RealityNext http://realitynext.net Play games to learn. Make games to share. Thu, 20 Sep 2018 19:04:17 +0000 en-US hourly 1 https://wordpress.org/?v=4.9.13 RealityNext’s international student connection http://realitynext.net/realitynexts-international-student-connection/ Mon, 16 Apr 2018 19:49:11 +0000 http://realitynext.net/?p=2312

Seattle-Tel Aviv Connection

Students from Seattle, Washington joined with theater students from Tel Aviv, Israel as guests of the TLV AR/VR Association to make stories and play games about physics in our virtual playspace. The students enjoyed taking this leap into the future of technology and getting to know one another as they increased their cultural fluency.

Seattle-Tasmania Connection

Students from Seattle, Washington and Launceston College in Tasmania, Australia joined our resident theater director Art Feinglass to play games in a virtual playspace based upon Isaac Newton’s First Law of Motion—including using Newton’s head to demonstrate an object in constant motion. Check out the video and see images from the exercise.

Seattle-Moscow Connection

Students from Seattle and Moscow met and became friends in the cloud through a virtual reality meetup with educational games by our resident theater director Art Feinglass. Check out the video and see images from the exercise.

 

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Ready Player One good for box office, bad for business http://realitynext.net/ready-player-one-good-for-box-office-bad-for-business/ Thu, 12 Apr 2018 21:14:32 +0000 http://realitynext.net/?p=2286

My low opinion of the film notwithstanding (or perhaps in spite of it), Steven Spielberg’s adaptation of Ernest Cline’s fanboy novel Ready Player One has done reasonably well at the box office—topping $100 million domestically this past weekend. The virtual reality-based dystopian adventure takes viewers through a classic hero’s journey with lots of special effects, more pop culture references than anyone can count in a single viewing, and something that resembles a plot. The VR experience the film portrays certainly enhanced viewers’ expectations of what will be possible as the technology improves.

The VR industry, however, is not seeing the gains in adoption it had hoped for as buzz was building for Ready Player One’s release at the end of March. Big surprise? Not really. As this Financial Times article [paywall] notes, home adoption of VR gear has not been going gangbusters, which isn’t really news. Even with the release this month of the self-contained, sub-$200 Oculus Go, the content’s not there and the market is, apparently, limited to a subset of the fans that have made driven the movie’s limited success.

Companies instead have been pivoting toward location-based strategies, where people play games on-site instead of in their own gear at home. If you look at companies like Nomadic or The Void that have set up in places such as Disneyland, the replication of experiences has been going fairly well—despite the weight of the backpacks players need to carry around.

So, it appears, that our plan at RealityNext to create locations for kids to make and learn, where they share the space with anyone who wants to play the kids’ creations plus other VR content, is the right direction. Especially if they can use VR to collaborate with kids halfway across the world.

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Why stories matter. And they matter. http://realitynext.net/why-stories-matter-and-they-matter/ Mon, 02 Apr 2018 05:01:27 +0000 http://realitynext.net/?p=2239 It happens to everyone at some point in their life. You lay in bed at night, knowing in your gut that you’re in the wrong place. Maybe it’s the wrong career, the wrong relationship, the wrong city. Maybe it’s the noise of politics, social media, or the never-ending news cycle that doesn’t feel right. Whatever it is, you know deep down that you’re living somebody else’s story. But it doesn’t have to be that way.

“Students who learn through telling and reflectively processing their stories develop skills that enable them to link subjective and objective perspectives, capture the complexity of experience and bring about thoughtful change to self and practice,” says Maxine Alterio, an educator and researcher at Otago Polytechnic in New Zealand, who notes that storytelling enhances learning. “When storytelling is used as a robust mode of inquiry, student learning is enhanced in multiple ways.”

“Humans think in stories, and we try to make sense of the world by telling stories,” says Yuval Noah Harari, a professor at the Hebrew University in Jerusalem and author of bestsellers Sapiens and Homo Deus.

Stories, he wrote in Sapiens, are what allowed homo sapiens to dominate the hardier and apparently smarter Neanderthal species: “Cooperation between very large numbers of strangers” leads to “the ability to transmit information about things that do not really exist, such as tribal spirits, nations, limited liability companies and human rights.”

