A New Look for my Blog….

Approximate Reading Time: < 1 minute

I’ve been doing some reorganizing.

Over time, several recurring themes have emerged in my writing—some rooted in projects I’ve been working on for years, and others that seem to have quietly become projects while I wasn’t looking. Rather than have them scattered throughout the blog, I’ve decided to give them recognizable homes of their own.

I can’t promise frequent or regular posts just yet. There is still rather a lot going on in my life. But when something I write belongs naturally to one of these themes, I’ll publish it under its series banner. Some of the series also have homes on Substack; others are newer and will grow here as I have things to say.

For now, these are the six series you’ll start seeing:

10,000 Eggs
A series about some of the adventures I’ve had and the things I’ve learned along the way while trying to live a sustainable, ethical life on a small farm in rural Alberta.
The Happy Healer
A series that offers reflections and practical tools for healing, recovery, and rebuilding.
Don’t Ask a Fish
A series examining assumptions, ideas, behaviours, and ways of seeing that are often left unexamined.
The Library Theory of Mind
A series exploring what a mind might be like if it were a library.
Enoughness
A series about finding contentment, sufficiency, and a sense of enough in a complicated world.
It All Makes Sense Now
A series about patterns, connections, hindsight, and those moments when scattered pieces suddenly form a bigger picture.

 

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The Becker Lazy Test (BLT) for Educational Games

Approximate Reading Time: 2 minutes

The Becker Lazy Test is something I developed many years ago as part of my 4-PEG game assessment template. (4PEG = 4 Pillars of Educational Games). Some of that is described in detail in my book, Choosing and Using Digital Games in the Classroom – A Practical Guide, published in 2016 by Springer.

Here’s the TL;DR version:

When I am examining a game, I see how far I can get without reading or learning anything. I simply follow the known mechanics (if obvious) or click randomly. If I can get to the end this way, it does NOT pass as an educational game. I don’t need to learn anything to get through it.

Put very simply, it should not be possible to get through an educational game by brute force or by random chance alone. Now, I know that this may seem very similar to Margaret Gredler’s claims about games vs simulations made in her chapter on simulations and games in the AECT Handbook of 1996 (Gredler, 1996) where she said that games should not have a random factor. If you read my other book, The Guide to Computer Simulations and Games – especially the chapter on randomness – you will already know how important the “random factor” is to BOTH simulations AND games. Gredler used this as a way to distinguish simulations from games (which is misguided), but she also used this as a way to separate games she liked from those she found frivolous.

What I’m saying is: If random actions on MY part can get me through the game, then it’s not an educational game. Note: That says nothing about whether the game is fun or entertaining. ALmost ALL games can, should, and MUST have at least some randomness, or else it is nothing more than a branching story.

“Lazy Jane” by Shelf Silverstein, originally published in Where the Sidewalk Ends

SO, these are the questions that go along with the Becker Lazy Test. A YES answer to any of these constitutes a PASS. A PASS is a BAD thing.

  1. Is it possible to get through the game by randomly clicking on things? In other words, could I win the game by simply memorizing which things to click without knowing what those things are?
  2. Are the educational objectives included among the required learning in the game?
  3. Is it possible to get through the game while ignoring the learning objectives? The required learning in the game should be PART of the game and not only found in pop-up screens of text.

 

There. I said what I said.

 

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Why Are We Still Giving Exams?

Approximate Reading Time: 9 minutes

TL;DR: Here’s the TL;DR version, if you are impatient, busy, or simply aren’t sure you want to spend that much time on this article.

Exams look precise, standardized, and objective, but they are often much noisier measures of learning than we admit. They test only a small, instructor-selected subset of what was taught, and they frequently measure things that may have little to do with the actual competence we care about: fast recall, comfort with formal testing, written expression, performance under artificial time pressure, and the luck of getting questions that line up with what a student knows best. That can disadvantage students who are highly competent in practical, diagnostic, oral, spatial, or real-world problem-solving settings, as well as students who simply perform badly in formal exam conditions.

