From Fable to Game: Plan for an Engaging Gamification Project
By Kathy Strickland, Boise State MET Candidate
Learning Goal At the end of this project, learners will be able to transform a story or fable into a simple Scratch game.
Learning Objectives There are seven key learning objectives related to the learning goal: 1. Given a story map template, identify the storys character(s), setting, problem, and solution. 2. Working in pairs, recall story events. 3. Sequence story events in a logical order using a story board template. 4. Identify key character(s) and event(s) to be used in game design. 5. Design a working game in Scratch based on story map and story board created. 6. Given explanations and examples of game mechanics and aesthetics, apply these principles to the design and development of an original game. 7. Compose detailed instructions and rationale for the game, including moral. Matrix of Objectives and Assessment Plan
Learning Objective
Blooms Taxonomy Classification Format of Assessment Description of Test Form Sample Assessment Items 1 Comprehension Interactive Whiteboard; Pencil-and- Paper Mapping Fill in sections of story map with details from chosen story 2 Knowledge Performance Observation Brainstorm and list all events 3 Synthesis Interactive Whiteboard; Pencil-and- Paper Sequencing Construct series of events in pictures and/or words 2
4 Comprehension Performance Observation Pinpoint key characters and events to use in game 5 Synthesis Web-Based Technology Trial and Evaluation Design and execute game using Scratch 6 Application Web-Based Technology Trial and Evaluation Apply game mechanics and aesthetics to game design 7 Evaluation Pencil-and- Paper (typed) Interpretation Write game instructions and rationale
These objectives and assessments work together to create a meaningful learning experience and achieve the learning goal. Achieving these objectives requires game thinking, which is perhaps the most important element of gamification (Kapp, 2012, p. 40), and will enrich students understanding of storytelling. Objectives #5 and #6 in particular involve problem solving in order to apply concepts and characters to a game format, in which the story is essentially retold in an interactive, player-controlled way with variable endings. The real power of game-based thinking is in engagement, storytelling, visualization of characters, and problem solving (Kapp, 2012, p. 41).
Target Audience The target audience for this project is students who are 10 to 12 years old and enrolled in a program of study in the Vedic sciences, including Sanskrit, art, and math-based astrology. This project will be part of a unit where students study stories and fables from ancient Indian 3
texts, including the Mahavakya, the Panchatantra, the Hitopadesha, the Mahabharata (including the Bhagavad Gita), and various Vedic astrology texts. Working in pairs, students will choose the topic of their game from among the stories previously studied. Prerequisite knowledge and skills include: Familiarity with story choices Understanding of basic story elements (character, plot, conflict, setting, motive, goal/resolution, moral/theme) Proficiency searching the Internet (for background information and public domain images as needed) Ability to use a computer with keyboard This course of study will not teach English Language Arts concepts, nor is it tied to any established school or curriculum. But, according to the Common Core State Standards (CCSS) for Reading: Literature, target students will be familiar with the terms and concepts used to discuss and plot the game story board. For instance, by age 10, these students should have mastered the following CCSS Grade 3 Key Ideas and Details: CCSS.ELA-Literacy.RL.3.2 Recount stories, including fables, folktales, and myths from diverse cultures; determine the central message, lesson, or moral and explain how it is conveyed through key details in the text.
CCSS.ELA-Literacy.RL.3.3 Describe characters in a story (e.g., their traits, motivations, or feelings) and explain how their actions contribute to the sequence of events
Students will be developing basic Sanskrit vocabulary at this point in the broader Vedic sciences program, having taken a course in Sanskrit speech sounds in their first semester. They 4
may be translating some passages from the stories and learning to read Devanagari script. This knowledge could be incorporated into their game design but is not a project requirement.
