Want to Take Your Students to Saturn? Strap on The Oculus Rift!

riftdk1For over a year, now, I’ve been following the development of and talking to educators about a piece of technology, that, in my view, could have a huge impact on learning experiences for our students.  It’s the Oculus Rift.  The Oculus Rift is a head-mounted virtual reality display that provides a stereoscopic, 110 degree field of view with responsive head-tracking.  In other words, you put this thing on, and you’re looking around inside a digital world.  Of course, virtual reality has been the promise of science fiction for years, from Star Trek’s holodecks to The Matrix.  Despite previous efforts in years past, the technology simply couldn’t deliver on science fiction’s vision for virtual reality.

All that’s changing, today, though, as technological advances in display capabilities, coupled with motion sensing, and of course, faster computers with better graphics, are making the dream of immersive digital experiences a reality.  Though marketed primarily as a gaming device (and what an awesome gaming peripheral!), I believe the Rift holds some pretty awesome potential in the classroom.oculus-bms

For several months, now, I’ve been talking about the technology and the ways I think it could impact learning.  For example, imagine taking students in a virtual time machine back to ancient Egypt at the height of its glory.  As you walk with them through busy streets and markets, filled with the sights and sounds of the time, imagine that your tour is interrupted by characters (played by others in this multiplayer experience) who sweep you and your students up in a playable (and educational) mystery adventure!  Remember the 60’s flick, Fantastic Voyage, in which a team of doctors enter a spaceship and are shrunk to microscopic scale and explore a man’s body?  Wouldn’t it be great to take your Anatomy class inside the eye or the brain?  Better yet, imagine a set of tools that would allow your students to easily build and prototype models and concepts and to experience (and share) them in an immersive 3D world? As described in this article, some developers are already looking at the Rift’s potential in education, and that’s exciting!

Flying through space with the Oculus RiftThe technology is on our doorstep and I suspect will be mainstream within five years.  Rumors are flying regarding when the Oculus Rift will be released in a consumer model, but it’s already possible to purchase a developer kit.  After riding the fence for months wondering whether to wait for the consumer version or buy a developer kit, I finally decided to take the plunge and it arrived this week.  Within minutes I was exploring a cozy home in Tuscany and moments later, flying through the solar system in the Titans of Space demo.  I even explored one of our Minecraft servers with a version of Minecraft (called, Minecrift) and walked amongst our students’ creations.  The technology is amazing.  But, I’m a fan-boy and a geek, so I had to see if my non-gamer co-workers would react the way I did.  I fired up Titans of Space and called them down to my office.  The response was unanimous, “Oh…. WOW!  Oh…. This is amazing!!”  The next day I took it out to one of our schools and let a science teacher try the same demo.  “My students need to have this experience.  This is incredible!”

So, how long until we have these in the classroom?  Let’s look at some barriers.  The better your graphics card and processor, the better experience you’ll have.  Most of our classroom computers aren’t powerful enough to support the Rift, at least not with fluid frame rates.  For a classroom implementation in the next year or so, I’d suggest a station-based approach in which three or four Rifts are paired with powerful desktops or perhaps a strong gaming laptop.  (Our WoWinSchool Alienwares could handle some of the low-end demos fine.)  Another issue, though one that the developers are likely to overcome in the consumer version, relates to the seemingly imperceptible differences in the time it takes between your head’s movement and the display’s updated image response.  With prolonged use this can cause what’s been dubbed VR sickness, a queasy, dizziness akin to motion sickness.  As one of my co-workers, who rode one of the virtual roller coasters can attest, it’s very real!

Today, I’m not the only Oculus Rift fan in the district.  Everyone who’s experienced it has had a similar response. Experiencing the immersion, educators are quickly making the connections to learning.  The four walls of the classroom are less of a barrier than ever!

-Lucas

The Town of SpringHaven

There is a small village on the outskirts of a mountainous region, perched on a plateau overlooking the sea.  It sits in the shadow of a great castle adorned with great towers, fortified walls, and topped with a roof made entirely of blocks of pure diamond.  SpringHaven, as the locals call it, is a quaint village in a vast, largely unexplored world.  Shopkeepers and an ever-patrolling lad named Drakia, add to the activity and bustle, but real life is breathed into this town, and the surrounding regions, when the world’s architects are there.  I’m talking about the learners who are actively creating and building this living, breathing virtual world in Minecraft.  I merely provided them with the canvas, but they are the true artists who are making this year’s newly re-designed survival server come alive.

