All posts tagged kids

  • Stellar story: ‘Part-Time Superheroes: Brisbane’s hospital window cleaners’, October 2016

    A feature story for Stellar, published in the October 30 2016 issue. Excerpt below.

    Part-Time Superheroes 

    Meet the window cleaners who drop by to brighten the days of patients at a children’s hospital

    Stellar story by Andrew McMillen: 'Part-Time Superheroes: Brisbane's hospital window cleaners', October 2016. Photo by Claudia Baxter

    A 10-year-old boy named Griffith Comrie is waiting by a window on the sixth floor of the Lady Cilento Children’s Hospital in inner-city Brisbane. He’s been doing a lot of waiting lately since having a stroke in his hometown of Gladstone nine weeks earlier, after which he was airlifted 520 kilometres south for treatment, rest and rehabilitation. He’s missed a lot of school and has had to learn how to walk and talk again. His short-term memory has suffered; he jokes to his grandmother, Dorn, that there’s not much point in watching movies lately, as by the time he gets to the end, he can’t remember what happened at the beginning. Sometimes, he thinks he’s on an extended holiday from his usual life back home.

    As he sits beside seven-year-old girls Thea Rendle and Millie Allen, an unexpected visitor drops into his line of sight. On the other side of the glass, Superman descends with a thick rope and harness around his waist, white sneakers on his feet and a yellow hard hat on his head. The bright blue outfit, complete with “S” chest insignia and red cape, are unmistakeable, even for a memory-affected boy like Griffith. The youngsters are mesmerised. Why, they wonder, is Superman visiting them?

    Suddenly, another rope drops down. “It’s Batman!” yells Thea, before Millie – who’s wearing her school uniform, having had a morning appointment with her therapist – corrects her: “No, it’s Spider-Man!” She’s right: hanging in front of them is the web-slinger himself, wearing black-and-orange sneakers and a dark hard hat, while his shoulders and pectorals bulge with well-sculpted muscles, presumably earned from swinging between tall buildings such as this one.

    Spider-Man delights his young audience by turning somersaults and showing off his aerial dexterity, yet his facial expression remains impassive behind the dark red mask. Superman, however, can’t stop grinning, and the pair of them ham it up together while dangling from the ropes that hold them in place, dozens of metres above the busy street below. For any pedestrians who happen to look up, the sight of the two superheroes together must be as disorienting as it is grin-inducing.

    What the kids don’t know is that underneath the superheroes’ outfits, they wear bright yellow high-visibility shirts bearing the name of their employer, Queensland Water Blasting. Nor are the youngsters aware that, rather than stopping criminals and saving the city from imminent destruction, their purpose here – when they’re not engaged in midair gymnastic trickery – is to wash the hospital’s hundreds of external windows. It’s a big job, requiring them to be on-site every weekday for about three weeks, doing their best to avoid sunburn by following the building’s shade as the earth turns.

    To read the full story, visit Stellar. Above photo credit: Claudia Baxter.

  • Rolling Stone story: ‘Hungry Kids of Hungary Get Serious’, February 2013

    A story that was published in the March 2013 issue of Rolling Stone Australia. Click the below image for a closer look, or read the article text underneath.

    Hungry Kids Of Hungary Get Serious

    Personal tragedies and isolation inform the Brisbane band’s second album

    'Hungry Kids of Hungary Get Serious' story in Rolling Stone by Andrew McMillen, February 2013A band that writes a debut album brimming with sunny indie pop songs can be reasonably expected to write more of the same for their follow-up. Such was the situation in which Brisbane’s Hungry Kids of Hungary expected to find themselves following 2010’s Escapades, which hit a sweet-spot between classic Sixties-era pop and their modern take on the form. Real life has a habit of intervening, though.

    In March 2011, the four-piece – Dean McGrath (lead vocals, guitar), Kane Mazlin (lead vocals, keys), Ben Dalton (bass) and Ryan Strathie (drums) – were booked for a three-week tour in North America, including showcases at South By South West and Canadian Music Week – great opportunities to extend the band’s growing reputation overseas. Then, suddenly, all shows were cancelled and the band was homeward bound.

    “2011 was a pretty full-on year for me,” says McGrath, whose experience triggered the return journey. “A lot went down. Naturally, that really coloured the songs I was writing.” He won’t be drawn on specifics, but notes that a “personal tragedy that affected someone I was close to” meant that he had to catch the next flight home.

    “That incident echoed throughout the whole year for me,” the singer/guitarist continues. “It was an ongoing ordeal. It’s funny; writing songs for this band, we’ve always been fairly carefree, but after that [experience], these songs started coming out that were fairly intimate and personal. I was like, ‘shit, how are people going to react to this when they hear it?’”

