84%
with the help of a mysterious
woman with

00:42:58.912 --> 00:43:01.620 align:middle line:90%
bluish skin and wings.

00:43:01.620 --> 00:43:04.275 align:middle line:84%
I've been given a monster
costume, so in the guise of a

00:43:04.275 --> 00:43:10.070 align:middle line:84%
monster myself I can go around
and do jobs in the factory.

00:43:10.070 --> 00:43:12.838 align:middle line:84%
Find my pet, figure out what the
monsters are up to, which

00:43:12.838 --> 00:43:15.720 align:middle line:90%
is indeed no good.

00:43:15.720 --> 00:43:18.800 align:middle line:84%
And I'm in the middle of
this game, so I've

00:43:18.800 --> 00:43:19.090 align:middle line:90%
already advanced some.

00:43:19.090 --> 00:43:22.275 align:middle line:84%
There is a sequence of rooms,
which, part of the game is

00:43:22.275 --> 00:43:24.750 align:middle line:84%
just finding the rooms where
the puzzles are.

00:43:24.750 --> 00:43:29.700 align:middle line:84%
For example, we've
got it here.

00:43:29.700 --> 00:43:33.165 align:middle line:84%
This is one of the wings
of the factory.

00:43:33.165 --> 00:43:35.640 align:middle line:90%
There's a hundred doors here.

00:43:35.640 --> 00:43:38.115 align:middle line:84%
And I can click on every
door if I have to.

00:43:38.115 --> 00:43:40.598 align:middle line:84%
But I have a map, which is
itself a mathematical tool, to

00:43:40.598 --> 00:43:44.930 align:middle line:90%
find where I want to go.

00:43:44.930 --> 00:43:48.750 align:middle line:84%
And as I go through, each room
represents a different puzzle.

00:43:48.750 --> 00:43:50.480 align:middle line:84%
Anyway, having said
that, we're going

00:43:50.480 --> 00:43:51.260 align:middle line:90%
to actually go back--

00:43:51.260 --> 00:43:52.610 align:middle line:90%
And oh.

00:43:52.610 --> 00:44:00.135 align:middle line:84%
The other big feature in the
game is that if you play on

00:44:00.135 --> 00:44:02.350 align:middle line:84%
teams, then you can communicate
with your

00:44:02.350 --> 00:44:04.590 align:middle line:84%
teammates through this
communicator.

00:44:04.590 --> 00:44:07.730 align:middle line:90%


00:44:07.730 --> 00:44:09.933 align:middle line:84%
And the reason there is to
actually get kids reading and

00:44:09.933 --> 00:44:12.380 align:middle line:84%
writing about what they're
doing with math.

00:44:12.380 --> 00:44:14.300 align:middle line:84%
Because if you want to help
your teammmates, you can't

00:44:14.300 --> 00:44:16.690 align:middle line:84%
feed each other the answers
[UNINTELLIGIBLE]

00:44:16.690 --> 00:44:17.940 align:middle line:90%
puzzle.

00:44:17.940 --> 00:44:20.310 align:middle line:90%


00:44:20.310 --> 00:44:21.596 align:middle line:84%
Every puzzle, every
time you play,

00:44:21.596 --> 00:44:22.730 align:middle line:90%
it's a different solution.

00:44:22.730 --> 00:44:25.474 align:middle line:84%
So you can't tell each other the
answer, all you can do is

00:44:25.474 --> 00:44:28.180 align:middle line:90%
talk about your strategies.

00:44:28.180 --> 00:44:30.116 align:middle line:84%
We're going to leave the game
and go to puzzle mode

00:44:30.116 --> 00:44:31.366 align:middle line:90%
[UNINTELLIGIBLE].

00:44:31.366 --> 00:44:40.540 align:middle line:90%


00:44:40.540 --> 00:44:42.140 align:middle line:90%
PROFESSOR: This is a shortcut?

00:44:42.140 --> 00:44:44.068 align:middle line:84%
GUEST SPEAKER: Yeah, shortcut
to puzzles, right.

00:44:44.068 --> 00:44:45.556 align:middle line:84%
You don't have to play it in
the context of the game.

00:44:45.556 --> 00:44:46.806 align:middle line:84%
You can play any puzzle
that you want.

00:44:46.806 --> 00:44:50.870 align:middle line:90%


00:44:50.870 --> 00:44:53.248 align:middle line:84%
I'm going to try one that
I've never played

00:44:53.248 --> 00:44:54.220 align:middle line:90%
with a group before.

00:44:54.220 --> 00:44:57.862 align:middle line:84%
So usually I pick the same game,
play it, and get used to

00:44:57.862 --> 00:44:58.594 align:middle line:90%
playing it with people.

00:44:58.594 --> 00:45:01.024 align:middle line:90%
But let's just try this one.

00:45:01.024 --> 00:45:02.968 align:middle line:90%
[UNINTELLIGIBLE].

00:45:02.968 --> 00:45:07.360 align:middle line:90%
I think I've tried level one.

00:45:07.360 --> 00:45:09.858 align:middle line:84%
So I'm trying to remember
what you know here.

00:45:09.858 --> 00:45:13.826 align:middle line:84%
You're in the back in
the shipping area.

00:45:13.826 --> 00:45:17.720 align:middle line:84%
And you've got to come up with
a manifest to ship the number

00:45:17.720 --> 00:45:19.234 align:middle line:90%
of objects that you've got.

00:45:19.234 --> 00:45:21.720 align:middle line:90%
That's all you know.

00:45:21.720 --> 00:45:22.980 align:middle line:84%
You've basically got to
give them the right

00:45:22.980 --> 00:45:25.325 align:middle line:90%
instructions to ship it.

00:45:25.325 --> 00:45:31.100 align:middle line:84%
And so now, just tell
me what to do here.

00:45:31.100 --> 00:45:33.950 align:middle line:90%
AUDIENCE: Click something.

00:45:33.950 --> 00:45:34.750 align:middle line:90%
GUEST SPEAKER: Of course.

00:45:34.750 --> 00:45:37.620 align:middle line:90%
And that's [UNINTELLIGIBLE]

00:45:37.620 --> 00:45:38.300 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:45:38.300 --> 00:45:39.550 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:45:39.550 --> 00:45:42.020 align:middle line:90%


00:45:42.020 --> 00:45:43.890 align:middle line:90%
Up into the slots up there.

00:45:43.890 --> 00:45:46.720 align:middle line:90%
There's ones and zeroes.

00:45:46.720 --> 00:45:49.578 align:middle line:84%
GUEST SPEAKER: Can we put that
crazy fish head second to the

00:45:49.578 --> 00:45:52.566 align:middle line:84%
right on every one in
the equals spot?

00:45:52.566 --> 00:45:53.064 align:middle line:90%
GUEST SPEAKER: Yes.

00:45:53.064 --> 00:45:54.558 align:middle line:90%
You can.

00:45:54.558 --> 00:45:56.550 align:middle line:90%
[INTERPOSING VOICES]

00:45:56.550 --> 00:45:59.040 align:middle line:84%
GUEST SPEAKER: Want to try
it in the equals spot.

00:45:59.040 --> 00:46:03.540 align:middle line:84%
GUEST SPEAKER: And go to
the equals on this one.

00:46:03.540 --> 00:46:04.110 align:middle line:90%
GUEST SPEAKER: [UNINTELLIGIBLE]

00:46:04.110 --> 00:46:05.735 align:middle line:84%
Just tell us what your
thinking was.

00:46:05.735 --> 00:46:07.116 align:middle line:84%
AUDIENCE: Well, it looks
like we're trying

00:46:07.116 --> 00:46:08.970 align:middle line:90%
to build math equations.

00:46:08.970 --> 00:46:13.896 align:middle line:84%
And usually they end with
equals something.

00:46:13.896 --> 00:46:14.380 align:middle line:90%
GUEST SPEAKER: Right.

00:46:14.380 --> 00:46:15.230 align:middle line:90%
And you saw that.

00:46:15.230 --> 00:46:17.100 align:middle line:84%
Now, just so you know, the
equation we're going to

00:46:17.100 --> 00:46:21.190 align:middle line:84%
build-- you're right, and just
as a shortcut-- is not about

00:46:21.190 --> 00:46:21.348 align:middle line:90%
arithmetic.

00:46:21.348 --> 00:46:22.056 align:middle line:90%
The equations are simple.

00:46:22.056 --> 00:46:23.708 align:middle line:84%
I'm not interested in drilling
kids on arithmetic.

00:46:23.708 --> 00:46:28.730 align:middle line:84%
This is really about number
systems, and number systems

00:46:28.730 --> 00:46:29.910 align:middle line:90%
are just simple systems.

00:46:29.910 --> 00:46:32.285 align:middle line:84%
But there's also some algebra
that's going to go on this, we

00:46:32.285 --> 00:46:34.030 align:middle line:90%
start to do this too.

00:46:34.030 --> 00:46:35.968 align:middle line:84%
And then in higher levels of the
puzzle, [UNINTELLIGIBLE]

00:46:35.968 --> 00:46:39.160 align:middle line:84%
you start doing stuff in
base two and base six.

00:46:39.160 --> 00:46:43.100 align:middle line:84%
We sort of dovetailed with
the notion that our

00:46:43.100 --> 00:46:45.110 align:middle line:84%
representations of numbers
are just symbolic.

00:46:45.110 --> 00:46:49.595 align:middle line:84%
So zero, or one, or one
zero, doesn't have

00:46:49.595 --> 00:46:51.040 align:middle line:90%
to always mean 10.

00:46:51.040 --> 00:46:52.810 align:middle line:90%
It's just a symbol.

00:46:52.810 --> 00:46:53.303 align:middle line:90%
Anyway.

00:46:53.303 --> 00:46:53.796 align:middle line:90%
So now what should we do?

00:46:53.796 --> 00:46:56.261 align:middle line:84%
AUDIENCE: Pac-Man
should be minus.

00:46:56.261 --> 00:47:01.191 align:middle line:84%
Because the only ones with six
digits have Pac-Man as the

00:47:01.191 --> 00:47:01.684 align:middle line:90%
third digit.

00:47:01.684 --> 00:47:03.163 align:middle line:90%
PROFESSOR: Sounds good.

00:47:03.163 --> 00:47:04.220 align:middle line:84%
GUEST SPEAKER: I'm not sure
which one is Pac-Man.

00:47:04.220 --> 00:47:05.670 align:middle line:90%
AUDIENCE: Bottom right.

00:47:05.670 --> 00:47:06.150 align:middle line:90%
GUEST SPEAKER: This guy?

00:47:06.150 --> 00:47:07.590 align:middle line:90%
AUDIENCE: That guy's Pac-Man.

00:47:07.590 --> 00:47:10.950 align:middle line:90%
Pac-Man with an underline.

00:47:10.950 --> 00:47:13.350 align:middle line:84%
GUEST SPEAKER: I'm not sure
if we can actually

00:47:13.350 --> 00:47:16.230 align:middle line:90%
put that one there.

00:47:16.230 --> 00:47:17.480 align:middle line:90%
[INTERPOSING VOICES]

00:47:17.480 --> 00:47:19.310 align:middle line:90%


00:47:19.310 --> 00:47:22.730 align:middle line:84%
AUDIENCE: If you look at the
top left, then what is the

00:47:22.730 --> 00:47:24.650 align:middle line:84%
number two digit number that,
minus the last digit, gives a

00:47:24.650 --> 00:47:26.119 align:middle line:90%
single-digit number.

00:47:26.119 --> 00:47:27.995 align:middle line:90%
[UNINTELLIGIBLE]

00:47:27.995 --> 00:47:30.340 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]

00:47:30.340 --> 00:47:32.340 align:middle line:84%
GUEST SPEAKER: Oh, that's
a good point, yeah.

00:47:32.340 --> 00:47:34.220 align:middle line:84%
It has to be divided by
[UNINTELLIGIBLE].

00:47:34.220 --> 00:47:35.420 align:middle line:84%
GUEST SPEAKER: But now what
you're really doing is

00:47:35.420 --> 00:47:38.480 align:middle line:84%
thinking about the structure
of math.

00:47:38.480 --> 00:47:40.160 align:middle line:90%
Which is exactly what--

00:47:40.160 --> 00:47:44.710 align:middle line:84%
AUDIENCE: So when you
say that's divided--

00:47:44.710 --> 00:47:48.610 align:middle line:84%
AUDIENCE: So, I'm going to
guess the banana is four?

