Showing posts with label education. Show all posts
Showing posts with label education. Show all posts

Monday, February 14, 2011

The Tech Savvy Teacher

A colleague of mine is finally testing the idea that if all students have a computer then they will find avenues for learning that, through traditional teaching methods, cannot be found.  Some might think that students should just have access to computers and the Internet, but in many schools that is not the case.  Some might think that students have too much access, but that is not always the case either.

I wonder, though, when the smoke has cleared, what role does the teacher play in this 1:1 teaching scenario?
In a recent video on www.edweek.org, Karen Cator, the Director of the U.S. Department of Education’s Office of Educational Technology, says that teachers don’t need more professional development to learn how to use “new” technology in the classroom.  Teachers “are tech savvy” and need to begin using the same technology they use in their personal lives in their classrooms. 
Cator continues by saying that professional development should help teachers to develop new assignments that engage students and use current technology as the vehicle through which students will learn. 
I couldn’t agree more!
My colleague, knowing that every one of his students has a laptop, is able to teach students to write differently using blogs.  He is able to provide links to videos, podcasts, music, and books.  And this is just scratching the surface. 
In my own classroom, I watch my students go to the laptops and, with the click of the mouse, create dynamic presentations using research skills that they didn’t know existed.  What do I do?  I watch them create!  For a tech savvy teacher, using the same technology I use in my own life has opened my classroom to wonderful new ways to teach my students. 
So what does all this really mean?  Well, I think it’s the tech savvy teacher that will find ways for his students to engage the world and learn from it.  Traditional teaching will only show the students how much of the world fits on one page. 
To view my colleagues blog and hear more about his 1:1 teaching, go to http://teacherstalkingshop.blogspot.com.




Wednesday, February 2, 2011

Should Classic Novels be Re-imagined?

I'm a lover of the classics; To Kill a Mockingbird and Of Mice and Men are favorites of mine that I re-read each year and find something new to love each time.  However, as this generation of learners is more demanding of interactivity, should classic novels such as these be re-imagined? 

If you follow my blog, you may have noticed that I enjoy playing a few video games now and again.  I certainly feel that video games possess elements of storytelling that sometimes surpass novels.  In most cases, the level of interactivity allows the player to take part in the fictional world in ways a novel can never do.  And it is with these ideas in mind that I re-imagine the classics. 

Imagine Atticus Finch as a video game hero!  Imagine George and Lennie's relationship put into the world of a video game!  While these are just a couple of fun examples, there is an endless number of ideas available.  But would it work?

I think the opportunity to interact with these novels and the characters in a new way would be beneficial to my students because gaming is something that many of them spend a lot of time doing.  Reading, for many students, seems like a boring, tedious, and forced process.  Why not bring these classics to a game world where the students are already comfortable?  Teachers could still focus on ideas such as characterization, theme, setting, and conflict.  Moreover, why not have the students play the game while reading the novel? 

However, with the amount of controversy surrounding the recent changes to Huck Finn, I have to assume that making these classic novels into games would cause just as much controversy.  Although I don't see schools using the games instead of classic texts anytime soon, it is difficult to deny the power of interactive storytelling and the unbelievable experience a gamer may have interacting with a game.  I guess I can still enjoy the idea of my favorite classics gracing the Wii, PS3, or Xbox 360! 

Take a look at this excellent documentary on Interactive Fiction that informed this post: http://www.gameinformer.com/b/news/archive/2011/02/01/new-documentary-takes-a-look-at-interactive-fiction.aspx

Happy reading...or gaming!

Saturday, January 29, 2011

How Much is Too Much?

A colleague of mine recently said to me, "My students are finally able to learn at home and discuss and enjoy the learning in class."  I've thought about this statement for days and have finally realized that it has been burning in my mind because it turns all we think about education upside down. 

For the most part, teachers "teach" in the classroom and students "learn" in the classroom.  Homework is a form of practice and application of those ideas they've taken from a lesson or lecture in school.  But how much is too much? 

Most teachers assign homework as an application of the ideas the students have learned in class.  The application of the notes or lesson serves an important purpose as it allows the students time to practice what they've learned in class.  Of course this makes sense!  But how much is too much?  When does homework lose its impact?