    The result is You’re A Shadow, a collection of songs somewhat divorced from Escapades’ brimming optimism. Kane Mazlin’s contributions were coloured by a sense of isolation and melancholy, too, in part influenced by a stint in Denmark while his girlfriend took an internship. “She was busy during the day. I was by myself: I didn’t speak Danish, didn’t know anyone,” he says, over a beer in late December. “That had a huge impact on two or three of the songs that I wrote.”

    It wasn’t all bad news internationally, though: footage filmed at the Dutch festival Pinkpop in May 2012 shows the band performing before a crowd of thousands. “The Netherlands seems to be the area where it’s taken off, which is weird,” says McGrath. “When we started talking about doing overseas stuff, that’s not really the area that we imagined we’d be delving into.” Mazlin chimes in: “I think Nirvana started there, didn’t they? It’s a goldmine!”

    After the rush of Pinkpop, though, it was an abrupt comedown in Belgium. The band played that show – “a giant blur of fun” is how Mazlin describes it – and then drove half a day to Antwerp. “We played a tiny show there, where no-one knew who we were,” says McGrath. “We were like, ‘what the hell? We only drove for a few hours, why don’t people know us here if they know us there?’ You forget that it’s a different country! We crossed a border, and they don’t get the same radio [stations]. Touring Australia has conditioned us to think that it’s natural to drive a few hours to get to the next big city!”

    When it came time to choose which tracks made the new album, the four tended not to argue too much about what made it past the rehearsal room. “We do try to keep it to four equal votes, but if two of us feel really passionately about something, then the other two will probably either give it a go, or scrap it,” says McGrath. “Song-wise, we haven’t had to do that a lot leading up to this record, because we’ve seen eye-to-eye on most things without any need for debate – which makes life easier.”

    Five things that influenced You’re A Shadow

    Classic pop

    Kane Mazlin: “I listened to a lot of Camera Obscura, The New Pornographers and The Shins; really nice, classic-sounding pop records with great guitar sounds.”

    Live quintet

    Dean McGrath: “Knowing that there’s a second guitarist during live shows drastically affected the way that I write my parts – it’s not so chordal, busy and strummy.”

    Debut co-write

    Mazlin: “We were on the same wavelength this time, to the point where we were able to co-write a song, ‘When Yesterday’s Gone’ – something we’d never done before.”

    Deerhunter

    McGrath: “I listened to Halcyon Digest on repeat for months, and it heavily influenced how we recorded a few songs in the studio: that ‘lo-fi pop songs, washed out’ approach.”

    Producer Wayne Connolly

    Mazlin: “He had great ideas from the very first email: he told [bassist] Ben Dalton, ‘you need a hollow-body bass and flatwound strings’. It sounded awesome!”

  • The Weekend Australian album reviews, February 2013: PVT, Foals, My Bloody Valentine, Hungry Kids of Hungary

    Four album reviews for The Weekend Australian, published in February 2013.

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    PVT – Homosapien

    PVT - 'Homosapien' album cover, reviewed in The Weekend Australian by Andrew McMillen, February 2013Three stylistic decisions have shifted Sydney act PVT – formerly known as Pivot – from a great band to a good one.

    Church with No Magic, from 2010, saw the trio add lyrics for the first time, largely abandoning guitar and bass in favour of synthesisers, and downplaying live drums in favour of electronic beats.

    Their fourth album, Homosapien, extends these three traits even further: the majority of the album is arranged and played electronically. Richard Pike retains the vocal duties he assumed on Church. His voice is powerful and well-suited to this music, but the content is dubious: many choruses consist only of one phrase, repeated.

    There are flashes of lyrical brilliance, as in the evocative first lines of ‘Electric’: “I left my heart on the railroad track, it’s still waiting for the next train/ I didn’t clock into work today, now all my work is in vain”). Pike’s brother, Laurence, is one of the most distinctive drummers in this country, yet his stick work here is either restrained or replaced by a drum machine.

    The band’s strength is in its electronic backbone, arranged by Dave Miller. The songs are clear, without many overdubs, and there are a handful of great moments: ‘Love & Defeat’, with wall-to-wall bass synths offset by a glorious, cutting melody, and the title track, which is the album’s only guitar-led track.

    The 2008 instrumental album O Soundtrack My Heart remains the band’s crowning achievement, a thrilling combination of rock muscle and electronic beauty. Homosapien is the sound of these three men running in the opposite direction, with mixed results.

