Tuesday, December 15, 2009

Turtle interactive multimedia

In my previous post I speculate on the significance of authoring interactive multimedia in developing a critical literacy in new media.

Here is an excercise in Turtle Art which mixes the authorship of game and presentation. The intention is that it should raise questions in the author of intended audience, bias, rational and emotional appeal, the relationship of author and viewer in nonlinear media, sound, motion, colour etc.

It is a bare bones example of mixing turn based game and multimedia, based round a global warming theme.


The consumer is presented with multimedia (can be still image, video, audio) and answers y or n to whether they want to take action on global warming, depending on their response they are presented more multimedia or asked whether they want to use nuclear energy, depending on response they get more multimedia. They also get the choice to quit or play again






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Wednesday, October 22, 2008

Educational Use of the Wii remote

The Nintendo Wii videogame has a handheld controller, the Wii Remote. The Wii Remote has the ability to sense acceleration along three axes through the use of an ADXL330 accelerometer. It also contains a 1024x768 infrared camera with built-in hardware blob tracking of up to 4 points at 100Hz. The Wii Remote communicates wirelessly with the console via short-range Bluetooth radio.

Johnny Chung Lee has Demonstrated how the infrared camera can be used for third party applications including an interactive whiteboard at http://www.cs.cmu.edu/~johnny/projects/wii/ Another third party project, GlovePIE by Carl Kenner allows the Wii Remote to be used on a personal computer to emulate a keyboard, mouse or joystick. http://carl.kenner.googlepages.com/glovepie


Hardware
A IR LED light source is required. The LED chosen is the CAT. NO. ZD1945 from Jaycar Electronics

It has the following specifications:
Forward Current (If): 50mA max - Peak forward current (Ip): 1.2A- Forward Voltage (VF): 1.2V @ 20mA - Reverse Voltage (VR): 5V max- Power Dissipation (Pd): 100mW max - Viewing Angle: 30°- Peak Spectral Wavelength(IR): 940nm @ 20mA * Spectral Bandwidth (DI): 50nm@20mA- Material: GaAs

It was chosen to run it conservatively at 14 mA with a 1.5V battery and 22 ohm series resistor.
(1.5V -1.2V)/22 = 14mA

The longer LED lead connects to the battery + , the resistor is in series.


The IR source can be easily tested because webcams and digital cameras can receive the IR spectrum as the following photo shows:


Low-Cost Multi-point Interactive Whiteboard Software
Johnny recommends BlueSoleil, a third-party driver that implements the full Bluetooth stack for various Windows operating systems. You can download a trial version that has a 5MB transfer limit at http://www.wiili.org/index.php/BlueSoleil

This driver was not required (running a Dell Inspiron 1520 with Vista), the Windows driver accessed through Control Panel was sufficient. Open control panel and click on the Bluetooth icon


While pressing the A&B buttons on the Wii Remote, click on add.


Select the Wiimote when it appears and select no passkey.


Download the whiteboard software from http://www.cs.cmu.edu/~johnny/projects/wii/

Run the whiteboard executable WiimoteWhiteboard v0.2.exe , if you have alrerady established Bluetooth communucation with the Wii it should load:


Clicking on Calibrate Location brings up the 4 calibrate points, flash the IR LED at the four calibrate points.

Tracking Your Fingers with the Wiimote
http://www.cs.cmu.edu/~johnny/projects/wii/WiiMultipointGrid.zip should run without the directx SDK but gave the following error “Directx SDK sample has stopped working.”

GlovePIE
Blue Soleil was not required. Just download the GlovePIE zip from and run GlovePIE.exe
You can setup the Bluetooth from within GlovePie by choosing the Control Panel-Settings > Bluetooth menu in GlovePIE. You should then select Bluetooth Fix from the Troubleshooter menu.


press add and hold down the 1+2 buttons on the Wiimote, tell your Bluetooth program to search for devices,


I chose no passkey.
Generate an appropriate script, either by typing into the left script tab or by selecting options from the GUI tab.

For example, the following script gives control over a dummy mouse pointer and can easily be generated using GUI tab options.
Cursor0.x = MapRange(Wiimote1.Roll, -90 degrees,90 degrees, 0,1)
Cursor0.y = MapRange(Wiimote1.Pitch, -90 degrees,90 degrees, 0,1)

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Quest Atlantis

Thursday, September 04, 2008

Bioware, creators of Neverwinter Nights have announced the Dragon Age™ Toolset. It looks like it will allow students to create computer games similarly to Neverwinter Nights.

The following quoted from their web site :
  • Create Original Adventures – Using the rich set of Dragon Age assets and locations as starting blocks, users can modify these stunning areas by adding new quests, characters and scripting to craft their own adventures, fate–defining conversations and cut–scenes.
  • Powerful Script Editor – Users can fully customize combat and creature AI, allowing them to create detailed action sequences full of heart-pounding party–based tactical combat.
  • Content Creators Community – BioWare plans to have a dedicated community area online where content creators can share content easily and get content updates for the toolset.
  • On–Going Toolset Content Updates – BioWare plans to release additional assets and features for the toolset in the future, allowing for expanded creation of new areas.