If students learn at home and apply, practice, discuss, and interact with the learning at school, homework takes on a whole new meaning.  It's at home where the students prepare to "show and tell" when they come to the classroom.  Each student would have his or her own response to learning material individually and be able to share those ideas in the classroom; and other students will be able to share and collaborate as well. 

In the end, while I haven't made and drastic changes yet, I've been forced to re-define what homework means in my classroom.  And I know that the changes will come soon enough. 

Friday, January 28, 2011

Facebook...in the Classroom?

According to statistics, there are over 500 million people currently utilizing the power of Facebook.  Additionally, users spend over 700 billion hours a month communicating, writing, sharing, and enjoying Facebook's unique applications.  Moreover, over 70% of Facebook's users are outside the United States ( http://www.facebook.com/press/info.php?statistics).

But...does it belong in the classroom?

I began a lesson with my own students where they were asked to create a Facebook page for a character from Act 1 of Romeo and Juliet.  While I gave the students a generic template from which to begin their page, I found that most students opted to manipulate the template to fit their character's needs and to add the appropriate information to their page that their character would probably include.  Adding friends, a quote, a nice picture, and some hot topics on their walls seemed like second nature to my students.  And I started thinking, they probably enjoy this Facebook activity because they are part of the statistics I shared above. 

Yes, it's true.  Teenagers - students - are on Facebook.  It is part of their daily lives.  It is so much a part of this generation's culture that those who do not use Facebook may seem...lost. 

But...does it belong in the classroom?

While I don't have the ability to bring live Facebook pages to my classroom, I can't deny the power that communicating with our own classmates and teachers, and communicating with students and teachers from around the world, could have on learning.  If used wisely, the possibilities for learning are endless.  If expectations of learning are set high, students will see the power of Facebook as a tool to enhance their learning...not just a tool to catch their friend's latest relationship status. 

In the end, bring it on!  Facebook doesn't seem to be going away any time soon, so why not enjoy the opportunities it affords us all. 

Thursday, January 27, 2011

Racial Diversity in Schools, Novels, and...Video Games?

Racial diversity in video games is certainly something I'd never thought about before reading Matthew Kato's article in the newest edition of Game Informer.  The topic of diversity, however, is something that I encounter quite frequently. 

As a high school English teacher, I deal with diversity every day in my school.  I am often asked, by students and parents, if I teach novels with protagonists who have diverse cultural or ethnic backgrounds.  Moreover, I am also asked if I teach novels written by authors with diverse cultural or ethnic backgrounds.  Unfortunately, most of the same old texts that were popular ten or twenty years ago still permeate our curriculum today. 

Video games, however, are a different story.  As Kato's article suggests, stereotyping certain racial groups in certain types of games could be problematic.  Additionally, wrestling with the relationship between a game's content and diversity can be a difficult fight.  But video games have become one of the nations fastest growing markets; can we just turn our cheeks to their impact?   

Novels are so much easier.  For the most part, I know my students are not waiting in line at midnight to pick up a copy of Of Mice and Men.   I don't see them identifying in the same way with the characters in novels as many of them do with video games.  Though, after reading some novels I see them appreciate the relationships that the characters experience.  Honestly, though, I'm sure some of my students could tell me more about some of the most popular video game characters than they could about iconic characters in literature. 

In the end, diversity in video games is certainly an issue to be discussed.  But, as Kato's article states, "If it ain't fun, nothing else matters."  Do gamers really care about identifying culturally or racially with a game's protagonist?  Or, will they simply be thinking about the next wave of zombies ready to attack? 

Wednesday, January 5, 2011

Remembering Mark Twain!

With all the controversy about the new edition of Mark Twain's The Adventures of Huckleberry Finn, I can't help but remember another smear on Twain's good name: Adventures of Tom Sawyer NES!

While the new edition of Twain's novel has removed all N-word references and replaced them with "slave" and made other small changes to the text, as a teacher I am worried that Twain's colloquial language may suffer. That's what we've grown to know Twain for - using the dialect of the time period to immerse the reader. That's also why it's sometimes difficult to read.

Of course the NES Adventures of Tom Sawyer is a game that certainly puts me into the adventures Twain intended. I remember playing this game as a kid because I had leafed through Huck Finn and enjoyed Twain's writing. I guess I shouldn't be too upset at moving up streat in a clunky, brown raft dodging aligators.

O, well. I can just see Twain rolling over in his grave!

