Showing posts with label inspiring creativity. Show all posts
Showing posts with label inspiring creativity. Show all posts

Friday, November 8, 2013

Five Benefits of Teaching Like an Artist

New for 2014: Follow the continuing Teaching Like an Artist series on TeachingLikeanArtist.com.

“All things have been given to us for a purpose,
and an artist must feel this more intensely.” - J. L. Borges

I wrote a post at the end of summer about teaching like an artist. It is what I have learned after about seven years working in education at jobs that let me express creativity and passion in school. Contrasted with about 12 years of a largely dull approach to teaching high school math, it has been an invigorating experience. I’m still living and learning it daily, but I want to share what I’ve found so far.

I’m taking the broad perspective of what it means to be an artist and what counts as art. To me, the artist is someone who sees, works to make and then shares something that didn’t exist before. It might be physical or it might be an idea. But in any case, the artist is driven to bring the dream to reality.

And what drives the process? Certainly many things, but primarily it is because the artist is meant to create. I have to believe people are here to make a contribution, to make their piece of the world somehow different than when they first came. To do otherwise is to slowly squeeze the life out of their existence.

Instead of squeezing it out, artists are those who know how to let life shine through. Emotions, especially love for something, personality and talent, come through like light through a prism. What emerges, the art that didn’t exist before, grabs the attention of anyone who can see it.

Defined this way, we can all be artists to some extent. Any sphere of society where we might find ourselves will benefit when we become aware of ourselves in this way, but this is so true of schools. There adults impact the younger generation daily. There it feels like too often the goal is to just find some answer everyone else already knew. Schools desperately need more artists!

I’ve been trying to consciously live this out and here’s my current list of benefits of teaching like an artist:

Teaching like an artist has restored my sense of purpose on the job. I feel connected to why I am here. When I talk to a group of students about the projects I will be involved with, I am amazed at the memories across forty years that flood my mind and add up to what I need to say to inspire learning. I can share stories to encourage, model skills for their success and relate to their dreams and frustrations. It feels like the moment is a gift, not something that just happened.

It is refreshing to see the fruits of our contributions, whether large or small. In a largely consumer culture that requires a lot of input for fleeting moments of enjoyment (TGIF?), the artist can draw energy from regularly creating. When people and parts of the system in your school are different in real ways because of work you have done, you’ll experience something money can’t buy.

Artists enjoy sharing their work. This is related to the above point, but by this I mean sharing beyond the day to day job. Technology allows us to easily share our best work with other teachers around the world. Listen to artists talk about the reward. They often say it is in seeing others enjoy what they created. That’s the reward we can experience when we find other teachers used our lessons or got ideas from seeing what we did.

Students will be inspired when you create. They will thank you for what you taught them or, perhaps more accurately, what you awakened in them. They will begin to create and discover their own ideas and they’ll be excited to tell you about them.

There is excitement and anticipation when you live between your vision of what can be and what your vision becomes. This sure beats the boring approach I hear so often from tired colleagues (though I love them all) who already know the result of their hard work. Within minutes of seeing their class lists they can tell me how the grades will turn out, who the trouble students will be and which projects will fail.

Of course life reflects their low expectations and their reward for being right is as uninteresting as their classes. Isn’t it more exciting to dream and see if the dream could come true? What would school be like if everyone came in wondering how things might turn out?

Artists can live in the face of the negative emotions. Yes, ideas will fail, teaching will be exhausting and students will disappoint. I have struggled with deep frustration and depression throughout my career and many times I have seriously questioned if any of what I say here is worth it. It has helped greatly, however, to recognize all of that as part of living in the space between vision and reality and that I was made for that.

Rest assured that in doing it right we will at times appear crazy, to others and to ourselves, as we work toward our visions. It’s not about living a life void of the negative emotions and moments of insanity. It is living in spite of them. If we won’t push through, who will? And what are we really choosing if we choose to do otherwise?

In short, the teacher who lives like an artist is more alive. To be fully alive a person must recognize the blessings of life and fulfill his or her responsibilities. Artists train their eyes to see both parts. They possess the talent and have developed the skills necessary for the part they are meant to play.

Teachers living like artists get to do this surrounded by young people who are starving for such an example.

Wednesday, August 21, 2013

6 ways to teach like an artist


New for 2014: Follow the continuing Teaching Like an Artist series on TeachingLikeanArtist.com.

Note from 11-8-2013:  I wrote this post at the end of summer.  I've been developing the idea both in writing and by trying to live it out.  After three months of that, I wrote a related article here:  Five Benefits of Teaching Like an Artist

“I am enough of an artist to draw freely upon my imagination. Imagination is more important than knowledge." -Albert Einstein

"I am an artist....  I am here to live out loud."
 -Emile Zola

We've probably all seen the websites and books that encourage us to teach like different things--pirates, rockstars, champions.  I didn't search long and hard, but I imagine there are probably lists out there already about teaching like an artist.  In one way or another, we're probably saying the same things.

I like the idea of teaching like an artist, though, because it allows for passion, personality and maybe even some insanity.

Artists dream and bring the dreams to life.

It's fun to hang out with artists.  They can straddle the line between deep insight and admiring things that just look, sound, taste or feel good for reasons they don't care to figure out.  They show us another angle we wouldn't have seen on our own.  

Our students would have a great time hanging out with people like that day after day.

To me, art is love expressed freely.  It might involve a lot of other emotions too, but behind it all there is love for something.  Art is something powerful + you, the artist.  And what comes out is unique.  Artists know how to capitalize on that uniqueness and make the world a better, more beautiful place because of their work.

Almost everyone falls in love with another person.  We go through the stages like most people and similar events happen in all the stories.  But artists put those things in words, songs, pictures or other creative works in ways that inspire, connect and encourage those who experience the art.  Artists remind us we're not alone, that there's something worth getting out of bed for and that at times life will demand everything you can possibly give.

School needs more of these people!

I could go on, but for now, here's the list:

6 Ways to Teach Like an Artist

1)  Think of a new way.
Make a habit of putting a new spin on something you always do.  Give it a new name, retype the version you've used for a decade or use some other tool to present it.  Don't change it for change sake, but make it your own.

Artists let personality and talent shine through what they do, but when we have kids showing up at the door every morning we forget to let that happen.  Purposely put your touch--some twist no one else you know would come up with--on something new each week.  If you can sing a little, sing more.  Draw?  Draw more.  Write poems.  It will be worth the extra couple hours on a weekend.