00:47:48.610 --> 00:47:50.530 align:middle line:90%
GUEST SPEAKER: [UNINTELLIGIBLE]

00:47:50.530 --> 00:47:52.420 align:middle line:84%
GUEST SPEAKER: You
want to say why?

00:47:52.420 --> 00:47:55.940 align:middle line:84%
AUDIENCE: Because using that
same logic, that first

00:47:55.940 --> 00:48:01.152 align:middle line:84%
version, that something, n x
divided by x equals some

00:48:01.152 --> 00:48:02.598 align:middle line:90%
single digit number.

00:48:02.598 --> 00:48:05.490 align:middle line:90%
And I'm guessing x is 4.

00:48:05.490 --> 00:48:05.980 align:middle line:90%
GUEST SPEAKER: [UNINTELLIGIBLE]

00:48:05.980 --> 00:48:10.830 align:middle line:84%
GUEST SPEAKER: By the way, you
guys have avoided, and not

00:48:10.830 --> 00:48:13.213 align:middle line:84%
noticed a piece of information
which would make your work

00:48:13.213 --> 00:48:16.010 align:middle line:90%
even more--

00:48:16.010 --> 00:48:18.010 align:middle line:84%
AUDIENCE: Oh, the thing
at the top.

00:48:18.010 --> 00:48:20.820 align:middle line:84%
AUDIENCE: What's the
thing at the top?

00:48:20.820 --> 00:48:23.050 align:middle line:84%
AUDIENCE: The thing
at the bottom.

00:48:23.050 --> 00:48:24.640 align:middle line:84%
AUDIENCE: It could be two,
actually, as well.

00:48:24.640 --> 00:48:25.830 align:middle line:84%
AUDIENCE: What are all
the green things?

00:48:25.830 --> 00:48:28.506 align:middle line:84%
GUEST SPEAKER: Those are the
things you're shipping.

00:48:28.506 --> 00:48:29.850 align:middle line:84%
Those are jars of stuff,
of pepper.

00:48:29.850 --> 00:48:30.860 align:middle line:84%
AUDIENCE: Oh, those
make sense.

00:48:30.860 --> 00:48:33.570 align:middle line:84%
AUDIENCE: Banana something
banana.

00:48:33.570 --> 00:48:34.892 align:middle line:84%
GUEST SPEAKER: Banana
something--

00:48:34.892 --> 00:48:38.510 align:middle line:84%
AUDIENCE: Equals something
banana.

00:48:38.510 --> 00:48:38.870 align:middle line:90%
So--

00:48:38.870 --> 00:48:40.120 align:middle line:90%
[INTERPOSING VOICES]

00:48:40.120 --> 00:48:44.300 align:middle line:90%


00:48:44.300 --> 00:48:45.670 align:middle line:84%
AUDIENCE: Banana could
actually be two.

00:48:45.670 --> 00:48:47.500 align:middle line:84%
Because 12 divided by two
is equal to six. six.

00:48:47.500 --> 00:48:48.750 align:middle line:90%
[INTERPOSING VOICES]

00:48:48.750 --> 00:48:57.330 align:middle line:90%


00:48:57.330 --> 00:49:00.580 align:middle line:84%
GUEST SPEAKER: Oh, and in that
respect, that means a little--

00:49:00.580 --> 00:49:02.610 align:middle line:84%
AUDIENCE: Yeah, the four
squares are signs.

00:49:02.610 --> 00:49:03.580 align:middle line:90%
You try that?

00:49:03.580 --> 00:49:04.420 align:middle line:90%
[INTERPOSING VOICES]

00:49:04.420 --> 00:49:06.980 align:middle line:84%
AUDIENCE: It has
to be zero on--

00:49:06.980 --> 00:49:08.070 align:middle line:84%
GUEST SPEAKER: Every time
you play the game

00:49:08.070 --> 00:49:08.530 align:middle line:90%
the symbols are different.

00:49:08.530 --> 00:49:10.270 align:middle line:84%
They're the same symbols but
they're a different--

00:49:10.270 --> 00:49:11.640 align:middle line:84%
AUDIENCE: Triple backlash
should be-- oh.

00:49:11.640 --> 00:49:12.890 align:middle line:90%
[INTERPOSING VOICES]

00:49:12.890 --> 00:49:15.200 align:middle line:90%


00:49:15.200 --> 00:49:16.180 align:middle line:84%
GUEST SPEAKER: By the way,
you're still missing a piece

00:49:16.180 --> 00:49:16.545 align:middle line:90%
of information.

00:49:16.545 --> 00:49:17.295 align:middle line:90%
But that's OK.

00:49:17.295 --> 00:49:19.050 align:middle line:84%
That's what games
are all about.

00:49:19.050 --> 00:49:19.440 align:middle line:90%
[INTERPOSING VOICES]

00:49:19.440 --> 00:49:20.850 align:middle line:84%
AUDIENCE: So what's this
thing in the top left?

00:49:20.850 --> 00:49:24.902 align:middle line:84%
Can we put things in there and
press enter, and will it

00:49:24.902 --> 00:49:26.878 align:middle line:90%
evaluate them for us?

00:49:26.878 --> 00:49:30.555 align:middle line:84%
GUEST SPEAKER: Yeah, but right
now-- you're not done yet .

00:49:30.555 --> 00:49:31.805 align:middle line:90%
[UNINTELLIGIBLE].

00:49:31.805 --> 00:49:33.670 align:middle line:90%


00:49:33.670 --> 00:49:36.730 align:middle line:84%
AUDIENCE: Yeah, triple dash
is definitely one.

00:49:36.730 --> 00:49:39.530 align:middle line:84%
GUEST SPEAKER: Triple
dash is--

00:49:39.530 --> 00:49:41.510 align:middle line:84%
AUDIENCE: Oh, triple dash
is one, because one

00:49:41.510 --> 00:49:44.660 align:middle line:90%
times banana is banana.

00:49:44.660 --> 00:49:46.490 align:middle line:84%
GUEST SPEAKER: Unless
banana's zero.

00:49:46.490 --> 00:49:47.740 align:middle line:90%
[INTERPOSING VOICES]

00:49:47.740 --> 00:49:54.210 align:middle line:90%


00:49:54.210 --> 00:49:56.050 align:middle line:84%
AUDIENCE: Banana's
six, I think.

00:49:56.050 --> 00:49:56.300 align:middle line:90%
AUDIENCE: It could be five.

00:49:56.300 --> 00:49:57.400 align:middle line:84%
GUEST SPEAKER: I've never
done this game before--

00:49:57.400 --> 00:49:58.240 align:middle line:90%
no.

00:49:58.240 --> 00:50:00.315 align:middle line:84%
The fact that you're naming
all these symbols, because

00:50:00.315 --> 00:50:02.080 align:middle line:90%
they were just symbols.

00:50:02.080 --> 00:50:03.330 align:middle line:90%
[INTERPOSING VOICES]

00:50:03.330 --> 00:50:09.900 align:middle line:90%


00:50:09.900 --> 00:50:10.430 align:middle line:90%
AUDIENCE: I think banana's

00:50:10.430 --> 00:50:11.670 align:middle line:90%
[UNINTELLIGIBLE], because banana--

00:50:11.670 --> 00:50:13.090 align:middle line:90%
[INTERPOSING VOICES]

00:50:13.090 --> 00:50:15.260 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
banana squared is equal to

00:50:15.260 --> 00:50:16.735 align:middle line:90%
something times banana.

00:50:16.735 --> 00:50:18.320 align:middle line:84%
AUDIENCE: Not something
times--

00:50:18.320 --> 00:50:19.750 align:middle line:84%
AUDIENCE: So, yeah, it
could be 25 actually.

00:50:19.750 --> 00:50:21.440 align:middle line:90%
[INTERPOSING VOICES]

00:50:21.440 --> 00:50:23.260 align:middle line:84%
GUEST SPEAKER: Remember, I
didn't know the solution to

00:50:23.260 --> 00:50:25.951 align:middle line:84%
this when it came in, but I
actually have enough data to

00:50:25.951 --> 00:50:27.600 align:middle line:90%
know that you're wrong.

00:50:27.600 --> 00:50:28.810 align:middle line:90%
It's on the screen.

00:50:28.810 --> 00:50:30.030 align:middle line:84%
AUDIENCE: Banana
definitely is--

00:50:30.030 --> 00:50:31.280 align:middle line:90%
[INTERPOSING VOICES]

00:50:31.280 --> 00:50:33.490 align:middle line:90%


00:50:33.490 --> 00:50:38.980 align:middle line:84%
AUDIENCE: Five because banana
squared is anchor banana.

00:50:38.980 --> 00:50:45.450 align:middle line:84%
But flower banana divided by
banana is also an integer.

00:50:45.450 --> 00:50:49.930 align:middle line:84%
So if flower banana and anchor
banana are local banana, then

00:50:49.930 --> 00:50:52.540 align:middle line:84%
banana should be five
and not six.

00:50:52.540 --> 00:50:56.530 align:middle line:84%
because flower minus anchor
times banana.

00:50:56.530 --> 00:50:58.910 align:middle line:84%
GUEST SPEAKER: I love your
mental calculation.

00:50:58.910 --> 00:51:01.110 align:middle line:90%
[INTERPOSING VOICES]

00:51:01.110 --> 00:51:02.805 align:middle line:84%
GUEST SPEAKER: So you're
saying it's what?

00:51:02.805 --> 00:51:04.460 align:middle line:90%
AUDIENCE: Five.

00:51:04.460 --> 00:51:05.930 align:middle line:84%
GUEST SPEAKER: Well, that could
work, but you could have

00:51:05.930 --> 00:51:07.550 align:middle line:90%
done it in a simpler way.

00:51:07.550 --> 00:51:10.270 align:middle line:84%
Or you could have surmised
it, not known it, but--

00:51:10.270 --> 00:51:12.230 align:middle line:84%
remember, this is only the
first time you played,

00:51:12.230 --> 00:51:14.140 align:middle line:84%
subsequent times you'd have
other information.

00:51:14.140 --> 00:51:15.390 align:middle line:90%
[INTERPOSING VOICES]

00:51:15.390 --> 00:51:25.320 align:middle line:90%


00:51:25.320 --> 00:51:27.379 align:middle line:84%
GUEST SPEAKER: You're a member
of the group, so don't give

00:51:27.379 --> 00:51:28.730 align:middle line:90%
away [UNINTELLIGIBLE]

00:51:28.730 --> 00:51:31.100 align:middle line:90%
but in fact you're making--

00:51:31.100 --> 00:51:32.350 align:middle line:90%
[UNINTELLIGIBLE]

00:51:32.350 --> 00:51:35.370 align:middle line:90%


00:51:35.370 --> 00:51:36.678 align:middle line:90%
AUDIENCE: Anchor is 20.

00:51:36.678 --> 00:51:37.902 align:middle line:90%
AUDIENCE: Anchor is two.

00:51:37.902 --> 00:51:38.680 align:middle line:90%
AUDIENCE: Sorry, two.

00:51:38.680 --> 00:51:41.100 align:middle line:90%
Not 20.

00:51:41.100 --> 00:51:42.970 align:middle line:90%
AUDIENCE: Anchor's two.

00:51:42.970 --> 00:51:46.920 align:middle line:90%
Claw is zero.

00:51:46.920 --> 00:51:47.660 align:middle line:90%
GUEST SPEAKER: Where's claw?

00:51:47.660 --> 00:51:50.940 align:middle line:84%
AUDIENCE: Claw's the one
on the top left.

00:51:50.940 --> 00:51:52.140 align:middle line:90%
Of the squares that are left.

00:51:52.140 --> 00:51:52.840 align:middle line:90%
Left.

00:51:52.840 --> 00:51:53.700 align:middle line:84%
GUEST SPEAKER: Oh, you
mean brass circles.

00:51:53.700 --> 00:51:54.950 align:middle line:90%
That makes sense.

00:51:54.950 --> 00:51:58.150 align:middle line:90%


00:51:58.150 --> 00:51:58.995 align:middle line:90%
GUEST SPEAKER: Oh, that one.

00:51:58.995 --> 00:51:59.670 align:middle line:90%
AUDIENCE: That's zero.

00:51:59.670 --> 00:52:01.870 align:middle line:90%
Has to be zero.

00:52:01.870 --> 00:52:02.990 align:middle line:84%
PROFESSOR: Wait,
why is it zero?