Tuesday, January 4, 2011

My Eyes! My Eyes!

Nintedo's new warning against playing the new Nintendo 3DS makes my eyes hurt!

According to CNN.com, Nintendo has sent out a warning that children who play the Nintendo 3DS may experience improper eye develepment. Additionally, Nintendo warns that children should take regular breaks while playing the 3DS; after 30 minutes of play time children should turn off the system to rest the eyes.

At $300.oo, I think I would be a little upset that I couldn't use the product for longer than 30 minutes at a time. On the other hand, as a parent, I might be happy that my kids will be forced to put down the handheld and play some football in the back yard.

Either way, could this hinder the long-term success of the 3DS?

I just wonder if Gutenburg, after inventing the printing press, warned the public that if they stare at a page for more than 30 minutes they might experience stunted eye growth? Well, maybe not. Books have been around for a very long time.

Check out the whole story at cnn.com by clicking on the following link: http://www.cnn.com/2010/TECH/gaming.gadgets/12/30/nintendo.3ds.kids/index.html?hpt=Sbin

Monday, January 3, 2011

Gamer Bully

It happened quickly. In the midst of a fierce firefight, grenades and bullets raining from above, a voice buzzed in my headset. He had found me. We were the only ones. And he provoked me to speak.

I said nothing, of course. I’m not much a talker while playing online. Occasionally I’ll exchange friendly banter when my friends are online, but in this case I wasn’t eager to entertain another banal conversation.

Again, he probed. “If you have a headset, you’ve got to talk. It’s annoying when people don’t talk.”

Again, I ignored him. But he continued. “I hate you people who don’t talk. Just talk already.”
When I finished the game, I turned off my console, but the feeling of being “gamer bullied” stuck with me. It’s laughable, but it’s true.

Most of us are mature enough to recognize when bullying occurs. And with so much attention being thrust upon the issue of bullying in schools across the nation, there is more information available on bullying than ever before. But is it possible that we’re forgetting the “gamer bully?”

As an educator and gamer, I like to think that the old social stigma placed on “gamers” has disappeared and people from all walks of life can come together over a video game and find some common ground to stand on. My own students, students who wouldn’t normally speak, have found a common interest in Call of Duty.

I guess, in the end, I hope that more of the later occurs. Let’s come together and enjoy friendly competition instead of creating more conflict than what appears on the screen!

Friday, December 24, 2010

Video Blog - December 23, 2010

They're finally here! Check out the most current video blog for Consoles in the Classroom by clicking on the following link:

http://www.youtube.com/watch?v=dj9TTHjx0SY

Happy holidays. We'll see you next year!

Sunday, December 19, 2010

The Thin Red Line – Call of Duty in the Classroom

Call of Duty: Black Ops has undoubtedly become one of 2010’s best selling games. Treyarch and Activision have created an exciting, albeit brief, solo campaign and a stellar online multiplayer platform that will keep gamers coming back for months. They’ve even thrown in some zombies for good measure! But with all this aside, I wonder if Black Ops should occupy a corner of my classroom?

As I’ve said before, not a day goes by that I don’t hear a conversation about Call of Duty: Black Ops in one of my classes, in the hallways, or at the lunch table. From a societal standpoint, there’s always something that people need to talk about around the water cooler. In this case, Black Ops seems to be that something. But from an educational standpoint, there is a thin red line between what should and shouldn’t be discussed in a classroom.

There is no doubt that Black Ops, along with other war games such as the new Medal of Honor and Bad Company all satisfy a niche in the video game market. They all put the player into war-like situations and force him or her to fight to the end. I remember playing Medal of Honor: Frontline on the Playstation 2 and being in awe at having to fight my way up the beach in Normandy. I actually pictured myself alongside my grandfather shooting and ducking for my life. But is this educational?

In a military history course, for sure! I can see the obvious benefits to having a group of students work their way up the beach in Normandy in a video game while they are discussing D-Day in class. I can see the obvious benefits to have students work their way through a Vietnam landing zone while discussing the Ho Chi Minh trail. In one sense, there seems to be no better way to immerse students into the history. And believe it or not, these games are mostly accurate.

Additionally, while students play games like Black Ops online in multi-player matches, they may gain certain benefits from playing socially with other people. Group communication, establishing roles, and compromise are all parts of these online experiences. And certainly in moderation, this type of online communication could help students to communicate outside of the online world.