    Label: Create Control
    Rating: 3 stars

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    Foals – Holy Fire

    Foals - 'Holy Fire' album cover, reviewed in The Weekend Australian by Andrew McMillen, February 2013By merging dance-floor beats with finicky guitar theatrics on their 2008 debut album, Antidotes, this British band emerged with a singular vision.

    The result was one of the most compelling recent contributions to the math-rock subgenre. Total Life Forever (2010) saw the quintet leaning more towards indie pop, experimenting with atmospheric tricks, and pushing Yannis Philippakis’s voice higher into the mix; handy, as he has both striking tone and unique phrasing.

    Holy Fire finds the band consolidating this new-found pop aesthetic while accentuating the intricate percussive and guitar interplay that first set them apart. Still in their mid-20s, Foals are almost old hands at this game. Production by British duo Flood (U2, Smashing Pumpkins) and Alan Moulder (Nine Inch Nails, the Killers) certainly works in the band’s favour, as the album sounds a million bucks.

    There’s plenty to like about the first two singles – the metallic chorus riffs of ‘Inhaler’ and the sheer joy of ‘My Number’, their poppiest song yet – but, like Total Life Forever, this is a collection to be enjoyed as a whole.

    Some of the band’s finest work appears on the second half: notably the stirring strings that run through ‘Milk & Black Spiders’ and the staccato bombast of ‘Providence’. Even long-favoured studio techniques, such as double-tracking and adding reverb to Philippakis’s vocals, continue to sound fresh against the innovative ideas laid down by his bandmates.

    Holy Fire opens with a storming, four-minute instrumental, ‘Prelude’, that works well as a statement of intent; the following 10 tracks do nothing to erode that mood. At a touch under 50 minutes, that’s quite an achievement.

    Label: Warner
    Rating: 4 stars

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    my bloody valentine – m b v

    my bloody valentine - 'm b v' album cover, reviewed in The Weekend Australian by Andrew McMillen, February 2013It takes a long time to make music sound as good as m b v does. About 22 years, in fact.

    The last time my bloody valentine released new music was in 1991 and Loveless, the Irish quartet’s second album, remains the high-water mark of the “shoegaze” alternative rock movement.

    A thrilling listen from top to tail, Loveless contained some of the most unbelievable guitar sounds heard then or since. It’s had all sorts of adjectives thrown at it through the years but the most appropriate is “peerless”.

    And so, m b v, a nine-track album sneak-released online in early February, took by surprise many of the band’s fans.

    Topping the last effort is a practically insurmountable feat, yet this collection must inevitably be compared with the band’s last. So, in short: no, m b v isn’t quite as earth-shattering as Loveless, but it’s still very good, and well worth your attention.

    The guitar tone and phrasing are phenomenal: the second track ‘only tomorrow’ (the band insists that their name, album and song titles are all to be written in lower case) is one of the band’s finest creations, a real marvel of layering and repetition.

    As with Loveless, the drums, bass and vocals are all secondary in importance to the guitars, which sound so sharp they might cut you in half if you turn the sound up loud enough. And you should. The band’s entire existence is practically an exercise in volume control. ‘in another way’ is the best song here; a modern update to Loveless‘s classic final track, ‘Soon’, if you will.

    There’s only one disposable track, the synth-led ‘is this and yes’. The rest? Peerless, still.

    Label: Independent
    Rating: 4.5 stars

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    Hungry Kids Of Hungary – You’re A Shadow

    Hungry Kids Of Hungary - 'You're A Shadow' album cover, reviewed in The Weekend Australian by Andrew McMillen, February 2013Hungry Kids of Hungary’s 2010 debut, Escapades, gave a strong portent of the songwriting and musical ability lurking within.

    To its credit, You’re a Shadow supersedes the Brisbane pop quartet’s debut in every way. The band’s greatest asset is that each member is a master of their instrument. There’s no weak link; no bassist playing tired lines, no drummer tapping out predictable beats. Every note is chosen for the purpose of serving the song.

    That may sound banal but in the context of indie pop it’s rare and remarkable to encounter such consistent innovation in the musicianship. For most bands, it’s enough to hit on a memorable vocal melody or guitar riff, and ride the hook out for three or four minutes. Not Hungry Kids.

    These 11 songs crackle with verve. It’s clear these four have thrown everything they have into You’re a Shadow and the results speak for themselves. There’s not a weak track here. At a touch under 40 minutes, it’s a lean collection but the ideas on display never outlast their welcome. This is another sign of the band’s maturity: don’t overplay, don’t overwrite, don’t oversing. Guitarist Dean McGrath and keyboardist Kane Mazlin share vocals and writing duties. Their first co-write, ‘When Yesterday’s Gone’, is the finest song here: a simply beautiful four-minute jam about mourning lost time. ‘Memo’ is a close runner-up; the way it segues flawlessly from the previous track ‘Colours’ is a nice touch, but the interplay between Ben Dalton’s bassline and Mazlin’s delicate key phrasing is spectacular. Indie pop music doesn’t get much better than this. Highly recommended.