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This year, we’ve re-launched our district’s survival Minecraft server with an emphasis on building community among our student-players.  If the first few weeks is any indication, they have embraced that call.  They designed our starting area, the town of SpringHaven, the great Diamond Castle that overshadows it, and are working to create a unique world, all their own.  Another goal of this year’s project is to increasingly hand over the leadership and ownership of this community to the learners.  We’ve instituted a challenge/rank system, offering players the ability to “level up” by actively contributing to the design of the world and participating in the community-building projects and contests that we will be rolling out.  We’ve also incorporating some exciting new plugins, including MCMMO which allows players to level up skills like Mining and Archery.

Just last night, we just launched our first event, a community build (a collaborative, server-wide building project), called “The Town of Deadwood!”  In the spirit of the Halloween season, players are invited to build a deserted, and haunted town, each choosing a different component to be responsible for, and working to add it to the town’s deserted streets.  By participating, they earn community participation points and can advance their “status” on the server as a contributor.  Want to see our event flyer?  You can find it here:  https://docs.google.com/document/d/16Ry36DMAIarAKirE-3UECM6tCmDfubZ6s9Seu8r-iPk/edit.

I’m thrilled at the level of engagement and ownership I’ve seen so far.  I can’t wait to see what’s next!

-Lucas

Games in Education 2013 Is Here!

I’ve said it before and I’ll say it again.  The Games in Education Symposium, held annually in the Albany, New York area is one of the best games and education conferences out there for K-12 educators!  It’s pure awesome.  They bring out great people to speak and lead hands-on workshops and offer it at no cost to area educators.

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I’ll be sharing some crazy stuff that’s been percolating in my head lately, sharing the work we’ve been doing in our school district, and of course networking with all of the awesome educators who’ll be attending.

If you’re looking for resources from my presentations, they’re under… you guessed it!  Presentation Resources, above.

-Lucas

e-Virtuoses/Gamification Summit 2013 – WoWinSchool Presentation

Here are my slides from my presentation at the 2013 Gamification Summit in San Francisco, CA and the 2013 e-Virtuoses Conference in Valenciennes, France:

For more information about this and other education/gaming projects that I’ve done, check out the links on the right of the site!

-Lucas

MMO-School Project Wins 2013 GAward for Best Use of Engagement Techniques in Education

Yes, that's Gabe Zicherman presenting the award! Cool!

What an honor!  Last night I had the opportunity to take the stage at the 2013 Gamification Summit to receive GAward for Best Use of Student Engagement Techniques in Education for the MMO-School Project (#wowinschool).  This is award is really about the student-heroes, our Lorekeepers, the brave teachers who’ve taken on this incredible journey, and the many school leaders who have fostered environments that allow innovative experiments like this to grow. Such opportunities and exposure is available at elementary schools in Santa Ana.  A massive thanks goes out to Mr. Craig Lawson, the co-author of the curriculum, Peggy Sheehy, early adopter and champion of the cause, and the many others who’ve brought us to this place.  What does the future hold?  Who knows?  Education in the U.S. is ripe for disruption and change.  This project simply represents a possibility.  For now, we’ll keep on exploring new worlds, polishing our reading and writing skills, learning leadership and communication, and of course… growing into the Heroes we’re destined to be.

-Lucas

 

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NCTIES 2013!! Game On: Play to Learn

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So, needless to say, I’m pretty excited about this year’s theme for the conference.  There are a number of fantastic sessions related to games and learning.  My session resources can be found here:

Game on!

-Lucas

A Hero’s Journey: From Azeroth to Tyria (Guild Wars 2)

The WoWinSchool Project continues to amaze me.  What began in 2009 has grown, evolved, and continues to engage students in unique and exciting ways.  The keys are tapping into relevance and creating a space in which what our Heroes learn relates to the context of their experiences.