What Harari talks about is communal. But stories, we all know, are just as important at the personal level.

“Everything that I know, share and teach is from all that I make, all that I do,” writes Hanson Hosein, program chair of the Communication Leadership graduate program at the University of Washington, and a mentor to me. “So to remain relevant and credible, I must continue to make. And do.”

StorymakingWhich brings me to why we’re here at RealityNext. Our purpose is all about the story: the story that ties us to a learning subject, sure. But more so we’re about the story of how we work together toward a common goal, the story of how we find our passions. When we can bring a group of young learners together in a room and allow them to test different roles as creators and builders, that’s how they understand their life’s direction.

Paul J. Zak, an economics and psychology professor at Claremont Graduate University and founding director of the Center for Neuroeconomics Studies, found that the brain releases a chemical called oxytocin “when we are trusted or shown a kindness, and it motivates cooperation with others. It does this by enhancing the sense of empathy, our ability to experience others’ emotions.” According to Zak, with further testing his team found that “character-driven stories do consistently cause oxytocin synthesis.”

So why is storytelling as an idea important? For one, a story puts facts into context, allowing us to make sense of our lives and of those around us—they allow us to engage with one another.

“We can weave common myths such as the biblical creation story, the Dreamtime myths of Aboriginal Australians, and the nationalist myths of modern states,” Harari wrote. “Such myths give Sapiens the unprecedented ability to cooperate flexibly in large numbers. Ants and bees can also work together in huge numbers, but they do so in a very rigid manner and only with close relatives.”

A story of course needs a beginning, a middle, and an end. But it also needs a conflict, and that conflict needs a resolution. For instance, did you hear about that time I went to the football game and sat on the 50-yard line? You’re right. Boring. Who cares? But did you hear about the time I went to the football game? We almost didn’t make it when I realized after we’d paid 20 bucks for parking that we’d forgotten the tickets. So I rushed back home, found the tickets, and rushed back. I convinced the parking lot guy to let me back into my spot and we found our seats right at kickoff. And guess where they were? Right at the 50-yard line!

Interesting, right? Now do you care?

If we can help people see the benefits of learning through the art of making stories, they can shift the rote gathering of facts into something more personal: they can see their place in the world. That will spur action on climate change, or help people understand how a war hundreds of years ago has parallels to today. Our students have proven this in our workshops and brought home the importance of the subject in a very powerful way.

Storytelling is fun. It gets the point across. It tells you who you are and your place in the world. And, with a little luck, we all live happily ever after.

 

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RealityNext goes to college http://realitynext.net/realitynext-goes-to-college/ Wed, 07 Mar 2018 19:19:31 +0000 http://realitynext.net/?p=2198

We know that kids in middle school and high school have a great time going through our story-game making workshops. But we didn’t know how the methodology would transfer to people in different age groups and demographics. So on March 3, we tried something new: we got together with the Virtual Reality Association at the University of Washington and held a workshop for college students.

Event flyerWe found the experience enlightening for a number of reasons. First, the level of discourse hit a level we hadn’t seen in previous workshops. Second, it was clear that several students had spent time thinking about and studying our subject matter in the past. We based this workshop on previous carbon cycle workshops, but adjusted to focus on climate change to add further depth. “Having people with a strong background in climate change truly helped us make a credible experience,” said one participant. Third, the resulting story showed a depth of experience you won’t find among 9th graders, even if mermaids and racecars never entered this day’s conversation.

Qualitative Data

Storymaking sessionAs we have in previous workshops, we used the following criteria for qualitative testing:

Can project-based experiences of virtual story-game making provide for full engagement of multiple intelligences and enhance team workflow management and creativity?

Based on responses from our participants, we were able to successfully fulfill these criteria. As one student noted, “Collaboration and teamwork were an incredibly important step to create an educational experience. Glad the team supported each other all the way through.” Another student, however, had mixed feelings when the group hit stumbling blocks, which we expect to happen through the process. “Collaboration of ideas was both help and a hindrance,” he told us.

Can project-based experiences of story-game making stimulate subject comprehension as well as critical thinking?