BioWare has a long history of delivering powerful content–creation toolsand support to its community. In 2002, the studio released a Toolkit for the ever popular Neverwinter Nights™ which has allowed fans to create over 5,000 adventure modules of their own design, the most fan-created content in BioWare's history. Fans have not only created stand-alone adventures with the trailblazing Neverwinter Nights toolset, they still continue to create modules, five years after its original release and have crafted thousands of completely new monsters, hundreds of thousands of in–game objects (eg. weapons, armor, food, special effects, building facades, etc.) and dozens of worlds.

For more information about Dragon Age™: Origins, the latest updates, or to join BioWare's Dragon Age community, visit www.dragonage.com

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Monday, February 25, 2008

Building Artificially Intelligent Learning Games

Games and Simulations in Online Learning: Research and Development Frameworks By David Gibson, Clark Aldrich, Marc Prensky
Chapter XIV Building Artificially Intelligent Learning Games
Richard Van Eck,
book
online, earlier version?

He asks:

1. What mechanisms exist in other fields that can be used to present content within a game in a way that is compatible with the game and game principles?
2. What mechanisms exist in other fields that can support the principles of scaffolding, question asking, and problem solving?
3. How must these mechanisms be modified according to the principles outlined here and other theories or approaches?
4. How, assuming we can answer the first three, can we make sure that intelligent learning games are extensible to multiple problems and domains, and ensure that any content expert can generate content for these games without “sucking the fun out” of them?

He believes that one partial solution to the first of these questions lies in an area of study in cognitive psychology and instructional design called pedagogical agents. Pedagogical agents are typically used in computer-based instructional environments where learners interact with a computer-based character to get advice, feedback, or instruction.

As an example, he refers to the infamous Microsoft talking paper clip “Clippy” as a pedagogical agent. He believes that such agents can deliver information without interrupting “flow

I believe that this is related to misconceptions of endogenous fantasy which I have discussed before. Yes, having to read tracts of information in a game breaks flow, but not because it breaks the fantasy, rather it breaks flow because it is not honest, because it breaks the authentic problem solving process of the game.

When players are playing World of Warcraft, they will often break out to third party help sites such as Thottbot to find where particular items are more likely to drop. Flow is not broken, the interrogation of Thottbot is an integral part of the problem solving process. The break in fantasy is of no great significance to the player's attention to the problem being solved. The gameplay is what is of primary importance, the fantasy is just icing on the cake. Flow has more relationship to

  • the ability to match challenge to ability,
  • suitable interim rewards,
  • an authentic and relevant challenge
  • and a supportive community which can facilitate a ZPD.

The talking paperclip is an example of exactly what is not required, when problem solving in MS Office, the user wants quick and efficient access to the necessary information to solve the current challenge which may be writing a letter, they do not want to enter into a social relationship with a talking paperclip. The paperclip breaks flow, though the fantasy of a paperclip may be relevant to the endogenous fantasy of a paper based office, it is an unauthentic impediment to the problem solving process, the gameplay of writing a letter.

So what mechanisms can be used to present content within a game in a way that is compatible with the game and game principles? The instructional content itself should be consistent with with the game goals.

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Sunday, February 17, 2008

Quest Atlantis

The Design and use of simulation computer games in education Ed Shelton & Wiley
Chapter 7 "The Quest Atlantis Project"
Barab et al.
http://www.sensepublishers.com/catalog/files/9789087901554.pdf

The paper questions whether the values of computer games are the ones we want for children, white male protagonists, sexualised women, tokenised minorities and violent themes. Even those with benign or empowering values are not grounded in the real world or critical in orientation.

"The space available for youths to express their agency has been reduced from several square miles to a mere computer screen, yet even that domain is appropriated by commerce... difficult to imagine spaces not touched in some way corporatised signs" I disagree, this is a bit dated, in the hundreds of square miles of World of Warcraft, I dont see a single sign.

"Quest Atlantis sits at the intersection of education, enertainment and social action."

Seems to be a series of projects set in the matrix of a game like dates in a pudding.
  • a 3d Multi user virtual environment
  • inquiry learning quests and unit plans
  • a storyline through video, novella and comic
  • community of participants
They can "build their personal persona through their homepage functions" may be modelled on Facebook or Myspace.

"Completing quests requires that children participate in academically meaningful activities , either in the real world ... or through simulation".

Data from over 3300 questers, a quest on plant and animal cells showed significant learning of conceptual understandings. A history quest resulted in a deep appreciation of how content related to their life and multiple perspectives. QA students had deeper character insights than those doing worksheets.

Students, particularly boys wrote more, resulting in "gender equitable" outcomes.

Players sent 50,000 lines of in game chat and 1500 in game emails.

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Playing Saving Adryanee

Saving Adryanee is a learning game by Dr Sebastian Loh of Southern Illinois University Collaboraty for Interactive Learning Research (CILR). It is a playable module for Neverwinter Nights made with the Aurora Toolset.

I was lucky to have the opportunity to play this game which is not yet released as it is still under development. I won't give too much detail because it is not the final version and I wouldn't want to bias any trials.

Adryanee is sick and to save her, you need to discover some nutrition facts and collect some medicines. It is a quest game like World of Warcraft where information and items are 'dropped' by NPC's (Non Player Characters).

The game took me around 2 hours but I could now re-run it in 10 minutes. Embedded in the game are 3 nutrition based facts associated with a general idea of poor nutrition causing diseases. The game could be played without processing this information because it was not actually necessary to recall the information. Once you had 'learnt' the fact, your avatar 'knew' the fact and this altered NPC interactions. There was never a dialogue choice that depended on correct recall or application of a fact. There was also a theme of problem solving being research based and not about superstitious learning. Facts should be tested.