2)  Share your work.
This might be the best way to stay inspired and inspire others. It is certainly easier than ever to share your best work now, yet I'm continually amazed at how few teachers do so.  Artists know it is rewarding to see how far their ideas go.  Whether it's a blog, website or Pinterest, start an account and start sharing.  The joy of finding that someone else, possibly on the other side of the planet, used your work with her students will add significance to your hard work.

3)  Notice what you love and love it out loud.  
Students need to see more adults who are passionate about something.  I go from class to class in my district working with many teachers and too often the only real life examples I hear are related to jobs and making money.  Too often it's in the language of the mass market and commercials.  No wonder the kids are bored.

Life is filled with exciting opportunities to learn, grow personally, meet deep needs and leave a mark.  There are reasons to be so grateful you can't help but tell about it.  Do your students know what you're passionate about and thankful for?  Do they know why you decided to be a teacher?  Are these things expressed in ways that only you can?  

This isn't necessarily to make them love those things too, but it can show them what passion and joy for living look like.

4)  Let yourself feel and express the negative emotions too.
Let's face it, artists can be troubled people.  We know the stories, but chances are if you've made any serious attempt to be an artist of some sort you've felt it yourself.

It is frustrating to care so much and have your hopes dashed.  It might have some benefits to always see what others don't notice, but sometimes it can feel like you're the only one one the planet dealing with reality.

We can either avoid the things that cause the negative emotions or we can accept them as part of the work.  I've dealt with this personally for my entire career in the schools, but I'm trying to be brief.  When it's all said and done, here's what I've got: 

The heart that makes great art is also more sensitive to the pain of real life, so expect it to hurt.  Just keep doing the work because the only alternative is to stop really living. 

5)  Risk failure.
Seth Godin convinced me of the importance of this in The Icarus Deception.  In fact, he said if there isn't risk, it isn't art.  As with #4 above, fear of failure will always come along if you're working like an artist.  Expect it and live with it.

The best teachers I know are the ones who give everything knowing very well it won't always work.  They might look stupid for a few minutes when the new technology isn't coming through.  They might waste hours planning a lesson that is ruined by a snowday and some students in rotten moods.  They might have to reteach another lesson because the video they made didn't really do the trick.

This isn't a suggestion to be completely stupid.  Know the cost and proceed like a professional who does have bills to pay.  

It won't hurt to loosen up though.  Face the fear of failure and press on.  You'll learn some of your best lessons when you realize you survived the awkward moments.

6)  Tell the story in your way.
I know you'll be busy if you're teaching like an artist, but be sure pay attention to what's going on.  Tell that story.  First of all, tell it to yourself in a journal.  Record what you're learning.  I don't care if it's a sticky note or an email to yourself, don't let the moments slip by.  Keep track of them and polish them later if you find a reason to show them off.

But definitely show some of them off.  Tell the stories to colleagues and tell some to the world.  This goes along with sharing your work, because the story itself is art, but by the story I also mean the big picture.

It's not just about the art you made, but it's how it was accepted.  What did the students learn?  What did you learn?  What did you notice that everyone else should pay attention to?

Obviously you could write these things in a blog or maybe you'd even write a book over the summer.  It's all easier than ever.  But don't limit it to written narratives of what happened.  You could also write a poem, a song or a video (or a video with your poem turned into a song) inspired by what you learned.  Find a creative way to present it.  Call it an example for a student project or show it off at parent night.  

Just keep reminding everyone that it's worth doing the work.  


The world needs what only you can do.  

Dream big,

work hard 

and do it with passion.

What would you add to the list?


Note:  I already mentioned Seth Godin's book The Icarus Deception   I also want to point out that his book Poke the Box had a huge impact on me.  Steal Like an Artist by Austin Kleon also influenced how I view my work, which in turn inspired much of this article.  All the books are pretty quick reads, so check them out at a library or buy a used copy on Amazon.




Tuesday, August 20, 2013

8 things I emphasize in game design lessons

I love games, I make games of various types and I work with educational technology in a middle school.  This means I often have very excited students (usually boys) telling me their dreams of making computer games.  

On one hand I love their passion and I try to encourage them.  I have used it at times to motivate some otherwise very unmotivated students.

At the same time, I am wary of presenting a false picture of what it takes to make a successful (or even a good) game.  "Making it" with games (like any creative venture) can be frustrating.  I don't take it lightly when dealing with their hopes and dreams along with the very real possibility of failure.

I don't always have the chance to teach the class or guide all the aspects of the game design lessons when I'm supporting the classroom teacher.  Sometimes I do, sometimes I'm just in the room and working with the students.  From my experience as a game designer and my time with these students, though, here are the top 8 things I always emphasize in game design lessons.

1)  Don't think about money.  Don't even think you could live off any game you make.  Whether a card game, board game or computer game, you'll most likely invest hours of time and make no money at all.  Most people who make games do not make enough to live off them.  That's reality.

I've made a couple party games that have sold all over the world and I made very little money at it.  Most of my friends who have made games, some a lot more successful than mine, still keep their day jobs.  I make it a personal goal to never talk about the money.

2)  Approach it as a hobby and think about the people who will enjoy your game.  If you have fun with it and are grateful when you see others enjoy your work that is a great reward.  Remember that your work can inspire others, make someone smile or bring good friends together.  Those are great things and if you enjoy doing it, keep doing it.

In fact, I'd even go so far as to say if you're good at it, you should do it.  Sometimes when I wanted to give up on a game I'd push through simply because I felt a responsibility to see that idea go as far as it possibly could.

3)  Game design is work.  It seems like you'd get to play all day, but there are plenty of parts to the process that you won't enjoy.  They won't seem fun.

If we're talking computer games, there is a lot of work up front before you'll even be able to play a game of any complexity.  Learning to program is not easy.  Some applications make it easier than it used to be, but if you really want to build a game from the ground up it's going to require hours of learning, programming and testing.

I have programmed for years and just my simple Flash game, Pegged, about made my head explode when I tried to do the scoring piece.  Seriously, I had to get away from all people and noise, staring at my notes until it hurt.  No one gets that until they've seen it, but trust me.  It takes work.

4)  Know the difference between a dream and a wish...and make sure you're following a dream.  This applies to a lot more than game design, but it's good to throw this in.