    Label: Stop Start
    Rating: 4.5 stars

  • Qweekend story: ‘Goal Mining: Minecraft and education’, October 2012

    A story that was published in Qweekend magazine on October 13, 2012. Click the below image to view as a PDF (link opens in a new window), or read the article text underneath.

    Goal Mining
    Story: Andrew McMillen / Photography: David Kelly

    A video game that uses collaboration and communication to engage children online has inspired a new method of teaching.

    The first thing we need to do is collect wood. We do this by smashing our fists into tall trees until the wood disintegrates into small blocks, which then become ours to keep. Curiously, punching out the tree trunks makes no difference to their structural integrity; they continue standing tall, trunkless, while we pilfer their wood.

    The second thing we need to do is make sticks. “Using the crafting table, put one wood block on top of the other,” says James Keogh, who acts as group leader and instructs our gang of five as we navigate this strange world.  Easier said than done. Under the clear blue sky, I can’t interpret his instructions to make the most obvious and essential item.

    Sticks are the basis of the pickaxe, the shovel and the sword. I need all of these things to survive and prosper in the world of Minecraft, a computer game set in a randomly generated landscape of mountains, valleys, forests and deserts. Minecraft is unlike any game I’ve played – there are neither clear objectives nor clear instructions. The player is left to his own devices in this virtual playground, to spend his time however he wishes.

    My fellow adventurers – four 11-year-old boys who attend West Moreton Anglican College, west of Brisbane – try time and again to explain the simple process of creating sticks. I’m sweating as oblong clouds pass across the square sun. The blocky mountains surrounding us seem to be frowning at me. Dark squid float idly in the lake nearby, indifferent to my crafting struggles.

    I feel stupid and inadequate, especially in the company of these four well-travelled friends. Darcy Keogh, James’s twin brother, takes pity and gifts me a stone pickaxe, short-cutting the process considerably. It’s a relief. Without my companions, I’d be clueless; come nightfall, I’d surely be dead.

    James and Darcy have been busy using their pickaxes to excavate dirt out of the side of the nearest mountain for our “hidey-hole”, while their friend Liam Catlan patiently attempts to coach some success into me. Torrin Beverley has taken it upon himself to begin digging deeper into the earth in search of precious resources like iron, gold, and – if he’s lucky – maybe even diamond. Mining tools in hand – just a pickaxe and a shovel for now – I climb partway up the mountain and stand at the entrance, admiring their handiwork.

    James warns us that it’s almost night time. I step inside the hidey-hole, shutting the door behind me. Foolishly, Liam stays out and attempts to fight a giant spider. Anguished howls echo across the landscape as he dies at the fangs of his eight-legged foe. His now-itemless character respawns beside us. “Did you have anything worthwhile on you?” James asks. Two stone pickaxes, his friend types. “Not really much, then,” replies our leader nonchalantly.

    Torrin asks if anyone wants a sword. “Yes,” I type, before opening the door and stepping outside. It’s snowing. Pretty, digital snowflakes criss-cross the night sky, falling lazily to the ground. “Whoa,” I say to no-one in particular. It’s a beautiful sight.

    I check my inventory and find Torrin’s gift. All four boys have joined me outside, just beyond the light cast by the flames of our farthest torch. The square moon passes slowly overhead. I wonder aloud whether it’s a good idea for us to be out here, given that one member of our gang of five was so recently slain. “Not really,” says James, swinging his sword defiantly at nothing in particular.

    The boys tell me that there are zombies, skeletons, Creepers, spiders and Endermen out here, prowling the dark landscape. Horrible creatures all. We head back inside and close the door behind us. I turn and stare through the window once again at the mesmerising snowflakes, reflecting on the wide range of emotions I’ve experienced during my first 20 minute-long day/night cycle: confusion, frustration, satisfaction, wonder and, finally, fear.

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    Minecraft is fun because it’s so divorced from reality that minds run free with possibility. Key attractions include its detachment from the responsibilities of daily life – school, work, parenthood, traffic, taxes – and the ease with which the digital world bends to your will. Want to dig a hole in real life? It’s bloody hard work, for starters. Then there are property rights and land ownership to consider, as well as the high likelihood of your dad going off at the sight of his well-tended lawn transformed into a crater.