Nevertheless my attention was focused on these facts because I expected that they would be relevant in solving the game.

The learning content was well integrated into the game, in the sense of endogenous fantasy (Malone and Lepper)

In terms of playability and engagement, I found the game too hard and not rewarding. Detailed searching of NPC's and objects is not my idea of fun though it may well suit other playing styles. It should be noted that it is a game under development and that it will no doubt be modified as a result of further playability trials. What was absent was the ability to match the level of difficulty to the players ability. Also missing were interim rewards.

Consider the learning on these criteria:
Declarative knowledge
I can recall all three disorders and their cures because I was engaged but recall was not necessary to play the game. My recall is enhanced because I already knew these 3 facts. 3 facts in 2 hours is not a high information density.

Procedural knowledge
At no stage was I required to use the declarative knowledge. If, later in the game, I was required to correctly diagnose and treat NPC's, the knowledge would cease to be 'inert' knowledge and be better retained. Though my avatar assembled and evaluated data with a scientific method, the player was not required to evaluate. It was scientific method by example not by practice.

Problem solving
Have my problem solving skills been improved? What do I take away that might allow me to do evidence based research. Might my skills at solving infectious disease or forensic medicine problems be enhanced? I was shown by example, causality, evidence, evaluation of evidence but I was not ever problem solving in this domain. I was doing a lot of problem solving in the game domain. I knew I needed to get into the inn and I knew what items I needed. I was second guessing the game designer and drawing on my experience in playing similar games.

Watch this space. Its early days for learning games. The Aurora Toolset has a lot of potential for the cost effective creation of content. Purpose built modules like this can have inbuilt audit trails, see Loh, Designing Online Games Assessment as “Information Trails”

A big thank you to Dr Sebastian Loh for making this game available despite power outages and deep snow at that time. A dwarf walked up to me and gave me advice, it took a sentence of dialogue or two to be sure it wasnt a NPC, It was Sebastian, thanks!

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Tuesday, February 05, 2008

Gamemaker competition and GameCreator in C++

From Learning Games:

Gamemaker competition and GameCreator in C++

I know quite a few educators are using Mark Overmar’s Gamemaker. His YoYo games site has a new competition - to create games with an Egyptian theme. Top prize of $1000. More here.

Meanwhile, I noticed a short while ago that the new edition of Microsoft Visual C++ Express Edition (the free download one) includes The Game Creators game development kit. This is essentially the same library as used in DarkBASIC, but with a C++ API - and significantly improved performance. No I haven’t had a chance to play with, and no I’m not likely to in the near future. But if you are looking for an introductory C++ game creation toolkit, it has to warrant a closer look.

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Monday, February 04, 2008

Simulations and Games in e-Learning

e-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning, 2nd Edition
Ch 15 Simulations and Games in e-Learning
Clark & Mayer
http://www.researchandmarkets.com/reports/c74748

They repeat the (unproven) assertion that kids brains are differently hard wired by playing games but do not necessarily endorse it. They make reference to beliefs about the role of fantasy which may not be well founded. Cognitive Load theory is acknowledged "a simulation or game will be successful to the extent that it does not overload working memory"

Situations where games did not advance learning are quoted (Rieber, Hays). They conclude that game goals and learning goals should align.

Quoted Randel who reviewed 67 experiments, 22 favoured games, 3 conventional instruction and 38 no difference.

Games and Simulations Principle 1: Match Game Types to Learning Goals.
Games and Simulations Principle 2: Make Learning Essential to Progress.
Games and Simulations Principle 3: Build in Guidance.
Games and Simulations Principle 4: Promote Reflection on Correct Responses.
Games and Simulations Principle 5: Manage Complexity.

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The Peripatos could not have looked like that

The Design and use of simulation computer games in education Ed Shelton & Wiley
Chapter 6 "The Peripatos could not have looked like that"
Moeller, Cootey & McAllister
http://www.sensepublishers.com/catalog/files/9789087901554.pdf

Several game modding environments are mentioned as appropriate for building educational games, Half Life 2, Unreal Tournament & Neverwinter Nights.

Aristotle's Assassins was an educational game built with Neverwinter Nights at the Learning Games Initiative at Utah State University and the University of Arizona. It was designed to teach politics philosophy and music of ancient Greece. The design team consisted of a faculty member, a graduate student and two undergraduates.

They discovered that the team was learning a lot in developing this game. This unexpected learning is examined in the theoretical framework of Toward implementing distributed scaffolding: Helping students learn science from design Sadhana Puntambekar , Janet L. Kolodner and also Activity Theory

They conclude "The student design of games and simulations is a highly educational process, and the steps they take out during the design process can be helpfully interpreted using activity theory as an analytical framework".

They refer to similar findings, Learning Through Game Modding MAGY SEIF EL-NASR and BRIAN K SMITH

Learning Through Game Modding
MAGY SEIF EL-NASR and BRIAN K SMITH

They argue for the value of game making:
"During the design process, skills such as analysis, synthesis, evaluation, and revision, must be used, providing opportunities for learning content and metacognitive skills such as planning and monitoring. Students can receive ongoing feedback from peers and experts while constructing working artifacts".

They mention studies using other programming environments, Conway (Alice), Ingalls (Squeak), Repenning (Agentsheets), Resnick (?), Smith (Kidsim). References could have been made to Game Maker, Click and Play, Stagecast etc but were not.