When we wish for things we think about the end result--maybe we think about it too much--and we would love to somehow get to that without any real work.  We know we really want that end result.  It would be great and we'd be so happy to see it come true.  But it's a wish because it's a fantasy.  The end doesn't happen without the work.

To me, a dream is more realistic and worth working for.  Maybe some would call this a goal or a plan, and those calculated terms can comes into play, but I like to call it a dream.  It still involves the heart.  It's great to dream, but work toward the dream.  

I always say girls wish that One Direction would stop by their house when they're in town.  Boys wish they could make a living making computer games.  Both are about as unlikely.  Dream, but live in the real world!

5)  It is good to play many games, but do it with design in mind.  The fun part of the hobby of game design is that the "research" can be playing games.  I try to play as many as I can.

When you play, though, don't get so caught up in the playing that you forget about why you're taking the time to do it.  Learn what works and what doesn't.  Watch how the game affects others.  Think about what you understand and what you don't.  Make sure you know what makes something fun.  

Along with this, read about as many games as you can too.  Read reviews of good and bad games that you probably won't be able to play.  Read the rules or details of games from genres or styles you don't like.  Even though you don't actually play them, you'll still learn a ton.  Know what people have done and try to find the areas that are yet unexplored.

6)  Read articles and watch videos about game designers and the design process.  Austin Kleon, in his book Steal Like an Artist, says we do this not to get their ideas, but to get the thinking behind their ideas.

Look into the people who make your favorite games and figure out what makes them tick.  Read interviews about people who made successful games you don't really like.  What led to the decisions that resulted in those games?

When you read their stories you should get a better idea of what I meant about all the work that goes into it.  You will almost never hear a designer say that a game just fell in place.

7)  Record all your ideas for games.  You'll never be able to make them all and many of the ones you try to make won't really work.  Still, every idea is worth keeping because:

  • In any art you should form the habit of getting and recording as many ideas as possible.
  • It very well can be useful in another way at another time.

Watch my video on how to make games if you're interested in hearing more about keeping a game idea notebook.  (There are a few other good tips in that two part series as well!)

8)  Keep producing while the others play.  Never just play.  This might sound a lot like tip #5 above, but it encompasses all your research, play and work on game design.

If you do the things listed above, you'll be working on your craft even when it feels like you're having some fun.  You'll be getting better every day while others are playing and that's a huge edge.  


Links to resources

I usually make board and card games, so I am mostly familiar with those resources.  Here are a few starting points based on the steps above and some are related to computer games as well.

  • Designer interviews at Fair Play Games - I interviewed a lot of board game designers several years ago.  Their tips on design can still be useful.
  • Tips for Success from Dominic Crapuchettes - Dominic is the most successful game designer that I know personally.  He worked hard to bring his dreams to life and he's enjoying the rewards.  
  • Tom Vasel's game designer interviews - Tom interviewed many game designers over the years.  Here they are compiled on the Boardgame Geek website.
  • The Boardgame Geek - Speaking of this site, it's a great place to learn about tons of games (good and bad) throughout the ages.  They have subsections of the site devoted to video games and role playing games too.
  • Inspiring Creativity - Here's a post I wrote in 2012 about a friend of mine who creates iOS games.  Be sure to read Kory's post about how he made Blockhouse.  It's a great example of the work that goes into even a "simple" game.
  • Meeting with experts - Last school year two of my designer friends met with some of my students in a Google Hangout.  I wrote about that experience and some of their tips in this post.
  • My posts on game design - This is not the most organized way to find the information, but the link will take you to all the posts tagged "computer game programming" from this blog.  
  • Making What's It to Ya? - Here's my fairly detailed account of how one of my most popular games became an idea in my head and went around the world.  Here's the brief story as a video.
  • How to Make Games - I linked to this above, but wanted to put it here two.  Part 1 and Part 2 of this presentation can be found on YouTube.  They haven't been very popular, but I gave away some gems in there, in my opinion!

Monday, February 11, 2013

The Lifelong Learner Challenge

I've been inspired by Seth Godin's book, Poke the Box.  I am also enjoying much of what I'm finding in The Icarus Deception.  (I won a copy from Jeremy Statton's blog, Living Better Stories.)

In both books Godin repeatedly challenges the reader to get started, to make things and to keep getting better at making them.  I've been encouraged by the results as I try to put it into practice.  I share the ideas with teachers in the district where I work and I try to incorporate it into the lessons and presentations when I get a chance to teach or speak in the classroom.

I was thinking today of a Lifelong Learner Challenge based on some of the principles of the books.  I'd like to do this as a personal goal and to encourage (or require!) my students to do it is well.

The Lifelong Learner Challenge

Each week I will make at least one thing that is:
  • New - It must be new to me and to the world--original.
  • Good - It must be measured against a realistic, high standard.  (For students, this includes appropriate content standards.)
  • Personal - Those who know me can see me--my style, unique preferences or personal experiences--in the work in some way.
  • Helpful - It must be presented or published in some way so others can find it and benefit from it.

This challenge is currently a draft.  Once I am happy with it and practicing it I will put it on my Passion and Vision page.

If you do something similar or have suggestions I would love to hear them.

My list is inspired from Seth Godin's very challenging list in The Icarus Deception:


Six Daily Habits for Artists

  • Sit alone; sit quietly.
  • Learn something new without any apparent practical benefit.
  • Ask individuals for bold feedback; ignore what you hear from the crowd.
  • Spend time encouraging other artists.
  • Teach, with the intent of making change.
  • Ship something that you created.

Sunday, February 10, 2013

My Attempt to Encourage Creativity - The Quadratic Formula Song (All Over 2a)

I'm working with a group of middle school students and I told them the final project for the class will be an educational music video.  They were not so sure they liked the idea of singing or being in a video.  In an effort to encourage them, I took the plunge and finished an idea I had been working on.  So here goes.

(The chord sheet for the Quadratic Formula song is here if you're interested.  If you perform this in class, I'd love to hear about it!)



It's not easy for me to play something like this for the students, but I wanted to take the step and encourage them to do something better.

I'm not sure if it looks like it, but the video itself took a long time to create.  We won't have time for something that complex in class, but I think they can do better at making a complete song as opposed to a short chorus like I wrote.

For anyone interested in the process, here's a rough outline of what I did and the software I used.

