Sanctuary: Asymmetric Interfaces for Game-Based Tablet Learning by



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REFLECTIONS & PROJECTIONS



Sanctuary has been a complicated project to imagine and execute. During its development, I have strengthened my resolve to serve schools while being let down by them. I have been inspired by non-traditional digital gaming platforms, the long history of human beings playing together, inventing and remaking their rules, and a complex argument against les grands hommes and the science envy that has caused so much harm in the social sciences for decades.
I have also been deeply inspired by young talent, dedicated teachers, and young people striving to make sense of the world. A cynic may say that they do so from a golden perch, but that doesn’t diminish their efforts in my eyes. I have also been inspired by numerous ideas that are not Sanctuary, and have had to sit on my hands while finishing this work.
If Sanctuary were to have the future that my research wants for it, to remain the tinkering prototype for a new(-ish) type of intervention, what might that look like? A final destination would be some sort of unit replacement in a local school, attempting to work with high quality educators to make a difference in a community that needs it, wants it, and wants to work on it with me. That is a tremendous amount of human capital to move, but given the complex works subsumed into its core, Sanctuary seems to demand this kind of commitment.
Of course, when I talk about Sanctuary in this way, I’m talking about much more than a single piece of software, or a mode of interaction with a type of hardware. The technology at the core of Sanctuary will come and go, and the things that get swapped in will likely create even more opportunities. Along the way though, there will be many important design challenges to conquer. Even as the intervention is the outcome in an important sense, it must be adaptable to communities or it isn’t an outcome at all.
As mentioned at the end of Explorations, co-design appears to me to be one of the most appealing outcomes of this process. The time needed to develop the basic infrastructure of Sanctuary created too many barriers to a truly iterative design process. These students were the first people outside the development process to be welcomed into the process, and their contributions were immediate and brilliant. Moreover, they established a new center of gravity for the project that could make the intervention into the project they need it to be. I believe that with any intervention, the more people that are invited in, the stronger it can be.
How might more voices enter the discussion? One extreme answer might be to open up the hood and allow people to create both the tools and simulations they want to study. The creation of a platform for such complexity might extend existing projects like ToolBlocks, or might be built from the ground up. Given the my experiences with Pair 1 though, I must admit that some of the cultural stigma against digital gaming, particularly by young women, makes even a gaming device with extremely gender equitable distribution a potentially uncomfortable option.
The animating idea behind Sanctuary was to use the power of fast computing to develop board game style interventions for learning about complexity. One possibility for opening up a platform like Sanctuary might be to move even further away from the screens. There are some really wonderful ideas at work at les éditions volumiques, for instance (http://volumique.com/v2/). Moving away from tablets entirely to an even more subtle use of technology is also an appealing option to consider. The attention to gender and power that this project came to late in its development has become an important animating idea to the spirit of Sanctuary. In some ways, history seems like one long negotiation of power, and it is important to not let the design of our interventions shut out or even mildly reduce the interest of half of the population.
Along the lines of adding voices, I also believe that adding players is an important part of expanding the scope and effectiveness of these structured activities. While pairing was an important aspect of the first version of this intervention, and a decision made with care, I believe there is a head to head aspect, even in collaborative play, that makes for uncomfortable moments when a given player doesn’t necessarily feel like perfect exertion.
The decisions above, of course, may lead to an even greater bottleneck than before. More subtle uses of technology may come to involve less democratic technologies. These counterbalancing factors must be considered. In some ways, the jigsaw model that is essential to Sanctuary could be a real boon in mitigating this problem. For instance, imagine some sort of large-scale project that involves the development of modules. The development of a work force could do worse than the creation of expert groups and jigsaw groups and the careful integration of the two.
Whatever form Sanctuary takes next, it will be crucial to take the steps begun here as a beginning, not a final form.

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