Showing posts with label fun game. Show all posts
Showing posts with label fun game. Show all posts

May 03, 2014

Minecraft Is Shaping A Generation, And That Is A Good Thing

Encourage a videogame? With a screen?  As Nick Bilton wrote in a New York Times article urging parents to calm down about Minecraft, a Stockholm school has made Minecraft a requirement for its 13-year-old students because it helped them learn to plan. With millions of users, this wildly popular game mostly involves a world in which you manipulate really really big Lego-like objects. The game requires that you build shelters and tools to fend off zombies and other predators who come out at night. This game have an enormous learning, motivation and creativity benefits. So let’s start playing.


July 04, 2013

What is the Best way to make mistakes and win? Play video games

Play is a vital part of being a person, and failure is a vital part of play. What is the role of failure in video games? Do players prefer games where they do not feel responsible for failing? My boy for instance, he's a champion in computer games. The kind that has levels, adventures, where the main player gains power and knowledge... And he didn't start playing from the highest level becoming a champ without making mistakes, right?! He kept failing, fixing, repeating, experiencing again, getting better, failing again.. and in the end he feels on top of the world. Why?



February 22, 2013

Futurespective: “To-do & Not to do” these are the action items to get things done.

Futurespective is an incredibly positive perspective approach to get things done!
Not a lot of people are familiar with this method, although I personally find it to be one of my favorites.
I was introduced to this method a few years ago when I was wondering if I should take on a project or not, and I had to weigh the pros and cons, trying to figure out what I should do.
Usually when I start a personal coach or a team coach, I try to give the team/person a sense of control over the expected process and progress during the first few sessions, and to detect the gains and pains that the team or the person can use or over come in order to reach the project goals. It is also in my interest to set the team/person scoped into things he needs to attend that are directly related to the goal a head.
Futurespective can be a fantastic tool to serve this purpose (although we can use it for a lot more than that). It gives a good sense of control over the issues ahead and leads to practical action to enable better goals achievement.
Before we start
Some assumptions:
·         We assume that we have a team (or a person) with common interests and goals that they all want to achieve.
·         We assume that we are aware what project goals we need to achieve.
**Prepare sticky notes and a white board. After all, getting things done has a lot to do with visualization.
Let’s get practical:
 
1.       Ask the team to imagine a journey into the future where they are at the point of reaching their goals. Ask them to describe how this future looks like. What were the success factors that lead them to the point of success?  
**Tell them to ignore the execution phase for now. Give positive feedback and encourage the group to continue – don’t judge the ideas or the people!
 
a.       Write each success factor on a sticky note, and stick it on the board.
 
b.      Summary this session by understanding the factors that helped us get to this stage.
 
2.       Second phase: Ask the team to imagine they are at the point where they didn’t reach the goals.
The second phase may be the most important one in terms of making a point.
Why? What happened?
**Don’t get into solutions now.
a.       Write each unsuccess factor on a sticky note, and stick it to the board.

**Now you have a list of issues to do and not to do.
3.        Ask the team to look at the board.
 

 
a.       The ‘Goal Reached’ side of the board contains those issues we wish to keep.
These aren’t just issues; they can be policies, behaviors and rules. Following these may lead us to a better end. Keep this list visible. 
b.      The ‘Goal NOT Reached’ side of the board are those issues we wish to avoid, overcome, or deal with, a long time before they come happen.
 
4.       Draw action items: Ask the team/person to draw action items to keep/ avoid/deal. We can translate main pains and gains to action items as our backlog.
a.       Draw 1-3 actions items that need to be handled immediately, or assign team members to take those action items.
** Action items can be, for instance, create a list of policies, to avoid x and Y , to deal with issues and whatever.
5.       Now, all you have to do is just place your action items on your backlog and To-do list.
The techniques can be used for a lot of personal and professional issues. It can be used for example just before we initiate a new project, or just before we begin a personal journey; new work ; changes in life ; with our kids; just before a major turn over (new class, new year) and whatever we wish to tackle a head.
And as always, don’t forget to have fun while doing it.
 
 

August 18, 2012

PDCA psychology – Continues improvement (and kids video games)


True PDCA (Plan, Do, Check, Act.) is all about the ability to respond to change,  constantly improve, gain sense of ability, change and grow while making forward progress. How can we use it to the benefits of the family?

My kids are now old enough to play video games. This has, of course, got me wondering about the benefits of playing those games, if there are even any benefits.  Well, they have SOME benefit. When you fail, or experience success, or need to get things done to win the game (remember this post?). It’s an excellent example, of what a PDCA (Plan, Do, Check, Act.) is all about.