Leona at whiteboardPrior to the workshop, we believed that discussion about the subject matter would be more in-depth than asking students to work on building up their research skills, as we have done in the past. The ensuing discussions and multiple directions the story took, all related to different aspects of climate change, showed the sophistication of the discourse. “The story-making component took us most of the time but that was the step that really defined our scope of the project,” was one response.

Can students turn subjects into games and produce an interactive product that can be experienced by their friends and family as an audience?

Yes, as the final story-game will show once the technical phase is complete. But getting to that point went more slowly than with younger groups. “We hit on an idea that resonated eventually,” said one participant, though another noted that a lot of their challenges related to how that resonance would affect future game players.

Testing motion captureWould the activity be considered education or entertainment for the participant?

All but one saw story-game making as useful for education, “so long as you keep it relatable and evoke emotion,” as one student said. The one holdout actually wanted to see more choices in the process to make the experience more educational.

Comparisons to Previous Workshops

Comparatively speaking, we found a great number of similarities between the two age groups of participants. For example:

  • The warm-up games really were successful in loosening up people’s inhibitions and attitudes.
  • All of the students appreciated the license to be creative and throw out ideas, no matter how they might be received
  • All of the students, no matter the age, felt committed to getting their story told and completing the effort.

storymaking worksheetBut we also saw some crucial differences with the college students. For them, the process was:

  • More abstract and less whimsical. Their story was creative but all of their characters, for example, were human. Overall the through process as they developed their stories was more cerebral.
  • More subject-related. The college students used climate change as a jumping-off point rather than attempting to shoehorn the subject into the story, which we have seen with some groups previously.
  • More serious. This may not be an apples-to-apples comparison, as college students do understand the potential ramifications of climate change, whereas the younger students may have touched on the subject but focused more on biology.
  • More challenging in transitioning from subject matter to story—these students didn’t settle on their story until just before the recording/performance phase, whereas the younger students did have an easier time of letting the story flow organically.
  • Easier to create bonds with one another, having (hopefully) shrugged off the innate inhibitions of adolescence
  • Less layered. Some previous groups had created a back story for some characters, for example. This group may not have had the luxury due to a more compressed schedule.
  • More able to recognize what elements need to go into a full story arc.
  • Easier in the transition from writing the story to acting it out.
  • More text-based. The older group’s story focused more on dialogue, and less on action and movement—the theater director had to remind them that a big part of the motion capture was to be in motion.

Comparisons to Our Methodology

Art and actorsAs we compared the direction of the workshop to our methodology, we saw some divergence as well:

  • Writers often approach stories from one of two directions: character-based or plot-based. Mysteries, for example, would be more difficult to write as character sketches because solving the murder is very much driven by plot. We attempted to direct the story from a character-based perspective, but the students gravitated naturally from plot to characters.
  • We introduced the idea of a list of deliverables—script, background and object images, questions and answers for the game mechanic, for example—but the compressed timeframe showed this to be less successful than we hoped.
  • Our methodology includes a section for genre, e.g., comedy, horror or mystery. We skipped that part, and, interestingly, it didn’t seem to matter.
  • Though we expect to automate most of the steps of our process, it was clear that the story-making section needed outside direction. Much of that intervention was provided by our theater director.
  • Overall, this workshop took about six hours to complete, not including a break for lunch. Half the students felt we had scheduled enough time to complete the workshop, but half felt we could have had more time to devote to the story-building.

Conclusions

Overall, we were excited about the enthusiasm of these students and the creativity and effort they put into completing their story-game.

We want to extend a special thank you to our partners in this effort: The Virtual Reality Association at the University of Washington, Motion Shadow for providing the motion capture tracking equipment and digitally recording the performances, and the CoMotion Maker Lab at the University of Washington for providing the VR headsets.

We know that kids in middle school and high school have a great time going through our story-game making workshops. But we didn’t know how the methodology would transfer to people in different age groups and demographics. So on March 3, we tried something new: we got together with the Virtual Reality Association at the University of Washington and held a workshop for college students.

Event flyerWe found the experience enlightening for a number of reasons. First, the level of discourse hit a level we hadn’t seen in previous workshops. Second, it was clear that several students had spent time thinking about and studying our subject matter in the past. We based this workshop on previous carbon cycle workshops, but adjusted to focus on climate change to add further depth. “Having people with a strong background in climate change truly helped us make a credible experience,” said one participant. Third, the resulting story showed a depth of experience you won’t find among 9th graders, even if mermaids and racecars never entered this day’s conversation.