    In Minecraft, though, it takes just seconds to carve into the ground, or a mountain, and begin exploring what’s beneath. (Once you’ve conquered the admittedly tricky first act of crafting your mining tools, of course.) Likewise, it’s just as easy to create solid structures in-game. Two of the most impressive mega-creations include a 1:1 scale model of the Starship Enterprise, from Star Trek, and a current project involving a few dozen people working on crafting the entire Westeros realm, from the fantasy series Game Of Thrones. Put simply, it’s Lego in a limitless virtual world where the only impediment is your imagination.

    Created by 33 year-old Swedish game programmer and designer Markus Persson, best known by his online handle “Notch”, Minecraft is an international phenomenon. Notch self-published the first “alpha” version of the game online in May 2009, charging a one-off fee of about $12 (€9.95) and updating Minecraft with new features until version 1.0 was released in November 2011 for $24.50 (€19.95). More than 10 million players have bought the game across both the PC and Xbox 360 platforms; it also boasts 42 million registered users, a figure still growing by around 140,000 new players per day.

    Few are immune to its charms, even those who struggle with the game’s mechanics at first – which is essentially everyone, as the PC version of the game offers no in-game assistance. (Minecraft Wiki – a popular first destination for the clueless – contains more than 2,000 detailed articles.) This is the kind of unorthodox design decision that few gaming studios or publishers would allow, yet since Notch created it all himself, he was beholden to no such orthodoxy. Evidently, it hasn’t hindered the game’s popularity.

    “Younger gamers are completely enthralled by Minecraft,” says Janet Carr, series producer of ABC TV’s Good Game, which screens Tuesday nights on ABC2 and attracts an average weekly audience of 108,000. “Since you create your own fun, it gives you the freedom to play it the way you want to. It’s personally satisfying because you have that feeling of discovery, and of creation. Normal game design theory would say that making it hard to play is lethal to your game. Minecraft is the complete opposite: because the kids have to work quite hard at getting a handle on it, they get invested in it really quickly, and very deeply.”

    Carr’s team also works on Good Game Spawn Point, a program aimed at gamers aged 8-12 watched by 80,000 viewers on ABC3 Saturday mornings. She estimates that half of the 10,000 emails sent to the show’s presenters each week are from younger gamers seeking answers to Minecraft gameplay questions. “It’s not even just the number of emails we get about the game that’s surprising, it’s the sophistication of the information they’re seeking,” Carr says. “It’s not, ‘how do I build a pickaxe?’ It’s ‘how do I set up my repeater units so that my mine cart will travel a few kilometres?’ Engineering questions.”

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    It’s impossible to discuss Minecraft without acknowledging its potential to become truly consuming. Since the game world is randomly generated and limitless, it’s unsurprising that those who fall for its charms tend to invest serious hours in the never-ending process of day and night, mining and crafting, exploring and expanding. “A lot of parents are concerned their kids are spending too much time on video games,” says Carr, whose youngest son was obsessed with Minecraft but has since moved on. Unlike most other games, though, Minecraft is undirected. Players must use their own intelligence, intuition and inspiration to derive enjoyment from the game, rather than relying on objectives and rewards predetermined by game designers.

    “A large issue for parents is that they don’t understand what their kids are so enthusiastically raving about,” says Luke Bennett, a 49 year-old ecological consultant who lives in Castlemaine, Victoria and is the father of 11-year-old twins. “When our son first started playing, my wife and I discovered that if he played up until he went to bed, he was so mentally wired that he could not sleep. I’ve responded by letting him play, but not in large chunks of time. Minecraft is a valuable part of a complex lifestyle. You need to leaven it with the other stuff.”

    Recently, Bennett and a friend set up a private online server where about ten children aged 7-12 play online together most nights. “This means my own gameplay is now more of a moderator role, rather than just purely building,” Bennett says. “We’ve set up a blog for the kids so that they can discuss differing playing styles, and resolve conflicts. The biggest issues in the game are virtual urban and environmental planning. The kids’ default response is to ask me to intervene, which has resulted in some very odd conversations at afternoon school pick-up,” he laughs. “But I think it’s great,” adds Bennett, who now tends to play late into the nights with his middle-aged friend after their kids go to bed at 9pm. “Minecraft is a game that encourages players to think, create, solve problems, engineer, train reflexes and socialise. It’s almost education-by-stealth, in the guise of a video game. It’s like hiding cauliflower in mashed potato.”