The three modding tools they look at are Warcraft 3, Webdriver and Unreal 2.5 Engine.

"Working with Web Driver...(for) a better understanding of 3D geometry, and vector mathematics... Unreal Tournament ... (for) architecture design, texturing and sound design, lighting design and landscaping ... 3D geometry"

See student projects of Penn State College of Information Sciences and Technology you can see the design documents and then view the completed games. You can see a movie of Dungeon Girl which "included over 6020 lines of code, 5 characters, 24 weapon models, 5 original music files, and 80 sound effects and dialogue files" Watch the video, it is an example how with a relevant and authentic challenge and the right tools, students can achieve excellence.

"Through these two classes, we gained better insight on the use of game modding as a tool to promote learning. We believe that there are several skills and concepts that students learn by engaging in game design/modification, including the following:

• Software Development and Design
o team work
o building critiques and reflections on other’s work
o project scheduling
o project management
o iterations and refinement
o prototyping
• Programming Concepts
o threading and event-based programming
o Object-oriented programming
o Component-based development
o Software patterns
• Artistic Concepts
o Lighting
o Architecture design
o Character design
• Game Concepts
o Game design
o Game mechanics
o Balancing game aesthetics and game play"

They conclude "evidence ... encourages the use of game modding in classes to promote learning of several subjects and concepts. .. We believe that using game modding motivated students to learn and allowed them to apply and visualize the utility and application of the concepts".

My Conclusion
The findings of both studies (Moeller et al & El-Nasr et al) should not come as a surprise Compare EL-NASR and SMITH's list with a similar list . Read about Harel's research and a project inspired by it.

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Thursday, January 31, 2008

Learning Games with Neverwinter Nights

Neverwinter Nights is attracting a bit of interest for educational games because of the ability to do mods with its Aurora Tools. NWN is your classic 3D dungeons type game, it can be played single player or multiplayer. Its a bit like WoW and other games where your avatar has an inventory, health and other attributes and goes on quests. Aurora Tools is a level editor, like all those editors in strategy games, but it includes a scripting language and is very sophisticated in what it can do.

So what can you do educationally? You can run round killing stuff, explore dungeons, collect items and talk to NPC's. The ability to customise dialogue is a lot of what is interesting educators. You can deliver content, declarative knowledge. It also has prospects for procedural knowledge, problem solving. It is not too hard to drive and kids could make their own educational games. The best way to learn something is to teach it. It would lend itself to kids making a game in a second language, its style and dialogue editor lean towards text rich games. Kids could make an educational game in any area, learning content, problem solving, programming and computer skills.

I purchased NWN Diamond Edition (from Amazon).

First to note is that you need a DVD drive
also
Win 98+
P3 800MHz +
128MB, 4 GB, 32MB video

Out of the box, it wont run on Vista but can be patched, see tech support, also I had problems with the CD keys, if it happens to you see also tech support.

After playing the Prelude level, it was time to play with Aurora Tools. There is no help packaged with Aurora Tools but Google found me a tute at http://nwn.bioware.com/builders/toolsetintro.html

The learning game that you create is a module. Each module is made of a number of areas. The areas might be outside and inside a house or different caverns in a dungeon, but they are areas connected by doors. Each area is loaded separately in memory so there is really no geographical relationship between areas, you effectively teleport out one door of one area and into the door onf another. Like Dr Who's Tardis, there need not be a correspondence with the inside and outside shape of a building.

When you start Aurora, a wizard prompts you to use a tileset, interior, exterior, dungeon etc. For my first area, area1 I chose a city interior. In Aurora, the top view looks like this.


The symbol in the centre is the player's start position. You can run the game (build test module) or F9. Here is a screenshot of the game playing, you can walk round the room.


Quit out of the game and go back to Aurora. On the right hand side is the menu of things you can add. If you click on the "paint terrain" button you get a list of rooms that you can add to the area.

If you click on "paint creatures" you get a list of creatures you can add.

First time I tried it I added a dwarf to the room. When I ran the game the dwarf immediately attacked and killed me. LOL
Add a girl on the human category to the area. Then open the conversation editor (tools conversation editor) Click on add. You can build up a "conversation tree" as shown

The NPC (girl) says the text in red, the blue items are the possible player responses. I saved the conversation as conversation1 and closed the editor.

Right click on the girl and click properties
At the bottom of the dialogue box, select conversation1 for the conversation
Close the dialogue box and press F9 to run the game. Left mouse click will initiate a conversation with the girl.

Next to create an outside area and doors (as in http://nwn.bioware.com/builders/toolsetintro.html)

Click "paint terrain" and add corridor exit

and add to the area


Then run the area wizard to create a second area (wizard area wizard), Name area002, rural tileset, medium size.

Add a house, (paint terrain, features, house1)

Then add a door to the door opening(paint doors, tileset specific, door)


Paint the start location outside the house in area 2

Add a door to the door opening in the inside scene, area1. Right click on one of the doors on the list on the LHS, eg the door in area 1, properties, area transition tab, destination type door, set up area transition.

The target area is area2, target type door, connection type both ways, select the door. Yes, Yes,Yes to confirmation.

Run the game, you can walk inside and talk to the girl.

