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Making a game with the beta Technobabble maker kit

Martin Wilson

Head of Digital Creativity, Future Media

Anyone with children knows how difficult it is to part them from their tablet or mobile. Particularly mid-game. A recent survey suggested that eight out of ten parents now use restricting access to tablets and mobiles as their preferred form of . I confess I’m one of them.

So imagine turning these devices into tools to create rather than just consume.

As part of the Â鶹ԼÅÄ’s 2015 we’re exploring ways of doing precisely that. Today we’re launching an early version of a tool that enables children to make their own games. It’s a type of digital maker kit we’ve called as it’s linked to the popular CÂ鶹ԼÅÄ show.

Technobabble is the ideal launch partner for such an innovative project. It’s a high-octane programme about the future. Each episode explores how technology is changing the lives of children and inspires them to acquire the skills to shape it for themselves.ÌýAnd the maker kit itself includes a range of familiar Technobabble assets for children to use, such as the presenters, vloggers and animations featured in the show.

It’s a starter kit. It requires no technical knowledge, no download and works just as well on mobiles and tablets as desktop. The only requirements are access to the web, a willingness to experiment and an idea. In minutes a child can create a game.

It’s designed to help children take their first creative steps into the digital world, engage with the characters of a Â鶹ԼÅÄ show they love, build their confidence and then inspire them to want to learn more.

You can find out more or, even better, let 10 year old Lola walk you through how she bent a wide range of game design principles - such as the type of game, characters, rules and physics of the game - to her will.

Ten year old Lola demos the Technobabble Make It kit.

Engaging with our audiences

Throughout its development we’ve put children at the heart of the process. We’ve taken early prototypes out to events including ‘’ in Gateshead and the Birmingham Skills Show to see what children liked and, of course, what didn’t go down well.

We’ve learned a lot. And been surprised by just how quickly they were able to use the maker kit and just how creative they were with it. Young children were producing games even the developers hadn’t considered.

It’s wonderful to see how children were willing to have a go, try again if it didn’t work, share their creations with friends and collaborate to make better games. Precisely the skills and attitudes digital entrepreneurs value above all others.

Learning by doing

All this confirmed insights from recent studies emerging particularly from the United States, into how best to inspire digital creativity. They emphasise the power of informal learning, of play, experimentation, sharing, peer support and feedback. They also emphasise the need to focus on hobbies and interests so that the activities were relevant. And to create an environment in which there is genuine challenge, unpredictable outcomes and real audiences. This is what we’ve tried to bottle with Make It: Technobabble.

Google Chairman Eric Schmidt said: “The Internet is the first thing that humanity has built that humanity doesn't understand, the largest experiment in anarchy that we have ever had.â€

Encouraging digital creativity in children through products like our maker kit can help children build the fundamental skills – collaboration, experimentation, computational thinking, confidence - to shape the fast moving, anarchic world of digital. And, importantly, start them on the road to learning higher order skills including coding itself.

Experimentation at the Â鶹ԼÅÄ

It’s with this spirit of experimentation and openness that we’re launching Make It: Technobabble as a ‘beta’. It’s at a stage earlier than we’d normally launch a product. It’s still work in progress in other words. It’s because we want children to tell us what they make of it and help shape it ahead of a full release in 2015. As much as possible, designed for young people by young people.

Technobabble provides the ideal audience to test and improve our maker kit, but our research and user testing clearly showed the potential for all children – not just those with an interest in technology – to create something digitally.

As a result, the underlying technology enables us quickly to make changes and add new features, allowing us to easily explore ways we might expand this component-based system into to other areas in future, and potentially with other Â鶹ԼÅÄ brands.

We’ll be publishing some of the games children make on the CÂ鶹ԼÅÄ site. We’re very excited about the capabilities of the tool and even more by the capabilities of the children themselves. We can’t wait to see what happens when the two get together. We’ll be looking for ideas for new features to include. And, of course, existing features to drop or change.

Martin Wilson is Head of Digital Creativity, Future Media.

  • The is available on the CÂ鶹ԼÅÄ website.
  • Read Jessica Cecil's blog introducing the initiative.

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