00:52:02.990 --> 00:52:04.480 align:middle line:84%
AUDIENCE: Because if
you look at the

00:52:04.480 --> 00:52:05.320 align:middle line:90%
equation at the bottom--

00:52:05.320 --> 00:52:06.630 align:middle line:84%
GUEST SPEAKER: Oh, I'm looking
at the wrong spot.

00:52:06.630 --> 00:52:07.880 align:middle line:90%
[INTERPOSING VOICES]

00:52:07.880 --> 00:52:24.710 align:middle line:90%


00:52:24.710 --> 00:52:26.250 align:middle line:90%
AUDIENCE: Yeah, sigma's nine.

00:52:26.250 --> 00:52:27.500 align:middle line:90%
GUEST SPEAKER: [UNINTELLIGIBLE]

00:52:27.500 --> 00:52:33.610 align:middle line:90%


00:52:33.610 --> 00:52:36.050 align:middle line:84%
AUDIENCE: OK, so
[UNINTELLIGIBLE]

00:52:36.050 --> 00:52:40.070 align:middle line:90%
scythe is plus.

00:52:40.070 --> 00:52:42.340 align:middle line:90%
Scythe is plus.

00:52:42.340 --> 00:52:44.550 align:middle line:84%
AUDIENCE: No, it has
to be minus.

00:52:44.550 --> 00:52:45.800 align:middle line:90%
[INTERPOSING VOICES]

00:52:45.800 --> 00:53:27.069 align:middle line:90%


00:53:27.069 --> 00:53:29.110 align:middle line:84%
GUEST SPEAKER: Anyone who is
having trouble, and this

00:53:29.110 --> 00:53:32.310 align:middle line:90%
happens in a group.

00:53:32.310 --> 00:53:33.210 align:middle line:84%
So, anyone having trouble
following it as people were

00:53:33.210 --> 00:53:35.270 align:middle line:84%
making stuff up or
finding stuff.

00:53:35.270 --> 00:53:36.205 align:middle line:90%
Because if you did it's OK.

00:53:36.205 --> 00:53:40.070 align:middle line:84%
In fact, sometimes you've got to
play the game yourself for

00:53:40.070 --> 00:53:40.970 align:middle line:90%
it to make sense.

00:53:40.970 --> 00:53:41.970 align:middle line:90%
[UNINTELLIGIBLE]

00:53:41.970 --> 00:53:43.210 align:middle line:90%
I could have told you--

00:53:43.210 --> 00:53:46.937 align:middle line:84%
I actually think I could have
told you a lot about the game

00:53:46.937 --> 00:53:47.080 align:middle line:90%
going into it.

00:53:47.080 --> 00:53:48.590 align:middle line:84%
And there would still be a high
probability that when you

00:53:48.590 --> 00:53:51.030 align:middle line:84%
started playing it you would
have not absorbed

00:53:51.030 --> 00:53:52.530 align:middle line:90%
anything I'd said.

00:53:52.530 --> 00:53:53.440 align:middle line:90%
That's my experience.

00:53:53.440 --> 00:53:55.893 align:middle line:84%
I could almost give it all away
but you still don't get

00:53:55.893 --> 00:53:56.310 align:middle line:90%
it until they play it.

00:53:56.310 --> 00:53:58.260 align:middle line:84%
PROFESSOR: So they
didn't know--

00:53:58.260 --> 00:53:59.410 align:middle line:90%
GUEST SPEAKER: [UNINTELLIGIBLE]

00:53:59.410 --> 00:54:01.194 align:middle line:84%
AUDIENCE: Beta delta upside
down is eight.

00:54:01.194 --> 00:54:02.444 align:middle line:90%
[INTERPOSING VOICES]

00:54:02.444 --> 00:54:08.906 align:middle line:90%


00:54:08.906 --> 00:54:12.690 align:middle line:84%
AUDIENCE: Can we
enter that now?

00:54:12.690 --> 00:54:14.500 align:middle line:84%
AUDIENCE: Oh, so now you have
to type in one times

00:54:14.500 --> 00:54:15.010 align:middle line:90%
whatever-- equals--

00:54:15.010 --> 00:54:16.570 align:middle line:84%
GUEST SPEAKER: You've got
to type in what this is.

00:54:16.570 --> 00:54:18.430 align:middle line:84%
So and this is actually
getting at another

00:54:18.430 --> 00:54:19.680 align:middle line:90%
representation.

00:54:19.680 --> 00:54:23.590 align:middle line:90%


00:54:23.590 --> 00:54:24.820 align:middle line:90%
AUDIENCE: Eight plus nine.

00:54:24.820 --> 00:54:27.468 align:middle line:84%
AUDIENCE: Eight plus
nine is 17.

00:54:27.468 --> 00:54:28.884 align:middle line:84%
GUEST SPEAKER: How, here you
don't have to actually

00:54:28.884 --> 00:54:30.300 align:middle line:90%
remember the [UNINTELLIGIBLE]

00:54:30.300 --> 00:54:34.920 align:middle line:90%


00:54:34.920 --> 00:54:36.170 align:middle line:84%
AUDIENCE: Just divide
it by six.

00:54:36.170 --> 00:54:50.588 align:middle line:90%


00:54:50.588 --> 00:54:51.838 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:54:51.838 --> 00:54:55.100 align:middle line:90%


00:54:55.100 --> 00:54:56.550 align:middle line:90%
AUDIENCE: It's puzzle mode.

00:54:56.550 --> 00:54:58.686 align:middle line:84%
GUEST SPEAKER: And by the
way, it could take

00:54:58.686 --> 00:55:00.001 align:middle line:90%
it in either order.

00:55:00.001 --> 00:55:04.438 align:middle line:90%


00:55:04.438 --> 00:55:05.917 align:middle line:90%
AUDIENCE: Yeah, I agree.

00:55:05.917 --> 00:55:07.167 align:middle line:90%
Equals [UNINTELLIGIBLE].

00:55:07.167 --> 00:55:10.354 align:middle line:90%


00:55:10.354 --> 00:55:12.819 align:middle line:84%
GUEST SPEAKER: I think this
level's only addition

00:55:12.819 --> 00:55:14.069 align:middle line:90%
[UNINTELLIGIBLE].

00:55:14.069 --> 00:55:17.290 align:middle line:90%


00:55:17.290 --> 00:55:18.540 align:middle line:90%
[INTERPOSING VOICES]

00:55:18.540 --> 00:55:21.750 align:middle line:90%


00:55:21.750 --> 00:55:25.470 align:middle line:84%
AUDIENCE: Or we could
do 10 minus two.

00:55:25.470 --> 00:55:26.090 align:middle line:90%
GUEST SPEAKER: Anyway.

00:55:26.090 --> 00:55:27.730 align:middle line:90%
[UNINTELLIGIBLE]

00:55:27.730 --> 00:55:29.630 align:middle line:90%
you were doing algebra.

00:55:29.630 --> 00:55:31.160 align:middle line:84%
When you were solving
for those numbers,

00:55:31.160 --> 00:55:32.456 align:middle line:90%
you were doing algebra.

00:55:32.456 --> 00:55:35.916 align:middle line:84%
You were really thinking about
x and the structure of the

00:55:35.916 --> 00:55:39.800 align:middle line:84%
math and the numerical
quality of it.

00:55:39.800 --> 00:55:43.109 align:middle line:84%
This is simpler, but it's still
getting at the fact that

00:55:43.109 --> 00:55:45.001 align:middle line:84%
there are multiple ways of
representing numbers

00:55:45.001 --> 00:55:45.474 align:middle line:90%
[UNINTELLIGIBLE].

00:55:45.474 --> 00:55:46.970 align:middle line:84%
AUDIENCE: Is there
any mechanic to

00:55:46.970 --> 00:55:47.770 align:middle line:90%
prevent brute force?

00:55:47.770 --> 00:55:50.850 align:middle line:84%
GUEST SPEAKER: Yes, those
lights go out.

00:55:50.850 --> 00:55:53.500 align:middle line:84%
But, you do earn points along
the way in the game if you

00:55:53.500 --> 00:55:54.970 align:middle line:90%
make some progress.

00:55:54.970 --> 00:55:58.715 align:middle line:84%
And so, none of these puzzles
are brick walls.

00:55:58.715 --> 00:55:59.940 align:middle line:84%
Because you can always play
multiple puzzles at once.

00:55:59.940 --> 00:56:03.750 align:middle line:84%
You can leave this puzzle,
go to another puzzle.

00:56:03.750 --> 00:56:06.140 align:middle line:84%
And, if you make any progress
at all, you're accumulating

00:56:06.140 --> 00:56:07.014 align:middle line:84%
points for the end
of the game.

00:56:07.014 --> 00:56:08.762 align:middle line:84%
You could actually get to the
end of the game story without

00:56:08.762 --> 00:56:09.900 align:middle line:90%
having solved any puzzles.

00:56:09.900 --> 00:56:11.490 align:middle line:90%
Takes a long time.

00:56:11.490 --> 00:56:13.280 align:middle line:84%
The rewards are there
for doing well.

00:56:13.280 --> 00:56:16.255 align:middle line:84%
And there are rewards for doing
well, but there isn't

00:56:16.255 --> 00:56:18.195 align:middle line:90%
punishment for not doing well.

00:56:18.195 --> 00:56:21.110 align:middle line:90%
At least in sort of a--

00:56:21.110 --> 00:56:24.347 align:middle line:84%
we don't say you can't,
we don't make you

00:56:24.347 --> 00:56:25.305 align:middle line:90%
stop in your tracks.

00:56:25.305 --> 00:56:26.742 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
you can do it again.

00:56:26.742 --> 00:56:27.221 align:middle line:84%
GUEST SPEAKER: Yes,
that's right.

00:56:27.221 --> 00:56:28.025 align:middle line:84%
You can do it again
instantaneously.

00:56:28.025 --> 00:56:32.760 align:middle line:84%
And there is no cost in the
game to having failed

00:56:32.760 --> 00:56:34.770 align:middle line:90%
repeatedly.

00:56:34.770 --> 00:56:37.845 align:middle line:84%
If you eventually solve it, you
end up with the same score

00:56:37.845 --> 00:56:42.045 align:middle line:84%
whether you solved it on the
20th time or the first time.

00:56:42.045 --> 00:56:43.590 align:middle line:84%
That's really what problem
solving is about.

00:56:43.590 --> 00:56:45.800 align:middle line:84%
It's not about being
the fastest.

00:56:45.800 --> 00:56:49.600 align:middle line:84%
It's just about learning
how to solve things.

00:56:49.600 --> 00:56:52.435 align:middle line:84%
Speed is overrated
[UNINTELLIGIBLE].

00:56:52.435 --> 00:56:54.742 align:middle line:84%
And in math it's
very overrated.

00:56:54.742 --> 00:56:56.598 align:middle line:90%
Kids [UNINTELLIGIBLE]

00:56:56.598 --> 00:56:59.640 align:middle line:90%
calculations in their head.

00:56:59.640 --> 00:57:00.370 align:middle line:90%
It's just more of this.

00:57:00.370 --> 00:57:02.050 align:middle line:90%
And the entire level's--

00:57:02.050 --> 00:57:04.250 align:middle line:84%
we came up with representations
of

00:57:04.250 --> 00:57:08.340 align:middle line:84%
subtraction, which is that you
have a large number, you have

00:57:08.340 --> 00:57:10.958 align:middle line:84%
10 jars and five of
them are empty.

00:57:10.958 --> 00:57:14.227 align:middle line:90%
So it's 10 minus five.

00:57:14.227 --> 00:57:14.700 align:middle line:90%
[INTERPOSING VOICES]

00:57:14.700 --> 00:57:16.890 align:middle line:90%
AUDIENCE: How is division?

00:57:16.890 --> 00:57:19.542 align:middle line:84%
AUDIENCE: Are they
10 rows of jars?

00:57:19.542 --> 00:57:20.940 align:middle line:90%
And the rows are empty?

00:57:20.940 --> 00:57:22.995 align:middle line:84%
GUEST SPEAKER: Yeah, I
think it's the same--

00:57:22.995 --> 00:57:24.975 align:middle line:90%
I think that's it.

00:57:24.975 --> 00:57:27.950 align:middle line:90%
I think that's the same.

00:57:27.950 --> 00:57:32.914 align:middle line:84%
It's in a grid pattern with
some [UNINTELLIGIBLE].

00:57:32.914 --> 00:57:36.395 align:middle line:84%
AUDIENCE: And I guess there's
[UNINTELLIGIBLE]

00:57:36.395 --> 00:57:41.130 align:middle line:84%
but do you have any algebra
as such in this format?

