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Resources:
Truth Hurts ep7 vol 2
The Crash Zone, ACTF
See Education
Catalogue for video purchasing details and order form.
Williams, John and Williams, Anthony (eds) .1996, Technology
Education for Teachers, Macmillan. South Melbourne.
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Lesson Plan
Truth Hurts demonstrates that:
- designing solutions to technology problems
is not quite as simple as design, make, appraise. It is much
more complicated and 'messy' than this neat formula suggests
- problems and solutions interact:
designers may start with one specification of a problem, develop an
idea for a solution, and then evaluate it to learn more about the problem.
In developing a design 'solution' to a technological problem, the problem
itself (and our understanding of it) often changes. In
Truth Hurts, Bec and Pi are asked to design a game about boys
for girls to play, but by the end of the episode they have redefined
this design 'problem'.
- design is a social process: design
problems arise in social contexts and their solutions usually arise
from the activities of many people - sometimes working alone, sometimes
collaboratively - who bring different understandings and skills to the
design process. Throughout Truth Hurts,
Bec and Pi's efforts to 'solve' their game design problem are shaped
by the experiences of others.
As part of this unit, students design and make some games for themselves
or modify an existing game to improve it in some way.
1. Tuning in
1.1 First viewing and response
View Truth Hurts
In small groups, give students time to
discuss their immediate responses to the episode. Ask the groups to list
and discuss the key problems faced by the characters in the episode.
Examples
Bec and Pi: problem of designing a computer game about boys for
girls;
Mike: wants to get his parents back together.
Mike: wants to get above level two in Trillin.
Ask the groups to identify and compare the ways in which the various
characters try to resolve their respective problems.
Prompt
'In what ways does Mike's attempt to get his parents
back together compare with Bec and Pi's efforts to design a relationships
game?'
Groups report to class about the results of their discussions
Encourage students to be specific about scenes and dialogue which illustrate
the general points they are making. For example, if students make a generalisation
that you can't treat human relationships like a computer game, ask for
examples of how this is illustrated in the episode.
Extension
You may want to draw attention to specific lines of dialogue so that
you can focus attention on the ways that everyday language use may lead
us to discuss different kinds of problems in similar terms. For example:
Virgil states ".I'd calculate that the perfect way for a girl to strike
up a conversation with a boy she likes would be. "
PI says, "I'm working out the lines of logic for my game. I'm playing
the odds. (and later in same scene) .So how can you work out if you're
really compatible with someone?"
In many contexts (such as school mathematics) we use 'calculate' and 'work
out' to mean much the same thing. These expressions carry a clear implication
that there are predictable 'lines of logic' that can lead us to a 'correct'
answer to a question. Asking students to consider 'are you really compatible
with someone?' is that type of question. For a real life example of people
taking the possibility of 'calculating' compatibility seriously see the
news item 'Blind-date radio station wedding broadcast', The Age, Melbourne,
Wednesday 27 January 1999, p. 8.
1.2 Homework - students investigate games
Ask students to make a list of all the games they have at home - board
games, card games, strategy games and electronic games. Ask them to group
these games into at least two different categories that makes sense to
them - for
example, electronic and non-electronic games, or games for one player
and games for two or more players.
Ask students to choose their favourite game of each type for each of the
last five years and display these choices in a chart. For example:
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Simon's favorite games (Feb 1999)
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| Age |
Games for 2+ players |
Computer games |
Other |
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6
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Thomas the Tank Engine jigsaw game |
Where in the world is Carmen Sandiego? |
Words..To Go! |
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7
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Chess |
Midnight Rescue |
Adventures of Batman & Robin |
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8
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Trivial Pursuit |
Sim Ant |
Game Boy Gallery |
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9
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Monopoly |
Cricket 96 |
Donkey Kong 3 |
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10
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NBA Jam Session |
SimCity 2000 |
Pokemon |
Each student will bring to class
1. their chart and one or two of their current favourite games and,
2. if possible, one example of a favourite game from about five years
ago (or, if they have a younger brother or sister, one of their current
favourites).
1.3 Preparing for the Game Fair
Tell students that they are going to have a 'Game Fair' and its purposes
are:
- to allow them to become familiar with any games they have not played
previously;
- to reassess games they played when they were younger (or are now
being played by younger children);
- to provide a range of real examples that will help them to develop
an approach to evaluating the qualities of games.