In the end, it’s still important for educators and parents to remember that some games have a mature rating because they incorporate mature themes. While I do agree with the current rating system, educators and parents need to be cautious about using video games in the classroom or home just for the sake of using a video game that is popular and exciting. Moderation is key! Too much of anything isn’t always a good thing. And even though there are some benefits to playing games like Call of Duty: Black Ops, it ultimately becomes a choice of the teacher or parent to step behind or across that thin red line.

Tuesday, December 14, 2010

Alan Wake "tops" Time Magazine Top Ten Everything 2010

Time Magazine released its Top Ten Everything 2010 list and Alan Wake, the Xbox 360 exclusive title, is hailed as the #1 game of the year.

Red Dead Redemption, Halo: Reach, Super Mario Galaxy, and Mass Effect 2 are also on the list.

Interestingly enough, Time says Alan Wake's "biggest triumph lies in turning metaphor into game play." Wait, isn't talk like that only allowed in English classes?

Check out the list of everything at http://www.time.com/time/specials/packages/completelist/0,29569,2035319,00.html

Monday, December 13, 2010

"E-views" and Video Blogs - Coming Soon!

Yeah, I tend to be wordy. I guess it's my curse as a teacher and writer. But I'm changing it up.

"E-views" are short, email interviews with professionals in the video game and edcuation industries.

Video Blogs are primarily my way to re-cap the week in education and video games, but will also serve as a spring board for you to "hear" my opinions on these two topics.

Stay tuned for more info! They'll be up and running very soon.

Academic Success in a Digital World

Education Weekly recently posted on its website an article discussing the need for k-12 schools to implement more technology into the classroom. While there are many concerns, most of which I will not discuss here, it seems to me that teachers are simply behind their students. In fact, I feel as if most schools simply do not allow access to technology because they are afraid or don't understand it. It just seems backwards to me to have a world where every person (more often the young people) is connected at all times, but when a student steps into a classroom he or she is forced to disconnect. Maybe it makes sense that they disconnect from learning as well.

With that said, I feel as though classes designed to teach students how to productively and responsibly use current technology to reach educational goals would be a great first step. And with that said, wouldn't it be fantastic to design a class that would infuse the use of video games into a stagnate, novel driven curriculum?

Don't get me wrong, I'm not saying let's burn books and start playing games. I'm simply saying, let's meet our students where they are. It seems to me that for our students to reach academic success in a digital world they need to see that teachers and classrooms embrace the real world, not shut it out.

Not a day goes by that I don't hear a group of students discussing Call of Duty or Halo. So, why not turn that conversation into learning? Honestly, I don't hear them talking about Of Mice and Men or the Odyssey while sitting at the lunch table!

Just a thought! Take a look at the Education Weekly article at: http://www.edweek.org/ew/articles/2010/12/08/14digital_ep.h30.html

Tuesday, December 7, 2010

PS3 in the Pentagon? It's True!

A recent story on the cleveland.com front page presented an view of the Pentagon that many people, including a gamer like me, would never have expected: they're a bunch of gamers too! Well, not really. The story paints a picture of a government that is spending money wisely-instead of frivolously-on PS3 consoles because of their massive computing capabilities with faster speeds than anything they could purchase today.

Please don't misunderstand this, government workers are not going to sit around their offices playing multiplayer Call of Duty. At least I don't think so. Instead, with all the consoles linked together the Pentagon will have one of the most powerful supercomputers available.

On one hand, though, I do wish they would all sit around with controllers in their hands shooting zombies. It might be kind of fun to jump online with a couple of CIA agents to take down some of the walking dead.

Check out the story for yourselves:

http://blog.cleveland.com/metro/2010/11/defense_department_is_using_pl.html

Monday, December 6, 2010

Adapting Novels to Games?

It’s not a new idea to take a best-selling novel and change its delivery to suit a wider audience. Film makers have been doing it since the beginning of the modern film era. You probably notice as you drive by any movie theater that nothing is off limits when it comes to adapting the written word to film. Most recently I remember watching the films The Road and Angels and Demons, both best-selling novels. Though both films achieved varied success, it was interesting to watch them having also read the novels.

