Posts Tagged: planning


30
Dec 11

Lil Red About to Head Out into the Big Wide World

An hour here and an hour there, I have been adding to my first IF title ‘Lil Red.’ Its proving a steep and very enjoyable learning curve, made even more challenging by the fact that it’s the holidays and I don’t feel I can pester Quest developer @alexwarren. I feel a little embarrassed each time I send an email outlining each subsequent road block. There is one very clear classroom benefit of the non-linear nature of IF and that is, there is always plenty of writing and coding that one can be getting on with, around that road block. This non-linear learning should transfer effectively to the classroom.

Sir, I can get A to open B? Can you help?

Yes, I am just helping Fiona, move onto your next room description and I be over to ask you a few questions.

So what have I learnt so far? As I share with @vaughany writing all useful, game purposeful answers as well as responding to all possible player answers, all takes time and more importantly lateral thinking. Its not just how ‘you,’ would interact with the game but how the player may interact with the game. A second skill I am developing is my awareness of ‘game continuity’ and by that I mean ensuring that narrative, room and object descriptions and game scenarios complement one another. For example, if Red is going to wear a ‘red hoodie’ then the player needs to be given a reason to wear a hoodie and not a t-shirt. Hence ‘don’t you know its winter outside.’ This in turn will impact on what might be purchased from Greggs the Bakers and also gives Red a reason to take the bus to Grandma’s house.

The second encouraging writing observation is that IF really promotes effective planning, however that game planning is very easily adapted or extended. For example, originally I had introduced Red as waking in her room, with an introductory puzzle to show / teach players how to use verbs and interact with the game, with Red exiting the apartment onto High Street 1st East. Red’s apartment was easily extended to a more realistic two, then three, then four room apartment with one room and two room puzzles, creating a mini game, within the game. What Tim Hamilton described as a ‘section of game play’ that ends with Red exiting onto the High Street 1st East, part one of six ‘High Street’ rooms, the second section of the game. I started writing the game with approximately 80% of the game planned, the game is now approximately 115% of its intended size and I anticipate it will grow further still. Clearly planning IF is a skill that itself needs to be developed.

Progress so far has been relatively successful, constructing the basic game map, adding room and object descriptions has been straightforward. Using workflowy has made recording and reviewing the narrative more efficient and I would certainly recommend it (plus having a spell checker and the ability share the file is useful). You can view ‘Lil Red’s’  progress here. I am now starting to code the game interactions with moderate success. I still need to develop my understanding and use of ‘expressions,’ definitely on the agenda for my next conversation with Alex.

Teaching IF

Quest is easy to get started with, you can write / code very simple games, very quickly, however I would not advocate diving in at the writing and coding deep end. The second point of caution is that writing and coding IF is not a simple extension creative writing. For starters there are multiply middles and ends and not every reader/player will follow the same path and non-linear style requires a unique style of thinking and planning skills, and that’s all part of attraction if IF. Not forgetting you have to accommodate players possible wrong answers. Given these reflections here are my initial considerations for teaching IF

Reading and experiencing game play is important for appreciating game structures and interactions however, significantly and understandably, most IF games were not written with teaching in mind. The games I have experienced are typically ten and twenty hours long. I would therefore recommend either playing a game section or we, the teaching community, need create some mini games. There is definite value in “completing a game” and only playing a section restricts that experience. One alternative strategy is to play the game as a team. All students playing and sharing achievements, this promotes a very social experience and certainly brings the group together.

Planning a game is important and complex. The plan itself needs deep consideration, however the quality of the plan (certainly in my first experience) is only realised as you construct the game. Hence Quests flexibility can be both a blessing and a curse. It allows you to easily adapt and extend when and wherever you like, but also allows the game to easily spiral out of control.

Approximately one minute of game play equates to one hour of planning, writing and coding. Even a fifteen, twenty minute game is a considerable undertaking or unit of work.

Delivery Model x2

Given that the most powerful learning and reward experience is planning and creating a game, I plan introduce IF through seven steps, twice over. The first cycle to experience IF and more importantly to construct and share a game and the second cycle, to really dig deep into IF culture and develop a coding interest.

  • Step 1 Play IF
  • Step 2 Plan and draft (visual) game floor plan (keep naming conventions simple)
  • Step 3 Write a very basic game script outline including verbs, rooms, objects, basic interactions and puzzles (again keep naming conventions simple)
  • Step 4 Construct the game floor plan in Quest – providing a scaffold upon which you can write the room and object descriptions
  • Step 5 Start to add the room descriptions / game narrative (game continuity is more achievable given you have a broad overview on the completed game) It is important that student learn to tell their story and also consider how the player ‘may’ interact with their game.
  • Step 6 Code the game interactions and puzzles. There are plenty of mini lessons here, basically teaching as much or as little of Quest as is required to fulfil the plan.
  • Step 7 Share and peer review and debug games.