I knew I wanted to make a song about the quadratic formula.  I obviously didn't write any lyrics.  The formula was the chorus.

I used VoiceBand on my iPad to improvise a melody over a click track.  If it's not apparent, I don't sing that well and the pitch correction in VoiceBand helps me end up with something workable.

From there, I put it in UJam.  I was going to create the whole song in UJam and I might still do that.  When I saw some of the simple chords that came out of one version, though, I realized I could play that on guitar.  I changed what UJam gave me for chords.  I also played around with the melody and rhythm quite a bit after that initial idea.

I programmed the bass, drums and a simple guitar part in the GarageBand app on my iPad.  I recorded my actual guitar using the iRig guitar adapter.  I recorded the vocals (including the spoken part) with the iRig Mic Cast.

To polish the vocals a little more I used GSnap in Audacity for pitch correction.

The song was not done at this point, but I had an idea of how I wanted it to flow.  I started gathering video. Almost all of the video was created or captured with my iPad.  For the stop motion segment in the middle I used Stop Animator.  For the other animated sequences I used DoodleCast Pro.  There's also a short segment of a screen capture where I grabbed the Daum Equation Editor using Screencast-o-matic.com.

I couldn't get a good mix of the audio on the iPad, so I exported each track and converted them to .wav format using Zamzar.com.  I brought them into my very old version of Music Creator.  I'm sure an updated version would do a lot more, but I just use my old version because it lets me split, copy and paste right on the beats of the song.  I could do this on the iPad or the MacBook with GarageBand, but I'm used to years of playing around with Music Creator.

I'm not a sound engineer by any stretch, but after getting a mix I could live with, it was time to tackle the video editing.

I used iMovie on my daughters MacBook to add a few effects to the clips of me playing the guitar.  Other than those, all the video was done in Corel VideoStudio.  As I wrote previously, I was unhappy with Corel's customer service awhile back, but I do still love that video editing software.  I am always amazed at the level of control and effects that I can achieve for relatively little cost and effort.

When it's all said and done, it took way longer than I hoped (easily over 20 hours, but I lost count) and it's far from perfect.  I am happy with it as a first effort and I look forward to seeing how it encourages my students.


Sunday, December 30, 2012

Creativity Exercise - The Classroom Creativity Game

Want to infuse more creativity and passion into your classroom? From now until December 12, 2015, you can get a free copy of my Teaching Like an Artist reflection journal. I'm giving away two free paperback editions too. Click here to visit my Teaching Like an Artist blog for information.

These are the directions and credits for my culminating work of 2012 that is both a highly entertaining classroom activity and creativity exercise.  The Classroom Creativity Game can be accessed through the main menu at the top of any page on this blog.

Over the course of a couple years I made several creativity activities for the classroom based on creativity games that I developed with game designer Kory Heath.  You can read about them, how they're played and the related creativity exercises on this page.

Recently I compiled all of those concepts into a single webpage that contains a prompt generator and other features that allow the game to work on virtually any computer that runs Flash.

This project is an ongoing work and I will be glad to hear any feedback on what worked, what didn't or what you'd need to see before you'd use it with your class.  Also I am interested in suggestions for nouns to include in the generator.  Please post any comments below or contact me directly by email if you have feedback.

Here are the directions for using the generator and playing these very entertaining games with a class.

Overview:
Three to five creative students compete to make the best responses to random prompts.  Prompts are created in different ways each round, but generally contestants will provide humorous responses and the rest of the class will vote on their favorites.  (See this page or this video for more details.)

What you will need to play:
(As indicated below, some components can be adapted for available technology in your classroom and another way to use the generator is listed at the end of these directions.)
  • A teacher computer that can access the Classroom Creativity Game webpage
  • A projector connected to the teacher computer
  • A way for 3 - 5 contestants to record their responses - Ideally these will be laptops or other devices in a wireless network, but contestants can just use pencil and paper.
  • A way for the class to vote on the contestants' responses - Any classroom response system will work for this as long as you can take a vote from all students.  If a CRS is not available a simple show of hands can suffice.
Preparation:
  • Go to the Classroom Creativity Game webpage and project it at the front of the room.
  • Choose three to five creative students to be the contestants.
  • Have the contestants sit at the front of the class, but so they can easily see the webpage projected on the screen/board.
  • If using laptops or other devices, to record responses, use the Socrative site to create a room and have students join it.  See below for more details on this site.
  • If contestants are just recording responses on paper, make sure each one has a sheet of paper and a pencil.
  • Give other students in the classroom a voting device if using a classroom response system for their votes.
Steps for each round:
  • Create a prompt by clicking one of the prompt buttons (1) as shown in the diagram below.  Each icon creates a different type of prompt and they are explained in detail below.  You can select the same type of prompt for the entire game or you can vary it from round to round.  If the prompt is too hard for your class or if they just don't like it, click the button again for a different one if you feel it's appropriate.
  • After you click the prompt button a prompt will display to the left (2) as shown above.
  • Contestants will read the prompt and write a response (on a laptop, device or paper) according to the rules for that type of prompt as described below.  
  • Contestants send or pass the responses to the teacher.  You can set a time limit for students to complete their answers (two minutes is suggested) or you can determine the time based on the needs of your students and the activity.  See the notes below about sending responses if using laptops and devices.
  • When time is up or when they are done, the teacher will then read each response, but keep them anonymous.  
  • The teacher also will transfer the responses to the text boxes (3).  This can be done while reading them or you might want to wait until all have been read.  The responses must still be kept anonymous, so the boxes (labeled A - E) are not used to identify any particular student at this point.  See the notes below for more information on transferring the responses.
  • When reading responses you can use the sound effect buttons (4) to add laughs, a rim-shot or groans as appropriate.  Don't overdo this, but it can be fun for particularly good or not so good responses!
  • After the responses are posted or summarized, have the class vote on their favorite.  Just send a multiple choice question with five possible answers to the devices using your classroom response system.  If you aren't using a CRS, have the students vote by a show of hands.
  • The response that gets the most votes earns the contestant who wrote it two points.  The writer of the second place response gets one point.  In case of a tie, all tied players get the points (two for first place, one for second).  Record those points accordingly in the score boxes (5) indicated above.
  • If you want a record of the game, use your favorite method to take a screen capture of the current prompt, responses and results.
  • Clear out the text boxes after scores are recorded.  (Just select each response in each text box and delete the contents.  Don't refresh the page because that will erase scores as well.)  
  • Repeat rounds as you like.  Usually three to five rounds are sufficient, but you can adjust this based on the needs of your class.  The player(s) with the highest score wins at the end of the game.
__________

Descriptions of the prompts and required responses:
The creativity generated during this activity stems from the power of pairing random, unrelated items.  It is the heart of the creativity exercises and presentation I share with students before we play.  Here are some brief notes about the different prompts and the responses that would result.