In the classroom, it seems to be standard practice to view the film version of a novel as an end-of-unit assessment or just for fun. As my own students are reading Of Mice and Men, at the end of our discussion of the novel we will watch the film and discuss the various differences and similarities between the two. Additionally, we will discuss why the director made certain choices to omit or change parts of the novel that, upon first reading, seem very important.

However, with all of this in mind, can the same ideas be transferred to games?
Though it also seems commonplace for film companies to cut out a quick, easy, usually pathetic video game based on a blockbuster film, it is not so common for companies to roll out games based on novels.

In the recent past, Dante’s Inferno was released by EA and Visceral Games as an adaptation of the poem The Inferno by Dante Alighieri. THQ and 4A Games released Metro 2033 on the Xbox 360 as a direct adaptation of the novel Metro 2033 by Dmitri Glukhovsky. Both games will be the focus of future blog entries as I delve into their worlds of adaptation and determine if these games would be useful games to use in the classroom if used simultaneously with their written partners.

I pose the question to you first: Do you think a novel can be adequately adapted into a game? Let me know your comments. Happy gaming!

Sunday, December 5, 2010

Characters of the Decade

I was eager to open the latest issue of Game Informer magazine when I saw that it featured articles on the most definitive characters and storytellers of the last decade. Of course, as an English teacher, I love telling my students about memorable characters in literature and push them to research more about them even if we don’t read about them in class. Characters in video games, I believe, have as much value and impact our world view as much as literary characters like Holden Caulfield, Atticus Finch, and Jay Gatsby.

A character such as Kratos, from the God of War series, defines strength, power and revenge but is ultimately a product of the exceptional, mythological story found within the series itself. Andrew Ryan, the ominous voice in Bioshock, is also featured for his vision and power in Rapture and his death at the hands of the protagonist. Master Chief, from the Halo series, is highlighted for his leadership and reliability on the battlefield. All in all, the thirty characters that grace the pages have in some way or another shaped how characters are developed in video games and prove that great video games, just like literature, have memorable characters.

It would be a fun activity to ask my students what makes a character memorable. Is it his influence on other characters? Is it his influence on the reader? His impact on the plot? Well at the very least I’m sure they could tell me their own favorite characters in both games and literature!

In the end, the article is excellent and worthy of more than one read. I can’t help but remember Jason, from the NES Friday the 13th, tearing through the woods with a machete trailed by frightening synthesizer music. He is definitely a memorable character in my book!

Saturday, December 4, 2010

Fallout: New Vegas - The First Hour!

Fallout: New Vegas has been touted as the most anticipated title of 2010. With the success of Fallout 3 on the PS3 and Xbox 360, Fallout: New Vegas has very big shoes to fill. After one hour of game play, does this new title live up to the hype?

Through a foggy, white haze, I am finally able to see a rough faced man sitting across from me. His name is Doc Mitchell and he has stitched me up after Victor, a robotic cowboy, saved me from being buried alive. After a series of questions from Doc, I am able to create my character. I chose a shallow beard and long hair, though the combinations of facial hair and hair styles seemed endless. After completing my character, Doc pulled me to his therapy couch and ran through a series of psychological tests. Though the outcomes of the tests yield different abilities for the character, I was ultimately able to change the settings to my preferences.

Walking down the dilapidated streets of Goodspring, I run into Sunny Smiles who, with a rather deep voice, talks me through some of the finer points of surviving the post-apocalyptic Nevada desert. Collecting a few flowers and roots prove to be a good way to create some healing powder. Who would have thought?

Sunny leads me to one of the clean-water wells that provide water to the town of Goodspring where I get my first shot at some mutated Gecko lizards. While they run at me with a frenzied, wild-eyed scurry, my varmint gun proves effective in dispatching these lizards with little trouble.

After my first hour of Fallout: New Vegas, I must say I can’t wait for more. I’m intrigued to find out who left me for dead. I’m intrigued to find out which of the warring factions, New California Republic or the Legion, I will ultimately befriend. In the end, I guess I’m ready to search deeper into the post-apocalyptic wasteland again. Bring on the mutated geckos!

Thursday, December 2, 2010

Exploring Dystopian Worlds in Literature and Games

On October 21, 2008, Bioshock was revealed to the world as an immersive, morally challenging video game that not only tests a gamer’s abilities to yield a heavy weapon but also his ability to think about the consequences of his actions. Bioshock 2, a sequel to the first game, was released on February 9, 2010 with much excitement. Both games provide a first person point-of-view at the dystopian society of Rapture, a city where art, science, technology, and intelligence should have thrived. However, the experiment was not so successful.