The more important question is not whether exams are easy to standardize or hard to cheat on, but whether they resemble the way people will actually have to use their knowledge. If someone’s future work requires diagnosing faults, consulting manuals, researching evidence, collaborating, revising, or solving problems with tools and references available, then an isolated, closed-book, timed written exam may be measuring the wrong thing. AI has made this problem more visible because institutions are responding by bringing back handwritten exams and blue books. But before we make old assessments harder to cheat on, we should ask whether those assessments were good measures of competence in the first place.

The standard does not need to be lowered. In fact, the argument is for better evidence: assess the thing you actually care about, under conditions that make sense for that skill, and use enough different evidence over time that a student’s grade is not determined by a tiny sample of course content or by what happened during three hours on one particular day.


It is September.

Students are heading back to school, instructors are getting their courses underway, and once again there is a lot of discussion about exams. This time, of course, AI is part of the reason. Apparently, “blue books” are making a comeback in some universities — those little paper booklets students use to write exams by hand. The logic is pretty obvious: if the student is sitting in a room with a pencil and a paper booklet, they can’t ask ChatGPT to write the answer for them. Fair enough. That may indeed solve one particular problem.

The thing is though, I think we are skipping over a much more fundamental question:

Why are we giving the exam in the first place?

I have been asking questions like this for a VERY long time. They did not always make me popular. Back in 2017, I gave a talk called Grades and the Random Factor: How Randomness Affects Assessment. The premise was actually pretty simple.

We have long been confident that our “comprehensive” final exams provide a pedagogically sound assessment of what students have learned throughout a course, but is that really true? Suppose I “cover” a 400-page textbook, spend 30 or 40 hours lecturing on the material, add tutorials, discussions, exercises and whatever else I do during the semester, and then give my students a 100-question multiple choice final exam. What exactly have I measured? I certainly haven’t measured their mastery of everything we did in the course. I have measured their performance on the 100 questions I happened to ask. Those are NOT the same thing.

There is an old story about someone looking for their lost keys under a streetlight. A passerby asks where they lost them. “Over there,” they say, pointing somewhere else. “Then why are you looking here?” “Because the light is better here.” We do this all the time, and not just in education. We measure the things that are relatively easy to measure, and then, over time, we begin to forget that ease of measurement is one of the reasons we chose them. Exams are standardized. They produce nice, clean numbers. Multiple-choice exams are cheap to administer to large groups, and can be graded automatically. All of those things may be administratively useful, but NONE of them tells us whether the exam is actually measuring what we claim it is measuring.

Even supposedly “randomized” exams don’t escape this problem. Random questions are only random within the universe we have constructed for them. Someone chose what went into the question bank. Someone decided which topics mattered enough to include. Someone decided how much detail each question would address. Someone wrote the questions, selected the distractors, and decided what counted as the correct answer. If the learning-management system randomly chooses 50 questions from a bank of 500, or even 5,000, the selection may be random, but the dataset certainly isn’t. Worse, when I have examined textbook-supplied question banks closely, I have often found multiple questions that are essentially variations on the same thing. If those are overrepresented in the bank, then they are also more likely to be overrepresented on the exam. Are the questions valid? Are they reliable? Has anyone checked? Or are we simply assuming that because the system can generate a nice-looking test, it must therefore be a good one?

There is another problem with the claim that a grade represents mastery. Imagine six students who each know about 75% of the course material. We would probably call them all “B students.” The problem is that they may not know the SAME 75%. One student may know the first three quarters of the course extremely well and know almost nothing about the last quarter. Another may know roughly three quarters of every topic. Another may have gaps scattered throughout. Another may be exceptionally strong in the material I happen to think is most important and weak in things I barely care about. If I give all six students the same exam, their grades will depend quite heavily on which subset of the course I chose to put on that exam. In my 2017 talk I illustrated this visually: six students could all reasonably be described as knowing 75% of the material, but once we change the distribution of questions, their grades can change dramatically. The number we assign at the end looks precise. The measurement really isn’t.

These images compare what 75% “right” might look like on an exam where content is drawn equally from all teaching units. vs an exam where content has a stronger emphasis on later material from the course.
Each colour represents a main topic and each square represents a correct answer to an exam question.