Materials and Media The instructor will use the following materials and media when implementing the Fable- to-Game project: 1. Story map template: http://www.scholastic.com/teachers/lesson- plan/collateral_resources/pdf/l/lessonplans_graphicorg_pdfs_storymap.pdf 2. Story board template: http://www.scholastic.com/teachers/sites/default/files/asset/file/story-board- reading-comprehension-graphic-organizer.pdf 3. Interactive whiteboard or projector 4. Example of fable-turned-game: http://scratch.mit.edu/projects/21404567/ 5. Scratch game-design program: http://www.scratch.mit.edu/
Story Map Template: This will be used to help students identify the key characters and props (any objects essential to the problem/solution) to use in their games. These characters and props are called Sprites in the Scratch program. The story map template will also help students identify the setting for their games (the Stage and Backdrops in Scratch). Story Board Template: This will be used to help students identify the actions that will take place in their games. Based on the problem and solution identified in the story map, students will break down what happened in the story into a logical sequence of events, which they will draw or write on the story board template. They will then consider cause and effect when isolating the key event in the problem and the key event in the solution. These will become the actions in the game and how the player wins or loses. The game mechanics can be created with a variety of Scratch functions, including Motion, Events, Control, Sensing, Data, and Operators. See Gamified Content and Mechanics below for how this will be taught. 5
Interactive Whiteboard or Projector: An interactive whiteboard or projector will be used to model the story map and story board tasks with the whole class. Example of Fable-Turned-Game: The Thirsty Crow game I created in EdTech 597 will be used as an example of how to (1) identify and create the key character(s) and prop(s), (2) identify and execute the key events that will make the game function, (3) explain game concepts such as winning/losing, earning rewards, advancing levels (not required for this project), and (4) explain game aesthetics, including Costumes, Sounds, and Looks. See Gamified Content and Mechanics below for how this will be taught. Scratch Game-Design Program: Scratch is an open-source program developed by MIT. For this project, students will use the most current online version rather than downloading the software. Students will be able to access and edit their game from any computer with Internet access, which is necessary because class meets just once a week. In addition to the online tutorials and help forum within Scratch, the instructor will offer support outside of class.
Gamified Content and Mechanics This project incorporates a variety of gamified content and mechanics, including those involved in game development itself. The learning goal of this project is for students to transform a story or fable into a simple Scratch game. Students will gain experience with basic programming, and the logical, creative game thinking involved in this process will prove useful in any school content area and in the working world of the 21 st century. 6
As Marc Prensky points out in the Educational Leadership article titled Listen to the Natives, programming is perhaps the key skill necessary for 21 st century literacy (Prensky, 2005/2006). This gamification project can be broken into two parts: (1) the story and (2) the game. Part 1: The Story The first part of the Fable-to-Game project focuses on the story on which students will base their game. Working in pairs, students will choose a story or fable from the course readings, which include selections from the Mahavakya, the Panchatantra, the Hitopadesha, the Mahabharata (including the Bhagavad Gita), and various Vedic astrology texts. Part 1 instruction and practice will achieve the first four objectives identified in Learning Objectives on page 1 of this document: 1. Given a story map template, identify the storys character(s), setting, problem, and solution. 2. Working in pairs, recall story events. 3. Sequence story events in a logical order using a story board template. 4. Identify key character(s) and event(s) to be used in game design. After students choose their story, they will read and discuss it with their partner. They may consider at this point what they think the moral of the story could be, as this may help them determine the goal of their game and a reward for achieving it in Part 2. The first task for each pair of students is story mapping. The instructor will read or re- read the story of The Thirsty Crow. Using an interactive whiteboard or projector, the instructor will then model the story mapping activity (Objective #1), asking students to help fill in the character(s), setting, problem, and solution. Students will then complete their own story map with their partner. 7
The second task in this project deals with the events of the story. Using an interactive whiteboard or projector, the instructor will model how to recall the story events (Objective #2) and fill out the story board (Objective #3). The whole class will participate in calling out all the events that happened in the story, referring to the problem and solution identified on the story map, and then sequencing them in a logical order. The instructor may ask for student volunteers to draw or write on the story board template. Students will then complete their own story board with their partner. The final task in Part 1 is identifying the key character(s) and event(s) to be used in game design (Objective #4). Student pairs will examine the sequence of events laid out on their story board and determine if there is a key event that leads to resolution of the problem. For example, in the fable The Tortoise and the Hare, the rabbits decision to take a nap resulted in his losing the race. In The Thirsty Crow, it was when the crow dropped a stone into the pitcher that the water level began to rise, thus sparking the solution to the crows problem. This is when students will begin to apply game thinking. As game designer and gamification expert Amy Jo Kim suggests in her Google TechTalks speech titled Smart Gamification: Designing the Player Journey (Kim, 2011), the instructor may begin to replace the term character with player, shifting the focus from story to game and the control from the author (what has been written) to the students (what will be created). When isolating the key event in the problem and the key event in the solution, students will examine cause and effect and what will become in the game mechanics if/then scenarios. Students will also determine the action that will solve the problem they identified in their story map and ultimately result in the player winning the game. 8
Part 2: The Game The second part of the Fable-to-Game project focuses on designing a game in Scratch based on the chosen story. This is where students really develop their strategic game thinking and are introduced to game mechanics and aesthetics. Apart from the literal meanings of these terms, students will be introduced to the definitions Amy Jo Kim gives in Smart Gamification: Designing the Player Journey (Kim, 2011): Game mechanics: the systems and features that make progress visible Game aesthetics: the overall experience that yields emotional engagement.