Similarly, novels like George Orwell’s Nineteen Eighty-Four and Ayn Rand’s Atlas Shrugged display dystopian societies where art, science, industry and culture are also all too oppressed. In both cases, the characters are forced to flee (physically and mentally) and express themselves in private where the watchful eyes of the government cannot hurt them. And in both cases, just as in Bioshock, the end is not expected.

As an educator, I believe Bioshock is an entertaining and educational lens through which my students can analyze and discuss dystopian elements in literature. Hopefully, by the end of this article, I will have provided some practical ideas and connections to implement Bioshock in your classroom while reading novels with dystopian themes.

Dystopian literature presents to the reader fictional societies in which the idea of a perfect world and existence has instead lead to an imperfect, miserable existence. In most cases, inhabitants of a dystopian society are often paranoid and live in extreme fear because of a constant oppressive, watchful eye. These inhabitants have usually lost their independence and individuality and instead lead a life of conformity. In some cases, the hero or protagonist in dystopian literature often questions the society in which he lives (dystopiainfo.com).
Bioshock puts the gamer in the role of Jack, a plane crash survivor who is sucked into the underwater dystopian society of Rapture. Jack quickly notices that Rapture was once an exciting, vibrant world full of intelligent scientists, talented artists, and powerful leaders who have fled the oppression of the world above the water. However, that once exciting world has all but crumbled. Atlas Shrugged, similarly, though three-quarters of the way through the novel, puts the reader into the shoes of Dagny Taggart who survives a plane crash only to wake up in the secluded mountain world of Atlantis. In this world, the most intelligent minds of society have retreated to strike out against an otherwise oppressive society.

George Orwell’s Nineteen Eighty-Four depicts a society of workers in constant paranoia of Big Brother. At every turn, in every room, the watchful eye of Big Brother is constantly beating down the people in the province of Oceania. Winston Smith, the novel’s protagonist, also lives in constant paranoia that his thoughts and existence is under constant surveillance. Eventually, he rebels against Big Brother in an attempt to regain his freedom, but submits to the idea, after torture, that “two plus two equals five.” Bioshock, similarly, presents the people of Rapture as citizens paranoid of the overwhelming power of Andrew Ryan. Jack, the protagonist, finds himself in the middle of this paranoia as he is being led around by a strange voice called Atlas who begins and completes all his sentences with “would you kindly.”

Characters in Bioshock also present some striking similarities to characters in Atlas Shrugged. Atlas, the voice leading Jack through Rapture, is lifted directly from the novel. However, both the novel and the game directly allude to the mythological titan name Atlas who carried the world on his back. Andrew Ryan has striking similarities to John Galt. Both characters are visionaries who want to strike out against an oppressive society that has oppressed the greatest minds of the world. However, in their fight for freedom, they both demand a certain level of control that ultimately controls them.

With these obvious connections aside, a teacher and student can reach the true connections that make these novels and games worthwhile. In Bioshock and dystopian literature, morality plays a major part in the development of the characters and character interactions. Bioshock forces the player to make moral choices during game play by choosing to save or harvest Little Sisters who are carrying large amount of Adam. Adam is absolutely necessary to survive in Rapture and the more a player has the better his chances. However, to what lengths is he willing to go to get it? Murder? Nineteen Eighty-Four presents similar moral choices as Smith must choose whether or not to defy Big Brother in order to save his individuality. However, his choice has consequence. And to what lengths is he willing to go to save himself? Ultimately, these moral choices are what drive the plot forward and provide readers and gamers with a humanistic element to which they themselves can identify. There is more than a choice of guns or ammo, it’s a choice between good and evil.

In his review of Bioshock for the Xbox 360, Gamespot.com analyst Jeff Gertsman says, “BioShock's real strengths are as a compelling work of interactive fiction, and as a unique ride through a warped world with some great payoff built into its mysterious plot.” It is rare, I believe, to so distinctly define a video game as a “compelling work of fiction.” Played simultaneously with the reading of dystopian novels such as Atlas Shrugged and Nineteen Eighty-Four would allow students to find connections and meaning deeper than they had ever thought possible.