15 December 2009

Cracking the whip

Cell phones aren't really a problem at most of my schools. The students aren't supposed to have them, and most abide. But, as you might expect, there is a direct relationship between the urbanity of a school's location and the visible prevalence of cell phone possession among students. I'm at my 'city school' this week. This isn't meant to imply that I'm teaching the worldly, urban street youth of Japan; no, these kids are, by any objective measure, parochial at their foundation. But they do like their cell phones.

The other ALT who works at this school (we sort of irregularly alternate weeks) has repeatedly found himself in situations where students openly (flauntingly?) operate their keitais during or between classes. Each teacher has her own approach (or lack of an approach) to discipline, and the students do take advantage of gaps in the armor. My friend has sufficient command of Japanese to address their behavior, and he does, but the situation brings up some issues regarding the role of ALTs in classroom discipline. What is the role of the ALT?

The responsibilities of an ALT are dictated by his individual situation. In junior high school, I work alongside other teachers. I view myself as support for the Japanese teacher of English, and that informs my level of involvement in classroom discipline. During my first year, I'd try to match the tone of the JTE. This meant that in less disciplined classes, I wouldn't try to single-handedly bring the class in line; I just accepted that that was the way the class was.

Chalk one up for cultural sensitivity. Hah. I'm too old for that now. This contract cycle, the Age of Intolerance resumes.

Recently I've been taking a more active, assertive role because I feel more knowledgeable and confident about Japanese and the behavior of my students. When I judge that the JTE doesn't have sufficient control of her class, I move about the room and attend to the problematic students while the JTE continues to teach.

ALTs in elementary schools often have to shoulder more of the classroom discipline burden as they don't work with JTEs as junior and senior high school ALTs do. A teacher who participates in the ALT's lesson can help to a certain extent, but one doesn't always have those teachers (some totally check out when the ALT takes over the class-- cookies and coffee in the break room). ALTs at the elementary level have to use more Japanese and be more assertive with discipline in order to be effective. Not to make them sound balanced or equivalent, but I actually have a hard time comparing JHS discipline with elementary discipline-- with the former, students are more recalcitrant but the JTE can help; with the latter, it's your own show but the students go nuts for inflatable hammers. Wait-- so do my JHS students...shit.

I think I've learned a few things while teaching in both situations. My Japanese isn't very imposing, and neither is my stature, so I rarely use the intimidation route to effect behavioral change. I find that just making the students uncomfortable with a conversation works best. I do this by merely directing my attention to that student (only that student). Most students don't want to be singled out against their will. The best thing about this approach is that it doesn't have to be negative at all; it's exactly not a confrontation. You can really just talk to the student about any dumb thing that comes to your mind; instead of saying, "Quit screwing around," I say, "Where's your notebook?" or things like that. Some kind of simple, simple English sentence works; a barrage of the Queen's doesn't. I don't speak Japanese at all in junior high school classes as a rule, and this approach to discipline allows me to be consistent. Anyway, at best, the student changes his behavior so he doesn't have to speak English with the ALT; at worst, he gets some English conversation practice in.

Back to the cell phones. Discussing the problem, my friend and I agreed that the teachers should be stricter with the students to show that they are serious about following the rules, but we also acknowledged that the teachers may simply be picking their battles. Still, we wondered about the role of the ALT here. Can you overlook a blatant infraction? In new ALT training, it was pounded into our heads that ALTs are supposed to be super-genki, creative, and fun. Finding students operating their cell phones put my friend in a tough position vis-a-vis the whole 'fun, friendly ALT' thing: he wondered whether he should tell the JTE, making her aware of the situation but likely alienating the students (who would find out that the ALT told her), or take it upon himself to square away the student. He chose the latter, and I think it was the right thing to do because it was the potentially constructive route. It gave the offending student an opportunity to change his behavior. Now, I say 'potentially constructive' because the students were back at it again the next time my friend visited the school, but you know...

Anyway, each ALT must communicate with her JTE in order to establish how to handle classroom discipline, and she must find out for herself what sort of approach will work best with her students. For example, my friend who teaches primary school in Cameroon says that students there are beaten daily.

10 December 2009

MW Local Multiplayer

Crap, I remember what I wanted to write about in the first place. Again, the proper MW2 review is on another machine and will be up soon. Right now I'm just going to say a bit about how we've (yes, 'we'; I haven't been playing by myself or online very often) been playing Modern Warfare 2. I haven't had this much fun playing a game since we were doing system-link Halo 3 grifball during the last ALT contract cycle. And to think that it is just 2v2 stuff this time...outstanding.