Well, one day I came across this awesome blog post by Mike Langlois, Failing Better .
There is another aspect of failing in video games that I think we need to pay attention to, and that is the role of autonomy. ….The reality is that mastering challenges and fun failure creates a feeling of optimism, which neurologically and emotionally improves our ability to learn in the future. If we think we are capable of solving a problem, we will keep at it. Therefore, we need to foster a sense of autonomy in learning. The minute we start talking about “my special needs child,” we are taking away their autonomy…The less we stigmatize failure, the more we encourage autonomy and optimism. Autonomy and optimism make you a better learner, a better collaborator, and a better worker. Personally I think the world could use a lot more of that.” Mike Langlois

And I will argue the additional point, that those video games allow the kids to fail over and over again, forcing them to re-plan their steps and try again. Gain more experience and try yet again. Failing again and again just means that you learn how to do it better next time. And each time you re-start the level, you gain in abilities, or power, or wealth. You start from a relatively easy stage and advance to harder and harder stages, journeying through a series of failures, successes and learning.

And so, thinking of the video gaming experience, I think it’s an excellent example, of what a PDCA (Plan, Do, Check, Act.) is all about. The ability to constantly improve, gain sense of ability, change and grow while making forward progress.
Lets leave the kids playing their video games, and learn a bit about PDCA, and how we can use it in the family.

According to Wikipedia, PDCA (plan–do–check–act or plan–do–check–adjust) is an iterative four-step management method used in business for the control and continuous improvement of processes and products. ”
When do we use it?
     As a model for continuous improvement.
     When we wish to implement any change
     When we wish to improve
     ….

Plan to do something → Do it →Check and see how it went , Change whatever you think is needed to change →And Act accordingly to the changes.
Then do it again.

Take a task (a small one) and place it on the board:



(I will add the F - for Fun)

When we start using PDCA more and more, it becomes second nature to us. Just like a child playing a video game, failing and checking our steps is something that comes without thinking.
It’s a continues improvement mindset approach.
When done right, I believe that PDCA keeps us in a “capable “mode. It challenges us to solve problems in relatively small portions, allowing us to experience small failures and experience a change to success.
By the way, ‘Failure’ isn’t a bad word; it’s something that when experienced in small doses can be manageable and helps us progress and achieve. ‘Success’, of course, is a great feeling - and we can use this feeling when we make small changes. We don’t need to wait for the big bang process to be completed.

PDCA, when done right, helps us experience controlled success and failures, and most important, helps us feel capable, driven from our experience and the effort we put into ‘doing’. This fuels us to continue, to try solve and change and grow. 
Of course, just as anything else unfamiliar, the theory looks very strict. We just need to experience it, adapt it to fit our needs and improve on it.

So , what is the best way to get into a continues improvement using PDCA?
1.    Don’t forget to have fun while changing .
‘Fun’ usually comes last in my checklists. Not this time. Having fun helps fail better and increase the ability to solve problems now and in the future.
2.    When something is interesting it’s also easier to solve.
PDCA is like a puzzle, so treat it as such. It should be interesting and related to what we want to do. Like in puzzle, we need to try sometimes few times before we figure it out.
3.    Encouraged Autonomy.
In a video/PC game, you start from the easy stuff. You gain experience by failing and retrying (do-check), you learn from your mistakes and try again. Sometimes (most of the times!!!) you become better… even awesome in what you do. But the player manages to do it since he can use the autonomy of the game. This is a very important step in PDCA. Have the autonomy to change, learn and adapt. No change will happen if you aren’t allowed to think by yourself, fail, make mistakes and try again.
4.    Welcome failure as a step toward success.
Don’t expect to succeed from step one. Encourage your family to check things out and try again and again.
5.    Deal with small steps, one thing at a time.
There’s no need to plan, do check and act over massive projects. It doesn’t need to be a long cycle. It can be a daily process of planning, doing, checking and acting. Divide big changes into smaller practical tasks. Pick up one at a time and go with it.
6.    Check – means communicate, talk it over, discuss.
Ask what went well and what can we do differently. You can use the daily gathering for that.
7.    Ease yourself out of your comfort zone.
Do one small thing each day to challenge yourself. Feel uncomfortable once a day, check it out, learn and adapt the next day.
8.    Learning is a curve.
We learn better from experience.
9.    Appreciate the effort of doing.
 It is highly important especially when you don’t succeed.
10.  Visualize.
As always, when you can see the change, it increases the probability of changing and doing.

By the way, to visualize, I take a small enough task , using  sticky notes, place them on the board, run them visually into the PDCA process,  and until people don’t even see the process anymore it’s so innate, I mark the change visually on the board.


Well, I’m off to play some video games. Can’t let my boys grow TOO complacent :)
To read more:
     The steps in each successive PDCA cycle are (http://en.wikipedia.org/wiki/PDCAISO 9001 Quality Management Systems - Requirements. ISO. 2008. pp. vi.)

April 02, 2012

The fun of agile, it's the "getting things done game"


I have recently read this presentation, i know, it's from the industry but it really has a lot to do with agile, especially at home. (you can skip some of the technical stuff).

I love the  idea it presents :  fun helps to get things done. Games are the ultimate fun tool (if designed to fit the customer needs).

Agile at home for kids and families is similar to a fun family game. It happens every evening. We have sticky notes, colors, moving stuff around the Taks board, discussing openly the rules and doing it as a family.
When thinking of it , when we apply the agile into the organization development teams , if its not fun , it will not work (at least not to optimum).

So , as I say most of the times… don’t forget to have fun while you are doing it.