Riven – Gaming in Class

Riven – Gaming in Class

Myst-Riven-1-icon

As a young gamer my favourite games were RTS (Real Time Strategy), 2D and 3D FP (First Person) Adventure and Puzzlers. I could never grasp the attraction of Sports or Racing titles.

Games such as Chrono Quest, The Secret of Monkey Island and Dizzy stole most of my gaming time until the release of the ‘Command and Conquer’ series and then ‘Tomb Raider’ and ‘Myst’.

It’s this last entry which has stuck with me the longest. A series of adventure games (and books) following the story of the fall of the D’ni civilisation. Myst itself was a profoundly engaging game but its sequal, ‘Riven’ was where I truly fell in love with the series and as an educator have gone back for countless learning experiences.

Here are my thoughts and experiences on using Riven in the classroom:

Riven as a game

Riven is a FP Adventure game. Played in the first person as though you yourself were on the island and looking through your own eyes. It is also a point and click adventure. As you navigate the beautifully imagined world, stunning scene by scene you are encouraged to explore the landscape and architecture through pragmatism and curiosity. Clicking on points of interest, textured scenery and objects and clicking buttons or pulling levers.
Riven is ultimately a puzzle game. A mystery to be solved.

Riven is available on the PC or on the Playstation 1 (PSOne). When workng in schools I use the Playstation 2 (PS2) as the games are compatible and a PS2 is easier to get a hold of.

The world of Riven

riven___jungle_island_map_by_sandmannet-d37dq7d

Riven is the name of an age and the main island in that age (No time to explain ages here but worth checking out). Gehn, one of the characters in the Myst storyline, referred to this age simply as his ‘Fifth Age’. As a result, the number five can be found in many of the islands scenes and puzzles. including pentagonal-shaped architecture, the fact there are five islands and five is the point at which the D’ni numbering system changes. I’ll explain the numbering system shortly. Riven is an unstable age. In a state of deterioration. Originally however, it was just one island. Over time, the main island of Riven split into five separate islands which continued to drift further apart. There was a network of footpaths to connect these islands, but with the islands continually moving apart they were unsustainable and so Gehn installed a mechanical transport system to connect the islands. Getting this system working is one of the first puzzles.

The world of Riven, like all of the games in the ‘Myst’ series are beautifully imagined. For its time (early 1990′s) Riven was  and still is hailed as a triumph in realistic world creation with almost photographic quality. Bringing to life a world that could only exist in our minds and making it look as though someone had actually visited and taken photographs.
Riven is about an adventure on a small archipelago consisting of five islands on which an ancient culture once lived. This culture, known as the D’ni have disappeared and their island world is in a state of deterioration. Through some video cut scenes and a written journal, you are charged with the investigation, and possible rescue of the D’ni people. Or at the very least, their culture.
One thing worth noting (without giving too much away) is that, aside from the occasional cut scene in which another NPC (non player character) appears, there are no other people in the game. No players to interact with, no battles with an evil-doer and nothing to run from. You are, for the most part, alone and at peace with the world. This, for me was always one of the great attractions in Riven and the Myst series. A freedom to explore out with the structure of expectation, deadlines and threat.
Each beautifully rendered scene has something to explore or observe which will, at some stage be a part of a larger puzzle leading you towards the endgame. The occasional animation of bugs flying, leaves blowing or a flickering candle only heightens the sense of realism about the world. It’s this play on the senses that makes Riven so engaging. The imagery is not the only thing that stirs an interest in each scene. The game has been cleverly crafted to use ambient sounds such as wind, trees rustling and bug wings buzzing as you travel around. Sound effects are also deployed when you take action. Creaking doors, rolling stones on wood surfaces, old machinery starting up. Where you turn a rusting lever, you get a rough, creaking sound of metal on metal. Lighting mechanics also add a warm, refreshing feeling to the outdoors and a coy, candlelit feeling to the indoor scenes.

On top of this there is the D’ni language and the numbering system. Within the game players will come across symbols and sigils which are in fact a complete numbering system and written language. There is even a school house that you can explore and learn in.

All together, Riven has proved one of the most engaging games I have used to date simply because of the style of the game and the detail in its making. But there is more to using it in teaching than that. After a brief explanation of each of the islands I will cover some of the ways I’ve used it.

Temple Island:

Temple Isle

Known as ‘Allapo’, this island consists of two smaller islands. There are a series of puzzles on the Temple island which link to other island puzzles and the overall success of the game. This is the island you start on (link-in) and it contains the Dome that redirects energy to Gehn’s Linking Domes(you need to power this), the Star Fissure, and the Beetle Room with prayers to Gehn and of course, the temple itself.

Jungle Island:

R Jungle Isle

Also known as Village Island, this island is home to the only surviving Village where the vast majority of the surviving Rivenese population are hiding. The island contains a lagoon, where the school is located. You can learn the D’ni numbering system and alphabet in the school. Many of the trees on the island have been cut down to be converted into paper for Gehn’s books on Crater Island.

Crater Island:

R Crater Isle

This small island hosts a boiler for making paper and books, as well as Gehn’s original headquarters. Many clues to the demise of the islands and the population can be found here.