MW2 has somehow just worked for us. The last time we tried to play a Call of Duty game (MW1, World at War), people got discouraged because there was a big skill variance between me (who owns both games) and my friends who...gamely gave the games a go. I had sympathy for that feeling, and it wasn't particularly fun for me to play the game without knowledgeable opponents, either. On top of that, there were usually more than four of us wanting to play and we had ready access to system-linked Halo. Shit just wasn't aligned for CoD.

Things are different this time. Since the last contract cycle ended, our gaming crew has dwindled. We lost one dude (and thus his brother's participation as well) to the Okinawan mainland and two returned to the US (one of those two being arguably the best Halo player). Another fellow, while still here in Miyako, appeared to lose interest in playing over the summer. I felt similarly, in truth. While I hated the premise and game mechanics of Halo in the first place, its brilliant feature set won me over for a long time. But eventually, as all things do, it became stale. As for the new guys, only one appeared to have much interest in continuing the Halo Monday tradition.

Given this situation, I started to make provisions for more 1- and 4-player gaming, picking up titles like Carcassonne, Worms, and Operation Flashpoint: Dragon Rising. Due to the difficulties mentioned above, the CoD series games were never on the table.

In the middle of November I ordered a copy of the hotly-anticipated Modern Warfare 2. My hot anticipation merely involved intentions of plowing through the campaign, goofing around in online multiplayer (living on an island is like living in a black hole of latency), and getting some real mileage out of 2-player Spec Ops (a buddy and I had been playing Halo ODST to moderate enjoyment, so MW2 co-op was extremely appealing). I didn't expect to get into 4-player local at all.

Sure enough, I beat the campaign on my copy's day of arrival, the Sunday after the mid-year JET conference in Okinawa. I played some multiplayer online as well and was pleased by the panoply of new weapons, equipment, and killstreak rewards. That week, Long Beach* and I got into some Spec Ops and had fun. New York* and Eugene* showed up later, and we decided to give 4-player split-screen a go, not thinking that it would be much different than the experience we had on CoD4 or WaW. It was.

As far as I can tell, what makes MW2 local 4-player better than that of WaW and CoD4 Number is the local multiplayer experience tracking/weapon unlocks/custom loadouts feature of the former.

Bluntly, I had a big leg-up on my crew when it came to skill because I had been playing the game several days before they did. While this was discouraging in CoD4 and WaW (hereafter together referred to as CoD), in MW2 that disappointment is offset by the fact that just about everyone unlocks something during each game, be it as significant as leveling up or as cosmetic as getting a new title for your name. Similarly, being able to customize so much-- even without access to all of the weapons from the start-- gives each player a sense of individuality that, however shallow it may be, helps keep him ever in search of the ideal configuration for his strategy or style. The experience/unlocks system maintains their interest in the game even in the face of repeated losses, because no matter what, some progress is being made.

My favorite thing about the local multiplayer experience tracking is how, with time, each player develops his own style and branches away from the others. With the exception of Long Beach (who has consistently used launchers and LMGs from the start), everyone focuses on developing a fast UMP loadout at the beginning. I've seen it happen five times, once being myself. I think this had more to do with the nature of the 4-player games we were doing rather than some imbalanced quality of the UMP. In our current 'mature' statuses, we are as follows:

Eugene favors the assault rifle class and rarely resorts to a secondary weapon. He's a mover and shooter who hits more headshots than anyone else. Pretty handy with the knife as well. His long-time weapon was the M4 with a heartbeat sensor, but he's recently been using the FAL and continues to improve his long-range game.

As mentioned above, Long Beach is invariably seen with a launcher. Our early games usually involved me being grief-ed to tears by his AT-4 rocket, but he's since taken up the standalone grenade launcher to better effect (to Marksman III-- no one else is ever going to get that); it's basically his primary weapon. He's often found prone in corners, working both for and against his advantage. Long Beach definitely gets the Most Sportsmanlike award because he took a lot of beating early on but persevered. He makes a great teammate for a lighter, faster-moving player.

New York is skilled and fun to play with because, like me, he prefers CoD-style games over Halo and has an intuitive grasp of the game mechanics. Fortunately, aside from both being aggressive players, we have radically different playing styles. NY is the only player who consistently uses a shotgun (AA12) and an assault rifle grenade launcher attachment. Reflecting on his loadouts right now, I can see that they are really geared toward the gametypes we regularly play, like Sabotage and Headquarters; we don't do a lot of long-range fighting, and his kits and play style indicate that.