00:57:41.130 --> 00:57:41.780 align:middle line:90%
GUEST SPEAKER: No.

00:57:41.780 --> 00:57:44.040 align:middle line:84%
But what we encourage
is that--

00:57:44.040 --> 00:57:45.700 align:middle line:84%
so what comes with this is
material for teachers to

00:57:45.700 --> 00:57:47.394 align:middle line:90%
relate this to the curriculum.

00:57:47.394 --> 00:57:50.787 align:middle line:84%
And what we really want to
happen is that kids have

00:57:50.787 --> 00:57:52.388 align:middle line:84%
played the game before
they get the subject.

00:57:52.388 --> 00:57:55.184 align:middle line:84%
And when the teacher introduces
symbol systems in

00:57:55.184 --> 00:57:58.770 align:middle line:84%
base six or whatever relates
to this, instead of saying,

00:57:58.770 --> 00:58:01.100 align:middle line:84%
all right, we're starting a
new unit, you again know

00:58:01.100 --> 00:58:04.090 align:middle line:84%
nothing, you're starting again
at square one and have to

00:58:04.090 --> 00:58:05.990 align:middle line:84%
start all over again
with something new.

00:58:05.990 --> 00:58:08.690 align:middle line:84%
Instead, the teacher comes in
and says, I want to introduce

00:58:08.690 --> 00:58:11.580 align:middle line:84%
a new concept, but it's one
that you've really already

00:58:11.580 --> 00:58:13.550 align:middle line:90%
begun to master.

00:58:13.550 --> 00:58:16.740 align:middle line:90%
And it's called bases.

00:58:16.740 --> 00:58:18.290 align:middle line:90%
[UNINTELLIGIBLE]

00:58:18.290 --> 00:58:19.443 align:middle line:90%
so how did you solve this?

00:58:19.443 --> 00:58:22.680 align:middle line:84%
What was going on
in this game?

00:58:22.680 --> 00:58:25.470 align:middle line:84%
And they have a conversation
about what they already know,

00:58:25.470 --> 00:58:29.082 align:middle line:90%
as a way of leveraging into--

00:58:29.082 --> 00:58:33.276 align:middle line:84%
I mean, things that I
arguably don't know.

00:58:33.276 --> 00:58:36.080 align:middle line:84%
Again, I would argue that
[UNINTELLIGIBLE]

00:58:36.080 --> 00:58:37.240 align:middle line:90%
you have things in cartons.

00:58:37.240 --> 00:58:42.420 align:middle line:84%
So a carton of six jars plus
some left over would be--

00:58:42.420 --> 00:58:45.170 align:middle line:84%
a carton of six jars plus three
left over would be one,

00:58:45.170 --> 00:58:47.000 align:middle line:90%
three, basically.

00:58:47.000 --> 00:58:50.340 align:middle line:90%
So anyway.

00:58:50.340 --> 00:58:53.190 align:middle line:84%
The point is that the kids begin
to build this robust

00:58:53.190 --> 00:58:54.500 align:middle line:90%
conceptual understanding.

00:58:54.500 --> 00:58:57.327 align:middle line:84%
And hopefully there's a
playfulness so that when the

00:58:57.327 --> 00:59:00.990 align:middle line:84%
teacher talks about it, that
some of them may actually feel

00:59:00.990 --> 00:59:01.320 align:middle line:90%
good about it.

00:59:01.320 --> 00:59:05.265 align:middle line:84%
Instead of, here's one more
reading --you'll never be a

00:59:05.265 --> 00:59:06.660 align:middle line:90%
mathematician.

00:59:06.660 --> 00:59:09.170 align:middle line:84%
I think math education is
largely designed to gate

00:59:09.170 --> 00:59:12.390 align:middle line:84%
everybody so that at the
end of high school,

00:59:12.390 --> 00:59:13.984 align:middle line:84%
[UNINTELLIGIBLE] population
is good at math.

00:59:13.984 --> 00:59:17.721 align:middle line:84%
Which means that we're taking
12 years teaching 93% of the

00:59:17.721 --> 00:59:19.017 align:middle line:84%
population that's no good at
math and they should stop

00:59:19.017 --> 00:59:19.266 align:middle line:90%
doing that.

00:59:19.266 --> 00:59:22.382 align:middle line:84%
I don't know why we'd waste 12
years if you could just tell

00:59:22.382 --> 00:59:23.968 align:middle line:90%
them to go to kindergarten.

00:59:23.968 --> 00:59:26.060 align:middle line:84%
But that's what what
we end up doing.

00:59:26.060 --> 00:59:27.310 align:middle line:84%
Anyway, I think that's true
of every subject.

00:59:27.310 --> 00:59:30.680 align:middle line:90%


00:59:30.680 --> 00:59:31.830 align:middle line:90%
I'd like to turn it around.

00:59:31.830 --> 00:59:33.934 align:middle line:84%
Everyone says there's things
about math I can do.

00:59:33.934 --> 00:59:36.339 align:middle line:90%
[UNINTELLIGIBLE]

00:59:36.339 --> 00:59:42.780 align:middle line:84%
PROFESSOR: Can you tell us a
little bit more about how that

00:59:42.780 --> 00:59:43.910 align:middle line:90%
process went?

00:59:43.910 --> 00:59:44.880 align:middle line:90%
GUEST SPEAKER: Sure.

00:59:44.880 --> 00:59:47.660 align:middle line:84%
And I also wanted to provide a
little extra nuance to one of

00:59:47.660 --> 00:59:51.540 align:middle line:84%
the questions about what if you
just brute-force your way

00:59:51.540 --> 00:59:51.780 align:middle line:90%
through it.

00:59:51.780 --> 00:59:56.878 align:middle line:84%
In the higher levels, it won't
tell you when you put a symbol

00:59:56.878 --> 00:59:58.324 align:middle line:84%
in a slot, whether it's
correct or not.

00:59:58.324 --> 00:59:59.770 align:middle line:90%
So--

00:59:59.770 --> 01:00:02.180 align:middle line:84%
GUEST SPEAKER: Which actually,
you could learn something

01:00:02.180 --> 01:00:02.662 align:middle line:90%
interesting.

01:00:02.662 --> 01:00:05.554 align:middle line:84%
Because you could start doing
something and [UNINTELLIGIBLE]

01:00:05.554 --> 01:00:07.480 align:middle line:84%
something that doesn't add
up, that's actually new.

01:00:07.480 --> 01:00:10.340 align:middle line:90%
You're learning something.

01:00:10.340 --> 01:00:14.720 align:middle line:84%
So, there's 10 puzzles
or-- how many?

01:00:14.720 --> 01:00:15.045 align:middle line:90%
GUEST SPEAKER: Nine.

01:00:15.045 --> 01:00:22.980 align:middle line:84%
AUDIENCE: Nine puzzles, and we
came up with nine plus x, and

01:00:22.980 --> 01:00:29.390 align:middle line:84%
some of that was slated for
school admission and

01:00:29.390 --> 01:00:31.350 align:middle line:90%
we never got there.

01:00:31.350 --> 01:00:36.413 align:middle line:84%
And some of that x was puzzles
or activities that we decided

01:00:36.413 --> 01:00:38.210 align:middle line:84%
were not as compelling
as the others.

01:00:38.210 --> 01:00:41.528 align:middle line:84%
In our process for that, we
did a hybrid approach with

01:00:41.528 --> 01:00:43.750 align:middle line:84%
paper and computer
prototyping.

01:00:43.750 --> 01:00:48.076 align:middle line:84%
In general the rule is, if there
can be paper prototypes,

01:00:48.076 --> 01:00:48.801 align:middle line:90%
paper prototype it.

01:00:48.801 --> 01:00:49.767 align:middle line:90%
Because it's so much faster.

01:00:49.767 --> 01:00:53.148 align:middle line:84%
But there are certain kinds of
activities that really can't.

01:00:53.148 --> 01:00:56.529 align:middle line:84%
So for instance, this one is
perfect for paper prototyping.

01:00:56.529 --> 01:00:58.501 align:middle line:84%
You just take out a
piece of paper and

01:00:58.501 --> 01:00:59.745 align:middle line:90%
a pen and you create--

01:00:59.745 --> 01:01:02.756 align:middle line:84%
I mean, you have to create some
of these equations so

01:01:02.756 --> 01:01:05.310 align:middle line:84%
that you then have a system
of equations to solve.

01:01:05.310 --> 01:01:08.500 align:middle line:84%
But once you've created some of
those is, as would need to

01:01:08.500 --> 01:01:12.710 align:middle line:84%
be done whether it's a paper or
a computer prototype, then

01:01:12.710 --> 01:01:15.137 align:middle line:84%
it's trivial to put it in front
of someone with paper.

01:01:15.137 --> 01:01:19.220 align:middle line:84%
So this is an example of
something where we would, for

01:01:19.220 --> 01:01:23.960 align:middle line:84%
the first round, test internally
with just symbols

01:01:23.960 --> 01:01:25.030 align:middle line:90%
and numbers.

01:01:25.030 --> 01:01:28.175 align:middle line:84%
And then probably
we would do--

01:01:28.175 --> 01:01:31.110 align:middle line:84%
we might even test that version
with people in our

01:01:31.110 --> 01:01:31.950 align:middle line:90%
target audience.

01:01:31.950 --> 01:01:35.180 align:middle line:84%
But probably we would try to
do some rudimentary art

01:01:35.180 --> 01:01:38.530 align:middle line:84%
treatment before we put it in
front of people, just so

01:01:38.530 --> 01:01:40.785 align:middle line:84%
there's a little bit of context
and it looks a little

01:01:40.785 --> 01:01:41.990 align:middle line:90%
bit more like a game.

01:01:41.990 --> 01:01:43.450 align:middle line:90%
And then--

01:01:43.450 --> 01:01:44.370 align:middle line:84%
GUEST SPEAKER: So
that we try to--

01:01:44.370 --> 01:01:48.483 align:middle line:84%
if there's story, this one has
less story about it, but if

01:01:48.483 --> 01:01:51.205 align:middle line:84%
there's story, as there are in
some puzzles, we actually try

01:01:51.205 --> 01:01:51.635 align:middle line:90%
to act it out.

01:01:51.635 --> 01:01:52.922 align:middle line:90%
[UNINTELLIGIBLE]

01:01:52.922 --> 01:01:54.410 align:middle line:90%
resistance to doing it.

01:01:54.410 --> 01:01:56.890 align:middle line:90%
So act out the character.

01:01:56.890 --> 01:01:59.635 align:middle line:84%
You're the computer, when
[UNINTELLIGIBLE]

01:01:59.635 --> 01:02:01.806 align:middle line:84%
and so even if it's just a
character giving a response to

01:02:01.806 --> 01:02:03.391 align:middle line:84%
something that the
player does.

01:02:03.391 --> 01:02:06.255 align:middle line:84%
You try to do it in character,
you try to get a sense of

01:02:06.255 --> 01:02:08.870 align:middle line:84%
what-- because I think, even
in that kind of rudimentary

01:02:08.870 --> 01:02:12.050 align:middle line:84%
form you're engaging the
player's imagination so you

01:02:12.050 --> 01:02:14.930 align:middle line:84%
know whether or not they're
interested in this character

01:02:14.930 --> 01:02:17.355 align:middle line:90%
or the idea [UNINTELLIGIBLE].

01:02:17.355 --> 01:02:20.265 align:middle line:84%
GUEST SPEAKER: Because I do
master [UNINTELLIGIBLE].

01:02:20.265 --> 01:02:23.660 align:middle line:84%
GUEST SPEAKER: And like a
dungeon master you need to

01:02:23.660 --> 01:02:26.610 align:middle line:84%
prepare, because it's hard to
be the computer without also

01:02:26.610 --> 01:02:29.635 align:middle line:84%
being the bottleneck
if you're a human.

01:02:29.635 --> 01:02:33.660 align:middle line:84%
And in fact we've done some
games, not represented here,

01:02:33.660 --> 01:02:36.480 align:middle line:84%
we've done some games that are
real time, that if you want to

01:02:36.480 --> 01:02:40.508 align:middle line:84%
prototype with people, then
especially on paper, and you

01:02:40.508 --> 01:02:42.640 align:middle line:84%
want to keep things moving,
then you need to have more

01:02:42.640 --> 01:02:45.278 align:middle line:84%
than one person be the computer,
because there's just

01:02:45.278 --> 01:02:48.710 align:middle line:84%
too much to track for one
person to do it all.