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Monday, January 28, 2008

How Computer Games Help Children Learn

Here I continue discussion of readings for Instructional Simulations & Games, IDT 545, http://www.idt.und.edu/index.html

Williamson Shaffer, D. (2006). How Computer Games Help Children Learn. New York: Palgrave Macmillan. 978-1403975058

Schaffer believes that learning should be based on the kind of tasks professionals go about in their working lives. He includes the concepts of relevelence and authenticity but takes it a little further in that relevant and authentic learning should be modelled as closely as possible on the kinds of thinking professionals use in their work.

In each of the chapters he introduces a "game" that could be played in a different learning domain. In some chapters, computer games exist which can fill the role of an "epistemic game" in other chapters he talks of classroom activities which enlightened teachers are already using which would lend themselves to a computer game. Chapter by chapter he considers:

Chapter 1 Debating, the Spanish/American war
Chapter 2 Physics, designong with Soda Constructor
Chapter 3 Mathematics, Geometers sketchpad
Chapter 4 Negotiation, bioethics
Chapter 5 Journalism
Chapter 6 Urban Science (God games), Sim City, Zoo Tycoon


Introduction and Chapter 1
The opening pages could be interpreted as an appeal to xenophobia. It talks of America's competitive edge. I think that if any child does not achieve their potential, it is a tragedy, regardless if the child lives in the poorest country in Africa or the world's richest nation. Though it is interesting to look at the PISA data which ranks America educationally below many poorer countries.

The author talks of the need to teach students to be innovative, its worth looking at the Victorian Essential Learning Standards which tackles this issue. I have analysed the VELS in the context of games here.

I like the following from the author "Standardised testing produces standardised skills"

The author talks of the computer as a transformative technology. Other transformative technologies were movable type and film, see more here.

I worry that the author is only talking about epistemic games and ignoring other types of playful learning.

He says "many young people lack role models and mentors" does he ignore the very large amount of mentoring already happening in World of Warcraft?

He talks of the power of simulations (p9) for my view on simulations see here.

Chapters 2 & 3
Chapters 2 & 3 continue the theme of chapter 1 which was in the domain of history. Chapter 2 talks of creating physics simulations and chapter 3 maths simulations.

In chapter 2, kids are given authentic and relevant physics problem solving using Soda Constructor . (I have used it for simulations of forces in a truss.) Digital Zoo was a set of design activities based round Soda Constructor. After playing the game, students design plans became 55% more complex , students considered 47% more features in making a decision, many were considering engineering as a career and 40% had their poster presentation on a wall at home. These are significant outcomes.

In chapter 3 , Geometer's Sketchpad provides similar problem solving in mathematics.

Though Shaffer stresses the epistemic side, the need for kids to think like professionals might, the ideas are not new. They have their roots in the work of Papert with Logo, and its offshoots like Microworlds. That is that kids can be creators rather than consumers of technology. Computers can create microworlds or enriched "sandpits" for deep thinking.

Schaffer explains how mathematical concepts are not made relevant and authentic by embedding them in a real world narrative, they are visual concepts and need to be solved hands on. It should be noted that Geometer's Sketchpad is one of a number of applications that can put maths in a real, hands on, visual context, Logo was the first, later improved by Game Maker, Etoys and Scratch but see
http://schoolgamemaker.rupert.id.au/samples3
http://mathworld.wolfram.com/topics/AnimatedGIFs.html
http://nlvm.usu.edu/en/nav/vlibrary.html
http://www.fi.uu.nl/wisweb/en/welcome.html
http://www.levitated.net
for a few more.

Arguably, the "desk Review" epistemic process is already around in the concepts of peer tutoring and the idea of public performance in constructioNism.

Chapter 4
Negotiation based on the mutual gains approach by Fisher & Ury. A classroom activity negotiations between stakeholders in a hypothetical xenotransplantation project, growing human organs in pigs.

Chapter 5
Science.net is a journalism game. After playing 60% mentioned their readers when describing journalism vs. 20%. Before the game, they were 8 times more likely to describe science in terms of school subjects and topics rather than impact on society.

He talks of communities of practice and learning through participations in such communities. He talks of accuracy and verification and formulaic writing and the information needs of citizens in a democratic society.

What he does not acknowlege is that the "free press" produces editorial material, primarily as a wrapper for advertising content and that the community of practice serves this need. A community of practice approach is at risk of producing narrow thinking which is not consistent with the opening of the book which talks of producing innovative thinkers who will think outside the square and respond to a changing world.

Journalism's formulaic approach is most obvious in the TV news man/woman anchor formula. Similarly tabloid print media. Many have rejected this form of journalism and turn to the internet as their news source. I see parallels in my enginerring work. Engineering managers and production managers of large companies have a community of practice. They tend to think and talk the same way. Companies are changing and many have adopted triple bottom line at board level but their engineering managers, locked into their communities of practice with incestuous thinking, are poorly adapted to change. They lack the necessary flexibility of thinking to adapt to changing conditions.

Chapter 6 The future: Urban Science
Urban Science is a "God game" like Sim City or the Tycoon series. The players take the (epistemic) roles of urban planners. After playing, players concept maps became more complex making 72% more connections.

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The kids are alright

Here I continue discussion of readings for Instructional Simulations & Games, IDT 545, http://www.idt.und.edu/index.html

Beck, J. C., & Wade, M. (2006). The Kids are Alright: How the Gamer Generation is Changing the Workplace (Paperback). Boston: Harvard Business School. 978-1422104354


Having read the introduction and chapter 1 of this book and skimmed the rest here are my thoughts. The authors believe that the "gamer generation" is a distinct group, more distinct than generations X and Y. They have been shaped by playing games and as they enter the workplace, they will think and behave differently to the generations that preceded them.

