Making Games: empowering pupils to design their own digital games
Submitting Institution
University College LondonUnit of Assessment
EducationSummary Impact Type
SocietalResearch Subject Area(s)
Education: Specialist Studies In Education
Studies In Creative Arts and Writing: Film, Television and Digital Media
Summary of the impact
MissionMaker is an innovative tool developed by IOE researchers in
partnership with a software publisher which allows children and young
people to make sophisticated 3D computer games without having programming
knowledge. It has expanded thinking about games as an art form and
children's ability to make and understand their structures, and has
challenged stereotypes about games as `gendered' toys. It is endorsed by
examination boards and used in hundreds of schools and centres throughout
the UK and internationally. Designed in consultation with pupils and
teachers, it encourages creative and strategic thinking in the English and
Media curriculum in respect of games, which have received scant attention
in school curricula.
Underpinning research
Context: Making Games, the focus of this case study, and the
project which created MissionMaker, is part of a continuum of IOE
research, starting with Gunther Kress's ground-breaking work in the 1980s
and 1990s on social semiotics, and building on internationally significant
work on media education by David Buckingham (see research reference R2),
on adventure and role-playing games by Carr et al (2006) and on multimodal
media texts made by and for young people. The Centre for the Study of
Children, Youth and Media, in which the researchers were based,
specialised in media education and young people's engagement with media
cultures and their media production.
MissionMaker: The Making Games researchers identified a need for
software that would enable young people to design and produce computer
games (R1). They also recognised the educational potential of such
a tool. Together with industry partner Immersive Education, they spent
three years developing software that would allow young people to make 3D
adventure and puzzle games that are as satisfying to play as the ones they
buy. The research focused on game design as an extension of literacy,
specifically `media literacy'. The underlying argument is that while we
teach through educational media, we also teach about the media in young
people's lives; gaming is as valid a study area as other cultural forms
such as film and television (R2, R3).
Key achievements: The software broke new ground by
simplifying the design of complex adventure games in two ways. It
contained a `rule editor', which allowed young people to specify the
conditions under which any event in their game would happen as a simple
sequence, such as "if the key is clicked, the door opens". The 3D
environments, objects and characters were pre-designed so children could
select characters, sets and objects from `libraries'. But they also had to
ensure that their rules worked in concert, and needed to understand game
structure. Users could also import their own graphics, dialogue, music and
videos. The researchers defined the areas of knowledge that pupils need to
acquire, such as the conceptual understanding of the conventions of game
design, the way games target different audiences in specific ways and the
commercial and regulatory aspects of game design. Their model of
game-literacy was then used to create materials to accompany the software.
Gender: Researchers explored whether boys and girls used games in
stereotypical `gendered' ways. Their findings overturned prior beliefs
about the relationship between gender and game play.
Research methods: The three years' funding (2003-6) enabled
the researchers to work with developers at Immersive Education to create
successive prototypes, which were evaluated with pupils and media teachers
at UK schools. This ensured that the software reflected the interests and
purposes of its intended market. The project also developed methods for
working with end-users - specifically children - in the development of
software, and demonstrated its benefits. Such methods included videotaped
observation, semi-structured interviews, design workshops and analysis of
the games produced by the students. Immersive Education contributed the
software engineering, visual design and animation expertise, working to
the research priorities of the IOE team.
Researchers: Professor David Buckingham (left IOE 12/2011),
Professor Andrew Burn and Dr Caroline Pelletier.
Earlier projects: A 2001-3 IOE study, Textuality and video
games: Interactivity, narrative space and role play (R4), was
one of the inspirations for Making Games. Researchers examined the rules
systems, narrative elements, and imaginary worlds that role-play games
establish. They also studied their visual characteristics and the forms of
engagement they invite from players. The project's co-directors,
Buckingham and Burn, and researcher Diane Carr, interviewed players,
recorded play sessions, and spoke with game producers. They analysed a
wide range of secondary texts, mostly from the games world's fan
communities. Theoretical underpinning for Making Games comes from
Buckingham's theories of media literacy (R2, arguing that media
studies should focus not only on analysing media texts but also creating
them), developed further during the project (see R1); and theories
of multimodal communication, building on the work of Kress and others, and
applied here to games (R5). Kress's much-cited co-authored book, Multimodal
discourse: the modes and media of contemporary communication (2001),
outlines a theory of communication for the age of interactive multimedia
and multi-skilling.
References to the research
R1: Buckingham, D. & Burn, A. (2007) `Game-literacy in theory and
practice', Journal of Educational Multimedia and Hypermedia,
16(3), 323-349.
