2.1 Ti-Games Project as Activity of
Introduction to Application of
Games in the School Environment
“Purposeful play builds self-confidence and real-
world problem-solving skills.” - Jane McGonigal
(SuperBetter: A Revolutionary Approach to Getting
Stronger, Happier, Braver and More Resilient--
Powered by the Science of Games)
The goals of the inter school tournament
comprehend the stimuli to sociability between
students through a democratic and inclusive
experience. This starts with the legitimacy of games
by schools and within schools, earning its space for
an official activity within school boundaries and with
the support of school faculty. The tournament was
designed for a friendly competition that values
process and collaboration and with no monetary gains
or ranking of skills.
In its first phase, the tournament works within
each school, with internal activities to select students
with greater affinity to games.
In the first day of actions, the principal and faculty
interested (a decision made by each institution) listen
to a brief talk about games and some scientifically
proven benefits of playing, as well as a brief summary
of the industry and its economic relevance. The goal
is to open a discussion focused on stamping out
common misconception about games and through
this, bring this generation of “digital immigrants”
closer to their students, who are “digital natives”
(Mark Prensky, 2001).
Soon after the faculty centered talk and
discussion, the students partaking in the tournament
are assembled for a talk about the game industry and
its career possibilities; however the main focus is
game development. There are other activities ranging
from workshops to game tournaments and while these
involve the faculty, they are all focused on attending
students.
Since most public schools have only basic
infrastructure, all necessary materials were brought
for the days which these actions were held.
Each of the fifty schools received the project
twice, meaning two days of several activities, one of
which established a school team. These teams were
made by the students with the highest score on the
internal activities. The first phase is expected to end
at the same time for all fifty institutions participating
in the project, this way there is no extensive time
lapse between activities for one or more institutions.
Schools can train or not while they wait for the
second phase. It is ideal that they create their own
internal activities centered on the tournament, in
order to fulfill one of the project’s goals, which is
institutionalizing games in schools, going beyond
access and actually supporting this hobby.
This school versus school phase requires
institutions to compete against each other in similar
fashion as students did within each school, in order to
create a team. Not only is the format similar so
students and teachers are already familiarized with it,
but there are other mechanics outside matches to give
each school extra chances. All schools can participate
in up to five bouts. No institution is penalized for not
showing up, nor do we remove merit for those that
manage to show up on all events. The way the team
divides themselves for each round is up to them and
if a team member cannot get in, any student from that
school can replace him. The team is a formality only
for the most part, an indication of achievement by
those 5 students. While they do have priority for the
second phase, there is no elimination for not showing
up.
The point system used was solely meant to
register the effort of each school community. There is
no way to gain massive advantage. Most points are
rewarding for showing up to each event and there is a
progressive decrease and in the amount earned. Points
earned for winning events serve only as a tie breaker
for classifying for the semi-finals.
Semi-finals and finals happen in one single event
and in classic key format (Swiss). Since the whole
project is about effort and school mobilization
through games, this more competitive part is only
done as a symbolic event and extending it would go
against core values of the tournament. Unlike most
game tournaments, the project is not interested in
ranking or reinforcing loss of defeat. For this reason
the prize awarded is the same for the first and second
placed teams. Furthermore, the prize is a gaming
room for each school. Students that represented the
winning team get their name on metal plaques to go
with the equipment and structure for each school. All
semi final participants get unique shirts and
certificates, the same goes for all faculties
accompanying them, as to value the moment and their
feat.
2.2 Analyses of Initial Survey after
First Contact with the Project
One of the main goals of the project was to provoke a
paradigm shift in the way schools and faculty face the
relationship between newer generations, technology
and digital entertainment; for this is fundamental do
any pedagogical implementation of games.