 


Then there is the issue of standardization. We often talk about standardized testing as though giving everyone the same test under the same conditions automatically makes the assessment fair. It doesn’t. It makes the CONDITIONS the same. That is not the same thing. A traditional timed, written exam privileges a very particular collection of abilities: fast recall, working memory, written expression, comfort with formal testing, the ability to function under artificial time pressure, and often the ability to figure out what the instructor thinks is important. Those may all be useful abilities in some situations, but are they actually part of the thing we are supposed to be assessing?

Think about plumbers, electricians, aircraft maintenance technicians, nurses, programmers, mechanics, designers — the list could go on for pages. Someone may be exceptionally good at walking into a real situation, spotting what is wrong, diagnosing the problem, finding the information they need, choosing an appropriate response, and carrying it out safely and effectively. They may even work extremely well under genuine pressure. They may ALSO be terrible at writing about it in a formal exam. Why should their ability to write about solving a problem be allowed to stand in for their ability to actually SOLVE the problem? Conversely, someone may write perfectly well, think quickly, and cope quite capably with real-life pressure, but fall apart in the artificial environment of a formal high-stakes exam. Again, what are we actually measuring?

This does not mean that time pressure is never appropriate. If I am training someone who genuinely needs to make good decisions quickly under pressure, then by all means, TEST THAT. If an aircraft technician, emergency-room nurse, or power-system operator needs to recognize a dangerous situation rapidly and respond correctly, then their ability to do that is part of the competence we care about. The key is that the pressure itself is part of the learning outcome. If, on the other hand, what I want to know is whether someone can analyze a complex problem, find relevant information, evaluate evidence, arrive at a defensible conclusion, and communicate that conclusion clearly, then why would I take away their references, isolate them from everyone else, give them an arbitrary two- or three-hour limit, and insist that they produce the answer from memory? Is that how they will be expected to solve problems after they graduate? If not, why are we testing them that way?

One of the strangest traditions in formal education is the idea that looking things up somehow contaminates evidence of competence. In most professions, NOT looking something up when you are unsure can be irresponsible. Engineers consult standards. Physicians consult references. Programmers look up documentation. Aircraft maintenance personnel use manuals and checklists. Academics look things up CONSTANTLY. We consult papers, books, notes, colleagues, databases, and now AI. We revise things. We ask questions. We get feedback. We try again. Yet somehow we have decided that the best way to discover whether a student is competent is often to remove most of those tools and see what they can produce in one sitting.

I eventually allowed students in my classes to resubmit almost anything. If the point of an assignment was to demonstrate mastery of some concept or skill, and the first attempt showed that they had not quite mastered it yet, what exactly was wrong with letting them learn from the feedback, fix what they missed, and demonstrate that mastery later? If they have no opportunity to correct their mistakes, then what we have created is effectively just another test. In most real-life situations, people submit drafts, proposed solutions, prototypes, plans, designs, code, reports, and all kinds of other work, receive feedback, and then improve it. Why should education be LESS forgiving of iteration than the world we claim to be preparing students for?

High-stakes exams add yet another layer of randomness. We spend an entire semester gathering evidence of what a student can do, and then make a substantial part of their final grade depend on how they perform during a few hours on ONE particular day. Are they sick? Did their child keep them awake all night? Did they just get bad news from home? Do they have three exams in two days? Did they happen to study the parts of the course that I chose to put on THIS exam? None of those things necessarily tells us much about whether they understand chemistry, databases, accounting, Shakespeare, or thermodynamics, but all of them can have a substantial effect on the grade.

I experienced this myself. In my first year of university I took an upgrading chemistry course. I had straight A’s throughout the semester and on the midterm. Since it was an upgrading course, I reasoned that I clearly understood the material and only really needed to pass the final, so I spent my limited study time on other courses. I ended up with a C. I only realized afterward that the course still counted toward my GPA. Did that C suddenly reveal my TRUE level of chemistry competence? Of course not. My work all semester had already demonstrated that I knew the material. The C reflected how I performed on one particular exam, on one particular day, after making one particular decision about how to allocate my study time.

