playful cleverness revisited: open-source game development as a method for teaching software...
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Presentation - Chalkboard
Playful Cleverness Revisited:
open-source game development as a method for teaching software
engineering
Mart Laanpere
Centre for Educational Technology, Tallinn UniversityKaido
KikkasInstitute of Informatics, Tallinn UniversityEstonian
Information Technology College
The A-Ha! Experience
In that instant, I as a Christian thought I could feel something of the satisfaction that God must have felt when He created the world - Tom Pittman at MIT after successfully running a computer program; around 1975
IT WORKS!!! :) Our campaign really works! Well, its not an extremely huge piece of coding-art, but at least its playable. Feels funny to play it :) I was quite sure it would never reach this point.. If there was more time it would be nice to develop it further - Sonja Merisalo at TLU after completing a campaign for Battle for Wesnoth; Dec 2006
Playful Cleverness
A characteristic of the hacker culture (in its original sense)
Doing serious work in a not-so-serious manner
Originality and creativity dominate over routine
A manifestation of the Linus' Law on motivation:
Survival
Social life
Entertainment
The roots
MIT Tech Model Railroad Club 1946
The Signals & Power Subcommittee
First computer science classes in 1959 (TX-0), PDP-1 in 1961, Project MAC in 1963
MIT AI Lab in 1970
Formation of the culture
For more info: Hackers by Steven Levy
Not business as usual
Computer science ~ rocket science
Too few people to form a market
Military undertones
Software was machine-specific
Hackers kept apart from managers
=> Playful Cleverness: original display of creativity unhindered by market motives
Decline and return
80s: business growth, microcomputers, software as a proprietary product
1984: Richard M. Stallman founded the FSF
1991: Linus Torvalds created Linux
90s: Internet, Linux, LAMP, KDE, GNOME....
2000s: The hackers have returned
The hacker way
Two major aspects
Open Source: public development, flexible and unhindered participation, no external burden
Playful Cleverness: informal management, ha-ha, only serious!, grassroot innovation
Technology and management both are important
Case Study: the courses
Two courses at Tallinn University
Open Source Management: autumn 2007, Master level, 6 students with backgrounds in education and media
Methods and Practices of Free Software: spring 2008, Bachelor level, 23 students with background in IT (incl. software development)
Both courses used teams of 3-5 people
Case Study: the tools
Environment: Trac (wiki, ticket-based workflow), Subversion
Target: The Battle for Wesnoth
Each team had to build a mini-campaign for the game, using web-based teamwork
The Battle for Wesnoth
One of the best free/open-source games
Turn-based strategy (single or multiplayer), lots of different units, day/night cycle, XML-like markup language, central server for campaigns, large active community
A screenshot
A snippet of WML
[event] name=prestart [objectives] side=1 [objective] description= _ "Resist until the end of the turns. condition=win [/objective] [objective] description= _ "Death of Ryan" condition=lose [/objective] [/objectives] [/event]
Why Wesnoth?
Initially, for the OSM course,
it matched better the diverse background of the participants
it allowed for a wider range of different sub-tasks
it sparked the hacker-ish innovative creativity
Yet it worked with the IT people as well
What does it teach?
Developing a scenario for the BfW requires elements from three different areas:
artistic/visual (units, maps, screens etc)
narrative/verbal (story)
technical/logical (WML)
For comparison: How To Become A Hacker by Eric S. Raymond
The building process
Storyline, events, scenarios
Main characters and related unit types
For each scenario
Design (objectives, events)
Map design (terrain ,starting points)
Units and recruitment scheme
Coding
Coding the campaign summary
Testing and balancing
The results
Well-received by the diverse group
Lots of creative solutions (including some non-standard campaigns)
Tools were adequate, but more Web 2.0 could help in a full distance setting
The Playful Cleverness was grasped well
The game approach helps non-tech students
Ideas for the future
Test the same approach on other IT and media courses
Try other free/open-source games (also from different genres)
Combine the experience with social software, 3D virtual worlds (OpenSim, SL) and other distributed environments
Thank you!
Further contact:Kaido [email protected] Skype: kakuonuServer@home: http://www.kakupesa.net
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