01:02:48.710 --> 01:02:49.570 align:middle line:90%
Or if you want to do--

01:02:49.570 --> 01:02:53.566 align:middle line:84%
sometimes we do hybrids, where
we'll do a computer prototype

01:02:53.566 --> 01:02:56.440 align:middle line:84%
but there's aspects of the game
that are not represented

01:02:56.440 --> 01:02:58.070 align:middle line:84%
through the interface or that
logically we have a model, so

01:02:58.070 --> 01:03:02.180 align:middle line:84%
we'll do players
directing human

01:03:02.180 --> 01:03:06.190 align:middle line:90%
interactions with the computer.

01:03:06.190 --> 01:03:09.092 align:middle line:84%
Not players, designers,
influencing those

01:03:09.092 --> 01:03:10.342 align:middle line:90%
interactions.

01:03:10.342 --> 01:03:12.459 align:middle line:90%


01:03:12.459 --> 01:03:16.905 align:middle line:84%
So anyway, this is a game that
moved pretty much all the way

01:03:16.905 --> 01:03:20.175 align:middle line:84%
to final design on paper, and
then went straight to

01:03:20.175 --> 01:03:20.730 align:middle line:90%
implementation.

01:03:20.730 --> 01:03:25.436 align:middle line:84%
Some of the other games-- for
instance, there's a game--

01:03:25.436 --> 01:03:28.412 align:middle line:84%
do you want to show
[UNINTELLIGIBLE].

01:03:28.412 --> 01:03:29.900 align:middle line:84%
GUEST SPEAKER: [UNINTELLIGIBLE],
yeah.

01:03:29.900 --> 01:03:33.868 align:middle line:84%
GUEST SPEAKER: That's an example
of a game that's a

01:03:33.868 --> 01:03:37.990 align:middle line:84%
little bit harder to think about
playing just on paper.

01:03:37.990 --> 01:03:38.520 align:middle line:84%
GUEST SPEAKER: [UNINTELLIGIBLE]
we

01:03:38.520 --> 01:03:39.567 align:middle line:90%
implemented this early.

01:03:39.567 --> 01:03:41.058 align:middle line:90%
GUEST SPEAKER: Yeah, we did.

01:03:41.058 --> 01:03:48.520 align:middle line:90%


01:03:48.520 --> 01:03:54.740 align:middle line:84%
GUEST SPEAKER: So this is a game
about modular arithmetic

01:03:54.740 --> 01:03:59.690 align:middle line:84%
and common multiples and
that sort of thing.

01:03:59.690 --> 01:04:01.230 align:middle line:84%
So it's very hard to
see on the screen.

01:04:01.230 --> 01:04:03.403 align:middle line:84%
In the upper left there
is an avatar.

01:04:03.403 --> 01:04:05.318 align:middle line:90%
GUEST SPEAKER: That's you.

01:04:05.318 --> 01:04:06.568 align:middle line:90%
GUEST SPEAKER: [UNINTELLIGIBLE]

01:04:06.568 --> 01:04:08.570 align:middle line:90%


01:04:08.570 --> 01:04:11.320 align:middle line:84%
GUEST SPEAKER: And you know from
the story that your goal

01:04:11.320 --> 01:04:14.052 align:middle line:84%
is to get to the golden
eggs and avoid the

01:04:14.052 --> 01:04:14.534 align:middle line:90%
[UNINTELLIGIBLE].

01:04:14.534 --> 01:04:15.980 align:middle line:90%
That much you know.

01:04:15.980 --> 01:04:21.790 align:middle line:84%
And that you're in a factory
where they make stuff.

01:04:21.790 --> 01:04:24.100 align:middle line:84%
AUDIENCE: Do you move
your avatar?

01:04:24.100 --> 01:04:25.350 align:middle line:90%
GUEST SPEAKER: [UNINTELLIGIBLE]

01:04:25.350 --> 01:04:40.440 align:middle line:90%


01:04:40.440 --> 01:04:41.690 align:middle line:90%
[INTERPOSING VOICES]

01:04:41.690 --> 01:04:50.390 align:middle line:90%


01:04:50.390 --> 01:04:53.770 align:middle line:84%
GUEST SPEAKER: There is one
flaw, by the way, in the

01:04:53.770 --> 01:04:56.420 align:middle line:90%
[UNINTELLIGIBLE]

01:04:56.420 --> 01:04:58.426 align:middle line:84%
interface, because people don't
realize they have to

01:04:58.426 --> 01:05:00.580 align:middle line:84%
click to get their guy
onto that thing.

01:05:00.580 --> 01:05:04.190 align:middle line:84%
And it was supposed to start
with the [UNINTELLIGIBLE]

01:05:04.190 --> 01:05:07.470 align:middle line:84%
right where he was, that people
would [UNINTELLIGIBLE]

01:05:07.470 --> 01:05:07.623 align:middle line:90%
click.

01:05:07.623 --> 01:05:10.410 align:middle line:84%
Because now by-- what
should I try now.

01:05:10.410 --> 01:05:10.906 align:middle line:90%
AUDIENCE: Four.

01:05:10.906 --> 01:05:12.394 align:middle line:84%
GUEST SPEAKER: We're
going to go--

01:05:12.394 --> 01:05:16.362 align:middle line:90%
AUDIENCE: Four or nine.

01:05:16.362 --> 01:05:18.346 align:middle line:90%
AUDIENCE: Six.

01:05:18.346 --> 01:05:18.842 align:middle line:90%
AUDIENCE: Four.

01:05:18.842 --> 01:05:19.834 align:middle line:90%
Four.

01:05:19.834 --> 01:05:20.826 align:middle line:90%
AUDIENCE: Six.

01:05:20.826 --> 01:05:23.306 align:middle line:84%
Then you can let him get
the [UNINTELLIGIBLE].

01:05:23.306 --> 01:05:25.290 align:middle line:84%
GUEST SPEAKER: I'll
go for six.

01:05:25.290 --> 01:05:29.490 align:middle line:90%


01:05:29.490 --> 01:05:31.280 align:middle line:90%
Bam.

01:05:31.280 --> 01:05:32.400 align:middle line:90%
Four is a subject that--

01:05:32.400 --> 01:05:33.880 align:middle line:84%
GUEST SPEAKER: Oh, can we
move [UNINTELLIGIBLE].

01:05:33.880 --> 01:05:34.870 align:middle line:84%
GUEST SPEAKER: But you'll notice
that that's all in

01:05:34.870 --> 01:05:35.510 align:middle line:90%
different amounts.

01:05:35.510 --> 01:05:38.930 align:middle line:84%
And so it's really that
modular arithmetic.

01:05:38.930 --> 01:05:43.480 align:middle line:84%
So 12 will take me once around
on one of them, but

01:05:43.480 --> 01:05:45.736 align:middle line:84%
[UNINTELLIGIBLE]
on another one.

01:05:45.736 --> 01:05:48.582 align:middle line:84%
And you start doing simultaneous
equations to

01:05:48.582 --> 01:05:50.270 align:middle line:90%
solve this.

01:05:50.270 --> 01:05:51.960 align:middle line:90%
This level's hard.

01:05:51.960 --> 01:05:53.870 align:middle line:84%
I think maybe the hardest puzzle
we designed in the

01:05:53.870 --> 01:05:57.870 align:middle line:84%
whole game is level three of
this, where every step you've

01:05:57.870 --> 01:06:01.460 align:middle line:90%
got to align two bridges.

01:06:01.460 --> 01:06:02.850 align:middle line:90%
It's serious work.

01:06:02.850 --> 01:06:05.602 align:middle line:84%
AUDIENCE: Are you trying
to avoid that monster?

01:06:05.602 --> 01:06:06.250 align:middle line:84%
GUEST SPEAKER: Yeah, you've
got to avoid the monster.

01:06:06.250 --> 01:06:06.690 align:middle line:84%
GUEST SPEAKER: Which
isn't always hard.

01:06:06.690 --> 01:06:09.890 align:middle line:84%
But you have to keep in mind,
sometimes it needs, instead of

01:06:09.890 --> 01:06:12.630 align:middle line:84%
going around once, particularly
one on the nine

01:06:12.630 --> 01:06:20.030 align:middle line:84%
thing, maybe you go 10 and
he'll always go on

01:06:20.030 --> 01:06:20.665 align:middle line:90%
[UNINTELLIGIBLE]

01:06:20.665 --> 01:06:22.214 align:middle line:84%
shows up, to make
[UNINTELLIGIBLE]

01:06:22.214 --> 01:06:23.660 align:middle line:90%
to show up and [UNINTELLIGIBLE].

01:06:23.660 --> 01:06:26.070 align:middle line:84%
So this is really the
[UNINTELLIGIBLE].

01:06:26.070 --> 01:06:27.034 align:middle line:90%
GUEST SPEAKER: As of what?

01:06:27.034 --> 01:06:28.284 align:middle line:90%
GUEST SPEAKER: Yes.

01:06:28.284 --> 01:06:30.408 align:middle line:90%


01:06:30.408 --> 01:06:31.960 align:middle line:84%
GUEST SPEAKER: Anyway, again
[UNINTELLIGIBLE]

01:06:31.960 --> 01:06:34.100 align:middle line:84%
you can say, hey,
[UNINTELLIGIBLE]

01:06:34.100 --> 01:06:35.530 align:middle line:90%
math, school math at all.

01:06:35.530 --> 01:06:39.230 align:middle line:84%
There's no school math
in this game.

01:06:39.230 --> 01:06:40.740 align:middle line:84%
But I think there are
really interesting

01:06:40.740 --> 01:06:43.030 align:middle line:90%
things to think about.

01:06:43.030 --> 01:06:43.980 align:middle line:90%
GUEST SPEAKER: [UNINTELLIGIBLE]

01:06:43.980 --> 01:06:45.550 align:middle line:90%
said with that character.

01:06:45.550 --> 01:06:46.870 align:middle line:90%
If he walks or not.

01:06:46.870 --> 01:06:49.445 align:middle line:90%
I think we [UNINTELLIGIBLE]

01:06:49.445 --> 01:06:49.780 align:middle line:90%
anyway.

01:06:49.780 --> 01:06:51.680 align:middle line:84%
But you have to keep
in mind, there are

01:06:51.680 --> 01:06:52.160 align:middle line:90%
two forms of learning.

01:06:52.160 --> 01:06:54.470 align:middle line:84%
One is learning the game,
how to play the game.

01:06:54.470 --> 01:06:56.940 align:middle line:84%
And the other one is learning--
there's a problem

01:06:56.940 --> 01:06:58.580 align:middle line:84%
solving, you've got a
puzzle in the game.

01:06:58.580 --> 01:07:02.010 align:middle line:84%
And I think it's sometimes like
special education games.

01:07:02.010 --> 01:07:04.440 align:middle line:90%
It's so easy to mix this.

01:07:04.440 --> 01:07:07.190 align:middle line:84%
Because sometimes you make the
coolest educational game and

01:07:07.190 --> 01:07:08.260 align:middle line:90%
it's really interesting.

01:07:08.260 --> 01:07:10.000 align:middle line:90%
But [UNINTELLIGIBLE]

01:07:10.000 --> 01:07:13.180 align:middle line:84%
character wouldn't move if you
don't press the mouse button.

01:07:13.180 --> 01:07:16.885 align:middle line:84%
So he would always stand there
in the beginning and he would

01:07:16.885 --> 01:07:17.650 align:middle line:90%
get attacked.

01:07:17.650 --> 01:07:20.770 align:middle line:84%
And I think the mixture of
both forms of learning is

01:07:20.770 --> 01:07:23.030 align:middle line:84%
quite interesting to keep in
mind when you're prototyping.

01:07:23.030 --> 01:07:25.310 align:middle line:84%
GUEST SPEAKER: Yeah, there's
two answers to that.

01:07:25.310 --> 01:07:27.000 align:middle line:90%
One is, I never think.

01:07:27.000 --> 01:07:29.880 align:middle line:84%
just because we want people to
think hard, I don't think the

01:07:29.880 --> 01:07:31.080 align:middle line:84%
interface should be the
thing that they're

01:07:31.080 --> 01:07:31.560 align:middle line:90%
thinking hard about.

01:07:31.560 --> 01:07:35.350 align:middle line:84%
It's always tempting to say,
oh, that's a really

01:07:35.350 --> 01:07:36.480 align:middle line:90%
hard thing to solve.

01:07:36.480 --> 01:07:38.240 align:middle line:90%
How do I make him jump?