Plateau Island:

R Pateau Isle

Also known as Map Island, it has a wide plateau with a miniature map of the Riven islands. Gehn used this island to study the deterioration of the Riven Age. The map forms part of a puzzle.

Prison Island:

R Prison Isle

The fifth island once held the massive Tree of Riven. Now the tree has gone. Cut the tree down for Ghen’s books, it now served as a prison of Catherine (another of the  main characters). The Prison Island had drifted far away from the other islands and is only reachable through Gehn’s Age 233.

Learning in another world

So, how can Riven been used in education?
As with many off-the-shelf games, Riven offers a wealth of curriculum and soft-skills learning opportunities.

Here are some examples of the learning I’ve drawn from Riven in the classroom:

Literacy -

Riven lends itself naturally to the development of literacy. First of all the game is designed to be more of an experience than a game. With interaction between characters at a minimum the game relies on the player becoming immersed in the environment. SIghts, sounds and the puzzles themselves. To this end we have conducted writing workshops  with pupils in which they use the game to develop different writing styles.

Descriptive writing work that focusses on how the game look and feels. Pupils play portions of the game (we call them chapters) and write about what they saw, heard, felt and did.

Examples from a pupils -

When I stepped out of the temple I felt the warm sun on my face. I knew I had to go back in to the temple but it felt cold in there and so I wandered out onto the bridge and stood in the sun for a while first.

There was a winding path through the tall trees. There was thick undergrowth and I heard the buzzing sound of a small insect. It flew past my face and I noticed it was a scarab (I don’t know if scarabs can fly) like the stone ones I had opened in the room at the start.

Creative writing -

The entire basis of the Myst series is that the ‘Ages’ you visit such as Riven and Exile are written into existence. Everything that makes the worlds what they are is conceived and then written into a ‘Linking book’. At various stages of development the writer can visit the world. However, this can cause issues if important things like gravity or oxygen have not yet been written in.

The ability to write a world is an excellent creative writing opportunity. From the science behind making a world inhabitable to landscapes, water and organic life. Weird land features, violent natural disasters, two-headed creatures, the details of a food chain, an ancient civilisation, airships, new energy sources, technology or a lack of. Anything goes.

This activity lends itself particularly well to blended learning opportunities with art, science, geography, history and design and technology.

Examples from pupils -

Water flows up the way and so would we if we weren’t wearing heavy shoes. There are tall creatures that roam around looking for strangers so you have to be quiet.

The islands float in the air, above the ground. They can be moved if they float in the way using huge chains. They can also be held where you want them to be using the chains too. Like an anchor. People climb up onto the islands and build houses and shops on them. They are like small gardens and people grow things on them.

Keep a journal -

Throughout the game you are encouraged to follow a journal from a past visitor to the islands and fill out your own. A great extension of this activity is to get pupils to develop their factual writing skills. To assume the role of the very character they play and keep a details record of each of the things they do.

A neat extension to this is to physically create the journal, tea stained pages, a decorated front cover and interested binding such as string.

D’ni -

Writing in D’ni is difficult but learning it using the school in game and the internet can be a great exercise in literacy. Pupils can learn the D’ni alphabet first before forming whole words, sentences, paragraphs and even short statements or stories.

E-Journaling -

Give pupils a platform to journal their experience as part of a games-based learning project.

Reading -

Reading features heavily throughout Riven in the form of the journal entries you find as the game progresses. However, the game is also available in book format and can be read alongside the game.

History and Cultural studies

While exploring the Riven islands players are introduced to a new civilisation and their culture.

How they live learn, travel, eat and work are all either explained or alluded to if you pay attention to the details of the scenes.

Make direct comparisons to the cultures we know in real life. Their art and architecture, their language, religion, clothing and more.

Mathematics

The Riven numbering system offers a natural link to mathematics. The system (shown below from 0 to 25) is a unique system which can be used to bring a fresh interest in numbers to pupils.

Ask pupils to decode the symbols and learn the numbering system.

Ask them what is so important in the system about the number 5?

What happens after 25?

Ask pupils to complete their times tables or answer math questions using standard numbers but answering in D’ni.

Get pupils to consider how they would teach someone from the D’ni culture our own numbering system.

There are also opportunities in Riven to explore weight, distance and time through the puzzles found on the islands.

dninumbers

Geography -

As Riven is set on three islands which contain elements in the likeness of our own world (mountains, water, population),  it offers a great opportunity to explore geography.

Explore how islands are formed, how water plays a part in the formation of landscapes and our survival as a population.

Give pupils tasks based on the following questions: Why do islands and other landscapes deteriorate? What would happen if the sea levels were to rise? How do weather conditions and location on earth affect the formation of the islands. What kind of world (globe) is Riven a part of? Where on our earth would the islands be situated and why?

Map the islands. There are several maps available online but it is a great exercise to get pupils mapping the islands as they play. The maps can be rendered digitally or on paper. Grid references, axis, scale and a key or legend all make for a great end result. The maps can be used to guide others through the islands next time you run a Riven project.

The best map I saw was on grease proof paper (taken from a chip shop), tea stained to look old with the solution to each puzzle mapped out onto it in earthy watercolours. An absolute work of careful planning and art.