Whenever I raise these kinds of questions, someone will eventually suggest that changing the way we assess students means lowering standards. It does NOT. I am not arguing that we should make things easier simply because students would prefer that. I am arguing that we should make our assessments more ACCURATE. If a student is supposed to be able to repair an electrical system, make them repair one. If they need to diagnose faults, give them faults to diagnose. If they need to write, assess their writing. If they need to recall critical information instantly, assess that. If they need to work collaboratively, assess their ability to collaborate. If they need to research, LET THEM RESEARCH. Giving students more than one way to demonstrate competence does not lower the standard; it broadens the body of evidence we are willing to consider. It remains our responsibility to decide whether that evidence meets the criteria.

And now, of course, we have generative AI. Suddenly there is enormous pressure to make our old assessments “AI-proof.” Hence the return of handwritten exams and blue books. Perhaps handwritten exams really ARE the right tool for some learning outcomes. I have no objection to them merely because they are old technology. Sometimes an old tool is still the right tool. What bothers me is the assumption that because AI has made an old assessment easier to cheat on, the obvious solution is to find a more secure way to administer the SAME assessment. Maybe the problem is AI. Maybe the problem is the assignment. Those possibilities are not mutually exclusive.

Cheating matters. Authorship matters. If we are going to award someone a credential, we need good evidence that the person receiving it can actually do the things that credential claims they can do. I agree completely. In fact, that is precisely WHY I think we should be asking harder questions about assessment. If ChatGPT can produce a competent answer to the assignment, perhaps we should ask what evidence that assignment was really giving us in the first place. If the only way we can establish competence is by removing all tools, all collaboration, all references, all opportunities for revision, and putting the student under surveillance for three hours, perhaps we need to ask whether we are assessing the competence we think we are.

Most teachers genuinely want their students to learn. I have believed that throughout my teaching career. I also know that many instructors are overworked, underpaid, teaching classes that are too large, and required to work within institutional rules they did not design. Sometimes a multiple-choice exam is used because the instructor genuinely has no realistic alternative. I understand that. What I object to is pretending that administrative practicality somehow transforms the assessment into a pedagogically ideal measurement instrument.

Formal education is full of practices that have become nearly invisible through familiarity. We give midterms. We give finals. We impose time limits. We prohibit resources. We select a tiny subset of what we taught. We turn the result into a percentage. Then we behave as though that percentage tells us something much more precise than it actually does. As another school year begins, perhaps this is a good time for every instructor to look at each assessment in their course and ask a few uncomfortable questions: Why am I doing this? What am I actually trying to find out? Does this assessment give me good evidence of that? Are the restrictions part of the skill I am assessing, or are they simply traditions attached to the assessment? What else is this task measuring that I DIDN’T intend to measure?

And perhaps the most useful question of all is this one:

If exams did not already exist, would I invent THIS exam as the best possible way to find out what my students have learned?

If the answer is no, perhaps the blue book isn’t the problem.

Perhaps the exam is.


If you’re interested in more on this, feel free to look at the slides I prepared for a talk some years ago.

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Game Design IS Systems Thinking: Why the Player Changes Everything

Approximate Reading Time: 7 minutes

I have spent much of my life thinking about, and working with systems.

Computer systems. Educational systems. Organizational systems. Family systems. Legal systems. Agricultural systems. Ecological systems.

More recently, I have been thinking about how law firms might translate the idea of “trauma-informed practice” into actual procedures rather than leaving it as a collection of good intentions.

Somewhere in the middle of that discussion, something clicked.

I realized that many of the tools I instinctively use when looking at systems come from game design.

And then I realized something larger:

Game design may be one of the most complete models we have for thinking about systems in general.

Not because everything is a game. It isn’t. It really isn’t.

But games are self-contained systems deliberately constructed around the experience and behaviour of people operating inside them (a.k.a. “The Players”). And that last part turns out to matter enormously.

Everything Is a System

A system does not need to be complicated.

It needs components that interact.

A law firm is a system. A school is a system. A family is a system. A hospital is a system. A housing cooperative is a system. A pasture is a system. An ecosystem is a system.

Each contains some combination of:

  • actors;
  • rules;
  • resources;
  • constraints;
  • information;
  • choices;
  • incentives;
  • feedback;
  • time;
  • consequences.