01:07:38.240 --> 01:07:42.364 align:middle line:84%
But no, I think generally it
should not be hard to figure

01:07:42.364 --> 01:07:42.830 align:middle line:90%
out how to make him jump.

01:07:42.830 --> 01:07:46.560 align:middle line:84%
Or walk left or right, or
how to open a door.

01:07:46.560 --> 01:07:50.040 align:middle line:84%
Unless that's a puzzle, and it's
easy to delude yourself

01:07:50.040 --> 01:07:51.552 align:middle line:84%
that by making the
interface hard...

01:07:51.552 --> 01:07:54.793 align:middle line:84%
On the other hand, there is this
other challenge, which is

01:07:54.793 --> 01:07:56.800 align:middle line:84%
that kids do have different
degrees of

01:07:56.800 --> 01:07:58.125 align:middle line:90%
literacy around games.

01:07:58.125 --> 01:08:00.722 align:middle line:84%
And it's hard to figure out
where the sweet spot is.

01:08:00.722 --> 01:08:02.935 align:middle line:84%
That's one I don't have
an easy answer for.

01:08:02.935 --> 01:08:04.570 align:middle line:84%
Because some large percentage
of the audience naturally

01:08:04.570 --> 01:08:07.572 align:middle line:90%
knows, try and get to the end.

01:08:07.572 --> 01:08:09.130 align:middle line:90%
Knows what winning means.

01:08:09.130 --> 01:08:10.870 align:middle line:84%
But there's some
kids who don't.

01:08:10.870 --> 01:08:13.330 align:middle line:84%
And the question is, if you
make the game, if you bend

01:08:13.330 --> 01:08:15.870 align:middle line:90%
over backwards--

01:08:15.870 --> 01:08:19.819 align:middle line:84%
I watched my mother play this,
and it was horrible.

01:08:19.819 --> 01:08:24.484 align:middle line:84%
Because she just was totally
clueless about where to go.

01:08:24.484 --> 01:08:27.690 align:middle line:84%
But I think if I try to set
up the game to work for my

01:08:27.690 --> 01:08:31.660 align:middle line:84%
mother, you can only work with
all this explicit instruction.

01:08:31.660 --> 01:08:36.330 align:middle line:84%
So hopefully with kids it's
less of an issue.

01:08:36.330 --> 01:08:38.370 align:middle line:84%
There's more, I think, uniform
game literacy.

01:08:38.370 --> 01:08:39.419 align:middle line:90%
But it's always a challenge.

01:08:39.419 --> 01:08:41.000 align:middle line:90%
No game appeals to everybody.

01:08:41.000 --> 01:08:43.880 align:middle line:90%
And you do want--

01:08:43.880 --> 01:08:45.365 align:middle line:84%
I don't think those of us who
make learning games have a

01:08:45.365 --> 01:08:46.399 align:middle line:90%
good answer to that.

01:08:46.399 --> 01:08:48.390 align:middle line:84%
I don't think we can ever make
a game that every kid would

01:08:48.390 --> 01:08:52.397 align:middle line:90%
play with equal--

01:08:52.397 --> 01:08:55.430 align:middle line:84%
we should never claim
that we're going

01:08:55.430 --> 01:08:59.103 align:middle line:90%
to get 100% on that.

01:08:59.103 --> 01:09:02.825 align:middle line:84%
PROFESSOR: One thing that I know
that you've noticed is

01:09:02.825 --> 01:09:08.044 align:middle line:84%
the amount of tolerance that
kids and adults have for

01:09:08.044 --> 01:09:10.580 align:middle line:90%
frustration, when--

01:09:10.580 --> 01:09:14.200 align:middle line:84%
I've seen kids say,
I hate this game.

01:09:14.200 --> 01:09:20.232 align:middle line:84%
This game is too hard and
they'll just keep going at it.

01:09:20.232 --> 01:09:24.624 align:middle line:84%
Whereas the adults have this
tendency to get really

01:09:24.624 --> 01:09:27.552 align:middle line:84%
embarrassed when they can't
solve it first time.

01:09:27.552 --> 01:09:30.689 align:middle line:84%
GUEST SPEAKER: It happens
when you're 26.

01:09:30.689 --> 01:09:33.060 align:middle line:84%
You suddenly sit down and
say, well, I'm not

01:09:33.060 --> 01:09:34.080 align:middle line:90%
very good at this.

01:09:34.080 --> 01:09:38.223 align:middle line:84%
You may be a gamer all your
life, but it's having another

01:09:38.223 --> 01:09:40.211 align:middle line:90%
adult watching you.

01:09:40.211 --> 01:09:43.855 align:middle line:84%
There's some point or another
where you suddenly say, I'm

01:09:43.855 --> 01:09:44.187 align:middle line:90%
not good at this.

01:09:44.187 --> 01:09:46.175 align:middle line:90%
I don't know why it happens.

01:09:46.175 --> 01:09:48.660 align:middle line:90%
[UNINTELLIGIBLE]

01:09:48.660 --> 01:09:49.910 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:09:49.910 --> 01:09:53.630 align:middle line:90%


01:09:53.630 --> 01:09:55.650 align:middle line:84%
AUDIENCE: Can you do
negative numbers?

01:09:55.650 --> 01:09:56.983 align:middle line:84%
GUEST SPEAKER: Not
in this one, no.

01:09:56.983 --> 01:09:59.298 align:middle line:90%
That's a good idea, though.

01:09:59.298 --> 01:10:00.690 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:10:00.690 --> 01:10:02.090 align:middle line:84%
AUDIENCE: In much of the
arithmetic you could always do

01:10:02.090 --> 01:10:04.312 align:middle line:84%
it as put in a larger number
and [UNINTELLIGIBLE]

01:10:04.312 --> 01:10:05.764 align:middle line:90%
GUEST SPEAKER: That's right.

01:10:05.764 --> 01:10:08.184 align:middle line:84%
PROFESSOR: I have a question
for [UNINTELLIGIBLE].

01:10:08.184 --> 01:10:11.572 align:middle line:84%
Because in some of them we were
hearing from you guys

01:10:11.572 --> 01:10:15.626 align:middle line:84%
about coming, more or less from
a game design angle into

01:10:15.626 --> 01:10:19.618 align:middle line:84%
designing games as a
learning purpose.

01:10:19.618 --> 01:10:21.614 align:middle line:90%
And you kind of [UNINTELLIGIBLE]

01:10:21.614 --> 01:10:22.612 align:middle line:90%
the other way around.

01:10:22.612 --> 01:10:24.608 align:middle line:84%
You came in from the
[UNINTELLIGIBLE].

01:10:24.608 --> 01:10:28.766 align:middle line:84%
Are there things to keep in
mind when you're working

01:10:28.766 --> 01:10:31.095 align:middle line:84%
across disciplines, that
game designers know?

01:10:31.095 --> 01:10:34.610 align:middle line:90%


01:10:34.610 --> 01:10:38.450 align:middle line:84%
GUEST SPEAKER: So, I think one
more difference that I still

01:10:38.450 --> 01:10:42.330 align:middle line:84%
have, or see between the way I
approach games and the way

01:10:42.330 --> 01:10:46.170 align:middle line:84%
educational games approach games
design, I'm more focused

01:10:46.170 --> 01:10:49.030 align:middle line:84%
on learning as an experience,
more in abstract form.

01:10:49.030 --> 01:10:51.030 align:middle line:84%
That doesn't mean that I
wouldn't be invested in that,

01:10:51.030 --> 01:10:54.285 align:middle line:84%
but that's not what I've been
working on yet here.

01:10:54.285 --> 01:10:56.530 align:middle line:84%
So for instance, after
that it was--

01:10:56.530 --> 01:11:00.780 align:middle line:84%
so the research question was
how, how can players overcome

01:11:00.780 --> 01:11:04.550 align:middle line:90%
expectations that are wrong.

01:11:04.550 --> 01:11:09.620 align:middle line:84%
And so the idea was not to use
educational stuff like numbers

01:11:09.620 --> 01:11:14.130 align:middle line:84%
or whatever, but more, can we
develop patterns in games that

01:11:14.130 --> 01:11:17.700 align:middle line:84%
players who realize very
quickly, and are they ready to

01:11:17.700 --> 01:11:20.360 align:middle line:84%
give them up if they realize
that they think what they've

01:11:20.360 --> 01:11:21.600 align:middle line:90%
seen is wrong.

01:11:21.600 --> 01:11:24.856 align:middle line:84%
So, for me it was very
interesting because I come at

01:11:24.856 --> 01:11:26.890 align:middle line:90%
an abstract theory inside.

01:11:26.890 --> 01:11:29.210 align:middle line:84%
And so we were developing
prototypes.

01:11:29.210 --> 01:11:31.450 align:middle line:84%
And it's very interesting when
you come from the abstract

01:11:31.450 --> 01:11:33.910 align:middle line:90%
idea to prototypes.

01:11:33.910 --> 01:11:37.520 align:middle line:84%
But paper prototyping is perfect
because it really made

01:11:37.520 --> 01:11:40.150 align:middle line:84%
me as a scientist come
to the ground.

01:11:40.150 --> 01:11:42.150 align:middle line:84%
Because of course I can read
[UNINTELLIGIBLE] and all these

01:11:42.150 --> 01:11:45.700 align:middle line:84%
people and say, wow, experiences
this and that.

01:11:45.700 --> 01:11:48.720 align:middle line:84%
And then you suddenly have pen
and paper and sit there and

01:11:48.720 --> 01:11:54.780 align:middle line:84%
think about a game that, is it
a metaphor for your theory.

01:11:54.780 --> 01:12:00.230 align:middle line:84%
And so I think my takeaway was
that paper prototyping was

01:12:00.230 --> 01:12:02.020 align:middle line:90%
very healthy for me.

01:12:02.020 --> 01:12:04.790 align:middle line:84%
And with the team to come down
to the fact, what is really

01:12:04.790 --> 01:12:06.180 align:middle line:90%
[UNINTELLIGIBLE] in the game.

01:12:06.180 --> 01:12:06.670 align:middle line:90%
What can we really--

01:12:06.670 --> 01:12:09.890 align:middle line:84%
I think at the beginning I was
a bit inexperienced in

01:12:09.890 --> 01:12:11.610 align:middle line:90%
prototyping.

01:12:11.610 --> 01:12:13.080 align:middle line:90%
Wow, we can all do that later.

01:12:13.080 --> 01:12:16.370 align:middle line:84%
We can do the cool stuff when
we get to programming.

01:12:16.370 --> 01:12:18.270 align:middle line:84%
But then I realized,
no, we can't.

01:12:18.270 --> 01:12:21.960 align:middle line:84%
We cannot do it as a paper
prototype, how should we do it

01:12:21.960 --> 01:12:23.100 align:middle line:90%
in programming.

01:12:23.100 --> 01:12:25.290 align:middle line:90%
But what is changing?

01:12:25.290 --> 01:12:29.390 align:middle line:84%
And I think for us it was
very interesting.

01:12:29.390 --> 01:12:32.910 align:middle line:84%
So I think one experience we
had is, we had them develop

01:12:32.910 --> 01:12:34.460 align:middle line:90%
different prototypes.

01:12:34.460 --> 01:12:37.390 align:middle line:84%
And so I think that was healthy
for us not to make one

01:12:37.390 --> 01:12:40.250 align:middle line:84%
paper prototype but then think
how we can do it better.

01:12:40.250 --> 01:12:42.770 align:middle line:90%
But that's what [UNINTELLIGIBLE]

01:12:42.770 --> 01:12:45.650 align:middle line:90%
a lot of prototypes.

01:12:45.650 --> 01:12:46.895 align:middle line:90%
And to stay open.

01:12:46.895 --> 01:12:50.280 align:middle line:84%
And even if you spend three or
four days on a prototype, if

01:12:50.280 --> 01:12:52.440 align:middle line:84%
it doesn't work with others
the moment you show them.

01:12:52.440 --> 01:12:54.040 align:middle line:84%
And they go like, what,
these are the rules.

01:12:54.040 --> 01:12:55.260 align:middle line:90%
Are you sure?

01:12:55.260 --> 01:12:57.132 align:middle line:90%
I don't get it.

01:12:57.132 --> 01:13:00.865 align:middle line:84%
If you explain the tenth time,
maybe-- maybe it was a cool

01:13:00.865 --> 01:13:03.540 align:middle line:84%
idea back home or with your
friend, maybe, but it just

01:13:03.540 --> 01:13:04.680 align:middle line:90%
doesn't work.