Science -

The islands of Riven are filled with opportunities to explore the sciences.

Explore the physics and chemistry of creating such a world and the biology of the plant and animal life found on the islands.

Look at biodiversity, the food chain, evolution (or not! – see Religious and Moral studies below).

Explore the physics of energy used to power the islands and the transport system.

Create circuits that could power a small vehicle along a track from makeshift, desktop islands.

Get pupils to create a ‘Table of Elements’ from the Riven.

Religious and Moral Education -

Running through the Myst storyline and prevalent in Riven is the subtle suggestion of a lost race trying to survive the wrath of a god-like figure who is at once the creator and the threat. Of course, we know it is a human with the ability to write worlds into existence but to the D’ni it is a spiritual being made real only by the ancient, beautifully documented history found scattered across the island. Stained glass windows, old books and etchings tell the story of their religion.

Compare this story to that of religions we know in the real world. Without giving too much away there are some similarities in both the story and the way the civilisation respond.

Outdoor Learning -

Outdoor learning is something I try to promote in as many ways as I can. Riven lends itself nicely to some opportunities to get pupils out of the classroom.

After playing elements of the game get pupils to explore areas outside, near the school as though they were strangers to the world.

Get them to pay close attention to the detail in colours and textures. Taking sketches, rubbings or photographs for use back in class.

Bring stones back in to the classroom for classification and weighing. Reflecting one of the in game puzzles.

Do a mini-beast hunt then classify them.  Design puzzles using materials they find outside.

Using outdoor materials, design and build a D’ni island. A mini map on a small hill works well or a larger construction using sand or dirt.

Using materials gathered from outside, recreate one of the puzzles found in the game.

Art -

The game is a visual feast and so art is an obvious extension of playing the Riven. Linking the art work to the writing work has always been a success for me when using Riven in class.

The game is designed to look like a series of photographs and videos of a real world. Using digital or mobile cameras, get pupils to take pictures of their own locale in such a way that it looks surreal, beautiful and even alien to others.

Ask pupils to paint the world they see or imagine their own. This is particularly useful when linked to a creative writing element.

Using Photoshop (if you have it, www.pixlr.com (free) or any other good graphics packages, get pupils to manipulate digital images of the real world to look like a different world. This is the essence of the imagery in the game from the textured rocks to the clouds in the sky.

Create a physical journal from paper or other materials. Examples we have seen from pupils have had wooden covers with string binding and one with a cloth cover and hand made paper inside.

Design and Tech -

The islands of Riven are the result of some clever design and held together by some amazing familiar and unfamiliar technology. Exploring mechanics, engineering, architecture and puzzle design will give you a wealth of Design and Technology opportunities.

Explore the transport system and how it was engineered. It seems both futuristic and outdated at the same time.

Explore the architecture used on the island and how each building was designed a created.

There are limited resources on an island and so the natives of Riven must use their materials in a sustainable way. Have they? If so how? If not, how might they start to consider a more sustainable approach?

The puzzles in Riven are cleverly designed. Some on a desktop, others a whole island structure and others spanning multiple islands. Get pupils to design and craft their own puzzles.

Soft Skills -

As with all digital games there are soft skills being developed the entire time during play. Here are some of those Riven will promote:

Problem solving
Planning
Team work
Assessment and Reflection
Decision making and Judgement
Communication
Digital Literacy

I would recommend you play Riven yourself before running it with your class. It can take a while however and is the kind of game you can become immersed in even when you get lost and things are unclear. Here is one of the clearest and shortest walkthoughs I have found. Use this is you want to race through the game and see all the elements unfold:

Riven Walkthrough

I hope this post helps. If you would like any more help using Riven, games- based learning or creative ICT in your classroom please Contact Me or message me on Twitter.

Enjoy :)

Minecraft How-To: Monster Spawning

Minecraft How-To: Monster Spawning

How-To

While developing a Minecraft world for a client this week I stumbled over the issue of making monsters appear where I wanted them too. Monsters will generally appear at seemingly random points throughout the night above ground or at any time below ground. However, this is not random. Monster Spawners are placed in various locations around your Minecraft world that create monsters and send them off to hunt players.

In the case of my recent project, I needed certain types of monsters to appear in a dungeon. Spawning at one point in the dungeon and spreading out to find unwary adventurers. Monsters were appearing randomly in the dungeons but in too few numbers and in odd places. So, I needed to create Spawners to get the result I needed.

A Monster Spawner is just a block from which the monsters appear. It is not a standard block however, and you cannot find it in creative mode. So, i’ve created a video tutorial on how you can create your own monster spawners and put monsters exactly where you want them to be in your world.

So, I hope this is of use to you.

 

If you need anything else please Contact me or feel free to join our free Minecraft CPD world for educators. To get access to this world please visit www.ahpminecraft.com and then Contact me for the access details.

 

Museums At Night – Carlisle

Museums At Night – Carlisle

MC Main 01

This May I’ve been invited to take part in an exciting event at Tullie House Museum, Carlisle. We’ll be taking over the museum along with Adam Clarke (@thecommonpeople) between 7pm and 10pm and turning the museum in to an interactive, creative learning world. Exploring the history of Roman Carlisle through Minecraft and showcasing how digital games can be used to enhance the teaching of history.