    Janet Carr agrees that playing with children, rather than observing their behaviour from a bemused distance, is the best way to appreciate their enthusiasm and set limitations around gameplay. “If everyone in the household understands the rules, it doesn’t become an issue,” she says. “If you’ve got a child who’s really wanting to spend all their time talking about Minecraft, you’re almost beholden to get a great understanding of it yourself so at least you can have high levels of conversation about it, and talk about how to manage that time.”

    Steven “Bajo” O’Donnell is co-host of both Good Game shows. “I hate the word ‘addictive’, because it has a negative association,” he says. “I like to use the word ‘compelling’ instead. Minecraft compels you to go back into it, and keep playing it, and keep building.”

    His co-host, Stephanie “Hex” Bendixsen, agrees. “I don’t think it’s necessarily addictive in the way that [online role-playing game] World Of Warcraft is addictive, because that game offers you constant rewards for ‘X’ amount of hours that you’ve put in. Whereas Minecraft doesn’t really have any kind of reward system; it’s really about what you get out of it personally. It may be hard for people to stop playing, but that’s really due to their own experience rather than something that the game is doing.”

    The Good Game hosts regularly hear from teachers who’ve had to ban the game from their schools, or allocate specific times when kids can go into the computer labs at lunchtime to play. “Some teachers use it as a system of reward: if the students get through a computing studies class, then they’re allowed to play for 15 minutes at the end, because they just can’t stop kids from playing it,” says Bendixsen. “They’ve had to try to find ways to work it into school life. Since it’s a game that doesn’t have any kind of guns or shooting, and encourages kids to be imaginative to work cooperatively, it works quite well in the classroom.”

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    High above the clouds, I’m standing on a transparent platform bathed in the orange glow of twilight. At the edge of one horizon, a square sun dips; behind me, a square moon rises. Underneath the platform is an enormous mass of blue-green. It’s the kind of view only an astronaut would see in reality: star-speckled blanket of infinite space above, stable blue marble below. Suddenly, a man in a white labcoat appears next to me. The glowing yellow text above his head reads “Elfie”. He begins giving me a virtual science lesson while showing me around his greatest Minecraft creation – an animal cell he built for his biology students.

    “The whole idea of these first platforms was to give the kids an overall picture of the cell, because it’s very hard to imagine what it looks like from the outside once you’re in there,” says 32 year-old Stephen “Elfie” Elford, who teaches science, maths and humanities at Numurkah Secondary College (enrolment: 300) in north-eastern Victoria.

    As we travel between observation decks by right-clicking on teleportation terminals, we’re getting closer to the giant blue-green mass. Its curvature is reminiscent of the human brain. On the fourth and final deck, I’m presented with the option of teleporting to four unfamiliar, scientific-sounding stations. I choose “Golgi”, the first option. Now I’m inside the giant mass, and before me is a roughly rectangular prism that represents the Golgi apparatus. Right-clicking on an information block at the edge of the platform gives a text overview of its function, written in the same straight-talking language Elford would use while standing at the head of his classroom. “This is an animal cell,” says Elford. “As my biology students tour the cell, they fill in a booklet. I wanted to deepen that understanding and give them a good visual representation they could call on, when needed.”

    So Elford invested six months, on and off, in creating this three dimensional, to-scale replica of how he understands the inside of an animal cell might look. He estimates that he’s moved two million virtual blocks during the 50-hour building process. The brightly-coloured textures of this fascinating structure bear little resemblance to the lifelike shades of the world I explored with the four 11-year-old boys.

    Elford’s animal cell is a remarkable, inspired piece of work from Australia’s foremost expert on MinecraftEdu, a modification (or “mod”) based on the existing game engine. Developed in collaboration by teachers in Finland and the United States, the mod’s disparate but growing network of Games-Based Learning practitioners see efforts like Elford’s as a way to engage the next generation of “digital native” students. (Elford runs a blog called “MinecraftEdu Elfie” where he shares his learning experiences with teachers throughout the world. He has also uploaded dozens of videos to YouTube showing how his classes have interacted with the game.)

    For the last eight years, Elford had taught Nurmurkah’s science students about animal cells from the textbook, two or three times a year. “I was kind of over it,” he reflects. “I don’t know if it was a seven-year itch a year late; I just didn’t feel like I was enjoying myself. And then this came along, and now I’m enjoying my job again. It’s given me that little bump to keep going.”

    Rather than learning through Elford’s descriptions and the biology textbook, it’s much more engaging for students to see his scientifically accurate representation of an animal cell with their own eyes. I didn’t take any science subjects in senior high school, partly because it all seemed so dry and dull. Had MinecraftEdu existed when I started year 11 in 2004, though, I could well have been drawn in by the technological lure.

