Showing posts with label Portal Flash. Show all posts
Showing posts with label Portal Flash. Show all posts

Wednesday, October 3, 2012

Portal Flash Learning: Part 2


Portal Flash Learning: Part 2

After the initial class, with it’s focus on “Learning” as its theme, the next two classes focused on “Collaboration” and “Communication”.  The class continued to use the free Flash version of Portal to accomplish this.



For the day on “Collaboration” the students were asked to find a partner and log in to their computers.  The game requires the your left hand operates the keyboard, which controls player movements, while the right hand controls the mouse, which is used to place portals in the testing room.

It is physically impossible to negotiate any of the puzzles without using both hands.

With their partner, students were instructed that only one partner could control one device.  One player could operate the keyboard, and the other could operate the mouse.  This task was also buttressed by three of our class rules, which they were asked to reflect on when they began playing.

The rules were as follows:
1.     My Words Matter
2.     I have a Voice, I will Use it
3.     We can’t do it Alone.

As expected, this caused a great deal of frustration, but eventually, they began to figure out a series of commands that they could use to accomplish their goals.  We ended with another discussion around the parallels between this activity, and the group work they are usually assigned in school.

The third and final day focused on “Communication”.  The students were asked to find a different partner from the previous class, and again log in to the game.  When they began however, I told them that they would not be allowed to talk or write directions to one another.

After 30 minutes of this, I began to allow them to write or draw as a way of communicating, and at the end of class, I allowed them to begin speaking.

Many of the students felt that this was extremely beneficial, as the silence in the room, and the need for forced listening that non-verbal communication created, actually made things easier.

We are currently starting a paper that will begin to address the overall experience and its efficacy.

Here is the prompt:

The Portal Flash Unit

Did you find this unit to be of value? Is it something that should be taught again in the future?

Think about the three themes:
1.     Day One: Learning
2.     Day Two: Collaboration
3.     Day Three: Communication

You will write a paragraph/section on each of these themes.  Each paragraph/section should answer and discuss the following questions:

·      How did the game address this theme?
·      Was it effective in teaching you about the theme as it relates to you?
·      Why should it be taught again next year, or why should it not be taught?

Friday, September 28, 2012

Portal Flash Learning Lesson


Now that the first few setup lessons have been completed, we are moving into some of the experiential learning that will shape the class.  Since the main thrust of the class is to break students out of their typical assumptions about what “school” can be, I wanted to provide an initial experience that was seemingly as far from these assumptions as possible.



The students were asked to log into their computers and run a Google search on “Portal Flash”.  This should bring up multiple accessible links to the game, Portal: The Flash Version.  The Flash version of the popular game Portal was not made by the developer, Valve, and is free on various Flash sites on the internet.  Unlike the console and PC version, the Flash version offers physics based puzzles in a 2-dimensional environment.  The puzzle require “portals” to be placed to allow the player to find a pathway to an exit.  As the game progresses, the puzzles get more difficult, and start introducing variables that affect the player’s ability to easily pass through the game.
When we began playing, I set up a few rules.  Students were told that their goal was to get to the highest level that they could, but that they could not ask me questions about the game, or I would simply reply with a question.  I told them that they could use the tools available to them such as Youtube or Wiki’s, to help them through.
Then I sat back and observed the chaos.
Invariably, even the most accomplished gamers in the class hit a wall, a point where they could no longer breeze through the levels without pausing to think, or ask questions of their classmates.  Here was where the game began to provide gold.
Kids became frustrated, agitated, excited.  They clicked the mouse too hard, or squirmed in their seat as the character fell into a pit or was incinerated on a laser floor.  They were animated, began asking questions of one another, furiously searched Youtube for the best walkthrough videos.
They were engaged in the truest sense of the word, despite the difficulty.
The students continued to play through to the lunch break, and when they returned, we started talking.  I asked the following 4 questions, giving them time to write their responses prior to sharing.

1.     What were the difficulties you faced during the game?
2.     How did you deal with these difficulties?
3.     How was this experience different from your idea of what “school” is supposed to be?
4.     What have you learned about learning, or how you learn best?

The discussion went well, with most of the students explaining the benefit of doing it themselves, and of not being given answers.  They said that there was a sense of accomplishment when they finished a level on their own.  Simply saying these things to my students would have paled in comparison to having them complete the activity first.  They need the experience of learning outside of what they have been conditioned to believe it is.
I was struck by some of the student responses in other avenues.  When a lecture is occurring, or they are being asked to participate in activities that “feel” like “school”, my students are constantly asking to get a drink or go to the bathroom.  During the 80 minute block, over 2 different classes, not a single student asked to leave for any reason.  I’m not surprised by this at all.
We need to think about how we can demonstrate LEARNING in our classrooms, not simply explain to our student’s why it is important.    The more we can begin to understand that learning is something that is happening within these children AT ALL TIMES, the more we need to be cognizant of the worthiness of the tasks we ask them to do.  Is it simply busy work?  Are we just padding a grade book? Justifying our own existence?

Take some time to try the game yourself.  What emotions does it elicit in you?  How do you deal with frustration and failure?  How do you manage a lack of ability or control in something as simple as a two-dimensional computer game?

What can you learn about your student’s educational lives from it?  

Log on, and get uncomfortable.