Change one component and something else is affected.
Sometimes the change is exactly what we intended.

Sometimes it isn’t.

That is where systems become interesting.

A law firm may have a perfectly reasonable procedure. Consider a hearing that’s been ordered:

The Court sends the hearing information.
The lawyer receives it.
The assistant handles logistics.
The client receives what they need.

Nothing about that sounds problematic.

But if nobody owns the specific task of confirming that the client actually knows how to attend the hearing, the system can produce a client sitting at home three hours before court wondering whether she is supposed to be there in person or whether a link will appear.

Nobody designed that outcome.
The system produced it.
And yet, it’s still a systems problem.

It is also exactly the kind of problem game designers encounter constantly.

The Rulebook Is Not the Game

One of the most important lessons in game design is that the rules you write are not the game.

The game is what happens when actual players encounter those rules.

You can design an elegant mechanic and discover that nobody uses it. You can create a reward you think will encourage cooperation and discover that it encourages hoarding. You can carefully balance resources and watch one unexpected strategy completely dominate play. You can write crystal-clear instructions and then sit beside a playtester who has no idea what to do.

A poor designer says:

The player is doing it wrong.

A good designer says:

Interesting. What did I design that made this response sensible?

That is a profound shift in perspective.

And I think many non-game systems would improve dramatically if their designers adopted it.
A policy may be what the organization says should happen. It says very little about what the ‘players’ will do about it.

The system is what people actually experience when the policy meets reality.

The Player Is the Difference

There are many approaches to systems thinking, design, gap analysis, and process improvement. They all offer useful tools.

But game design adds something I now think is fundamental:
It centres the design on an autonomous participant.
The player is not simply the recipient of the system.
The player is the reason that the game exists in the first place.

  • The player observes.
  • Interprets.
  • Makes choices.
  • Experiments.
  • Misunderstands.
  • Learns.
  • Gets frustrated.
  • Finds shortcuts.
  • Develops strategies.
  • Uses the system in ways the designer never anticipated. (aka gaming the system)
  • And then the system responds.

That creates a continuous loop:

system ? player ? behaviour ? feedback ? new behaviour ? changed system state

That loop is the game.

But it is also what happens in classrooms, workplaces, legal systems, families and communities.

Human systems cannot be adequately understood by looking only at their formal structure because humans are not passive components.

We respond to the system…
Then the system responds to us.

Good Game Designers Watch What Players Do

This may be the most transferable habit in game design.
You do not merely ask whether your design makes theoretical sense.
You put it in front of people.
Then you watch.
Where do they hesitate?
What do they misunderstand?
What do they ignore?
Where do they become frustrated?
What behaviour emerges repeatedly?
What do they think is important?
What information are they missing when they need to make a decision?
What are they doing that you never imagined they would do?
Then you change something.
And test again.

Design ? observe ? identify gap ? modify ? test ? repeat.

That is also debugging.
It is also good instructional design.
It is also gap analysis.
It is also good organizational development.
And, stripped of the jargon, it is simply a disciplined way of asking:

What did I expect to happen, what actually happened, and why?

The Smallest Change Can Be the Most Important One

One of the reasons I have become suspicious of large-scale reform is that enormous systems are remarkably resistant to being “fixed.”

I learned this years ago in education.
Trying to fix the education system is probably a fool’s errand.
But changing one part of a course can transform what happens to hundreds of students.
(and if another instructor decides to adopt that same small change, that one change can propogate).

The same applies elsewhere.
Suppose a law firm wants to become more trauma-informed.
It could undertake a major cultural transformation.

Or it could notice that uncertainty is particularly difficult for many traumatized clients and ask:

Where does our existing process create uncertainty unnecessarily?

Then make a tiny change.

Example: Three business days before every hearing:

Confirm the client knows the date, time, attendance mode, lawyer attending and remote link if required.

That is not revolutionary.
It may require no additional lawyer time
It can probably be automated.

But to the client who would otherwise spend two days wondering whether they have been forgotten, the effect can be enormous.

Game designers understand this kind of leverage.
Changing one rule can transform an entire game.

