The Story
of “Game Goddess” and ATLAS Ph.D. student Kara Behnke
By Ira G.
Liss
Kara
Behnke could be on track to become the unofficial “Game Goddess” of the world. Having
a passion for computer games – playing them, designing them, teaching others to
design them and using them as teaching tools – she is working towards her Ph.D.
in Technology, Media and Society at CU-Boulder’s ATLAS Institute.
A Gateway to Science
Behnke believes
computer games make excellent gateways to science, technology, engineering and
mathematics (STEM) for K-12 students who might not otherwise be attracted to these
subjects. “Games are inherently fun. Young people love to play them. So why not
use this basic, human desire for fun (an example of positive psychology) to
motivate students in the classroom?”
National Science Foundation
Programs
As part
of her research, Behnke has spent 10 to 15 hours per week in a Longmont high
school – part of a two-year program sponsored by the National Science
Foundation’s (NSF’s) eCSite program
(pronounced “excite”), an acronym standing for “Engaging Computer Science in
Traditional Education.” (The NSF is also the sponsor of her ATLAS Ph.D.
fellowship.)
Diversity
Issues
For decades, the computer science (CS) field – like other
science and engineering fields – has had extremely low diversity or representation
of ethnicities and gender, particularly women. And yet, to be competitive in a
global marketplace, innovation and entrepreneurship depend upon the insights
and experiences of all of us – our full range of culture, gender and ethnicity
– that together make a healthy society.
To help bring diversity to these fields, the NSF eCSite
and GK-12 programs explore ways to bring computer science and computational
thinking to existing curricula across multi-disciplines – including biology, health, art and music.
These programs offer the expertise and passion of CS students to K-12 teachers.
Integrating
Science in “Non-Science” Disciplines
In these programs, computer science and STEM content
are integrated into disciplines where students are already present and
motivated. The idea is that these students, given a positive experience with
computational thinking, are then more likely to pursue STEM subjects in depth.
In real time, the Microsoft Kinect system scans the movements of students while software programmed by a student team places their silhouettes in an animated graphic background. |
Behnke explained, “This year, I helped an art teacher bring computer science to students at Skyline High School in Longmont. It was a very gratifying experience!”
A Game
Interface for Performing Arts
Each spring, Skyline presents a showcase of student
arts that include studio arts, 2D and 3D design and dance. Behnke invited
students in the afterschool computer science club to collaborate with art
students and participate in this art event. She showed students a brief demo of
what could be done with the Microsoft Kinect system (a user interface commonly
used for games run on the popular Xbox 360) and invited them to “create
something cool.”
Interactive installation designed by students under Behnke’s direction allows participants to see their image instantly transformed through the creative use of the Microsoft Kinect game controller. |
"We had 20 to 30 students working on this project. For many CS students,
it was the first time they worked on an art project. And for art students, it
was the first time they worked with computer technology to make art.”
Multi-Media, Multi-Disciplinary,
Multi-Successful
“Their art
installations and performances incorporated costume, set, environmental and
graphic design along with dance, visual arts, animation and computer science –
all produced by students.” Behnke continued,
Skyline High School student presents a set design he created in which the multimedia, interactive display and performance will be presented. |
“They worked successfully in teams while using technology they had never worked
with before. They saw how technology can be a wonderful tool – as creative and expressive
as clay or paint. And they experienced how multiple disciplines and media can
work together in exciting ways.”
An Untraditional Background
“I came
to computer science from an untraditional background.” Behnke explained. “I
knew I wanted to work in the computer game industry when I came to CU. But
there was little support for this when I was an undergraduate student. Computer
science classes were for engineering students and I was a liberal arts student studying
Japanese. The closest program I could find to what I wanted was the ATLAS Technology,Arts and Media (TAM) program (an undergraduate minor and certificate program).
“In TAM, I
took an elective taught by ATLAS director John Bennett – Virtual Worlds in
Second Life. In the first group to take this class, I was introduced to computer
science by working with code, building virtual objects and designing programs –
all while playing in Second Life, a 3D virtual world. That experience made a
big impression on me.”
Independent Study Becomes Model
for New Course
Behnke
went on to do an independent study with Bennett designing games for the Xbox
360 using the C# programming language. Their work together became the model for
a new course offering, ATLS 4519/5519, Computer Game Development.
“I became
a teaching assistant for that new class. It was really satisfying to know I was
instrumental – in collaboration with John Bennett – in the creation of that
class. It helped affirm my view that designing and using computer games can
help students of all ages (myself included!) to learn computer science plus
related fields – animation, graphic design, storytelling, coding, user
interface and more.”
Her Own Proof of Concept
Behnke
may be her own living proof of what she believes, researches and teaches –
computer games can lead to deeper learning in the applied sciences. They can
bring a diversity of students to fields that currently have very limited
diversity.
Using our
natural, inherent desire for fun and play, computer games can help young people
discover science, mathematics and engineering – and collaborate in the ongoing
creation and evolution of new, constructive technologies in a complex,
ever-changing world.
~ ~ ~ ~
The writer, Ira G. Liss, is assistant communications director at ATLAS Institute and a performing artist. See video of his original commentary, songs and spoken word here.
The writer, Ira G. Liss, is assistant communications director at ATLAS Institute and a performing artist. See video of his original commentary, songs and spoken word here.
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