Tullie House Logo

The theme is ‘A Magical World’ and Adam has already started the development of a just that. A fully realised Minecraft world filled with fantastical creations from some of the most high profile Minecrafters across the world and I’ll be contributing my own ideas to the world too.
Digital artist Adam will be helping participants turn the walls of the gallery into an interactive digital Cumbrian landscape. Visitors will be able to explore the world at the event via huge screens around the gallery and contribute their own creations. Participants can bring their own portable devices to the event and people from all over the world will be able to contribute to the digital space.

If you are unaware of Adam’s work with Minecraft I highly recommend you follow him on Twitter (@thecommonpeople), check out his YouTube channel and get in touch if you are looking to work with digital art in education.

For a historical twist, the museum ‘Curator of Archaeology’ will be on hand to supervise the digital recreation of Carlisle’s Roman fort from archaeological plans, and for inspiration provide handling objects from the museum Roman collection.

As well as assisting in the interactive Magical World and the building of the Roman Fort, I’ll be providing a ‘Games-Based Learning’ overview to attendees interested in how games can be used to learn. Showcasing my work with Minecraft, Little Big Planet, Myst and other digital games in a classroom environment and across the curriculum.

The event (full details here) will be held for one night only on Thursday, May 16, 2013 from 7:00 PM to 10:00

You can purchase tickets here: Eventbrite – Museums At Night – Gallery Takeover

Thursday, May 16, 2013 from 7:00 PM to 10:00 PM (BST)

Keep up to date or get involved in the conversation #MatN2013 #THtakeover

Minecraft CPD on MineChat

Minecraft CPD on MineChat

MC Main 01

Thanks to the amazing Minecraft, MineChat video work of @ColinGally and @RobNewberry in Singapore, we were recently invited to showcase our Minecraft CPD world. The episode of MineChat was launched today and here are the results.

If you are interested in working with us to use Minecraft in your school please Contact Us or tweet me (Stephen) at @AhigherPlaceLtd

Earth Science with Little Big Planet

Earth Science with Little Big Planet

Last year we were approached by SESEF (Scottish Earth Science Education Forum), a not-for-profit organisation working in education around the UK to promote earth science. They asked us to help them bring their latest resource to life through a professionally developed classroom resource and an animation that would bring the story of fossil fuel formation to life.

The resource was to be called ‘Bright Beginnings’ and would be available in print and PDF format.

BB Cover Web

We set about storyboarding the animation which was actually quite a tricky job. The story of fossil fuel is not a simple one to tell. Where did it come from? How long did it take? How was it formed? Why is it found there? How do we retrieve it? What do we do with it? All of these questions were raised and had to be answered. They had to be answered accurately too of course and that can be difficult in an animation.
While looking at the answers to these kinds of questions we looked at a number of ways to depict them. How best to communicate the death of plankton, the 400 million years that would pass, the rising temperatures and extreme pressures. One of the solutions brought to the table was that of using a game that could give us the creative freedom to build that complex history and then play the story out. We could create the story of fossil fuel formation and then film the play-through in order to create the final animation. This would also leave us with a published game that users from all over the world could play. Giving SESEF access to both a world-wide audience but also a unique platform for science communication.

We began the storyboarding with a number of game making platforms in mind…Kodu, GameMaker and Scratch. However, between the coding and the graphics required to depict the science accurately we would be looking at a project spanning years, several members of staff and a healthy budget…none of which we had. So one existing game in particular came to mind. A game we knew would give us a wealth of tools to create the story by building immersive worlds that players could experience the science in. Little Big Planet by Media Molecule was the obvious choice. An award wining platform game that comes with it’s own impressive world building toolkit. Little Big Planet offers a huge toolkit of materials, backgrounds, objects, decorations, music, sound effects and some brilliant mechanics to sew it all together.

SackBoy 3

So we began the full storyboard with Little Big Planet’s SackBoy as the protagonist.

We considered the importance of making sure the story gave pupils an understanding of not only how fossil fuel forms, but how it is used in todays world. As energy.

Level 1: Energy in the Home

We started by designing a house the players could explore, filled with electrical appliances that use energy in their own homes. We designed a kitchen in which the oven, microwave, hob and lights were all on and created switches for players to switch these appliances off.

LBP Kitchen

One of the most important elements of this part of the animation was getting pupils to grasp the concept of ‘Energy Vampires’. Appliances that are using energy even though they appear to be switched off. This is one of the primary uses of energy in the home. Microwaves, oven clocks, kettles, washing machines and so on. All live at the plug socket but not being used.

We designed a number of rooms that highlighted a number of appliances. Players explore the house room by room, identify the appliances and switch them all off. For each appliance they switch off they are rewarded with prize bubbles and points.

LBP Living Room LBP Bedroom LBP Office
For the next level we had to consider the huge amount of time that our players would have to travel in order to witness the plankton that became the fossil fuel we use today. Some 400 million years. So we introduced pupils to Grampa, an eccentric family member who has built the ‘ShrinkaTimealator’. A time machine that does more than just time travel. It shrinks it’s user to the size of a tiny plankton. (Well we had to think of something!).