Why Did the Chicken...?
When you click this button you will get a random riddle consisting of a question format (such as "What do you get if you cross____with____?").  Two random nouns will be inserted in the blanks.  Contestants have to write a humorous response to the riddle.

Why Did the Chicken...? Mythology Edition
My mythology games have been popular, so I added a list of heroes and items from Greek mythology.  This button creates a riddle prompt just like the regular Why Did the Chicken...? game, but one of the two random nouns will be related to mythology.  Most of the fun of this style comes from pairing the real world with the fanciful items or heroes.  As above, contestants write a humorous answer to the riddle.

The Haiku Game
For this prompt the students will be presented with two random nouns (currently from the same pool as the Why Did the Chicken...? game).  Their task is to write a haiku involving the two nouns in some way.  This can be challenging, but it is a very good exercise for the right group of students.

The Haiku Game - Mythology Edition
As the name implies, this is the same as the Haiku Game, but with both nouns from the mythology list.


Abe & Einstein
For this prompt, students will be presented with two random people or characters.  They must write a response consisting of what those two people would say if they just met.  They can use initials of the people to indicate who said what.  (Like L: "Hi, Al!" if Abraham Lincoln said that line.)  The responses should be brief and funny.  There's no need to write a full conversation.

__________

Using Socrative for submitting contestant responses:
Socrative is a free, easy to use online service that is great for having students submit responses to the teacher using any laptop or device through a wireless network.  Since sites change rapidly I don't want to list a step by step tutorial for using Socrative.  You can find all details at their site.  Here is the suggested method for using it with the Generic Creativity Game.
  • Create an account on Socrative if you don't already have one.
  • Click the Teacher Log In button in the upper right of the screen.  Sign in using your account information.  You will be given a room number.  
  • Contestants must go to the Socrative site on their laptops or devices and click Student Log In.
  • It will ask them for the room number, so tell them the number for your room.
  • As you are playing the game, when it's time to accept responses from the contestants, click the Short Answer option on your screen.  It will send a "question" to the students allowing them to enter their response.
  • Important:  When contestants are answering the questions, do not have your computer showing on the screen.  It can be too easy for the class to see who wrote which response since it displays them in order as soon as the contestants send them.  Show a different window on the screen or use the A/V mute or similar feature to "blank" your screen if you have Socrative showing on your computer.
A couple notes about posting responses on the screen:
If contestants are submitting via Socrative, copying and pasting from that site into the text boxes on the Generic Creativity Game page it is a very easy option.  Just remember you should "blank" your screen as you copy from Socrative so students don't have an idea of which student wrote what.  (The responses display in order of when they were sent and it can be possible for them to determine who wrote which one.)

Typos, "texting" style writing or poor grammar can be cleaned up or left as is depending on what you feel is appropriate for the class.

Alternatively if contestants are writing the responses on paper, simply type a few key words from the responses in the text boxes so the class will remember each one.  This saves time rather than copying word for word from the paper.

Other ways to use the prompt generator:
  • Prompts can be generated at the end of class (or at another appropriate time) and all students can be required to turn in a response.  The teacher can select some of his or her favorites, then present them to the class for a vote.
  • Students can play in groups of four to six.  In this case, they'd use a laptop to access the Generic Creativity Game page and create prompts.  All players but one (the Judge) can write responses on paper and pass them to the Judge.  He or she reads them aloud, then picks a favorite.  The player that wrote it gets a point.

Credits and usage:
Mike Petty created the Classroom Creativity Game.  The prompt generator was made with Stencyl.  All graphics were created by Mike Petty.  If you use the prompt generator in any way, please keep it on the Classroom Creativity Game webpage.  That page and these rules for use were also created by Mike Petty.

The Classroom Creativity Game is based on a creativity game system developed by Mike Petty and Kory Heath.  Kory first recognized the potential for an overall framework for games he and Mike were designing.  His team added several important elements to enhance the play experience.  His version is formalized as The Chicken Game System and I recommend it as one of the most entertaining social games ever created.

Why Did the Chicken...? was created by Kory Heath.  You can read all about the game in this post.

Most sound effects used in the Classroom Creativity Game were downloaded from FreeSound.org.  Most of those were in the public domain, but I did use a rim-shot sound posted there by Simon_Lacelle.

The Classroom Creativity Game copyright 2012 by Mike Petty.  These rules will be updated regularly.  The last significant update was posted 12/30/2012.

Sunday, December 2, 2012

Updated Creativity Exercises - Some creativity games suitable for the classroom

I've been updating and compiling some of my creativity exercise resources.  My previous post about creativity exercises can be found here.  Below is an updated video to go with that post.

The video explains how to play games that are part of a free creativity game system that Kory Heath and I worked on several years ago.  One game that I made for the system, called Abe & Einstein, is used as an example.

After watching the video you'll be able to play that game and easily adapt it to fit a variety of content areas. (That's if you're using it in the classroom.  It's actually a great party game for a group of friends.)  

I included a slide at the end that highlights some other ways that I have adapted the game for the classroom.

Here's the video.  Below I have the links to related sites.
Related links:
The creativity game page on my blog where all teaching resources can be located  (Also accessible on the menu at the top of all pages on the site.)

Kory's site for the system, which he calls The Chicken Game System

My classroom presentation games on Promethean Planet, including Haiku games and Why Did the Chicken...? for the classroom

A Flash version of Why Did the Chicken...? that I made, hosted at Stencyl Arcade

Thursday, November 1, 2012

Tips for Success - An interview with Dominic Crapuchettes of North Star Games


Here's a brief interview with game designer Dominic Crapuchettes, founder of North Star Games.  

Dominic created the excellent party games Wits & Wagers and Say Anything.  They're both great fun and (with his kind permission) I turned them into classroom presentation games for ActivInspire.  With two editions based on each game, they have been some of my most downloaded classroom activities.  The games themselves are also a great addition to the classroom.  I have entertained many students with both titles.