01:13:04.680 --> 01:13:07.900 align:middle line:84%
And so this experience
in the prototypes was

01:13:07.900 --> 01:13:09.310 align:middle line:90%
very healthy for us.

01:13:09.310 --> 01:13:10.580 align:middle line:90%
And then coming to the point.

01:13:10.580 --> 01:13:13.614 align:middle line:84%
And I realized for me it was
important that somebody coming

01:13:13.614 --> 01:13:16.230 align:middle line:84%
in the room, playing a prototype
for five minutes,

01:13:16.230 --> 01:13:18.880 align:middle line:84%
kind of understands
the core mechanic.

01:13:18.880 --> 01:13:21.130 align:middle line:90%
If this is not happening--

01:13:21.130 --> 01:13:24.416 align:middle line:84%
who takes the five minutes to
understand a core mechanic?

01:13:24.416 --> 01:13:25.620 align:middle line:90%
Nobody, today.

01:13:25.620 --> 01:13:27.000 align:middle line:84%
PROFESSOR: That would be, like
in this game, just walking

01:13:27.000 --> 01:13:28.176 align:middle line:90%
onto a [INAUDIBLE].

01:13:28.176 --> 01:13:29.112 align:middle line:90%
GUEST SPEAKER: Right.

01:13:29.112 --> 01:13:30.520 align:middle line:90%
That's right.

01:13:30.520 --> 01:13:32.800 align:middle line:90%
And so, yeah.

01:13:32.800 --> 01:13:35.350 align:middle line:84%
I think, coming from a different
perspective, again,

01:13:35.350 --> 01:13:40.030 align:middle line:84%
prototyping is kind of like the
way to get in the game.

01:13:40.030 --> 01:13:42.690 align:middle line:90%
Even as the designer.

01:13:42.690 --> 01:13:44.770 align:middle line:84%
Because from then on, you know
what you're talking about.

01:13:44.770 --> 01:13:46.682 align:middle line:84%
And so I had to lose a
lot of my abstract

01:13:46.682 --> 01:13:48.158 align:middle line:90%
thoughts in the process.

01:13:48.158 --> 01:13:49.470 align:middle line:90%
And then the playtesting.

01:13:49.470 --> 01:13:52.995 align:middle line:84%
So it was interesting sometimes
to see, even if the

01:13:52.995 --> 01:13:55.420 align:middle line:84%
prototype is cool, then
you have a prototype.

01:13:55.420 --> 01:13:57.610 align:middle line:84%
And then people come in and
say, [UNINTELLIGIBLE]

01:13:57.610 --> 01:13:58.480 align:middle line:90%
again.

01:13:58.480 --> 01:14:00.332 align:middle line:90%
[UNINTELLIGIBLE]

01:14:00.332 --> 01:14:01.260 align:middle line:90%
it's so easy.

01:14:01.260 --> 01:14:04.470 align:middle line:84%
But then you can start to stick
with your idea or say

01:14:04.470 --> 01:14:08.370 align:middle line:84%
no, maybe I have to go down with
the theoretical aspect

01:14:08.370 --> 01:14:10.780 align:middle line:90%
and really look [UNINTELLIGIBLE]

01:14:10.780 --> 01:14:12.030 align:middle line:90%
for the players.

01:14:12.030 --> 01:14:13.890 align:middle line:90%


01:14:13.890 --> 01:14:15.390 align:middle line:84%
GUEST SPEAKER: And another thing
about prototyping, it's

01:14:15.390 --> 01:14:17.440 align:middle line:90%
not focus groups.

01:14:17.440 --> 01:14:21.540 align:middle line:84%
So it's not a case of, --sure
you want to put it in front of

01:14:21.540 --> 01:14:23.060 align:middle line:90%
as many people as possible.

01:14:23.060 --> 01:14:25.980 align:middle line:84%
But you really want to, I think,
avoid stuff like what

01:14:25.980 --> 01:14:27.852 align:middle line:84%
did you like, what
didn't you like.

01:14:27.852 --> 01:14:28.710 align:middle line:90%
Those kind of questions.

01:14:28.710 --> 01:14:30.110 align:middle line:84%
Because people want
to be helpful.

01:14:30.110 --> 01:14:34.140 align:middle line:84%
And sometimes the piece they
didn't like was actually the

01:14:34.140 --> 01:14:35.500 align:middle line:84%
part where they were
working hardest.

01:14:35.500 --> 01:14:36.810 align:middle line:84%
So it's like I didn't
like that I had to

01:14:36.810 --> 01:14:37.800 align:middle line:90%
jump over the wall.

01:14:37.800 --> 01:14:40.780 align:middle line:84%
[INAUDIBLE] jump
over the wall.

01:14:40.780 --> 01:14:43.140 align:middle line:84%
And it may not really mean that
if you took that out,

01:14:43.140 --> 01:14:44.210 align:middle line:84%
that they would enjoy
the game more.

01:14:44.210 --> 01:14:45.710 align:middle line:84%
In fact, they might not
enjoy it at all.

01:14:45.710 --> 01:14:47.470 align:middle line:84%
So you have to be really
careful about that.

01:14:47.470 --> 01:14:49.004 align:middle line:90%
And people want to please you.

01:14:49.004 --> 01:14:49.960 align:middle line:84%
So they'll say oh, it's good,
and stuff like that.

01:14:49.960 --> 01:14:52.690 align:middle line:84%
I think it's really important
that what you do with

01:14:52.690 --> 01:14:56.236 align:middle line:84%
prototyping is watch
the player.

01:14:56.236 --> 01:14:59.110 align:middle line:84%
And then trust yourself
as a designer.

01:14:59.110 --> 01:15:02.160 align:middle line:84%
Rather than ask them what you
should do, because they will

01:15:02.160 --> 01:15:03.310 align:middle line:84%
try and be helpful and they'll
come up with wrong

01:15:03.310 --> 01:15:04.640 align:middle line:90%
suggestions.

01:15:04.640 --> 01:15:08.160 align:middle line:84%
Watch them and use your best
judgment as designer as to

01:15:08.160 --> 01:15:10.000 align:middle line:84%
what they're reacting to,
and why they're reacting

01:15:10.000 --> 01:15:11.360 align:middle line:90%
the way they are.

01:15:11.360 --> 01:15:13.350 align:middle line:90%
And try to fix it.

01:15:13.350 --> 01:15:16.730 align:middle line:84%
And then you try to get some
questions, try to maybe get

01:15:16.730 --> 01:15:17.820 align:middle line:90%
some access to their thinking.

01:15:17.820 --> 01:15:20.700 align:middle line:84%
But don't think that they
necessarily know what was

01:15:20.700 --> 01:15:25.150 align:middle line:84%
interesting to them, or what
would make them happy.

01:15:25.150 --> 01:15:26.060 align:middle line:90%
Don't ask those questions.

01:15:26.060 --> 01:15:29.006 align:middle line:84%
Those are focus group questions,
and you shouldn't

01:15:29.006 --> 01:15:30.601 align:middle line:84%
ask them because it's not
going to give you

01:15:30.601 --> 01:15:31.461 align:middle line:90%
the answers you want.

01:15:31.461 --> 01:15:33.425 align:middle line:84%
You've got to trust yourself
at some level

01:15:33.425 --> 01:15:34.420 align:middle line:90%
as to what's happening.

01:15:34.420 --> 01:15:36.570 align:middle line:84%
GUEST SPEAKER: And something
that I also had to learn was,

01:15:36.570 --> 01:15:41.120 align:middle line:84%
if you have the focus test or
the playtest, and then you

01:15:41.120 --> 01:15:42.490 align:middle line:90%
realize you have problems.

01:15:42.490 --> 01:15:45.240 align:middle line:84%
And it's really healthy to
write all the problems.

01:15:45.240 --> 01:15:47.670 align:middle line:84%
And then brainstorm different
solutions.

01:15:47.670 --> 01:15:50.520 align:middle line:84%
Don't ever, when you discuss
it, try to come up with a

01:15:50.520 --> 01:15:51.510 align:middle line:90%
solution immediately.

01:15:51.510 --> 01:15:55.000 align:middle line:84%
Because what happens is, you
quickly develop one solution.

01:15:55.000 --> 01:15:56.940 align:middle line:84%
And then you go and end up with
another problem, but you

01:15:56.940 --> 01:16:00.870 align:middle line:84%
don't realize that sometimes,
some problems stick together.

01:16:00.870 --> 01:16:02.840 align:middle line:84%
Or sometimes you realize,
well, we have so many

01:16:02.840 --> 01:16:06.192 align:middle line:84%
problems, just because of this
little aspect of the game.

01:16:06.192 --> 01:16:07.600 align:middle line:84%
Why don't we just let
it [UNINTELLIGIBLE].

01:16:07.600 --> 01:16:10.305 align:middle line:84%
If you don't do that, you start
to spend two hours in

01:16:10.305 --> 01:16:13.430 align:middle line:84%
solving a problem then
realize it was wrong.

01:16:13.430 --> 01:16:14.900 align:middle line:90%
Or you never realize it again.

01:16:14.900 --> 01:16:15.910 align:middle line:90%
So have [UNINTELLIGIBLE]

01:16:15.910 --> 01:16:18.475 align:middle line:84%
problems and quick solutions
where you [UNINTELLIGIBLE]

01:16:18.475 --> 01:16:19.560 align:middle line:90%
or not.

01:16:19.560 --> 01:16:22.706 align:middle line:84%
Make solution, solution,
solution and then with the

01:16:22.706 --> 01:16:26.010 align:middle line:84%
same problem a few weeks
later again.

01:16:26.010 --> 01:16:28.680 align:middle line:84%
GUEST SPEAKER: And I just want
to clarify, focus tests and

01:16:28.680 --> 01:16:30.740 align:middle line:84%
focus groups are two very
different things.

01:16:30.740 --> 01:16:33.360 align:middle line:90%


01:16:33.360 --> 01:16:35.560 align:middle line:84%
The kind of resource we're
talking about is focus

01:16:35.560 --> 01:16:38.040 align:middle line:84%
testing, which is specifically
identifying individual

01:16:38.040 --> 01:16:40.200 align:middle line:90%
problems in the game.

01:16:40.200 --> 01:16:43.755 align:middle line:84%
And a focus group is asking them
what they liked, which is

01:16:43.755 --> 01:16:46.980 align:middle line:84%
actually very not useful for
most product design in fact.

01:16:46.980 --> 01:16:49.230 align:middle line:90%
Games in particular.

01:16:49.230 --> 01:16:51.420 align:middle line:84%
GUEST SPEAKER: One piece of
advice that [UNINTELLIGIBLE]

01:16:51.420 --> 01:16:54.154 align:middle line:84%
really important if you're a
smart college student, like an

01:16:54.154 --> 01:16:57.802 align:middle line:84%
MIT student, is that you've
probably learned in spite of

01:16:57.802 --> 01:17:00.100 align:middle line:84%
your education, by having
someone sit in front of a

01:17:00.100 --> 01:17:02.000 align:middle line:84%
class and tell you what
was going on.

01:17:02.000 --> 01:17:03.860 align:middle line:90%
And you somehow absorbed it.

01:17:03.860 --> 01:17:06.650 align:middle line:84%
And that's why you've
got here.

01:17:06.650 --> 01:17:09.150 align:middle line:84%
But lots of people
don't learn that.

01:17:09.150 --> 01:17:12.616 align:middle line:84%
And it's really hard to avoid
the tendency in the game to

01:17:12.616 --> 01:17:14.340 align:middle line:84%
just tell people what
they should know.

01:17:14.340 --> 01:17:16.770 align:middle line:84%
Which is, sort of for my money,
like when you meet

01:17:16.770 --> 01:17:18.490 align:middle line:84%
someone who speaks a
foreign language.

01:17:18.490 --> 01:17:20.755 align:middle line:84%
You don't understand each
other so you both start

01:17:20.755 --> 01:17:24.450 align:middle line:90%
speaking slower and louder.

01:17:24.450 --> 01:17:25.450 align:middle line:84%
And I think that's what
a lot of education--

01:17:25.450 --> 01:17:27.850 align:middle line:84%
it's all a bad education
in general does.

01:17:27.850 --> 01:17:29.540 align:middle line:90%
Speaks slower and louder.

01:17:29.540 --> 01:17:30.300 align:middle line:90%
And [UNINTELLIGIBLE]

01:17:30.300 --> 01:17:32.755 align:middle line:90%
educational games.