Here is level 1:

Level 2: Plankton

In this second level our players travel through time, 400 years. Navigating the crudely made ‘ShrinkaTimealator’ is just the start.

LBP Time Machine

Once they reach their destination 400 millions years ago they dive in to the sea and swim with the plankton. Creating this was a real game design challenge. Plankton are odd creatures. They move randomly around the ocean and as they die they fall to the bottom. Over time this creates a layer of dead organic matter which will eventually become the oil we use to create energy today.

LBP Age Screen Shot 2013-04-09 at 15.40.28

Creating the random nature of the plankton was a challenge but with some of the brilliant physics tools available in the tool bag option of the LBP creative mode we were able to make the plankton move around in all directions. We also added some ‘Emitters’ which emit the dead plankton which is designed to sink and pile up. The challenge for the players is to survive the journey along the sea bed without becoming buried.

Here is level 2:

Level 3: Oil Formation

Once players have survived the plankton build up we move to level three which explores the complex environment in which oil forms over 400 million years. To to this we created symbols for the main ingredients: ‘Pressure’, ‘Temperature’ and ‘Anaerobic’ conditions.

LBP Screen Shot 2013-04-09 at 16.01.34

This level was developed using the most amount of in-game mechanics. Levers, sensors, emitters, camera angles, sound effects and more.  We had to depict the layering of sediment that happens over millions of years and the rise in temperature that happens under all those layers. We did this through narrative as well as the game mechanics.

After exploring the layering over 400 millions years, players learn about the ‘Anticline’, a dome shape in the rock in which oil is trapped. These anticlines, formed by the slow squeezing of the layers are where we find the oil to draw out using oil rigs.

LBP Anticline Screen Shot 2013-04-09 at 16.19.03

Here is level 3:

Level 4: Oil Rig

In level four we reach the stage at which oil is retrieved via oil rigs. As with all of the other levels, there is some detailed and complex science involved in the extraction of oil. The cleaning process in particular is something we had to show. Oil does not come out of the earth clean. Thick, slick and black. It is mixed with water, sediment and sometimes gas. Oil rigs are designed to clean the oil before sending it to the mainland for use.

Screen Shot 2013-04-09 at 17.55.21 Screen Shot 2013-04-09 at 17.56.53

We designed this level to show the cleaning process. Players follow the instructions of the oil rig staff and help clear a sediment blockage, switch the water extraction pipe on and divert gas back in to the rig for use as heating. Once this is all done, pupils watch as the oil is sent to the mainland for use in a power station.

Here is level 4:

Level 5: Power Station

In this final level we wanted to do two things. a) Show how oil is used as a fuel for creating energy through combustion. Steam power. b) Complete the cycle from fossil fuel formation to the home the pupils started in in level one.
For us as both developers of the content and as educators of the science we needed this cycle to make sense. To give the story relevance to the pupils we would be working with. To put the scientific notion that all that activity, over 400 million years would end up having an impact on the lives we lead today.

LBP Combustion LBP Steam

LBP Electricity LBP Power Lines

The factory had to be linked to the home through electricity cables. The kind of that deliver electricity to our homes all over the world.

Here is level 5:

In the production of the five levels you see above we used a huge number of the mechanics available in Little Big Planet. However, we were telling a story. the story of a 400 million year old earth science. So we introduced characters. Grampa was the key character, leading our player through the world and teaching them the science. The story was told through the speech of the characters. Filling in any gaps the game couldn’t accurately show (such as time travel).
The voiceovers were recorded straight in to the game using a standard USB microphone.

One tiny bonus…for me anyway…is that we ended the game with a Royksopp song :) Royksopp Forever. Just one of the many awesome songs supplied with the game.

If you are interested in using this material in your classroom please contact SESEF here.

If you would like your own lessons developed in this way contact us and we will be happy to assist.

How-To – Photoshop Tilt-Shift

How-To – Photoshop Tilt-Shift

How-To

Tilt-shift photography is a creative type of photography/photo-manupulation which makes a life-sized location or subject look like a miniature-scale model. It can be done as part of a series of images in a film or as a single image.

I’ve been toying with this as part of an animation workshop we run with schools. Exploring the concept that life is an animation (the word ‘Animation’ itself derives from the Latin word ‘Anima’ meaning ‘Life’). Pupils consider life as a series of billions of images seen through the lenses that are our eyes and processed with our brain. Theatre, a movie, an animation.

But what if we truly were the models in the animations we make? Toy buildings, cars, animals and people. What would it look like? Tilt-Shift photography lets us explore exactly that. Like giants looking down on earth. A great starter for a host of lessons. Geography, history, RME, design, art and more.

Here I’ll give you an easy to follow ‘How-To’ on making tilt-shift photographs with Photoshop that inspire creative thought as well as teach pupils how to manipulate imagery through ICT as s stand-alone lesson.

(If you don’t have Photoshop you may want to use www.pixlr.com - a free website which uses the same style of tools with the same results).

I will be using a Mac, but if you are using a PC the instructions may vary slightly. Generally though the icons and the menus are the same.