I met Dominic in 2002 when we both were part of a newly formed game designer convention.  His talent for games was apparent immediately.  From that time on I watched him devote his life to a dream of having his own game company.  Rather than focusing on the smaller market of "hobby games", he set his sites on the big time--having his games reach the masses through the large chains like Target, Toys R Us and Wal-Mart.

With his talent and hard work he has done just that.  I asked him to share some of his story because I believe it can inspire creative students to follow their dreams.

He also had some unique educational experiences that remind me that to help students be successful I have to do more than just cover the Common Core Standards in my classes.

Mike Petty:  Dominic, thanks for taking the time to answer these questions for us!  To start, what can you tell us about the success of North Star Games?

Dominic Crapuchettes:  North Star Games started as a dream in my basement over 10 years ago.  Since then, we have designed 6 games and won over 100 awards.  Wits & Wagers is the most awarded party game in history!  Our games are sold in Target, Wal-Mart, Toys-R-Us, and over 25 countries.

MP:  It has been great following your rise to success over the past several years and I have learned a lot from you about what it takes to realize a dream.  When did you know you wanted to create games for a living?

DC:  I knew through most of high school that I wanted to design games for a living, but I didn’t think it was something I would end up doing.  My senior paper was a business plan for a board game company that I wanted to start.

MP:  There is a lot of talk about games in education now, and in some ways gaming seems to be more popular than ever.  But the hype almost always is focused on computer games.  On the other hand, you and I have been creating traditional games for the most part.  What do you think the advantages are of either playing or creating the traditional games?

DC:  Focusing on board games has forced me to be frugal with rules, and strive for elegance and simplicity.  This is because the players have to keep track of everything, as opposed to having a computer do it.  Every creative endeavor benefits from striving for simplicity, including my endeavor to grow our company.  Even Einstein always sought the simplest explanation for the things he saw.

MP:  I know you worked extremely hard to get to where you are now.  There were times I thought I was working hard trying to balance a job and my pursuits as a game designer, then I'd talk to you!  Tell us a little about those early days.

DC:  It is very difficult to start a company.  I found a great partner when I was going through business school.  We worked about 80 hours a week for two years… without any pay!  There were several times when we thought we were going to go bankrupt.  But we stuck with it, and now it is starting to pay off.  We get to do what we love, AND we get paid for it.  Not many people can say that.

MP:  Would you say you’re living your dream? 

DC:  Yes, I would say that I am living my dream, but keep in mind that this is still a job. I have to set my alarm each morning and drive to work each day.  Then I spend most of my day doing things that are not all that fun like answering emails.  But this is mixed with things that I enjoy greatly, like designing and testing games, and then working on the graphics for them.

MP:  I know your talents well enough to say you could have succeeded in a lot of areas.  You chose to follow your creativity.  What are some benefits of exercising creativity in life, including as a hobby or in other ways that might not make money?

DC:  There are ways to be creative in just about any job.  Finding a creative solution to a problem is not only useful to the company you work for, but it is also very satisfying.  Following my heart led me to start a game company and gives me the opportunity to create games, but most of my creativity goes into figuring out how to make our company successful.  The more creative we are with solving problems, the better our company does.

I believe that it is important to balance your passion with meeting the needs of your community.  Your job is NOT about doing what YOU want.  It is about serving your community.  So look for a way to serve your community in a manner that you enjoy.  It’s a life-long process to balance the things you want with the needs of your community.

MP:  That's a great point.  I try to remind my students of the responsibility they have to others.  It's easy for all of us to forget!  

What was your experience like through formal education.  Do any teachers or classes stand out as your favorites?

DC:  I did not enjoy high school.  Memorizing facts for tests was not interesting to me.  So I went to a college where we read philosophical works and discussed their meaning in class.  That’s when I started getting passionate about my education.  I had many favorite teachers.  They were able to inspire me to get excited about the material.

MP:  Are there specific things you do to keep ideas flowing in your business?  

DC:  I look for my inspiration in the other games I play.  I am always considering ways to improve them, or mix elements from one game into another idea that I am working on.  I do the same with my company.  I read about other companies, speak with other business owners and learn as much as I can from their failures and successes.

MP:  I have some common themes that I present to students when I work with classes at many grade levels or in any subject.  I wondered if you have any comments on these, particularly how they might relate to technology and success.

For one, we increase our chances for success by making the most of everyday opportunities.  Forming the habits now of working hard or making good relationships, for example, makes success more likely in our future.

DC:  One of the most important things is life is forming good habits.  Even the smartest person on Earth has a limited amount of brain energy.  Forming good habits allows you to focus on something without having the rest of your life fall apart.  For instance, I set reminders on my computer for everything I need to do.  Then I can focus on the task at hand without worrying that I will forget something else that is important (like picking up my kid from school).

MP:  Right.  Another theme I emphasize is the importance of learning how to learn.  The world is changing fast and students will always need to adapt to unexpected situations.

DC:  My entire college education was a lesson on how to learn.  Instead of memorizing ideas that other people came up with, we read books, discussed them, and came up with our own ideas.  Learning how to listen to others and adopt your ideas and opinions based upon the information you get from them is an important life-lesson that will help you in ANY job you get.

MP:  I agree.  Thanks for putting it in words for us and for providing the example through your own success story.  I wish you and the company the best in the future!

To keep up with information about Dominic's company North Star Games and their great line of party games, please visit:


Friday, July 13, 2012

Music Creation for the Classroom

Update 4/3/2013:  Since writing this, I compiled several music resources on a new post at the blog.  I also have two more examples of videos I made using a process similar to the one below:
In most tech projects I see, the teacher encourages students to find background music online.  I can understand this, since it lets students use their favorite songs and it is a quick solution.  There are so many great tools available for creating music easily, though, I hope we can find more ways to let the students create their music.  I experimented (with my wife's help) to make a sample song to see how easily students could write an original song and incorporate it in a video.  The results are in the clip below.

Here's the process I used:
I've been playing around with VoiceBand and GarageBand on the iPad.  I love GarageBand as a songwriting tool and it could definitely be useful in the classroom for recording audio.  Since it requires some understanding of music theory, though, it's going to take some time for a student to make a song.

VoiceBand (only $1.99) is a fun option, though I haven't had much luck in recording a full arrangement on it yet.  Instead, I use it to improvise vocal tracks and melodies.  The pitch correction feature works well for someone like me who doesn't have the best ear.