Back to Lil Red, back to Quest, one coding challenge at a time. Bring on ‘expressions’ and creating an rewards variable or some kind.

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Popularity: 9% [?]


24
Dec 11

Lil Red

It’s been a while coming, but I have finally started on my first IF game in earnest. In my defense, it was hugely worthwhile playing a range of IF titles from start to finish to establish some IF etiquette, experience the scope of IF and to gather a few simple puzzle ideas (even if I probably wont be able to code them to that level). I played and tested the BETA version of Quests first iOS release Bump, now available on both Android and iOS (and web) plus a few games on the FREE iOS Frotz player, Zork and Anchorhead. With the students at school we dipped into www.textadventures.co.uk and played ‘As Darkness Falls’ and ‘Zombie Attack,’ so I think I am as ready as I am ever going to be to start writing. A second motivation for writing a game is that the titles we played in class were rather challenging, perhaps too difficult to engage Year 7 / 8 players and reluctant readers. So my first game was aimed at that Year 6 through Year 8 age range.

With the input from a small group of my students at Hamble College, we conceived a game idea, loosely themed on Little Red Riding Hood, with a good dose of Shrek, Hoodwinked and some real life family relationships. The game was collaboratively mapped out in Google Drawings, a diagram in constant flux (still in constant flux) and the storyline was being written in Google Docs. Very quickly the document became unworkable and the tree-like framework of Quest just not replicable. Today I have moved the game file to a shared Dropbox folder and I am reviewing Workflowy as an alternative.

Now, as for Lil Red, it was supposed to be a small scale game, but I have learnt that it does not take much for an IF game to grow. Just brining about our basic ideas and structure created twenty eight rooms and three hours of Questing, albeit some spaces are split into parts, eg the subway is split into two east and west sections for story telling realism. I have taken heed of the advice of Bump author Tim Hamilton, and constructed the game into parts with mini achievements as a gatekeeper to their progress. I have discussed with Alex how to create a HINT system (work in progress) to support these players and a scoring system to inform ‘badging’ or achievements (again, a work in progress). So in the meantime it is on with the game narrative and basic interactions and simple puzzles.

That is where I am right now. I think its time I add IF to my categories.

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Popularity: 51% [?]


29
Nov 11

Planning with Middle Leaders in Mind

Given a fairly positive first core day, I was giving ‘planning’ more consideration that I usually would on a Monday afternoon. Specifically, when and how you learn to plan effectively. So, given the NCSL materials and the commentary from Maggie Swinnerton, this is a document I hope to share and get feedback on, from the colleagues I work with in Curriculum areas. Feel free to add, comment and reuse.

We often plan change with ready made planning steps. Not unlike those presented below (adapted from the NCSL Middle Leaders materials). More recently I have began to consider that we often overlook or anticipate the ‘change impact’ on you, the change agent.

Good Planning

  • Objectives
  • Actions
  • Responsibilities
  • Timescales
  • Resources
  • Measureable success criteria
  • Monitoring, evaluating and next steps
  • Review dates

Testing the Planning

Most plans fail because they are never tried or are implemented without any thought as to what might go wrong; Consider therefore;

  • What things might get in the way
  • What are the worst case scenarios
  • What you have ‘going for you’
  • Prioritises
  • Be realistic in your time expectations

Monitor, Evaluate, Review

  • Step back regularly and reflect on progress
  • Select a small number of key success indicators
  • Collect hard results and soft evidence (views, formal feedback)
  • Weigh the evidence and, if need be, carry out improvements

Remember your Vision

Your vision is not static, evolving with practice. When we change, we learn, how can that change process be included, or at least highlighted, as part of the implementation of the plan.

Clearly define the impact you are aiming to achieve. The evidence you aim to collect and evaluation processes.

The impact on the staff you are working with (both teaching and non-teaching) on students, parents, guardians and carers, the community, the governors.

Note to self; consider and reflect the impact implementing the plan will have on you, the change agent.

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Popularity: 13% [?]


8
Oct 10

How do we get There…

 

How do we get There… If we don’t know where it is? And we haven’t yet agreed on what ‘there ‘looks like? (We, being me, the Head of English and the department). Very soon into accepting my new role at Hamble College, I set out to try and resolve these two important questions.