They make the same assertion as Prensky that their brains are actually wired differently.

Prensky has been criticised for this and other bold claims by

Kerr http://learningevolves.wikispaces.com/nativesImmigrants
Siemens http://connectivism.ca/blog/2007/10/digital_natives_and_immigrants.html
Mc Kenzie http://fno.org/nov07/nativism.html
Livingstone http://learninggames.wordpress.com/category/twitch-speed/
and
http://learninggames.wordpress.com/2008/01/23/google-generation-is-a-myth/
and others http://knowledgegarden.usq.edu.au//tiki-index.php?page_id=622

They base much of their assertions on a survey of 2500 Americans which asked 16 questions. The survey does indicate that those who describe themselves as game players do hold different attitudes to those who don't. They are more competitive, more motivated, better networkers and bigger risk takers. What the survey does not indicate is causality. Did the games cause these traits or are people with these traits more attracted to games? I am unconvinced.

The book was published in 2006 but written earlier. It possibly suffers from the delays of publication. For example, there no discussion of World of Warcraft (that I noticed). Some of the thinking may have groundbreaking when written but it has been eclipsed by more recent web based discussion.

Other comments,
they do not clearly define the term "gamer generation",
there are some slippery terms, eg 92% have regular access to games while only 80% live in houses with computers
"the gaming experience is basically solitary" try to sell that to a WoW player!
"gamers learned how to manipulate electronic information" my links above dispute this assertion, the gamer generation is not good at this.
"gamers, who intuitively understand each other" really?

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Sunday, January 27, 2008

A Research Review

Here I continue discussion of readings for Instructional Simulations & Games, IDT 545, http://www.idt.und.edu/index.html

Using Computer Games and Simulations for Instruction:
A Research Review
J. D. Fletcher Sigmund Tobias
http://tinyurl.com/yppxez

This is one of a number of literature reviews of games in education. Others include:

Research Centre for Technology Enhanced Learning
Computer Games for Teaching and Learning
http://www.lsneducation.org.uk/research/centres/RCFTechEnhanceLearn/computergames/

Becta - Impact of ICT in schools: a landscape review
http://publications.becta.org.uk/download.cfm?resID=28221

Digiplay Initiative: Games Research Bibliography
http://digiplay.info/wikindx3/index.php

ENTERTAINMENT TECHNOLOGY AND HUMAN BEHAVIOUR: LITERATURE STUDY Matthias Rauterberg
Department of Industrial Design
http://www.idemployee.id.tue.nl/g.w.m.rauterberg/publications/LiteratureStudy2004.pdf

Futurelab - literature review in games and learning
http://www.futurelab.org.uk/research/reviews/08_01.htm

The use of computer and video games for learning A review of the literature Alice Mitchell and Carol Savill-Smith
http://www.lsda.org.uk/files/PDF/1529.pdf

THE EFFECTIVENESS OF INSTRUCTIONAL GAMES: A LITERATURE REVIEW AND DISCUSSION NOVEMBER 2005
http://stinet.dtic.mil/cgi-bin/GetTRDoc?AD=ADA441935&Location=U2&doc=GetTRDoc.pdf

Classification of learning outcomes: evidence from the computer games literature Harold F. O’Neil, Richard Wainess and Eva L. Baker
http://projects.ict.usc.edu/itgs/papers/Oneil05LearningOutcomes.pdf

learning patterns for the design and deployment of mathematical games
http://lp.noe-kaleidoscope.org/outcomes/litrev/

In his review of literature reviews
John Kirriemuir, Groundhog Day for Games in Learning
http://www.digra.org/hardcore/hc13/
Kirriemuir likens literature reviews to the movie Ground Hog Day. He says "The relatively small amount of genuine and novel research in the field – to date – results in substantial duplication of content, references and discussion ... Unless there is analysis of the literature ... then it doesn’t add anything new to the knowledge base."

As Kirriemuir might predict, there are 2 1/2 pages describing the industry. "Providing an “introduction to games” results in a load of flannel that can be read in any of 10,000 other media. Text such as “Many people now own a Playstation 2, which is made by
Sony yadda yadda yadda” dates horribly."

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Wednesday, January 23, 2008

Web Playgrounds of the Very Young

Here I continue discussion of readings for Instructional Simulations & Games, IDT 545, http://www.idt.und.edu/index.html


Web Playgrounds of the Very Young
By BROOKS BARNES
Published: December 31, 2007
http://www.nytimes.com/2007/12/31/business/31virtual.html

This article contends that "children’s entertainment companies are greatly accelerating efforts to build virtual worlds for children" Club Penguin, Webkinz and Neopets are quoted as such sites. This is because the Internet has supplanted TV as kids' primary entertainment. "For nearly 50 years, since the start of Saturday morning cartoons, the television set has served as the front door to the children’s entertainment business. ...Now the proliferation of broadband Internet access is forcing players to rethink the ways they reach young people"

Such sites are clearly not new. They omit from discussion the long running site Gunbound http://www.gunbound.com/ which was launched in 2002 (http://www.onlinegamez.com.au/about-us.php) and Runescape, which was established 2002 and now has 750,000 players, (http://www.mmogchart.com) also gets little mention.