From there, I email myself the vocal and bring it into UJAM on the computer.  UJAM is a lot of fun.  It automatically chooses the chords to fit the melody and then you can pick from a variety of styles.  There are limitations (like only one chord per measure), but I haven't found anything else that so quickly turns a melody into a fully arranged song.

(You can record directly into UJAM with your computer and it has pitch correction as well.  But I like the idea of recording with the iPad when inspiration strikes.)

The chords can be tweaked if you don't like what UJAM picked automatically.  You also have some flexibility for which instruments are included.  The only drawback I see for the classroom is some students could play with this thing for hours!  I suggest firm guidelines on options for styles and a tight schedule.

For a sample, I wrote four lines about imagining more creativity in class.  I showed them to my wife and let her play around with them for about five minutes.  I also let her hear a sample melody I was thinking of, but I wanted her to improvise her own.

We did two takes (probably about a minute total on this) as she improvised a melody for those lyrics.  I was happy with what we recorded.  She wanted to do another take, but for the purpose of the experiment I wanted to see how quickly I could get this done.

I emailed it to my desktop computer and played around with it in UJAM for about 15 minutes.  I'm familiar with most options there, so it didn't take long to pick a style, tweak one chord and add a couple instruments.

I then downloaded the resulting file and copied it to the iPad again.  I pulled it into iMovie and added some pictures I had taken of tech projects in the last months of school.  It actually took me about as long to dig through all my pictures and make the video as it did to record the song.

Here's the final result.  The song is not going to win awards for originality, but hopefully you can see how easy it is to use these inspiring tools.  (You can hear the metronome in the measure before the vocals come in and I wanted to add some echoes on a couple phrases.  If I had taken 15 more minutes with Audacity it would have been easy to accomplish that.)

Saturday, June 30, 2012

Real Life Problem Solving in School

When it comes to creative problem solving in school, nothing beats a project that goes beyond the school walls and actually helps other people.  Here's an inspiring story of a couple high school seniors who did just that.  Their senior project helped a teacher and students on the other side of the world to achieve their dream of getting connected to the internet.

Check out the introduction video below and these links:
This is a great example of how much learning can come out of a project rooted in a passion with a purpose to meet a genuine need.  One other takeaway:  In a world filled with need, the learning never stops.  See how they are continuing a second phase of their project long after the two students graduated.

What similar projects could we inspire student to pursue in the upcoming school year?  Beyond that, please consider supporting this project and spreading the word about the work as it continues.

Thursday, June 21, 2012

No Wonder the Students Are Bored

I heard a podcast one time that cited a survey of high school students.  The one word they used most to describe school was "boring".  I did a similar survey in my own district and the results were the same.  I wasn't surprised, of course, but I haven't been able to forget that over the past year and a half.  I'm always on the lookout for causes to the problem and things we can do to solve it.

For a contrasting picture, I was extremely impressed with the student engagement I saw during the animation project I did with the high school Mythology class.  I was thinking about this a lot, how creative projects can result in so much life and passion in the classroom.  The young minds are charged with possibilities and excitement.

I made the graphic below to put the two visions side by side.  It was kind of funny (in a sense) when I first thought of the goal when taking a standardized test--get all the dots in the same place as the one answer key.  And when completed it doesn't even have information on it that is meaningful to a human being.  Just dots!  Of course, we have writing portions on the tests, but we were informed recently that in Michigan that portion will also be scored by a computer, just like the dots.  A lot remains be seen on that and more could be said, but for now...



I'm not against standardized tests.  We need the data.  When they get too much of the focus in schools, though, it's no wonder to me the classrooms have the life sucked out of them.  On the other hand, a classroom full of excitement and possibilities also fosters learning.  Those students get an enjoyable experience and they still can figure out where to put the dots.

Thursday, June 7, 2012

Epic Mythology Videos - GoAnimate with high school students

Melinda Newcombe teaches Mythology at the high school in the district where I work.  She asked me a couple weeks ago if we could pilot GoAnimate4schools with her class.  It ended up being a great project, definitely one of the best of the school year.  I was extremely happy with the engagement that I saw from the students at this point in the school year.

Here's a video that sums it up.  I also have the resulting videos embedded below.  The folks at GoAnimate have asked me to write an article for their blog and you can find the post here.


The Myths...
Persephone


Odysseus and Polyphemus


Ceyx and Alycone


Pyramus and Thisbe


Achilles and Hector

Saturday, May 26, 2012

Creativity and Games - Classroom Presentation

This post about my highly entertaining classroom creativity games (which some refer to as class presentation games) has been one of my most popular. There are two parts here. First are links to the games, then I have a related presentation that introduces the exercises and the games.

Recent Updates 2/2016: I created this updated creativity game using Google Slides and these tutorials showing how to play any of these games using Google tools. The Google Apps make it much easier to enjoy these games with your class!


The Two Classroom Creativity Games

My generic creativity game system can be found here:  The Classroom Creativity Game

More recently I finished this creativity game about the important elements of a great story:  Coming Soon.  In it students compete to create the best ideas for a movie trailer.  It's part of a larger work I'm developing based on Donald Miller's Storyline book and process.

If you're interested in more information on these and other styles of games I have posted on this blog, see these pages. (They are also accessible from the top menu.)



The Presentation

When I began posting about my creativity exercises and games I also started developing the presentation I use in class to introduce them.

If you want to use (or deliver your own version of) this presentation, here's the outline:
  • Define creativity.
  • Offer practice with specific exercises.
  • Give an opportunity to play fun games related to the lesson.
Effectively presenting and practicing the exercises before playing the games will greatly enhance the students' enjoyment of the games.  Written feedback from students has been positive with many expressing how fun it is to practice creativity.

Students learn that they can improve creativity by practicing certain skills.


This has been very encouraging to me and I am continuing to develop this into a unit of study or possibly a 10-week course on the subject.