The curriculum that Craig Lawson and I wrote for the program and released in June of 2011 has resonated with other pioneering educators around the globe.  This year has been no exception.  With the more affordable, dynamic MMO’s entering the market and game-based learning gaining the attention of district-level decision makers, more Lorekeepers (teachers) are taking up the banner and guiding a new generation of student-heroes into this adventure in learning.

The adaptability of the learning quests in the curriculum makes it suitable for games beyond World of Warcraft.  In Pender County Schools, our programs have made a significant transition to a new world.  The subscription fees associated with WoW have, historically, made it cost-prohibitive for many would-be additions to the program.  As our allotment of 60-day subscription cards began to dwindle, I began to research viable alternatives that might allow us to continue our momentum.

I experimented with Rift and Star Wars: The Old Republic, and though they have merits, both, at the time, were subscription-based, and in my experience, didn’t provide the epic-level experience we’d had in WoW.  I began following the developments of ArenaNet’s Guild Wars 2 and held out hope that this might be the one.  A month after release, I was convinced.  Around this same time, LeVonda Vickery from the REACH School in Oregon, contacted me regarding her desire to use our curriculum with Guild Wars 2.  So, I wasn’t the only one thinking about the possibilities!  Guild Wars 2 would take us and our program forward, providing our heroes with deep, story-driven content, while adding a huge layer of community-driven experience I felt had always been lacking from World of Warcraft.

We conducted a test to see how well it would fit with a group of five students in Cape Fear Middle’s SAGA class.  Their feedback was very positive and the game performed acceptably on our newest Dell desktops (with integrated graphics) and beautifully on our Alienwares.  After discussing with our school-based Lorekeepers, we agreed.  “It’s time to move to Tyria!”

All of our 30+ Heroes have now embarked on a new adventure in Tyria.  GW2’s emphasis on character and story during character creation really sets the stage for focusing on a player’s role in the bigger picture of world events.  The unique level-adjusting system means that players who have outpaced their guild mates in level can go back to support their lower-level friends while still being challenged.

GW2’s focus on guilds also creates unique opportunities for our student guild, The Legacy, to engage with the larger server community.  The perks that guilds earn for gaining influence points (by working together in the game), allow for students to have a greater say in the direction of their community takes.  A great example of how we’re taking advantage of this is with our recent guild emblem contest.

Already, more schools have joined or expressed an intent to join the program in the near future.  The Legacy Guild is growing!  Exciting possibilities are on the horizon!

-Lucas

Everything I Need to Know About The Future of Education I Learned from Science Fiction

The future is coming.  Are you ready?  I am and I’m excited about what it holds for education!  As if it weren’t already clear that I’m an unabashed (and rather proud) geek, you might suspect that my favorite genre of literature is science fiction.  And, you’d be mostly right, though the number one spot is also shared with fantasy literature (big surprise, huh?).  Last week I wrapped up Ready Player One by Ernest Cline.  It was a blast!  A mashup of 80’s pop culture and gaming with a healthy dose of dystopian cyberpunk, it really is this 80’s kid’s dream novel.

When consuming media, though, I find it difficult to take off my educator-glasses. So, as I’m reminiscing about the days of the blips and beeps of the mall arcade and the tabletop PacMan at the local Pizza Hut, I’m also paying close attention to what Cline says about education.  I highlighted several passages because they got me thinking…  Want to know what school will be like in the future?  Maybe science fiction holds the key!  Then, I reflected on other science fiction I’d read or seen in the movies.  What if?  Here are some possible futures:

 

Virtual Worlds for Learning – from Ready Player One by Earnest Cline (2012)


"Then, one glorious day, our principal announced that any student with a passing grade-point average could apply for a transfer to the new OASIS [the virtual world in Cline's novel] public school system.  The real public school system, the one run by the government, had been an underfunded, overcrowded train wreck for decades... ...every kid with half a brain was being encouraged to stay at home and attend school online."

 

This is a future that both excites and worries me at the same time.  However, look at the pressures our public schools are facing.  Imagine a system that was free, accredited, and offered experiences like these:

 

"...since the buildings were just pieces of software, their design wasn't limited by monetary constraints, or even by the laws of physics.  So, every school was a grand place of learning, with polished marble hallways, cathedral-like classrooms, zero-g gymnasiums [way cool!], and virtual libraries containing every (school-board approved) book ever written."