Part 2 will begin with a whole-class discussion about what games students like to play and what makes them engaging. This will not only put students (aka players) in a gaming mind-set, but will also potentially bring up terms and concepts (including achievements and rewards) that apply to the game students will create. Part 2 instruction and practice will achieve the last three objectives identified in Learning Objectives on page 1 of this document: 5. Design a working game in Scratch based on story map and story board created. 6. Given explanations and examples of game mechanics and aesthetics, apply these principles to the design and development of an original game. 7. Compose detailed instructions and rationale for the game, including moral. After brainstorming what makes their favorite games engaging, students will be introduced to terms and concepts related to game functions and features. Referencing the work students did in Part 1 of the project and looking inside The Thirsty Crow for parallels in the Scratch program, the instructor will demonstrate how games include the same elements as stories: characters and props (Sprites), setting (Stage and Backdrops), actions (Scripts involving 9
Motion, Events, Control, Sensing, Data, and Operators), problem (what the player must do/overcome in the game), and solution (how the player wins the game). Students first task in meeting Objectives #5 and #6 will be working in pairs to create the Sprite(s) to be used in their game. They can choose from Sprites in the Scratch library, paint their own, or upload an image (original work or public domain only). The instructor will model how to create Sprites before the students do it themselves. For their second task in Part 2 of the project, students will consider the context in which the key story events they identified in Part 1 occur. They will set the Stage for action by creating one or more Backdrops in Scratch. The instructor will again model the task before partners begin working together. The third task, developing Scripts, is perhaps the most complex and will likely require multiple class periods as well as work outside of class. Students will determine which functions in Scratch (Motion, Events, Control, Sensing, Data, and Operators), can be used to create a Script that allows the player to solve the problem and win the game. This involves determining how the player will control the Sprite(s) from the computer keyboard. For instance, if the player wishes to move left, he/she will push the left arrow key. This task also involves designing into the game a distinct event that indicates to the player when he/she has won or lost. The instructor will use the scripts from The Thirsty Crow game to explain the logic behind the game mechanics. The instructor will spend the rest of the class time helping students as they work in pairs. Once the game is functioning, students can incorporate aesthetics, including Costumes, controlled from the Looks functions, and Sounds (not required). 10
The final task in the project (Objective #7) is one that allows students to reflect on and evaluate the work they have done. Students will summarize their game and write detailed instructions to be included on the Project Page in Scratch. Each pair of students will also compose a rationale for the work they did, which will include what they consider to be the moral of the game.
Being able to look at a storywhether something that happened in the news, in your own life, or in a work of literatureand think strategically about how and why the events unfolded is an invaluable skill for school, career, and life in general. It is hoped that this project will help students develop this type of game thinking while empowering them with basic programming skills that are necessary for 21 st century literacy.
References Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.
Kim, A. J. (2011, February 16). Smart gamification: Designing the player journey [Google TechTalks]. Retrieved from http://youtu.be/B0H3ASbnZmc
Prensky, M. (2005, December/2006, January). Listen to the natives. Educational Leadership, 63(4), 8-13.