Perpetual Testing Initiative

The Perpetual Testing Initiative for Portal 2 was released as DLC on May 8th. Originally, in order to create custom levels or maps for Portal 2, the Hammer Engine needed to be used – now Valve has put level creation into the hands of all with it’s simple to use in-game editor. Below is a map that I put together in about 5 minutes – granted it’s never going to win a prize for aesthetics or level of difficulty – but what it allows is rapid prototyping of ideas and for students to be engaged in iterative design where they design, test, modify, test, modify, get their peers to test, modify and so on.

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I have written before about how this game can be used as a vehicle for students to learn about physics concepts such as gravity, momentum, energy, conservation laws and even modern physics such as Einstein-Rosen bridges from the theory of general relativity. An example is the concept of ‘flinging.’

Essentially ‘flinging’ is using the properties of gravity, transferring energy from kinetic to potential and vice-versa, in order to build up enough momentum to traverse distances that would be normally impossible.

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In order to make high-quality maps, Hammer will still need to be used to apply textures and lighting effects (by importing your maps created into the SDK) – as this functionality in the in-game editor is quite limited. Overall though, it is excellent – if you haven’t yet played Portal 2 go buy it now – it’s only $6.99 on Steam.

Play Ecosystems & Why You Can’t ‘Teach’ Games

from http://minecrafteduelfie.blogspot.com.au/2012/05/kids-are-just-kids-sometimes.html

“I caught up with her after the lesson and she said she had a lot of trouble with them, they were not listening to her instructions when asked to not to dig tunnels into the mountain and generally being uncooperative. I must say I am a little disappointed in the students, however does the saying “kids will be kids” excuse the behaviour?

I have been very upfront with the students about how what we do in class, while being used to teach them, is also being used to help other teachers see how this can be used in classrooms to make learning more interesting, both at our school and further afield…

Now I have this class tomorrow, and I will be having a discussion with the class about what they did, and what it means for them, me and other teachers. So my question to you is, how would you approach this situation?”

Roger Caillois in Man, Play & Games (building on Huizinga [1938|1950]) describes the essential characteristics of play as being: 1) free (not obligatory) & 2) uncertain (outcomes are not determined in advance). The emergent behaviour in games and virtual worlds like Minecraft, arise out of a complex interaction between players and the affordances of the play space they inhabit – the affordance of the play space leads to a dichotomy of freedom v control. Freedom in a relative sense compared to absolute freedom (but still freedom) as opposed to the culture of control in the classroom. In this case the teacher is trying to exert control over a space where she has none – this is why as Lisa Dawley from Boise State explains,

“We don’t teach games, we game games.”

Borrowing from complexity theory, an environment such as Minecraft can be characterised as a play ecosystem. It has been designed to facilitate networked play, and has specific features and affordances (freedom & uncertainty) that differ significantly from school environments (control & certainty) – but at it’s core is the fact that it hinges on intrinsic motivators of students wanting to be there, and the fact that students’ experiences are not obligatory and certain. Many educators and indeed parents differentiate between a time for play and a time for learning without seeing the vital connection between them – play is not unproductive – saying that we need to cover ‘x’ in ‘x’ amount of time misses the forest for the trees.

The teacher in the example above, introduces a magic circle of freedom and than attempts to battle the affordance of the space – in MInecraft you can’t tell students to build a model eye for example – more likely it should be creating a space and designing the ‘activity’ in such a way that they want to create an eye. The game world is non-linear which has its own rule set – trying to overlay a rule set that doesn’t make sense to either the game or the player will not work out that well in most cases. This post doesn’t touch on the social aspects of such a space – but I echo Dean Groom’s comments.

My only suggestion would be to lose the specifics – instead introduce students to a fairly broad driving question, and then giving them sufficient time, see what they are capable of. Trust the students and maybe, just maybe, some of them will surprise you.

Design & Analysis of F1 Racing Vehicles

At Quantum Victoria students have the opportunity to design a Formula 1 racing vehicle using Computer-Aided Design (CAD) software, engage in mathematical modeling, analyze computational fluid dynamics by using a virtual wind tunnel, and then construct their design using a manufacturing unit. They will then race their designs to see who truly has “The Need for Speed.”

This program is multi-faceted and multidisciplinary – it is true PBL. It inspires students to learn about engineering principles such as physics, aerodynamics, design, manufacturing, leadership, teamwork, media skills and project management, and then apply them in practical, creative and exciting ways. It raises awareness of careers and pathways related to Science, Technology, Engineering & Mathematics (STEM). Students use industry level, 3D CAD/CAM and simulation technologies to design, analyze, test, manufacture and race miniature CO2 powered balsa wood cars.

After this 5 day program, students and schools may well be inspired to compete in the F1 in Schools Challenge and work their way to a spot in the World Championships!

Using CATIA, this is an intial design based on design specifications that basically constrain the car to the size of the material being used – in this case balsa with dimensions 223x50x65.

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Using the Generative Structural Analysis capabability of CATIA, this is a preliminary Finite Element Analysis to see how the design holds up under external forces.

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Using this technique students engage in some sophisticated property analysis of materials including Young’s modulus, Poisson’s ratio, Density, Yield strength’s and coefficients of thermal expansion and look to optimize their design in relation to the material being used. 

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As part of marketing their car and producing an exhibition display space, students have to produce photo-realistic images and put together an assembly so that their design actually looks like an F1 racing vehicle.

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They then  render their car assembly to make it appear as if the car is actually real – granted this attempt is miserable (Still learning about photorendering…)

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Collaborations between industry partners and actual designers and engineer’s are encouraged, as students learn about computational fluid dynamics, virtual wind tunnels and CAM processes. Put this all together with designing team shirts, public speaking, project planning, development and management, resource procurement, graphic design and manufacturing engineering, resource management and team work, make this program one with incredible depth.

A photo of a half-machined car. (In the background is our MRC40 CNC Router)

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