What implications do these sites have for education? They indicate that there is demand from younger children for websites which give a feeling of community, often enhanced by personal avatars which create a sense of identity. There are already a plethora of educational games sites with differing levels of membership and identification:

http://www.gamebrix.net/
http://www.myslife.org/
http://myglife.org//usa/au
http://www.madword.com/
http://www.nanoquest.ie/
http://www.teachers.ash.org.au/jeather/rainforestmaths/RFMG/RFMG.html
http://www.wonderville.ca/
http://www.wizardits.com/Londoner/
http://www.habbo.co.uk/
http://atlantis.crlt.indiana.edu/
http://www.food-force.com/
http://www.biologic.com.au/bugbrain/


The business model used by these kids' games sites might give some indication as to how educational sites might be self-funding "Some sites are free and rely on advertising to make money; others are advertising and subscription hybrids." For example with Gunbound and Runescape, you can open a free account and usually access the full gaming environment. You are also offered additional stuff for a small fee, a dollar or so, it might be something like a different costume or a magic staff. Because the incremental cost of servicing a user account is so low, these sites are viable despite minimal contributions on a per player basis. If educational sites can get the mix right, they might be viable on the same basis.

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Sunday, January 20, 2008

Shouldn't we base our educational systems primarily on Play?

I was asked "shouldn't we base our entire educational systems primarily on Play?", I think not, but we should use all we know about play to guide education.

School is a new invention, it is only a couple of hundred of years old. Before that, learning alongside adults also contributed to children's development. Children would learn alongside adults in the field, the kitchen and at the forge. Call it apprenticeship learning. Schools became necessary after the industrial revolution in part to free adults from childcare. Also, as society becomes more complex, some kinds of learning become too specialised to learn in a village apprenticeship way.

The points here are that

* play was never enough on its own
* school performs purposes other than learning
* the needs of society have changed since play evolved in mammals

It is time, now that technology gives us options, to reconsider the teacher at the blackboard in front of a class of children. It was only ever a stopgap compromise. We should consider what we know of play and learning and see if we can improve on the "talk and chalk" model.

Learning is best if it is authentic, like apprenticeship. It is much more motivating if you can produce something real and of value to others. Perhaps this was what Papert meant with constructionism (the N word not the V word) that learning "happens especially felicitously in a context where the learner is consciously engaged in constructing a public entity, whether it's a sand castle on the beach or a theory of the universe" http://www.papert.org/articles/SituatingConstructionism.html

Learning is best when it is relevant, when you can see that what you are learning will actually be useful to you.

There must be a balance between effort and achievement or reward. Too hard and you give up, too easy and you are bored. (I read somewhere that motivation is highest when the chance of success is 50%). You can visualise effort and achievement (reward) as two curves that have to match. We are familiar with the initial learning hump where effort is not matched by achievement/reward .

Immediate feedback. Problem solving in games works well when you can quickly test your hypothesis. The problem solving process works like the debugging process that computer programmers are familiar with. You test, arrive at a hypothesis or solution and then implement. When the implement & test part of the cycle is quick, as in programming, you spend most of your time in the cognitive conflict or cognitive dissonance part of the cycle. This is where the real cognitive development occurs. It is very frustrating but it is almost addictively motivating. Ask any computer programmer or game player whether they have still been on the computer at 3am. "I'll just fix this program bug...." or "I'll just add some more roads to my Sim City...."

Peer tutoring. Rather than locking kids into a competitive process through assessment, they should be placed in an environment where they can cooperate too. Then you can have a class full of teachers. The best way to learn is to teach something. See http://schoolgamemaker.rupert.id.au/computerclub/ Is the emphasis on assessment an attempt to motivate kids through competition in the otherwise boring environment of "talk and chalk" classrooms? I read somewhere that less than 15% of teachers use assessment as feedback to tailor how and what students learn.

An example of a cross curriculum games based project is at http://www.freewebs.com/schoolgamemaker/IT%20Course-game.doc

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Thursday, January 17, 2008

Making Learning Fun, A Taxonomy of Intrinsic Motivations for Learning

Here I continue discussion of readings for Instructional Simulations & Games, IDT 545, http://www.idt.und.edu/index.html

Making Learning Fun, A Taxonomy of Intrinsic Motivations for Learning
Malone and Lepper
In Aptitude Learning and Instruction Ed. Snow

The authors seek to set up instructional environments that are intrinsically motivating. They look to computer games and their motivating features.

They quote "The will to learn is an intrinsic motive, one that finds both its source and its reward in its own exercise. The will to learn becomes a 'problem' only under specialized circumstances like those of a school, where a curriculum is set, students confined and a path fixed" (Bruner)

This is possibly not quite the same as the Crawford position that play IS learning (The Art of Computer Game Design http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html)

They propose these classes of motivation:

challenge
fantasy
curiosity
control
co-operation
competition
recognition

In a study of game preferences of 65 elementary elementary school students (Malone 1981), they found the following correlation with preference:

Goal 0.65**
computer keeps score 0.56**
Audio effects 0.51**
Randomness involved in game 0.48**
Speed of answers counts 0.36*
Visual effects 0.34
Competition 0.31
Variability difficulty level 0.17
Cooperation 0.02
Fantasy 0.06
Graphic game 0.38*
Math game -0.2
Word game -0.38

It is noted that those correlations marked with ** have 98% confidence (p<0.02) and
those marked with * have 95% confidence(p<0.05). If (p<0.05), one can not state with any confidence that there is any correlation, any observed correlation is statistically insignificant because of the sample size.