Back in July, I asked Karen Green, PGCE Programme Director for Southampton University, if she could recommend an English department that would welcome a visit from professional colleagues. Her recommendation, Redbridge Community School English Department led by Stuart Ramsey.

Stuart Ramsey and I exchanged a few emails before he very kindly offered to visit Hamble College and to discuss the expectations of an outstanding English Department has of their learners, their staff and their school. Even in Ofsted eyes Redbridge would offer  a good comparison.

Describe by Ofsted as

an oversubscribed average-sized but growing 11-16 school. Most students are from White British backgrounds. A significant number of students come from homes experiencing economic hardship and a well above-average percentage are eligible for free school meals. The percentage of students with learning difficulties and/or disabilities, particularly those with moderate learning difficulties, is higher than average.

Redbridge Community School is much like Hamble Community Sports College. We were described as average-sized, with the proportion of students from minority ethnic backgrounds small and few speak English as an additional language. You could easily phrase this as White British. Our students face perhaps, less severe, economic hardship however both schools support a higher than national average number of students with learning difficulties.

Stuart outlined many of his departments strengths, left some key discussion points open for review but most importantly kindly agreed to host our visit in the new term. Since Stuarts initial visit, our English Department results have been received and the department has been ‘dinning’ on their excellent results, deservedly so, hence todays visit was about reviewing the learning environment, the department culture and inevitably the teaching.

Popularity: 13% [?]


15
May 10

Important and Urgent then Do It.

I am sure you have come across the decision making matrix / Covey’s quadrants in one form or another. For 3 years, whilst working at Tauntons College, I faced a copy the matrix when sitting at my desk in an effort to reminded me to prioritise. I found it a very simple but effective model to follow and pending your personality, it might just reign in some of your temptations.

During the past 2 weeks, I have regularly drawn on the model to guide my decisions making as our ICT Department and IT Services strive towards our own ambitious targets. Hopefully by sharing these publically, you may wish to offer your opinions or partnerships, if you happen to be investigating the same curriculum or IT Services decisions.

KS4 Curriculum

Last year we more than doubled the pass rate. This year we have doubled the weighting, aiming for a 5% increase (although the Headteacher keeps pushing for 10%) and we have predicted a 70% increase in CVA. Yr11 attainment is  the priority. We have tracked the students progress very carefully, we know exactly what they have left to do, they know exactly what they have left to do thanks to Gradetrack (in house grades database), but still, hitting our targets still represent a real challenge. In addition to the heavy marking load, staff are currently offering 2 afterschool workshops per week and I offer a third on Fridays. Its all hands to the decks with GTP and PGCE students supporting Yr 11 classes.

May 13th Moderation: How much time do you spend with the moderator when there is still Yr 11 teaching opportunities? Simple answer, the Yr 11 teaching took priority with moderation feedback planned around the teaching. During the lessons I help 2 more students complete a Unit.

Importantly we learnt that a DDDDPP profile would secure a Distinction grade. We had been demanding DDDDMM, so that relieved some of the pressure on some of our aspiring students and will boast some unit grade, therefore CVA.

In summary a very positive report with a number of minor recommendations that will be immediately written into the worksheets for next year.

Sadly our Level 1 moderation was less successful and immediate remedial interventions have been actioned. This puts additional strain on the Department and interventions requires staff commitment. As a Level 1 course, with a small class size (15), albeit with challenging students, I had expected the member of staff to be able to lead it successfully. Too frequently I delegated or expected that appropriate internal verification procedures would be put in place without rigorous follow up. Lack of planning now means I must act upon an issue that is both urgent and important.

KS4 Curriculum Examination:

OCR has just confirmed its extension as a KS4 qualification. This is clearly important, but not urgent and I am glad that I can share this responsibility with the newly appointed HOD ICT. I would love to spend time reviewing the different specification, but it can be planned for.

KS3 Curriculum: We are beginning to see the value of KS3 ICT teaching in Yr9. Yr 9 students are progressing well on Unit 4. At present that has been delegated to the second in Department and I try to be observant but not distracted.

Without question, KS4 curriculum pressure is in the air. Marking loads are heavy, additional workshops wear you down, but its just for 2 more weeks.

All this would be very manageable if it was only the curriculum. Add a new build project, L4L (1-2-1) moving into Year 2 and a vastly improved IT Services makes everything far more complicated. The curriculum decisions might appear quite clear, and to be honest they are, I can assure you the IT Services conundrum, presents a far more complex set of circumstances.

Popularity: 12% [?]