    Elford is the first to admit that fanciful creations like this won’t entirely replace traditional teaching methods. In fact, he has used this incredible virtual environment in-class once so far, for a total of two hours. He has plans to upload the map so that other teachers can use the animal cell in their own classes. “The time and effort I put in is far outweighed by the students’ immersion in this cell,” Elford says. Using the game, he’s also led students through reaction time experiments; he’s explained the transformation between solids, liquids and gases (by setting his students on fire, in-game, of course); and he’s run an assignment wherein students built energy-efficient houses, then recorded video tours of their new creations. Despite these breakthroughs, MinecraftEdu is only used on occasion at Nurmurkah, when it’s appropriate to the learning at hand.

    “Personally, I think it should be in every school,” says Elford as he wraps up his tour of the animal cell while we stand outside, gazing up at the monolith. “The opportunities it provides for students to create, and to be creative, is something I haven’t found anywhere else in my time as a teacher.”

    Meanwhile, 15km north-west of Cairns at Kamerunga in far North Queensland is Peace Lutheran College, a prep-to-year-12 school of 585 students. Andrew Wright, 40, is eLearning mentor at Peace. He’s the one who drove the college’s IT department to adopt MinecraftEdu for the first time this term, across two classes of 25 students. “It’s been fantastic,” says Wright, who also teaches Year 7. “We’re studying Ancient Rome at the moment. We found a MinecraftEdu map of that, where the pupils started off in the Colosseum, then partnered up and walked around Rome to have their photographs taken outside iconic landmarks such as the Pantheon. They then went away and researched what that real building would have been used for, and made a presentation about it. You walk around [the virtual] Rome yourself and you think, ‘wow, someone must have spent years doing this!’”

    Though a classroom of 25 kids running rampant in MinecraftEdu sounds chaotic – despite the availability of teacher-only crowd control tools that can instantly freeze, mute or teleport students – Wright assures me it’s quite the opposite. “Because the students want to be learning, and they want to be engaged, they’re very respectful of the game and of each other,” he says. “That’s what we try and teach them – within the game, you have to cooperate, you have to use all the skills that you’d need in the real world. Collaboration, communication; it’s all there. There’s a real learning curve going on because the Year 7s are teaching the Year 1s.”

    Wright, who is now in his fifth year of teaching at Peace, says that “addictive” is “a strong word” when used in the context of Minecraft. “As a teacher, if you’ve got something that the students are keen on using, and you can use it in an educational way, you’re on to a winner. It can be seen as taking up a lot of time, but as with anything, you have to manage that time. When parents see their children coming home and working on this stuff after doing their homework, I don’t think you can put a value on that.”

    ++

    James and Darcy Keogh are showing me around their virtual world one week before my first in-game experience. It’s the first time I’ve seen Minecraft in action. James walks through their well-tended farm of pumpkins, melons, wheat, sugar cane and cacti while playing on a laptop that’s connected to a widescreen television in the living room of a house in Chuwar, about 6km north-west of Ipswich.

    Parents Robert and Grace, who are separated, watch intently from the lounge as their 11-year-old sons walk them through a world they understand a fraction as well as their youngest children do. Throughout the 90 minutes the twins spend pumping me with information, they chatter constantly, challenging one another on which elements of the game to demonstrate and how best to describe its complex functions. It’s a dizzyingly detailed language spoken by twins fluent in Minecraft-speak.

    “There are different ranks of tools,” James explains. “You start with wooden, which is the worst, then upgrade to stone, iron, gold and diamond.”
    “But you’ve got to mine all that stuff to make it,” says Robert, who has himself dabbled with the game.
    “You’ve got to chop down the trees to get the wood,” Grace adds. “That’s the first thing you do – punch a tree. I never got past wooden tools,” she says, with a hint of regret.
    “When you play, you just muck around,” James gently cajoles her, “putting blocks down anywhere …”
    “You’re not fanatical like some!” Robert interjects. The Keogh family laughs together.

    Countless hours sunk into this intriguing world built on blocks, mining and crafting. Millions of players absorbed by the limitless promise of what this game represents better than any before it – a tangible, tantalising sensation of freedom. Two 11-year-old boys who have been playing video games as long as they can remember, and who have played this particular game practically daily since their eldest brother, Brendan, first showed it to them in 2009.

    “So why do you guys play?” their father asks.
    “Because it’s creating, and you can basically do anything you want to,” replies James.
    “Where most games are just, ‘you do this, then you do that …’” says Darcy, “and you don’t get to …” James interrupts by finding the right word for his twin.
    “Most games are linear,” James says. “Minecraft isn’t linear.”