1.4 Evaluate the games
The whole class collaboratively develops
an evaluation checklist to assess all games. To assist students with this,
they could look through some recent issues of Choice magazine and note
some of the criteria commonly used for evaluating all types of household
goods. For example:
- easy to follow instructions;
-safety features;
- length of guarantee, etc.
Discuss with students how these criteria
can also apply to games. Then apply the 1-3-6 consensus technique:
Individually, students write down a
specified number (e.g. four) of qualities they expect all games to have
and rank them in order of importance.
In small groups, students work to reach
agreement on a combined list of the (say) six most important qualities
they expect all games to have.
Combine groups of three to make groups
of six. these groups work to agree on a combined list of (say) the eight
most important qualities they expect all games to possess (depending on
total class size, you might want to vary these
group sizes slightly - sometimes 1-3-7 or 1-4-8 will work better than
1-3-6).
Depending on total class size, you might want to
vary these group sizes slightly - sometimes 1-3-7 or 1-4-8 will work better
than 1-3-6.
Consolidate results from all groups
into a whole class list, again reducing the total number of qualities.
For example:
- ease of use;
- instructions;
- presentation;
- durability;
- safety.etc. |
The final number of qualities is not particularly important
- it is the process of discussing, debating and reaching consensus
on the criteria for evaluation that is the valuable learning experience |
Record the evaluations
Record the agreed evaluation criteria on a prepared spreadsheet (computer,
butchers paper, blackboard etc). Give all games brought to class a number.
Agree about a way of coding assessments of the game eg:
10 = really good, excellent
5 = pretty good, OK
? = don't know, doesn't really
matter
2 = not all that good, pretty
ordinary
1 = really bad, useless |
Younger students might use
and  |
Students complete their individual spreadsheets for each of their 2-3
games eg:
1.5 The Game Fair
The main purpose of this activity is to raise
awareness of a wide variety of games as design products and of problems
and issues in their appraisal. Every student should have brought their
chart(s) and choice of game/s to class.
Divide the class into two groups.
| Option 1
smaller classes
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One group operates their
Fair 'booths' and they sit with their charts and selected games
so they can discuss their choices and demonstrate any games students
are unfamiliar with -the remaining students circulate around the booths
to look at the games. The number of students able to present at the
one time may be limited by the number of computers available or special
arrangements may need to be made to demonstrate these type of games. |
| Option
2
larger classes
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One group
operates their Fair 'booths' and they sit with their charts and selected
games so they can discuss their choices and demonstrate any games
students are unfamiliar with -the remaining students circulate around
the booths to look at the games. The number of students able to present
at the one time may be limited by the number of computers available
or special arrangements may need to be made to demonstrate these type
of games. |
Whichever method you choose, it is important to encourage students to
share their assessments - every game will be one of its owner's 'favourites'
so if it is given a poor rating by other students some vigorous discussions
and debates may
result!
2. Learning the technology design process
Here we re-view Truth Hurts, focusing on identifying the steps in the
technology design process.
2.1 On the board
Put a large version of this table on a whiteboard, chalkboard or butchers'
paper.
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Technology Design Process - Truth Hurts
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Investigating
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Devising
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Producing
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Evaluating
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Ask students to make a copy for themselves on a sheet of paper or in
their workbooks. Briefly discuss the meanings of these terms with students.
2.2 View Truth Hurts again
While viewing the video pause, freeze or replay key segments so that
students can observe the characters doing specific tasks, (e.g. investigating)
and note these on their charts. You could designate some students
or particular groups as process spotters to help with the analysis. Discussion
and debate of these processes will help students to know what they need
to do when working on their own game.
The chart you will eventually produce should look something like this
(however, students should be encouraged to describe these activities in
their own words):
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Technology Design Process - Truth Hurts
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Investigating
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Devising /Planning
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Producing/Making
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Evaluating
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Bec and Pi bantering with the guys: 'we should put that in the
game'
Virgil's 'random chat analysis' of what boys talk about
Virgil's report: "Everybody lies...Check out the Net!"
Bec and Pi question Ram: 'Would you buy a game where... you
might lose?'
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Alex, Bec and Pi brainstorming
'a game about boys'
Bec's and Pi's card databases, Pi's digital
spreadsheet
Pi: '... our game isn't about boyfriends any more';
Bec: 'It's about girlfriends now'
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Pi is 'working out the lines of logic' for her game
We see the game prototype on Pi's PC and Mike entering
his parents' profiles
Pi working on her logic paths, Bec surrounded by
cut-outs, cards, labels, graphs..