The video presentation and tips for modifying it

I created two videos below that can be played for the students in class.  Normally the outline would be:
  1. Watch the first video.
  2. Play the example games I refer to.
  3. Watch the second video.
  4. Play the creativity games while they practice the skills.
Alternatively, a teacher could use my presentations as an example, but presentation the information and exercises in her own way.  If you're thinking of adapting it, here's a more detailed flow of the presentation:
  • Examples from my creative pursuits in game design - A teacher would want to substitute his or her personal examples here.
  • A working definition of creativity - "Making connections to find new, good ideas"
  • The distinction between an idea and a final product
  • Some questions for classroom response systems to measure students' own perceptions of their creativity
  • Examples that allow students to practice the skills of brainstorming and evaluating ideas and making connections
  • Sample games - Two are just examples of my own work.  The third is Why Did the Chicken...? which allows some students to compete to write the funniest answers to random riddles.
Here is the first video of the presentation. It covers the purpose of the activity and provides the definition of creativity used throughout.


The presentation leads into two free classroom games I created.  You can find information about those here:

And here is the second video.  In this part I lead a couple of brainstorming activities and I show what it means to make connections.  After those practice exercises the teacher could lead the class in one to three games, which are listed below.


Games for this part of the presentation are here, along with the rules:

Again, if you don't have ActivInspire, these generic creativity games can be played in a variety of ways on many more computer systems than the versions above:

Other things I've learned from using this in class:

  • Have a backup plan in case the riddle game is not going over well.  Other creativity games or activities can be found through the related pages linked from the header of this blog.
  • Pick yourself or another teacher as one of the nouns for the first riddle of Why Did the Chicken...?  It makes it much easier for them.
  • The games and presentation does not have to be completed in one sitting.  Break up the elements of the presentation over several days or throughout the semester.  Most of the games I have created would work well as a prompt for the end of class.  Homework could be to turn in one or more answers to a riddle.  Votes for the best one could be done the next day or even later after the teacher has narrowed it down to some possibilities.
If you're interested in the previous version of my videos, they are here:

These videos are notes to a teacher rather than the presentation that could be played in class for students.

Part 1:  Definitions, examples of my work and the questions for the class



Note:  I neglected to mention in this recording that I also talk about the need for more creativity in school and how creativity enhances one's life.  I never present these activities as a way to convince students their ideas will make them rich.


Click here to view Part 1 at Screencast.com.






Part 2:  Examples from a game of Why Did the Chicken...? and some practice exercises for brainstorming and evaluation

Note:  In this clip I'm not sure I brought out the purpose of the brainstorming practice very well.  The end result is to find connections between the two lists.  I purposely did not have students turn those possibly good ideas into answers to the riddle.  In other words, I asked them to find the first good idea, but they did not necessarily turn it into a finished product.  Some naturally went further and made a funny joke.

I tried this activity last week without the creativity exercises before the game and the responses were much more interesting from the class that did the exercises.  Based on their answers in the game and written responses after we played there is no doubt they were thinking more and they better grasped the point of the activity.

Click here to view Part 2 at Screencast.com.

Sunday, May 20, 2012

iMovie for Digital Stories and Flipped Teaching

In the past I made a few suggestions for using iPad apps for digital storytelling and flipped teaching.  I also have been trying to squeeze the most out of a few free video editors.  Then someone finally convinced me to spend the $4.99 on iMovie.  I'm very impressed with it so far.

I made the short video slideshow below that describes an experience* I had with some creativity games at the middle school level.  I love how intuitive is to arrange the pictures, set the length and adjust the pan/zoom settings.  Narration is equally as simple--just talk while the pictures go by.  Keep what worked and do the other parts over.

I haven't used the app to record any lessons for flipped teaching yet, but it makes a portable recording studio and I can't see why it wouldn't be perfect.  Cutting out a part of a clip is a swipe down to split it and a hold and drag to remove or rearrange it.  Prop the iPad up to record you presentation at the board, edit and upload to YouTube.  I am amazed at the power and creativity that this app allows.

I also love that songs from GarageBand (another $4.99 app that still fascinates me) are easily exported directly into iMovie.  I put a simple loop in the background of the video below just to try it out.



*Two notes about the classroom experience:

  • My designated camera person did a good job, but she missed all the opportunities showing the class laughed A LOT as we played!
  • I will have a followup post soon about the creativity exercises I mention in the video.

Wednesday, April 4, 2012

Great Advice for the Creative Life

I have been reading Steal Like an Artist by Austin Kleon.  It's filled with some great advice for students growing up in today's information saturated society.

When I first wrote this short post about Austin Kleon's book I had no idea how many people find my blog through it.

If you're not a teacher but you came across this blog, please consider passing the link along to someone you know in education.  Ideas can change the world and even the simplest ideas and acts can change a life.

See my pages about creativity games in the classroom or my vision for education.  If you know someone who might find them useful, please send them the links!  

 This image has been all too true of my own work, except for that low point at the bottom.  For me it never seems like just a single point!

Sunday, April 1, 2012

Inspiring Creativity

I love my job most when I get to inspire creativity.  One way I do this is to point students to some of my friends or acquaintances who have achieved success in fields that they are interested in.

For example,  my friend Kory Heath has designed some great games, both for the iPhone/iPad and the board and card variety.  I met up with Kory yesterday for the first time in probably four years.  I reflected on his work and realized that for almost a decade now his games have served to entertain my after school game groups and reunions with my former students.  I pass along these links below in hopes that one or more could be an inspiring launch pad for a creative, curious young gamer or programmer.

Kory is probably most well known among board game players for his game Zendo.  It is a fascinating inductive puzzle game.  He regularly gets email from teachers who use the game in class.

When it comes to fun games for iOS, these three are recommended:

  • Tesla Blocks - This is a review of the most recent game he programmed.  My son has recently been hooked on it.
  • Blockhouse - Here's a great twist on a sliding puzzle.  Be sure to look at the article on that page about how he built the game.  It's a good read for any aspiring game designer.
  • Werewolf - This is Kory's version of the classic parlor game.  It's a great implementation that I highly recommend.
As a creative individual, Kory always leaves me with much to think about after our conversations.  Here's an interview I did with him several years ago.  It provides a glimpse into our common interests and why I enjoy the chance to work with him.

One story I love to tell about Kory was when we first made contact online.  I had just read and been amazed by his design history of Zendo, so I sent him an email.  I told him his work sounded fascinating and I suggested that he come to Protospiel, a game designer convention that I hosted in Michigan.  He was several states away and the convention was in only a couple days, so I told him he should attend the next year.  He wrote me back almost immediately to inform me he had just finished packing to leave for Protospiel in the morning.  We met that week and had an amazing time talking about possible game ideas.  One of them eventually turned into Why Did the Chicken...?.