Step 1 – Open Photoshop

Step 2 – Open your File – (‘File’ (top of the screen), ‘Open’, then browse for the image file you want to manipulate)

Photoshop Menu

Images that suit the tilt-shift technique better are those with some distance between the camera and the subject itself. Buildings, people, vehicles and trees that can be made to look like toys are ideal.

For this example I’ve chosen to use the following image so you can see the work at each stage:

OLYMPUS DIGITAL CAMERA

Step 3 – Click on the ‘Quick Mask’ icon at the bottom of your main toolbar (usually found on the left of the screen but can be moved).

This icon: Photoshop Quick Mask Icon found here:  Screen Shot 2013-03-29 at 15.31.44

Step 4 – Now select the ‘Gradient’ tool from the same toolbar (If it is not already visible you may need to click and hold on the ‘PaintBucket’ tool to reveal it. The PaintBucket icon is also shown below.

Click Gradient: Screen Shot 2013-03-29 at 15.37.27 or click and hold on Paintbucket: Screen Shot 2013-03-29 at 15.37.39

Step 5 – Drag your mouse over your image to create an area to blur. This will place a red mask over the area.
The idea here is to try to get the area you wish to remain clear, at the centre of the red mask.

You may need to undo and retry this a few times until you are happy (I did).

Orrcha Bridge Mask

Step 6 – Click the ‘Quick Mask’ icon again to remove the red mask.

Photoshop Quick Mask Icon

The red mask will now be replaced with two ‘Selected’ areas. One above and one below the area the red mask was.

Photoshop Selected

Step 7 – Click the ‘Filter’ menu at the top of the screen, then choose ‘Blur’ and then ‘Lens Blur’ from the drop down menus.

Photoshop Main Menu

Photoshop Lens Blur

This will open the ‘Lens Blur’ preview screen.

Step 8 – Make sure the ‘Preview’ box is ticked, the ‘Faster’ option is selected and then adjust the ‘Radius’ slider until you are happy with the blurring in the main window.

Photoshop Lens Blur Options

You should now see the effects of Tilt-Shifting take place.

Step 9 – Click ‘OK’ when finished.

Step 10 – Click the ‘Select’ option in the menu at the top of the screen and then choose ‘Deselect’.

Orrcha Bridge Lens Blur

Step 11 – Now click the ‘Image’ option in the menu at the top of the screen and choose ‘Adjustments’ and then ‘Vibrance’.

This will open a new box allowing you to adjust the vibrancy of the colours in the image. Brighter, more prominent colours can add to the effect of people and objects being toy-like.

Photoshop Vibrancy

Step 12 – Select ‘Ok in the ‘Vibrance’ box when finished to see your finished image.

Here is our own and a small collection of others to give you some ideas of what might work. Each image belongs to me (Stephen Reid) and educators are welcome to use the images freely in an education capacity.

Click each image to see full size.

Orrcha Bridge Final

 

North Queensferry

Inverkeithing Rail Line

Rome Ruins Tilt

Rome Spiral Tilt

Bridges Tilt

Staduim Edinburgh Tilt

Water Station

I hope this helps. Any questions regarding this process please Contact me or Tweet me on @AHigherPlaceLtd

Reflections: Minecraft as a Learning Tool

Reflections: Minecraft as a Learning Tool
Minecraft Classroom

Minecraft Classroom

As I’m sure anyone who follows my blog or Twitter will know, I’m a huge fan of using Minecraft as a learning tool. I use Minecraft in many areas of education from primary to secondary. I have used it in after school clubs, used it with not-for-profit organisations such as libraries and museums and I am about to start work on a sizeable historical project reconstructing a famous Scottish town as part of the 2014 year of culture. I have taught elements of literacy, numeracy, science, art, design and technology, RME, computer science, primary topic work and much more using Minecraft, all with great results. I am now working with educators internationally using Minecraft across a wide variety of curricula. There are however, some subjects you just can’t reach and to be honest, some tools that reach those subjects much better than Minecraft does. We recently completed a complex science resource on fossil fuel formation using ‘Little Big Planet’ on the PS3. Work we couldn’t have carried out with Minecraft.

There has been a bit of interest this week on Twitter, in the ‘pros and cons’ of working with Minecraft. Opinions do differ across the board and I’m not surprised they do. But as someone who uses it I felt I should respond with a post offering my own thoughts (based on a comment I left).

Technology is just one of many tools educators have at their disposal. I am particularly passionate about games-based learning. However, like all good tools for learning, Minecraft must only be used in the right situation and under the right circumstances. With forethought, planning and a clear, valid purpose. Lets also try to make the results of using it measurable.
It’s very easy (and tempting) to use technology for the sake of using technology. Shiny new gadgets that do cool stuff. Most of which we don’t need to use. I visited a school recently who were just about to purchase (expensive) tablet technology…when I ask them what they planned to do with it they replied “We’re not sure yet, any advice?” to which my reply was “Don’t buy it, not until you at least have some idea of where and how you might use it”. Often they choose not to buy it after all and the money is used for something else. Those who do, take the time to find valid reasons for doing so first.

I advise the educators I work with to:

Find something that works, learn how to use it…then apply it to your teaching

and

If it doesn’t work…don’t use it”.