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Bec; "this is harder than I thought"
Bec and Pi share their 'problems' with Alex
Virgil's evaluation: 'Pi and Bec are really getting the hang of
therelationship
stuff...'
.Pi: '... we don't seem to be in control [of the game]'
Bec and Pi tell Alex: 'It's not working... our game is off
the rails'
Pi to Mike: 'It's a dud'
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One of the advantages of charting the processes observed in Truth
Hurts in this way is that it provides a visual 'map' of the non
linear nature of the process. It is not a predictable sequential investigative
format. If necessary, point this out to students.
3. Deciding directions/getting organised
3.1 Choosing a game design task
Remind students they are going to design, make and appraise a game
or modify an existing game. You may wish to suggest a target audience
for the game or allow students a choice, e.g. to design a game for their
own age group or for a younger audience.
Discuss some of the issues and problems they may encounter eg designing
games for themselves may require less 'audience research' but games for
younger children may require more investigatory work but a less complicated
design/production activity.To reinforce this point, it would be useful
to compare two games designed for different age groups brought to the
Game Fair. Compare them in terms of the language levels they use or assume,
the types of graphics or illustrations that are used, and the format for
providing instructions, etc.
3.2 Design the game

As students organise themselves to design and make
their game, ask them to monitor and record their procedures on a Technology
Design Process chart as they did for Truth Hurts. Provide butchers' paper
for each group so they later can display their progress and processes
to the whole class.
While students are working on their games
- Emphasise
the value of maintaining the chart recording their progress and processes.
The charts will provide a useful register for developing their skills
of individual and group reflection and for developing their conceptual
understanding of technology processes and the language in which these
processes are socially negotiated. For example, if a group has an empty
or nearly empty 'Investigating' column, this should prompt students to
ask: Have we investigated enough? If so, how? Is it summarised adequately
in the chart?
- You
may also want students to maintain personal records of their progress,
such as a design 'log', diary or journal in which they record their
ideas, changes to their designs, reflections, self-evaluations and/or
peer-evaluations.
- Refer to the activities of the characters in Truth
Hurts whenever this is appropriate. The video text in this case
is not just an 'illustration' of the technology processes on which you
want students to focus but also provides a story through which the meanings
of the concepts are enriched. For example, with a group of students
who are determining the players' goals in their computer game, you might
say: 'Remember when Alex was talking to Bec and Pi about their game,
she said, "Maybe we're designing a game without one clear solution.
Maybe different players should create different outcomes for themselves?"
Is that what you are doing, or do you want one clear solution?'
- Encourage
students to try out their games as work-in-progress with other members
of the class or with younger children, as appropriate. When students
come to summarise such activities in their charts they may have
difficulty in deciding whether to put them in the 'Investigating' or
'Evaluating' column. This is a useful learning experience - such terms
are ambiguous and could quite easily both relate to a particular activity.
4.Reflect and evaluate
4.1 Another Game Fair
Students will already have had many opportunities to reflect on their
games and the processes of producing them, but this sequence of activities
should end with some celebratory sense of closure. A final Game Fair where
groups demonstrate their games and give an account of their processes
to the class is one way of doing this. Self and peer assessment of the
games (using the same evaluation schedule developed previously or modified
in the light of their experience) could also take place at this stage.
If at all possible, such a final Game Fair should be expanded to includestudents
from other classes, other teachers or parents.
4.2 Reflecting on the representation of technology
processes in Truth Hurts
Create new groups by bringing together one member from each of the game
producing groups. Ask the groups to discuss these questions:
- On the basis of your experience of designing a game, how accurately
did Truth Hurts represent the processes
involved? In what ways was your experience similar to Bec and Pi's?
How was it different?
- How well did Truth Hurts dramatise the experience of designing a
game in collaboration with others? What did you like/dislike most about
Truth Hurts as a story?
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Pi says 'We're designing this game, but.we don't seem to be in control';
and, later 'Sometimes it's like the game is playing us'. What do you
think Pi means by these statements? Did you have any similar experiences
when you were designing/making your game?
- Like a computer game, the Truth Hurts
episode is itself a technology product. Make up another table as follows
and suggest at least two activities in each column that you think the
makers of this episode had to do to produce it.
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Technology Design Process - Truth Hurts
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Investigating
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Devising
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Producing
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Evaluating
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