Qualitative Data

Storymaking sessionAs we have in previous workshops, we used the following criteria for qualitative testing:

Can project-based experiences of virtual story-game making provide for full engagement of multiple intelligences and enhance team workflow management and creativity?

Based on responses from our participants, we were able to successfully fulfill these criteria. As one student noted, “Collaboration and teamwork were an incredibly important step to create an educational experience. Glad the team supported each other all the way through.” Another student, however, had mixed feelings when the group hit stumbling blocks, which we expect to happen through the process. “Collaboration of ideas was both help and a hindrance,” he told us.

Can project-based experiences of story-game making stimulate subject comprehension as well as critical thinking?

Leona at whiteboardPrior to the workshop, we believed that discussion about the subject matter would be more in-depth than asking students to work on building up their research skills, as we have done in the past. The ensuing discussions and multiple directions the story took, all related to different aspects of climate change, showed the sophistication of the discourse. “The story-making component took us most of the time but that was the step that really defined our scope of the project,” was one response.

Can students turn subjects into games and produce an interactive product that can be experienced by their friends and family as an audience?

Yes, as the final story-game will show once the technical phase is complete. But getting to that point went more slowly than with younger groups. “We hit on an idea that resonated eventually,” said one participant, though another noted that a lot of their challenges related to how that resonance would affect future game players.

Testing motion captureWould the activity be considered education or entertainment for the participant?

All but one saw story-game making as useful for education, “so long as you keep it relatable and evoke emotion,” as one student said. The one holdout actually wanted to see more choices in the process to make the experience more educational.

Comparisons to Previous Workshops

Comparatively speaking, we found a great number of similarities between the two age groups of participants. For example:

  • The warm-up games really were successful in loosening up people’s inhibitions and attitudes.
  • All of the students appreciated the license to be creative and throw out ideas, no matter how they might be received
  • All of the students, no matter the age, felt committed to getting their story told and completing the effort.

storymaking worksheetBut we also saw some crucial differences with the college students. For them, the process was:

  • More abstract and less whimsical. Their story was creative but all of their characters, for example, were human. Overall the through process as they developed their stories was more cerebral.
  • More subject-related. The college students used climate change as a jumping-off point rather than attempting to shoehorn the subject into the story, which we have seen with some groups previously.
  • More serious. This may not be an apples-to-apples comparison, as college students do understand the potential ramifications of climate change, whereas the younger students may have touched on the subject but focused more on biology.
  • More challenging in transitioning from subject matter to story—these students didn’t settle on their story until just before the recording/performance phase, whereas the younger students did have an easier time of letting the story flow organically.
  • Easier to create bonds with one another, having (hopefully) shrugged off the innate inhibitions of adolescence
  • Less layered. Some previous groups had created a back story for some characters, for example. This group may not have had the luxury due to a more compressed schedule.
  • More able to recognize what elements need to go into a full story arc.
  • Easier in the transition from writing the story to acting it out.
  • More text-based. The older group’s story focused more on dialogue, and less on action and movement—the theater director had to remind them that a big part of the motion capture was to be in motion.

Comparisons to Our Methodology

Art and actorsAs we compared the direction of the workshop to our methodology, we saw some divergence as well:

  • Writers often approach stories from one of two directions: character-based or plot-based. Mysteries, for example, would be more difficult to write as character sketches because solving the murder is very much driven by plot. We attempted to direct the story from a character-based perspective, but the students gravitated naturally from plot to characters.
  • We introduced the idea of a list of deliverables—script, background and object images, questions and answers for the game mechanic, for example—but the compressed timeframe showed this to be less successful than we hoped.
  • Our methodology includes a section for genre, e.g., comedy, horror or mystery. We skipped that part, and, interestingly, it didn’t seem to matter.
  • Though we expect to automate most of the steps of our process, it was clear that the story-making section needed outside direction. Much of that intervention was provided by our theater director.
  • Overall, this workshop took about six hours to complete, not including a break for lunch. Half the students felt we had scheduled enough time to complete the workshop, but half felt we could have had more time to devote to the story-building.