01:17:32.755 --> 01:17:34.360 align:middle line:84%
So just remember that just
because you got it the first

01:17:34.360 --> 01:17:37.210 align:middle line:84%
time someone told you doesn't
mean that everybody else--

01:17:37.210 --> 01:17:39.534 align:middle line:84%
it's not just about explaining
it better.

01:17:39.534 --> 01:17:43.020 align:middle line:84%
It's about giving them a
different way of learning.

01:17:43.020 --> 01:17:45.510 align:middle line:84%
PROFESSOR: Any questions
for our guests?

01:17:45.510 --> 01:17:55.970 align:middle line:90%


01:17:55.970 --> 01:17:56.670 align:middle line:84%
GUEST SPEAKER: I just want
to say something.

01:17:56.670 --> 01:17:57.420 align:middle line:84%
Have you ever heard
of firehose games

01:17:57.420 --> 01:17:58.532 align:middle line:90%
[UNINTELLIGIBLE]

01:17:58.532 --> 01:17:59.210 align:middle line:90%
forum.

01:17:59.210 --> 01:18:02.010 align:middle line:84%
So I told them, I know a
guy who works there.

01:18:02.010 --> 01:18:05.250 align:middle line:84%
And he said, we've got a focus
group tomorrow night.

01:18:05.250 --> 01:18:07.655 align:middle line:84%
They're PS3 set to release
in a few months.

01:18:07.655 --> 01:18:09.840 align:middle line:84%
Does anyone want to
go tomorrow night?

01:18:09.840 --> 01:18:12.280 align:middle line:84%
Seven o'clock, about an hour
to an hour and a half.

01:18:12.280 --> 01:18:14.520 align:middle line:84%
GUEST SPEAKER: That includes
[UNINTELLIGIBLE]

01:18:14.520 --> 01:18:15.640 align:middle line:90%
and [UNINTELLIGIBLE]

01:18:15.640 --> 01:18:17.732 align:middle line:90%
are part of Firehose Games.

01:18:17.732 --> 01:18:21.296 align:middle line:84%
AUDIENCE: Are they looking for
people who haven't played the

01:18:21.296 --> 01:18:21.620 align:middle line:90%
game before?

01:18:21.620 --> 01:18:22.106 align:middle line:90%
GUEST SPEAKER: Maybe.

01:18:22.106 --> 01:18:23.564 align:middle line:84%
We're going to have
[UNINTELLIGIBLE].

01:18:23.564 --> 01:18:28.910 align:middle line:90%


01:18:28.910 --> 01:18:30.615 align:middle line:84%
AUDIENCE: Can I ask a question,
[UNINTELLIGIBLE]?

01:18:30.615 --> 01:18:35.115 align:middle line:90%


01:18:35.115 --> 01:18:38.890 align:middle line:84%
PROFESSOR: So the question
I would have to use is,

01:18:38.890 --> 01:18:40.350 align:middle line:90%
[UNINTELLIGIBLE]

01:18:40.350 --> 01:18:44.750 align:middle line:84%
in his play biography,
educational games?

01:18:44.750 --> 01:18:47.410 align:middle line:84%
Have you played it, would you
say it was an important

01:18:47.410 --> 01:18:48.200 align:middle line:90%
experience to you?

01:18:48.200 --> 01:18:50.620 align:middle line:84%
That even, maybe it's
embarrassing now when the

01:18:50.620 --> 01:18:52.070 align:middle line:90%
other ones are listening.

01:18:52.070 --> 01:18:54.660 align:middle line:84%
But does anybody out there
[UNINTELLIGIBLE]

01:18:54.660 --> 01:18:56.896 align:middle line:84%
Zambonis or whatever
that game was?

01:18:56.896 --> 01:18:59.340 align:middle line:84%
GUEST SPEAKER: Best
game of all time.

01:18:59.340 --> 01:19:01.140 align:middle line:90%
[INTERPOSING VOICES]

01:19:01.140 --> 01:19:03.240 align:middle line:84%
AUDIENCE: It was similar
in that you had a

01:19:03.240 --> 01:19:04.645 align:middle line:84%
[UNINTELLIGIBLE] you were taking
around and had to solve

01:19:04.645 --> 01:19:05.880 align:middle line:90%
little puzzles.

01:19:05.880 --> 01:19:10.240 align:middle line:84%
And underlying them was math
and simple math equations.

01:19:10.240 --> 01:19:10.670 align:middle line:90%
But--

01:19:10.670 --> 01:19:11.130 align:middle line:90%
[INTERPOSING VOICES]

01:19:11.130 --> 01:19:11.627 align:middle line:90%
AUDIENCE: Pizza.

01:19:11.627 --> 01:19:14.609 align:middle line:90%
You divide a pizza, it's cool.

01:19:14.609 --> 01:19:18.090 align:middle line:90%


01:19:18.090 --> 01:19:19.520 align:middle line:84%
GUEST SPEAKER: We can't
let that slip.

01:19:19.520 --> 01:19:20.610 align:middle line:90%
That's Scott's game.

01:19:20.610 --> 01:19:21.860 align:middle line:90%
[INTERPOSING VOICES]

01:19:21.860 --> 01:19:33.100 align:middle line:90%


01:19:33.100 --> 01:19:35.530 align:middle line:84%
PROFESSOR: I think it's
interesting to think about, if

01:19:35.530 --> 01:19:37.290 align:middle line:84%
you have any experience like
that, what would make

01:19:37.290 --> 01:19:39.014 align:middle line:90%
you like the game.

01:19:39.014 --> 01:19:42.665 align:middle line:84%
I think it's very rich, because
of all the people who

01:19:42.665 --> 01:19:44.100 align:middle line:84%
have that experience with
educational games, and then

01:19:44.100 --> 01:19:45.580 align:middle line:84%
think about them when
you design it.

01:19:45.580 --> 01:19:47.790 align:middle line:90%
Think about the influence.

01:19:47.790 --> 01:19:49.410 align:middle line:84%
GUEST SPEAKER: There's this
series of games called

01:19:49.410 --> 01:19:50.250 align:middle line:90%
Thinking Things.

01:19:50.250 --> 01:19:55.840 align:middle line:84%
And one of them had a mode that
basically was kind of

01:19:55.840 --> 01:19:59.950 align:middle line:84%
like programming, in that you
could place different types of

01:19:59.950 --> 01:20:03.580 align:middle line:84%
units on a grid, and then give
them instructions in a loop.

01:20:03.580 --> 01:20:05.560 align:middle line:84%
So, say, go forward then
left then right.

01:20:05.560 --> 01:20:07.950 align:middle line:90%
And they could paint a square.

01:20:07.950 --> 01:20:09.710 align:middle line:84%
And so what you'd end up doing
is, if it's a starting

01:20:09.710 --> 01:20:11.848 align:middle line:84%
configuration, a certain set of
rules, you could get them

01:20:11.848 --> 01:20:13.525 align:middle line:84%
to draw patterns and
stuff like that.

01:20:13.525 --> 01:20:17.320 align:middle line:84%
And what used to happen is, my
dad would say, can you get two

01:20:17.320 --> 01:20:19.390 align:middle line:84%
inverted triangles drawn
on the screen.

01:20:19.390 --> 01:20:22.060 align:middle line:84%
And I would sit there and try
to basically program it.

01:20:22.060 --> 01:20:23.200 align:middle line:84%
I realized that it
was actually a

01:20:23.200 --> 01:20:24.478 align:middle line:90%
programming game, so.

01:20:24.478 --> 01:20:27.050 align:middle line:84%
PROFESSOR: LOGO does a lot
of that sort of thing too

01:20:27.050 --> 01:20:29.140 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

01:20:29.140 --> 01:20:30.650 align:middle line:84%
GUEST SPEAKER: There's a bunch
of games that have done that.

01:20:30.650 --> 01:20:33.120 align:middle line:90%
The last puzzle [UNINTELLIGIBLE]

01:20:33.120 --> 01:20:35.630 align:middle line:90%
some of that stuff too.

01:20:35.630 --> 01:20:38.472 align:middle line:84%
And there's a product out just
now called, that I'm hooked on

01:20:38.472 --> 01:20:41.376 align:middle line:84%
right now, called Train
Yard, which is on the

01:20:41.376 --> 01:20:42.344 align:middle line:90%
iPad and the iPhone.

01:20:42.344 --> 01:20:42.828 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]

01:20:42.828 --> 01:20:43.312 align:middle line:90%
GUEST SPEAKER: What?

01:20:43.312 --> 01:20:45.260 align:middle line:84%
PROFESSOR: I thought that
would be your game.

01:20:45.260 --> 01:20:47.260 align:middle line:84%
GUEST SPEAKER: And
it really is a

01:20:47.260 --> 01:20:49.060 align:middle line:90%
programming game, basically.

01:20:49.060 --> 01:20:51.376 align:middle line:90%
It's kind of cool.

01:20:51.376 --> 01:20:52.700 align:middle line:90%
AUDIENCE: Robuzzle.

01:20:52.700 --> 01:20:55.248 align:middle line:90%
[UNINTELLIGIBLE].

01:20:55.248 --> 01:20:56.236 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]

01:20:56.236 --> 01:21:01.176 align:middle line:84%
AUDIENCE: I was just going to
say that [UNINTELLIGIBLE]

01:21:01.176 --> 01:21:02.980 align:middle line:90%
educational context.

01:21:02.980 --> 01:21:03.830 align:middle line:90%
Where--

01:21:03.830 --> 01:21:07.980 align:middle line:84%
Dinosaur Discovery, which is an
ancient game, I played it

01:21:07.980 --> 01:21:12.050 align:middle line:84%
when I was in kindergarten
[UNINTELLIGIBLE].

01:21:12.050 --> 01:21:18.226 align:middle line:84%
And it was an adventure
text puzzle game.

01:21:18.226 --> 01:21:19.640 align:middle line:90%
Which was Band Leader.

01:21:19.640 --> 01:21:20.890 align:middle line:84%
And then Where in the World
is Carmen Sandiego.

01:21:20.890 --> 01:21:24.170 align:middle line:90%


01:21:24.170 --> 01:21:26.045 align:middle line:84%
GUEST SPEAKER: Another
classic game that I

01:21:26.045 --> 01:21:29.050 align:middle line:90%
played, back when--

01:21:29.050 --> 01:21:32.125 align:middle line:84%
about the time when things
started getting popular, is

01:21:32.125 --> 01:21:32.944 align:middle line:90%
Midnight East.

01:21:32.944 --> 01:21:37.590 align:middle line:90%
It was a math busters game.

01:21:37.590 --> 01:21:38.840 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:21:38.840 --> 01:21:40.396 align:middle line:90%


01:21:40.396 --> 01:21:41.646 align:middle line:90%
[INTERPOSING VOICES]

01:21:41.646 --> 01:21:49.270 align:middle line:90%


01:21:49.270 --> 01:21:50.749 align:middle line:84%
AUDIENCE: The Incredible
Machine.

01:21:50.749 --> 01:21:53.214 align:middle line:84%
AUDIENCE: That's like the
[UNINTELLIGIBLE].

01:21:53.214 --> 01:21:55.186 align:middle line:90%
It's really [UNINTELLIGIBLE].

01:21:55.186 --> 01:21:56.436 align:middle line:90%
AUDIENCE: I loved that game.

01:21:56.436 --> 01:21:59.630 align:middle line:90%


01:21:59.630 --> 01:22:00.880 align:middle line:84%
PROFESSOR:
[UNINTELLIGIBLE PHRASE]

01:22:00.880 --> 01:22:04.220 align:middle line:90%


01:22:04.220 --> 01:22:06.655 align:middle line:90%
back in the good days.

01:22:06.655 --> 01:22:10.307 align:middle line:84%
I really enjoyed that game that
sounds like, I think we

01:22:10.307 --> 01:22:12.012 align:middle line:84%
all want to add to the
education game.

01:22:12.012 --> 01:22:14.220 align:middle line:84%
It's not like, oh my god, I had
to play an education game,

01:22:14.220 --> 01:22:16.970 align:middle line:84%
but more in, they could be
really in [UNINTELLIGIBLE].

01:22:16.970 --> 01:22:17.475 align:middle line:90%
GUEST SPEAKER: [UNINTELLIGIBLE]

01:22:17.475 --> 01:22:18.855 align:middle line:90%
and it came with almanac.

01:22:18.855 --> 01:22:23.710 align:middle line:84%
They encouraged you to to
do research, in fact.

01:22:23.710 --> 01:22:26.990 align:middle line:84%
It wasn't cheating to
look up the answers.

01:22:26.990 --> 01:22:32.006 align:middle line:90%