R2: Buckingham, D. (2003) Media Education: Literacy, Learning and
Contemporary Culture. Cambridge: Polity Press.
R3: Pelletier, C. (2008) `Producing difference in studying and making
computer games: how students construct games as gendered in order to
construct themselves as gendered', in Kafai, Y., Heeter, C., Denner, J.
& Sun, J. (Eds) Beyond Barbie and Mortal Kombat: new perspectives
on gender, games and computing,. Cambridge MA: MIT Press, 145-160.
R4: Carr, D., Buckingham, D., Burn, A. & Schott, G. (2006) Computer
Games: Text, Narrative and Play, Cambridge: Polity Press.
R5: Burn, A. (2007) `The case of Rebellion: researching
multimodal texts', in Lankshear, C., Knobel, M., Leu, D. & Coiro, J.,
The Handbook of Research in New Literacies, New York: Laurence
Erlbaum, 149-177.
Grants:
G1. Making Games (2003-6) underwritten by ESRC (£211,605) through People
at the Centre of Communication and IT (PACCIT), DTI (£242,293) and
Immersive Education Ltd (£389,889). Grantholder: Buckingham.
G2: Textuality and Videogames: Interactivity, Narrative Space and Role
Play (2001-2003), AHRB (£87,043). Grantholder: Buckingham.
Indicators of quality can be seen in the range of internationally
significant publications generated, in international journals (e.g. R1)
and in influential international collections (e.g. R3, R5).
A further indicator can be seen in the wide range of international keynote
addresses given by project members, on games and learning, and on the
outcomes of Making Games, in countries including Germany, Finland,
Denmark, Australia, New Zealand and the UK.
Details of the impact
Reach and significance: MissionMaker represents a new
model of educational software, in which young people learn about
digital media, not just through it. It is enhancing digital and cultural
literacy in hundreds of schools on four continents. The Making Games
research has also helped to influence policy-makers, who took a keen
interest in its design, and has pioneered a more collaborative method of
games design.
Beneficiaries: young people in schools and out-of-school contexts,
video games industry, education and technology policy-makers, cultural
institutions.
Dates of impact: 2008-13, with the software's launch and build-up
of sales.
Impact on policy and national thinking: Becta (the former IT
quango) was closely involved with Making Games, playing a role on its
advisory committee. As a result, Becta revised its policy for ICT in
schools, allowing the purchase of higher-specification PCs that can handle
the demands of gaming environments — see ESRC evaluation, impact source (S1).
The researchers have participated in policy-related workshops and
conferences, and liaised with communications regulator Ofcom. In 2009,
Futurelab commended MissionMaker in its influential report, Digital
Participation, Digital Literacy and School Subjects, and cited
Burn's work. MissionMaker is endorsed in Scotland's Curriculum
for Excellence (S2). Consolarium, a national centre for games
and learning, supports teachers in its use.
Commercial impact: By 2013, MissionMaker had been licensed
to some 1000 users, mainly schools and city learning centres, and by 2013
its sales amounted to an estimated £700,000 (based on figures provided by
Immersive).
Product development: Making Games also provided a new model
of industrial design for the games and educational software sector: a
partnership between software publisher and academics, with students and
teachers serving, in effect, as co-designers, a process commended in the
ESRC's evaluation. This model continued into a partnership with
Shakespeare's Globe, extending the design to MissionMaker to allow
pupils to make games based on Macbeth (2012). In late 2012, the IOE
purchased Immersive Education's four educational software products, Kar2ouche,
Krucible, Mediastage and MissionMaker. This has
enabled researchers to embark on a new phase of R&D. By the end of the
REF period they had begun developing new versions of its software through
funded research, and were preparing to bring subsequent products to market
under the name Magical Projects.
Engagement with industry: Researchers have been asked to
take on a number of consultancy and advisory roles since Making Games
ended. Burn was adviser to the Interactive Software Federation of Europe
(the games industry's European association) from 2006-10, and gave
keynotes at two of their annual conferences.
Gender: Making Games contributed to a change in thinking in
the games industry that saw a rise in games for families in place of
`girly' products. Pelletier took part in a 2006 US National Science
Foundation conference bringing together academics and industry
representatives, titled Beyond Barbie and Mortal Kombat. Along
with a subsequent book (R3) it helped dispel myths about gender and
games.
Impact on practice: In a document reviewing game-based learning
published in March 2010, Becta said MissionMaker allows pupils "to
learn about the literacy of games design (e.g. narrative structure, rules
systems, designing for audience) whilst developing their problem-solving,
value judgment, negotiating and decision-making skills" (S3).
Use in schools: By 2013, nearly 1000 schools were using MissionMaker.