Conclusions

Overall, we were excited about the enthusiasm of these students and the creativity and effort they put into completing their story-game.

We want to extend a special thank you to our partners in this effort: The Virtual Reality Association at the University of Washington, Motion Shadow for providing the motion capture tracking equipment and digitally recording the performances, and the CoMotion Maker Lab at the University of Washington for providing the VR headsets.

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Teens Produce Their First Game in Virtual Reality http://realitynext.net/teens-produce-their-first-game-in-virtual-reality/ Mon, 05 Feb 2018 22:34:46 +0000 http://realitynext.net/?p=2165

When 13 teens showed up at Fluke Hall on the University of Washington campus one wet November day, they had no idea what they were in for. When they emerged from Portal VR in Ballard on Jan. 28, they had just played a virtual reality game they had made through learning, narrative-building, performance and collaboration.

“I liked it. It was very different from what I would have expected it to be,” said Vichette Ros, a 9th grader from Choice Academy in Burien.

Vichette in VR
Vichette Ros following his first playing of the story-game. Photo by Tavis Hamilton

Ros didn’t know what to expect because the workshops in this game-creation process had never been done before—they were the first in a series led by Seattle-based startup RealityNext. Over the course of two day-long sessions in November and December, RealityNext co-founders Alex Stolyarik and Joel Magalnick worked with the students and a volunteer crew that included Art Feinglass, director of the Seattle Jewish Theater Company, Luke Tokheim, co-founder of Shadow Motion Workshop, and software developer Michael Gelon to create a story and game based on photosynthesis and the carbon cycle.

“The interesting thing for me was the imagination of kids—could they convert subjects into stories and games?” Stolyarik said. “They can totally do it, and create fantastic and interesting narratives about science, something that is not easily played in a game setting.”

Stolyarik and Magalnick have been working on the RealityNext concept since last June, when they set up shop at the University of Washington’s CoMotion Labs. Stolyarik, 43, worked in the finance sector as CEO of a Moscow-based institution in the late 2000s and later founded a land-development education program that he said serves as the original model of the RealityNext program. Magalnick, 46, spent 12 years as editor-in-chief of a community media company, which he says is perfect for implementing the storytelling aspects of the RealityNext concept.

founder's photo
From left to right: RealityNext co-founder Joel Magalnick, advisor Tavis Hamilton, co-founder Alex Stolyarik, Shadow Motion Workshop co-founder Luke Tokheim.

As Stolyarik and Magalnick began working together, both saw an opportunity to “change the way kids can interact with each other by teaching peer to peer,” Magalnick said, “but at the same time putting them into a safe environment that encourages teamwork.”

The release of RealityNext’s first game comes at a time when adoption of virtual reality is on the rise. Given the high costs of entry, however—a headset and computer powerful enough to handle the intense graphics and data load of a VR experience runs $1,500 to $2,000—home-based adoption has not been as robust as industry leaders have hoped, according to Venture Beat. The entertainment magazine Variety reported in July that film companies, IMAX in particular, have begun investing in VR arcades to supplement their theatrical releases.

RealityNext’s goal, according to Stolyarik, is to open locations where teen can come, whether for afterschool programs, summer camps, or as school groups, to create their stories and games in what he called a “Maker Lab” over the course of two or three sessions. The other goal, he said, “is to put the workshops, which these kids did in an open space, entirely into VR so they can choose their characters, backgrounds and objects to manipulate while they make their stories.”

Motion Capture recording
The students view their motion capture recording with theater director Art Feinglass.

With the kids broken into three groups to act out their stories, Shadow Motion’s Tokheim affixed sensors to the arms, legs, head and midsection on half the group to digitally record each person’s movements, then had them switch places. He said he was impressed with how the students took to the acting process.

“That’s kind of an advanced thing to be able to pretend to act with somebody who’s wearing the motion capture suit and someone who’s not,” Tokheim said. “The kids adjusted to that naturally.”

Gelon, the software developer, collected the motion-capture recordings, the students’ storyboards, and samples of background images. He overlaid virtual skins onto the recorded performances—in raw form skeletons on a grid background—which, in the final release, became five related stories accessed from a space-age virtual classroom.