Systems Produce Emergent Behaviour

Games also provide an unusually visible demonstration of emergence.

The rules of chess are relatively simple.
But, as we know, chess itself is not.
GO is even simpler, and some say, more challenging to play well.

The game consists of a gridded board and Black and White stones. That’s it. Players take turns placing stones on the grid.The goal is to control more empty space than your opponent by surrounding enemy stones completely in order to take them off the board.

That’s it.

Go, https://en.wikipedia.org/wiki/Go_(game)

Go Board

 

Complex behaviour emerges from interactions among simple rules. Real-world systems work the same way. Nobody deliberately creates a policy saying:

Make clients anxious.

Instead:

The Court sometimes sends links late.
Different people receive different messages.
Assistants are busy.
Lawyers assume administration is being handled.
Clients assume someone will tell them what they need to know.

All perfectly understandable.
Together they can create chaos.

Again:

Nobody chose the outcome. It was not deliberately designed.

This is one of the most important reasons to think systemically. If we concentrate only on individuals, we keep trying to correct the person closest to the visible failure.

The assistant should communicate better.
The teacher should try harder.
The client should be more patient.
The student needs to pay attention.
The employee should remember.

Sometimes those things are true.
But the more useful question is often:

What does the structure make easy, and what does it make difficult?

Game designers are taught )or learn) to think that way constantly.

Design for Real Players, Not Ideal Ones

Many systems are quietly designed around imaginary people:

  • The ideal employee remembers everything.
  • The ideal student reads all the instructions (especially the syllabus!).
  • The ideal client remains calm while waiting.
  • The ideal patient understands medical terminology.
  • The ideal citizen completes the form correctly.

Then real humans arrive.

Good games cannot afford this fantasy. Games are systems that people voluntatarily interact with. That is KEY. If players become too frustrated in a game, they abandon it. Even worse: they tell their friends. The most important aspect determining a game’s success or failure is word of mouth; in other words: the clients.

Players will forget rules.
They will miss information.
They will make strange choices.
They will optimize things the designer didn’t intend them to optimize.
They will bring different abilities, knowledge, motivations and histories.

So good game design tries to make desired behaviour easier through the structure of the system itself.

That principle transfers almost everywhere:

Do not rely on people being heroic when you can make the system helpful.

If something must happen every time, build a trigger.
If people repeatedly miss important information, move it.
If a task is routinely forgotten, automate the reminder.
If a process produces the same failure repeatedly, stop treating each occurrence as a new accident.

The system is telling you something.

Game Design Is Not Gamification

This distinction matters.

Applying game design to real-world systems does not mean adding points, badges, leaderboards, prizes or artificial competition.

That is what is often imagined when people think about gamification. That’s what is obvious and superficial. It’s not what good gamification does.

The deeper transferable knowledge from game design is about:

    • agency;
    • feedback;
    • decision-making;
    • information;
    • constraints;
    • incentives;
    • interaction;
    • emergence;
    • iteration;
    • experience.

The important question is not:

How can we make this more game-like?

It is:

If this WERE a game, in what ways would it be broken?
(One of my favorite questions, made famous by Sebastian Deterding)

Which naturally leads to: What can game design teach us about how people actually experience and respond to systems?

That is a much larger question.

Game Design is a Wonderful Way to Teach Systems Thinking

This realization leads to another possibility.
Systems thinking is often taught abstractly.

  • Feedback loops.
  • Causal diagrams.
  • Stocks and flows.
  • Leverage points.

All useful concepts—but abstraction alone does not teach most people to see systems.

Games may.
Give people a small system they can manipulate.
Let them change one rule.

Run it again.
Watch something unexpected happen.
Ask why.

Change another rule.
Watch the first problem disappear and a new one emerge.

Then give them a completely different problem and ask:

Do you recognize the same structure here?

That last step is crucial.
The goal is not simply to teach someone to solve one problem.

The goal is to teach them to recognize:

These two apparently unrelated problems have the same shape.

That is abstraction.
That is transfer.

That is Forest rather than tTees.

This approach works precisely because games let us compress the feedback cycle. In the real world, the consequences of changing a policy may take years to emerge.