Ready-made classroom activities mapped to England's national curriculum
and exam syllabuses have included: Media Studies KS3; Teacher Notes for
the Gifted and Talented MissionMaker Developing Cognitive Skills
course (KS2) plus Gifted and Talented Workbook; and Fairy Tale Detective
games. Teachers have created their own packages, such as Focus on Games
KS3; written by Bedfordshire middle school teachers, it provides
suggestions for 10 weeks' work. Many teachers have used social-networking
sites such as YouTube to share — or pick up — suggestions on how the tool
can be applied in the classroom. One YouTube video, with some 2,500 views
by the end of July 2013, shows how MissionMaker can be used to
teach children about health and safety (S4). Teachers have also
found out about MissionMaker's usefulness through the education
press (S5) and Teachers TV — it featured in two programmes, along
with commentary by international experts on games and literacy. English
teachers have learnt about MissionMaker's support of wider
literacy on the National Association for the Teaching of English website.
In 2011-12, the ICT coordinator of Burnt Oak Primary School in Sidcup
reported that using MissionMaker with Year 6 improved
relationships and that the need for precision and logic had a knock-on
effect on thinking and writing skills (S6). `Kimberley' and
`Nathalie', Y6, reported: "The best thing about MissionMaker is it
allows us to use our imagination. You have to think hard about who the
game is for and work out rules". Out of school, it features in activity
centre programmes (S7).
Endorsement by examination boards: A teaching programme
built around MissionMaker, Games, Game Engines and Design, has
been endorsed by the OCR examination board for use towards its
Certificate/Diploma in iMedia. MissionMaker has also been included
in the Moderators' Toolkit for the EdXcel Diploma in Digital Applications
course as an appropriate tool to use in the game-making modules.
Work with young offenders: In 2009 Sheffield Youth
Offending Service developed a programme using MissionMaker to
re-engage truants and students in pupil referral units through educational
gaming sessions. The Service subsequently reported that young people
remained focused and "progressed to the point where they took ownership of
their games-making and tried out their own ideas". The organisers of this
programme ran training sessions for teachers and argued that it has
"powerful" potential to address issues relating to actions and their
consequences (S8).
Career development: The Computer Games Skills Forum has
said that projects such as MissionMaker should be supported
wherever possible (S9). It believes that games-authoring software
encourages more young people to consider careers in its industry. The
Scottish Government has reached a similar conclusion, explicitly linking
its ICT curriculum and the use of software such as MissionMaker
with the future of the games industry (S2).
International impact: The Making Games project has been featured
in keynote addresses at international conferences, media literacy seminars
and teachers' conferences in Europe, the US, Australia and New Zealand. MissionMaker
is being used in the US, Australia, Hong Kong, Finland, Germany, New
Zealand and Denmark. Pelletier has advised the OECD and the Norwegian
government on gender, equity and the IT industry. In 2009, Singapore
established a National 3D Game Building Competition for schools, using the
IOE tool, to raise awareness that computer games can be engaging
learning tools. This competition, now called the National 3D Serious Play
Competition, is also seen as supporting the country's efforts to become a
regional hub for interactive games development. More than 100 teams
participate each year (S10). The use of MissionMaker in
Singapore, which is in the vanguard of ICT-in-education developments, is a
particularly clear demonstration of the Making Games project's
international impact.
Sources to corroborate the impact
S1: ESRC (2009) Impact Evaluation of PACCIT Programme
http://www.esrc.ac.uk/_images/paccit_impact_evaluation_report_tcm8-3821.pdf
S2: "Games go on the curriculum", Scottish Government news release, April
14, 2008.
http://www.scotland.gov.uk/News/Releases/2008/04/14082648
S3: BECTA (2010) Games-based Learning. https://www.wlv.ac.uk/default.aspx?page=25083
S4: MissionMaker health & safety sim: http://www.youtube.com/watch?v=qES6WyizoqM
S5: http://www.tes.co.uk/teaching-resource/Mission-Maker-Y9-Project-Part-1-6225446/
S6: http://www.immersiveeducation.eu/pdf/casestudies/PrimaryBurntOak.pdf
S7: http://www.kingswood.co.uk/programmes/modules/computing/mission-maker
S8: Sheffield Youth Offending Service report on Mission Maker project
https://www.ntu.ac.uk/cels/he_projects/projects/other_projects/interactive_technologies/94062.pdf
S9: http://www.creativeskillset.org/games/at_school/article_4404_1.asp
S10: http://www.verticalmiles.com/component/content/article/17-events/30-n3dspc2012
1 All web links accessed 09/11/13