“I liked how you made it something I would not have expected it to be,” Vichette, the 9th-grade student, told Gelon. “I think you did really good with the surrounding environment it was in.”

“I tried to bridge that gap between ‘this is cool, this is new, this is realistic,’ but also, ‘this is a kid’s storytelling device,’” Gelon responded.

Vlad Postel, a project manager at Microsoft who attended the game launch event, said he enjoyed how the teens enjoyed the experience they created. “I love the fact the kids were really making something from zero to 100, and it was interesting to see how they built it,” Postel said. “The end result was pretty impressive.”

See a video rendering of the completed story-game.

Watch a 360º video of one of the student groups’ stories (best viewed on a mobile device).

Download RealityNext’s first story-game (for HTC Vive).

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RealityNext showcases climate change game for City of Seattle http://realitynext.net/realitynext-showcases-climate-change-game-for-city-of-seattle-event/ Thu, 01 Feb 2018 19:07:48 +0000 http://realitynext.net/?p=2300

On Jan. 31, RealityNext showed off its first VR story-game made by kids to “The Mixer,” an event sponsored by the City of Seattle for film and creative professionals in the city. Here are pictures from the event.

 

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More Workshop Activities http://realitynext.net/more-workshop-activities/ Wed, 22 Nov 2017 23:52:51 +0000 http://realitynext.co/?p=970
More Workshop Activities
VR Demos
More Workshop Activities

Eleven of our 12 students enjoyed their first experience in VR and showed the enthusiasm to want to develop their own story-game after trying it out.

More Workshop Activities

Dr. Evie Powell, Verge of BrillianceThe students enjoyed hearing from a casual, energetic and knowledgeable speaker, VR Industry Expert Dr. Evie Powell of Verge of Brilliance. They spent more than a half hour asking questions about and discussing careers in gaming and tech.

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Practice & Showcase http://realitynext.net/report-practice-showcase/ Wed, 22 Nov 2017 23:51:25 +0000 http://realitynext.co/?p=960
Practice & Showcase
Practice and perform
Practice & Showcase
Practice & Showcase

Before the second part of the workshop, where students will record their games into virtual reality in a motion capture studio, they needed to act out their story to demonstrate the power of their game-based learning.
• All students and mentors were very engaged in acting out scenario to guide player to correctly answer questions
• Students received immediate feedback by having audience answer all of their developed questions
• Students instinctively sought conflict and secondary storylines to enhance narrative
• Collaboration and complexity of concepts in simple storylines proved mastery of subject and better learning outcomes

Intelligences Satisfied:

Visual-Spatial
Musical-Rhythmic
Bodily-Kinesthetic

Verbal-linguistic
Interpersonal
Teaching-Pedagogical*

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Storymaking http://realitynext.net/report-storymaking/ Wed, 22 Nov 2017 23:50:54 +0000 http://realitynext.co/?p=955
Storymaking
Story making
Storymaking
Storymaking

Once students established the question, to make the game interesting they built stories around the right answer to integrate knowledge and memory retention into a fun environment.
• Through creativity, innovation, and collaboration, 2/3 of students and mentors quickly turned questions into story for their game 
• Students used deductive and hypothetical reasoning to express high levels of creativity in story-game development
• 2 of 12 students wanted to create a violent storyline

Intelligences Satisfied:

Logical-Mathematical
Existential and moral
Intrapersonal

Bodily-Kinesthetic
Naturalistic
Interpersonal

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Game Mechanics http://realitynext.net/report-game-mechanics/ Wed, 22 Nov 2017 23:50:21 +0000 http://realitynext.co/?p=950
Game Mechanics
game-mechanics-mobile
Game Mechanics
Game Mechanics

We explained and employed game mechanics as students shifted from being consumers of content to producers, which spurred critical-thinking skills
• Student-centered, mastery-based methodology helped all the students understand the concept of advancing to next levels by having future players answer subject-related questions: One about release, the other about absorption 
• All teams were able to synthesize research knowledge into Q&A development
• Students needed to occasionally revisit research to ensure accuracy

Intelligences Satisfied:

Logical-Mathematical
Existential and Moral
Intrapersonal

Logical-Mathematical
Existential and Moral
Intrapersonal

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