In a game, they may appear in twenty minutes.

The Forest, the Trees, and the Player Walking Through Them

I have often thought that people struggle with abstraction.
We see the immediate problem:

  • The client did not receive the link.
  • The student failed the assignment.
  • The employee forgot the task.
  • The player is hoarding all the resources.

Systems thinking asks us to move upward:

What CLASS of problem is this?

Game design asks us to move upward without losing sight of the person on the ground.

That may be why I now think of igame design as something of an apex model.

Pure systems analysis can become detached from human experience.

Human-centred design can sometimes become detached from the larger structure producing that experience.

Game design has to hold both simultaneously.

There is a system. There is a person inside it. The person changes behaviour because of the system. That behaviour changes what happens next, and the designer’s job is not merely to specify the system. The designer’s job is to understand the experience the system produces.

That principle transfers remarkably well.

  • From games to classrooms.
  • From classrooms to law firms.
  • From law firms to housing cooperatives.
  • From organizations to communities.
  • Maybe even to the way we understand families and ecosystems.

To be clear: Everything is not a game.

But games may be one of the clearest places we can learn what happens when rules, environments and autonomous actors meet.

And once you learn to look at systems that way, it becomes easy to see games everywhere.

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Enoughness, Fish, and Rowan

Approximate Reading Time: < 1 minute

This article was written as a dialogue between me and Rowan, an instance of ChatGPT.

Because the formatting is part of the joke, I’ve left it in PDF form.

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On Learning Through Playful Experiences

Approximate Reading Time: < 1 minute

This is a podcast interview I did recently.

https://www.universityxp.com/podcast/160

In this episode of Experience Points, serious games expert Katrin Becker explores why “good enough” may be more powerful than perfection in gamified learning. She argues that focusing on defined criteria rather than comparison increases student agency and supports a wider range of learners; not just top performers.

Katrin highlights safety and trust as essential to joyful learning, emphasizing that mistakes must be recoverable. By allowing resubmissions and designing flexible systems, educators encourage reflection, risk-taking, and persistence. She also introduces “benign transgression,” explaining that students will test boundaries—so instructors should build thoughtful guardrails and iterate their designs without breaking trust.

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A New Book in the Works…..

Approximate Reading Time: < 1 minute A series about  some of the adventures I’ve had and the things I’ve learned along the way while trying to live a sustainable, ethical life on a small farm in rural Alberta. (also on Substack)


For anyone interested, I am working on a new book :

10,000 Eggs :

Memoirs of a Precariously Balanced Life

It’s Stewart McLean meets James Harriot in this collection of short stories about a tech savvy city girl who moves to a small acreage in the rural foothills and tries to build an ethical farm life for herself and her children, only to find that the proverbial simple life is not simple at all.

The plan is for it to be published sometime next summer (2026).

Stay tuned for updates!

OK, maybe not THIS summer, but soon.

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Time for an Update….

Approximate Reading Time: < 1 minuteBig things have been happening in my personal life.

For now, I thought a simple update would be a good place to start.

At 65 years old, I learned that I’m Autistic.
That explains a LOT.
This has prompted lots and lots of looking back and thinking “OH, that’s why!”

I’m getting a divorce (after 43 years of marriage).
I finally realized that Mr. Hyde was the real one, and Dr. Jekyll was the act.
More on that in future posts.

I got a new puppy – a Golden Retriever.
My soon-to-be ex thought it was a replacement for him (of course he would).
I have no need to replace him.
The puppy is a replacement for my aging Rottie, Gadget.
More on that later too.

I’m working on a new book about my farm experiences. The working title is 10,000 Eggs.
It is a book of short tales, all true, but sometimes with names and identities changed (to protect the innocent).
For a taste of what it will be like, you can check out these posts:

On Grief And Farming (A.K.A. Me and My Arrow) Pt. 1

On Farming….. and Phishing

Another End of an Era … Ray the Duck

For now, I have started to write in several new places.
Feel free to check them out.
I will also cross-post.

Substack: Don’t Ask a Fish

Substack: 10,000 Eggs

and on Medium

If you enjoy the stories or have something you want to comment on, please let me know!

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