New Zealand* is the most specialized player. Starting with the universal UMP-fast dude setup and developing it out, he now tears around the map with akimbo SMGs and all of the relevant speed- and hip shooting- related perks. I imagine that it's like playing Doom 1 or something. Meeting him indoors usually turns out badly for the person who isn't him due to the sheer volume of fire his setup provides. Recently he's started using the TAR21 to good effect and is getting better at using the sights. I'd say he is an aggressive player.

Melbourne* is our newest player and the one who plays games the least. He's a capable medium-long range shooter (good timing + hard-hitting assault weaponry). Not having the same access to weapons that the others have, his loadout is less than exotic. Nevertheless, while usually getting massacred in FFA deathmatches as a new player, he's quite effective in team games. He's saved the day for me numerous times in games against more experienced pairs.

As for me, I watch screens.

Anyway, it's a pretty cool scheme. While higher level players have access to a larger absolute arsenal, it is only by the individual player's time and effort that he unlocks the attachments for the weapons. For example, Eugene and I both have the M4, but he (at a lower level than me) has access to attachments for it that I don't have (heartbeat sensor and stuff). The race continues for completion of a weapon's unlocks; I think New Zealand may win it with his near-c0ntinuous use of a UMP-based kit.

There are other improvements found in MW2. There are small maps, and the larger ones scale well. 'Shipment' from CoD4 was too small and an obvious throwaway of a map, but 'Rust' from MW2 has the appropriate complexity for 4 players to have a constant firefight. Of all the MW2 maps, perhaps only 'Derail', 'Wasteland', and 'Estate' are problematically large. The new death streaks are also good, but it's not because they help the losing player that I like them. The reason I like having death streaks is that they provide a dumping ground for the more annoying and crappy perks from MW1 like Martyrdom and Last Stand (here called Final Stand). MW2 still has Last Stand as a standard perk, but it's nerfed. You can't draw the handgun as fast as you can in MW1. We went back to play WaW last night for shits and grins, and my use of Martyrdom had my friends howling with indignation. Some stuff just isn't missed.

A gaming routine has emerged. Several times a week we meet up at my place to play several rounds, and playing with friends has pretty much become the only gaming I do these days. We're kind of 'on a day, off a day.' It works with everyone's schedule and we don't get too burned out (quite the contrary, in fact; I find myself not wanting to play at all the next day, but then being unable to wait for it the day after that).

All of this greatness from MW2 local multiplayer just fills me with that much more sorrow that it doesn't deliver split-screen system link. It would be a real contender for the be-all, end-all game of this console generation if it could run 8 players on two consoles. But I see that split-screen system-linkers like us are a tiny minority of the gaming market for whom development is not profitable. I understand it, but it sucks.



*Names changed to hide the guilty.

Stuff

Howdy,

I've been here in Miyako for over a year now and the sheer amount of shit my students give each other still staggers me. Today one student approached the blackboard to throw a suction-cup ball at an English vocabulary word (it's part of a game) and the rest of the students in this 17-person class started screaming about how long this kid's legs are (he's comparatively tall).
Two things: (1) That this dude is tall is not new to the class. The composition of this group hasn't significantly changed in over 8 years of schooling. (2) The comments were actually neutral-sounding, but that's the way Japanese people tend to take the piss out of anyone who momentarily stands out. Again, it never fails to fascinate me.

In other news:

I typed up a review of Infinity Ward/Activision's November release, Modern Warfare 2, but it's on my other computer and I haven't posted it yet. In that review I don't go on about how awesome or crappy the game is-- instead I talk about a few of the changes IW made to the MW formula that make the new one more 'casual gamer'-oriented than the last. I'll finalize it and put it up this afternoon when I get back to the big machine.

However, I usually bring a laptop with me to schools (this is where I'm writing from right now). It's a Gateway MTxxxx purchased straight off the shelves of Office Depot in 2007 and is currently running Ubuntu Linux. I've been pretty happy with it as far as word processing and web browsing go. Video isn't really a problem, either, but it won't push anything that involves OpenGL or lightly intensive 3D graphics. Originally the machine had Vista, and it would run Aero without a hitch, but I've since moved Vista to the homebuilt machine and replaced it here with Ubuntu. Again, I use this only for wapuro and browsing, so Ubuntu is ideal. It boots up quickly, drivers haven't been a problem, and-- contrary to the daunting image of Linux-- I haven't had to use the command line terminal once since installation. I also like how each release is aesthetically better than the last. I think it's a pretty good deal.