I note from some comments in the Twitter trail that some people just don’t see the educational merit of Minecraft. I have carried out CPD on games-based learning in which a geography teacher has left desperate to install Minecraft while his/her history colleague sees no use for it. Education can never be a uniform system…on account of many elements, not least of all the pupils. So the more tools educators have, the better. Let Minecraft be just one of those. Not everyone will want to use it…just like podcasting, animation, cameras, some web 2.0 tools, e-journaling and blogging tools and more.

Worldwide Minecraft CPD

Worldwide Minecraft CPD

I recently built a learning environment using Minecraft specifically for teachers to learn how to use Mincraft. From the basic functions of mining, crafting and building to applying the game’s mechanics to their own subject. Educators are offered free, in-game CPD with me using Skype. It’s been an interesting project with teachers from all over the world visiting; from the UK to South America, Europe, Scandinavia and as far as New Zealand (though lets face it…in an online context, that’s just a few milliseconds away). Many have commented that Minecraft became infinitely more applicable after such a session (usually just one hour). Perhaps there is some weight here in the importance of training in the use of these kinds of tools? Time, space and funding for pioneering new ideas, technologies and pedagogies in the yearly allocation of training for staff? Larger risk but I’m willing to bet there will be much larger rewards too. This in turn raises the question of why education is generally always way behind industry, commerce and home life in the application of technology? But that’s a whole other debate.

I do disagree with one of the Reddit comments I saw yesterday from a ‘sreyemhtes’. I have found quite the opposite in terms of the sustainability of the use of Minecraft through using it as a learning tool. He\she comments that pupils will be put off by the regimentation of Minecraft in a learning environment, far from the freedoms they have outside of school. Initially this strikes me as an accurate argument. After all, one of the main attractions of Minecraft is the sandbox environment and freedom within it to create anything you can imagine. Players of all ages enjoy the lack of parameters. But if we look at this historically, in the realm of human development, this only works for so long. Without some sense of order, law, rules, regulation, civility and such, there is only chaos. This is no different in Minecraft. Where I have left my own world open to  this freedom we have experienced malicious destruction of our school constructions, the burning of our ‘Gruffalo Forest’, Our in-game QR codes changed and so on. However, over time (and in some cases a very short time indeed) children begin to develop a sense of order, form rules, tasks, levels of acceptable behaviour. They police themselves, they plan and organise, allocate land, remove shoddy work and promote good work elsewhere. They make teams and work collaboratively or in healthy competition. It doesn’t take us as administrators or educators to do this!

Shipwreck

Shipwreck

If planned, managed and structured for learning and thus, to some degree limited, it can in fact, prolong a pupils interest in the game and overall learning purpose. The beauty of Minecraft is the freedom we have to actually set rules, borders, challenges and problems. We used flooding and minefields in a recent project we undertook for a geography department exploring the displacement of population after a natural disaster or war. It was used to great effect to keep the pupils from growing bored of the freedom to go anywhere, do anything. Focussing their minds on the task in hand, the fear of that mine or the importance of the construction of flood defences before the imminent flood. Of course, giving them that freedom as a reward for completing challenges and maintaining the rules is a matter of ‘gamification’. Pupils were able to build a hugely elaborate settlement once they safely reached their chosen resettlement area.

One final point; if we strip away the subject specifics of curriculum learning. Assume we don’t need to meet outcomes or objectives or experiences in any given subject. The sheer wealth and quality of soft skills developed through the collaborative work encouraged by a tool such as Minecraft is astonishing. Communication skills (in multiple languages where necessary) leadership, sharing, teamwork, organisation, time management, task management and more. All willingly…or rather more unwittingly given as part of the experience. Music to any educators ears!

I am sure the Minecraft phenomenon will fade eventually as new games with ever more attractive mechanics are released. The games industry is changing rapidly towards a more interactive, hack, mod and build-your-own model. Lets just try to keep an open mind about all of the tools available to our educators. For now…I’m a fan of Minecraft as a tool for learning. Provided it’s the right tool for the job in hand!

Photoshop – Transparency

Photoshop – Transparency

How-To

Earlier today we were working on putting images in to Minecraft. They work well and look amazing, each made up of Minecraft blocks. However, each of the images had a white background and so left us with huge amounts of ‘Snow’, ‘White Wool’ or ‘Iron’ blocks around the main focus of the image.

So, I ran the last image of SackBoy from Little Big Planet through Photoshop and removed the background and thought this might be useful for teachers and pupil in classrooms too. Not just for the Minecraft example we’re working on but for image manipulation in general. It’s quick and easy and here’s how to do it:

(If you don;t have Photoshop you may want to use www.pixlr.com – a free website which uses the same style of tools with the same results.

I will be using a Mac, but if you are using a PC the instructions may vary slightly. Generally though the icons and the menus are the same.

Step 1 – Open Photoshop

Step 2 – Open your File – (File (top of the screen), Open then browse for file)

Photoshop Transparent Background 1

Step 3 – Select your background

There are a number of ways of doing this but I prefer to use the ‘Magic Wand’ tool.

Photoshop Magic Wand Icon

You will notice a dotted line appear around your image. Use this to gauge what you want to keep and delete.
In the example below I have selected all of the white pixels around SackBoy.