  • Mess+Noise album review: Hungry Kids Of Hungary – ‘Escapades’, December 2010

    An album review for Mess+Noise. Excerpt below.

    Hungry Kids Of HungaryEscapades

    At its heart, Escapades – the debut full-length by Brisbane quartet Hungry Kids Of Hungary – is unashamedly a pop record. ‘Coming Around’ is as brash an album opener as you could get, and whether intentional or not, it immediately sets the tone for whether you’ll find this band palatable or sickening. Boosted by Matt Redlich’s crisp pop production, wherein the vocals and harmonies are pushed high in the mix, the track shimmers with a tangible sense of tension – and not just of the sexual variety, though double entendres abound (“Everything was so hard … for us”, “I don’t want you coming around/ But I’ll think you’ll come”). The song sparkles with instrumental embellishment – a distorted lead guitar here, a shifting piano chord progression there – which doens’t obscure the band’s vocal strengths. Put simply, ‘Coming Around’ sounds massive, and belongs up there with the best “side one, track ones” of the year.

    With two songwriters in the mix – singer/keyboardist Kane Mazlin, and singer/guitarist Dean McGrath – things could easily get a little cluttered, yet Hungry Kids sidestep this by configuring a balanced tracklist (seven credits to McGrath, five to Mazlin) and exhibiting an unwillingness to over-complicate things. A barely-there overdub in ‘Closer Apart’ – you hear someone clear their throat, light a cigarette, then exhale – adds a sense of intimacy to a track that’s probably the most wholly demonstrative of their songwriting abilities. The subdued rhythm section soon blossoms into an expansive suite, which benefits greatly from the subtle inclusion of a string section. Mazlin’s ‘You Ain’t Always There’ mines a similar vein; so too McGrath’s ‘Eat Your Heart Out’.

    Full review at Mess+Noise. More Hungry Kids Of Hungary on MySpace. The music video for their song ‘Coming Around‘ is embedded below.

  • Rolling Stone story: ‘Hungry Kids Of Hungary Stay Close to Home for Debut Disc’, October 2010

    A story for the November 2010 issue of Rolling Stone, on Brisbane band Hungry Kids Of Hungary.

    Click the below image for a closer look, or read the article text underneath.

    Hungry Kids of Hungary Stay Close to Home for Debut Disc

    Queenslanders finally drop their debut after a pair of promising EPs

    For Brisbane-based indie pop quartet Hungry Kids Of Hungary, the three-year path to their debut album was paved with transcontinental correspondence, two EP releases, and a stack of national tours supporting the likes of OK Go, Little Birdy and Bertie Blackman.

    Escapades took shape in the suburban home of producer Matt Redlich, with whom the band recorded their second EP, last year’s Mega Mountain. Over cold drinks on a warm Brisbane day, singer/guitarist Dean McGrath and singer/keyboardist Kane Mazlin reflect on a recording process that began in January 2010 and concluded six months later.

    Ultimately, the band were faced with a choice: record with a familiar face in a comfortable, inexpensive environment, or return to Tony Buchen’s studio in Sydney, where the band recorded earlier single “Let You Down”.

    As an indie band faced with financial realities, though, the decision to remain Brisbane-bound seemed simple. “We love Matt’s recording space,” says McGrath. “It’s underneath his house; it’s just cosy, and suits us down in the ground. There’s a pool out the back. We started recording in January – when it was far hotter than this – so we could do takes and then go for a swim. I was interested in doing something different and pushing us out of our comfort zone, but I think the right decision got made in the end.”

    The band also found that removing time and money constraints had a positive effect on their songwriting. “We actually did some pre-production this time,” reveals Mazlin, in reference to an exhaustive process of rehearsal, deconstruction and rearrangement of each song.

    “Sometimes you end up putting it together exactly the same as you started,” says McGrath,”but I think it’s a dangerous thing to have an album’s worth of songs ready and then just recording those 12. The cool thing about stretching it out over a long time is there’s four songs on the record now that weren’t written at the start of the recording process.”

    Hungry Kids formed in mid-2007. Drummer Ryan Strathie had played in separate bands with both Mazlin and bassist Ben Dalton; McGrath was a mutual friend. As McGrath and Mazlin share vocal duties, the band agonised over Escapades‘  tracklisting. “It was always going to be a little tricky for us to make everything flow,” says Mazlin. “But I think we managed it.”

    When asked to pinpoint the band’s sound, McGrath is laconic. “Pop’s the simplest way to describe it. It’s what we do. I think it’s unnecessarily complicated to give it a whole bunch of sub-genres.”

    More Hungry Kids Of Hungary on MySpace. The music video for their song ‘Coming Around‘ is embedded below.