What person wouldn’t want to experience a learning environment like that?  Aside from the physical and monetary constraints on today’s schools, consider this, more personal statement by Parzival, the main character in the novel:

 

"Best of all, in the OASIS, no one could tell that I was fat, that I had acne... ...Bullies couldn't pelt me with spitballs...  No one could even touch me.  In here, I was safe."

Ever wonder why students are drawn to video games and virtual worlds?  Do you think, given the option to customize the appearance of their avatars that they’d hesitate to choose this kind of schooling over the traditional brick-and-mortar alternatives?

In later passages Parzival explains his experiences exploring ancient Egypt, touring a beating human heart (a la The Fantastic Voyage), and visiting Jupiter’s Io to watch a volcano erupt as Jupiter loomed on the horizon.  Imagine being able to have these sorts of experiences with your own learners!  Sleeping in class?  I doubt that would be an issue.

 

Personal Tablet Computing – Ender’s Game by Orson Scott Card (1985)

It’s interesting that I actually read Ender’s Game after I’d first used an iPad.  So, as I read passages like the one below, I was amazed at the author’s vision of learning in the future:

 

"Ender doodled on his desk, drawing contour maps of mountainous islands and then telling his desk to display them in three dimensions from every angle...
The bell rang. Everyone signed off their desks or hurriedly typed in reminders to themselves. Some were dumping lessons or data into their computers at home. A few gathered at the printers... Ender spread his hands over the keyboard near the edge of the desk and wondered what it would feel like to have hands as large as a grown-up's... Of course, they had bigger keyboards - but how could their thick fingers draw a fine line, the way Ender could..."

Already, tablet computers like the iPad are becoming frequent sights in our classrooms.  Their ability to provide technology-enhanced learning, individualized to a learner’s needs is powerful.  What might the future look like if every student had access to these devices to support their learning?  In some places, that future is already here.

 

Game-Based Learning – Ender’s Game by Orson Scott Card (1985)

Consider the Battle School from Orson Scott Card’s Ender’s Game.  Through rigorous game-based simulations, students in Card’s world learned standard curricula as well as military strategy.  Schools around the world are starting to pay attention to video games and how they can be effective tools for teaching.  (This blog has examples!)

 

Digital Learning/Research Assistants – Snowcrash by Neal Stephenson (1992)

Imagine what classroom learning might look like if each student had a personal, digital assistant to help them as they learned, adjusting to their specific learning styles, and helping them as they researched online.  In Neal Stephenson’s Snowcrash, the main character, Hiro, has a computer program dubbed “The Librarian” who takes the form of an avatar and helps him as he researches a mystery that’s plaguing hackers in cyberspace.  Consider this interchange between Hiro and his assistant as they piece together information that each of them has collected:

 

"He believed that Babel was an actual historical event. That it happened in a particular time and place, coinciding with the disappearance of the Sumerian language. That prior to Babel/Infocalypse, languages tended to converge. And that afterward, languages have always had an innate tendency to diverge and become mutually incomprehensible - that this tendency is, as he put it, coiled like a serpent around the human brainstem."
"The only thing that could explain that is - "
Hiro stops, not wanting to say it.
"Yes?" the Librarian says.
"If there was some phenomenon that moved through the population, altering their minds in such a way that they couldn't process the Sumerian language anymore. Kind of in the same way that a virus moves from one computer to another, damaging each computer in the same way. Coiling around the brainstem. "
"Lagos devoted much time and effort to this idea" the Librarian says "He believed that the nam-shub of Enki was a neurolinguistic virus"

When I consider these elements I think about my iPhone and that quirky little personality that resides within, Siri.  The thing that makes Siri amazing is not that it can recognize your speech or conduct basic information gathering for you, but rather that it’s the beginning stages of tools that can make sense of what we are saying/asking.  This is beyond speech recognition.  This is semantics.  What if each of your learners had one of these?  This wouldn’t supplant a teacher, but would foster individualization and differentiation.  At the same time, this we can always direct students to Siri for those “Bloom’s Basement” sorts of questions.

 

If you haven’t read these novels, you really should.  Not only do they have interesting predictions about the future (and the future of learning), they’re great reads!  There are probably countless other examples from science fiction.  Perhaps you’ve got some?  Leave a comment and share!

 

-Lucas