Photoshop Transparent Background 2 Photoshop Transparent Background 3

Occasionally, the ‘Magic Wand’ tool will select all the white areas on in the image. In this example the white in Sackboy’s zip and eyes are also selected.

Step 4 – Use the ‘Lasso’ tool to select or deselect specific areas. In this case I deselected the white on Sackboy’s zip and in his eyes.

Photoshop Transparent Background 4

Step 5 – Click the ‘Select’ menu at the top of the screen and choose ‘Inverse’. This means that the selection you made earlier has now switched to SackBoy rather than the background.

Step 6 – Click the ‘Edit’ menu and select ‘Copy’.

Step 7 – Open your ‘Layers’ menu – Click ‘Window’ (top of the screen) then ‘Layers’.

Photoshop Transparent Background 6

Step 8 – Click the small icon (an arrow with three lines) at the top right of the ‘Layers’ window and select ‘New Layer’.

Photoshop Transparent Background 5

This will give you a new (transparent) layer.

Photoshop Transparent Background 7

Step 9 – Select the ‘Edit’ menu and choose ‘Paste’. This will look like it has done nothing but has, in fact pasted SackBoy on top of the existing ‘Background Layer’.

Step 10 – Now right click on the ‘Background’ layer and delete it.

This should leave you with only the image of SackBoy on a transparent (chequered) background.

Photoshop Transparent Background 8

You are finished and ready to save your image. It is important you save the file as a .PNG. This file type maintains the transparency when saved.

This works particularly well when you want images to overlap and layer together. It also works well when you want to give an image a shadow…rather than the shadow framing the outline of the entire background (lets assume it’s square), it frames the detail in the image instead. I’ll give examples of this below:

Non transparent background:

SB Trans Back

Transparent background:

SB Shadow

And here is the final image transferred into Minecraft:

mc

I hope this helps. Any questions regarding this process please Contact me or Tweet me on @AHigherPlaceLtd

Minecraft-RaspberryPi

Minecraft-RaspberryPi

raspberry-piMojang Pi

On February 12th it was posted on the Mojang website and the Raspberry-Pi website that the team at Mojang had finished the Minecraft port to the Raspberry-Pi, and even better news – it would be free to download!

The Raspberry-Pi edition of Minecraft is based on the mobile version or ‘Pocket Edition’ of Minecraft which runs on smart phones and tablets. This does mean that it doesn’t have all the features of the game you find on the PC/Mac. However, one very noticeable change that was announced with the Pi edition is that you can program directly into Minecraft. For example, one possible setup is to have a Programming window and the Minecraft window open side-by-side on the Pi. This would allow you to instantly see what you programme, take effect in the game. It can be played without the programming but we believe that this aspect, along with the Minecraft itself makes for one of the most powerful learning tools yet. The more you learn about programming the more you can do and you will only be limited by your imagination!

Minecraft is a fantastic addition, to the Raspberry Pi, an already popular and inexpensive educational computer. This will be a great way of getting children interested in computing and how to programme for their favourite game as well as the applications Minecraft has in a wide variety of curriculum subjects.

Raspi-Model-AB-Mono

The game is optimised for both models of the Raspberry-Pi, the 256MB and the 512MB. So we will be firing up our own Raspberry-Pi with Minecraft and are looking forward to experimenting with this new addition and finding out what we can programme into our own Minecraft world.

What’s more…this week we’ll be working on a Minecraft-Pi, self sustaining networking solution for schools. Allowing you to set up a Minecraft server using only a collection of Raspberry Pi’s . No connection to your school or authority network necessary. Watch this blog for our journal as we put this project together. We’ll give you the pros, the cons, the costs and the ‘how-to’ and we can even bring it to your school, set it up and teach both your staff and pupils with it.

Audacity – Missing Lame File

Audacity – Missing Lame File

How-To

I’ve always promoted podcasting and the wider use of audio recording as a tool for learning. It is free and easy to do and I use Audacity in my school training sessions – available here http://audacity.sourceforge.net

However, one thing that gets in the way of a successful training session with Audacity is the lack of that vital file that allows users to save Audacity files as MP3 files. Many teachers contact me after a good day of sound recording to ask me why they can’t export their work as an MP3. It’s due to a missing file called lame_enc.dll.

I have uploaded the file here for you to download and below are the instructions on where to put it on your computer and how to make it work.

audacitylo

Download here: Lame_enc.dll

Step 1 – Download the file above

Step 2 – Open the file (Extract the file within it to your Desktop or other folder)

Step 3 – Open the folder you installed Audacity in.

Step 4 – Copy the Lame file into the Audacity folder

Step 5 – Open Audacity

Step 6 – Make a recording (a short test recording will do for now)

Step 7 – Click ‘File‘ then ‘Export As MP3

Step 8 – Follow the prompts until you are faced with the ‘Lame_enc.dll missing’ message

Step 9 – Locate the file when prompted to (Where you saved it in Step 4)

You will only have to do this once (unless you delete the Lame file or change computer). It may be necessary to do this on every computer in a school. However, in some cases your ICT technicians may be able to do this across all computers remotely.

If you have any issues with this process please email me directly: stephen@ahigherplace.co.uk