Malone and Lepper are often quoted on the importance of endogenous fantasy. It is noteworthy that in this study, fantasy had no effect on player preference whatever.

Also, this study finds no correlation with cooperation. Cooperation is often quoted by higher level players of World of Warcraft as a strong motivator. WoW is highly successful with more than 6 million paid subscribers http://www.mmogchart.com/ It should be noted that at the time of the study, 1981, computer games were quite unsophisticated by today's standards.

Habgood conducted an experiment to see if children would create a learning game with endogenous or exogenous fantasy, they created games without fantasy. This indicates that fantasy may not play an inportant role in motivation.
http://www.zombiedivision.co.uk/

Also, there was little evidence of fantasy in games made in a computer club, http://tonyforster.blogspot.com/2006/07/other-worlds-and-game-creation.html

Malone & Lepper go on to say "fantasy ... is clearly important in many kinds of intrinsically motivating activities, such as computer games, television, reading, and dramatic play (cf Singer 1973)" (Singer 1973 The child's World of make-believe
http://www.amazon.com/Childs-World-Make-Believe-Experimental/dp/0126466602)

I have not read Singer's book but I doubt Singer was commenting on computer games, computer games barely, if at all, existed then http://www.pong-story.com/inventor.htm

Many computer games have a back story, often told in the opening cinematics, but I doubt it plays a major factor in most gamers' enjoyment.

Did Malone & Lepper ignore their own data? It looks a bit as if they allowed their own assumptions to override their experimental data.

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Wednesday, January 16, 2008

Instructional Simulations & Games, IDT 545, University of North Dakota

I have enrolled in Instructional Simulations & Games, IDT 545, at the University of North Dakota. It is offered as distance education and uses Adobe Connect Live Meeting for virtual face to face lectures.

You can read more on this course at http://www.idt.und.edu/index.html

Following are my reviews of the first two weeks' readings. URL's have been given where possible but some were newspaper clippings. If you are interested you should be able to access the course materials by contacting Richard Van Eck richard.vaneck@und.edu

Johnson, Everything bad is good for you. pp1..62
http://www.amazon.com/Everything-Bad-Good-You-Actually/dp/1573223077
Johnson in the foreword states that popular culture has grown more complex. I think it was Van Eck who pointed me to the Flynn Effect, that IQ is increasing with time, http://en.wikipedia.org/wiki/Flynn_effect suggesting that it might even relate to games, at least it indicates that we are not becoming dumber. (podcast)

Are computer games mindless? One of my favourite quotes “The computer is a medium of human expression and if it has not yet had its Shakespeares, its Michelangelos or its Einsteins, it will. …. We have scarcely begun to grasp its human and social implications.”
Computer Criticism vs. Technocentric Thinking By Seymour Papert
http://www.papert.org/articles/ComputerCriticismVsTechnocentric.html


Johnson talks about a baseball dice game. The baseball game story is good, it indicates that the essential features of game based learning predate even (our last week's class) text based dungeons.

He asks why kids would go to so much trouble to master games. I think the answer is that kids like to learn. They are pre-programmed learning machines.

"Games are thus the most ancient and time-honored vehicle for education. They are the original educational technology, the natural one, having received the seal of approval of natural selection. We don't see mother lions lecturing cubs at the chalkboard; we don't see senior lions writing their memoirs for posterity. In light of this, the question, "Can games have educational value?" becomes absurd. It is not games but schools that are the newfangled notion, the untested fad, the violator of tradition. Game-playing is a vital educational function for any creature capable of learning."
Crawford, The Art of Computer Game Design
http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html

Give kids a relevant and authentic challenge and the right tools and you can't stop them.

McLuhan (at P15) is quoted. All new forms of media have been subjected to the same criticisms that games have, the written word, the novel, radio, film and TV. My thoughts at
http://www.schoolgamemaker.rupert.id.au/attitudes.htm

At P19 he discusses a theoretical society that discovers video games before reading. He humorously pokes fun at narrow views about games, it seems a copy of Papert's writing on the use of computers in school where the nation of Foobar which has an oral culture discovers writing. Any way I agree. http://www.papert.org/articles/ComputersInClassroom.html

His discussion of dopamine and addiction sharing a common root with enjoying games is not convincing. See my previous Crawford quote, we are pre-programmed to enjoy learning.

Much of the attraction of SimCity is in its tight debug cycle. Computer programmers know how programming is addictive.

SimCity and programming keep you in a tight cycle of: implement, test, debug. The debug part is the deep thinking part and is deliciously frustrating, we enjoy it because we are programmed to learn and solve problems. This is akin to where Gee is quoted on p44 on the probe, hypothesise cycle.

On p38 he says it is not the subject matter that attracts. I agree, Malone and Lepper are often quoted on fantasy and I am not convinced. See Habgood on fantasy. http://www.zombiedivision.co.uk/
http://www.informatics.sussex.ac.uk/users/gr20/aied05/finalVersion/JHabgood.pdf
In experiment to see if children would create a learning game with endogenous or exegonous fantasy, they created games without fantasy. Its the gameplay that counts not the fantasy.

On p40 Johnson identifies himself as a Constructivist, (References to Dewey).

Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43-58

Rieber discusses the function of play. "play is traditionally viewed as applying only to young children. Play seems to be something you have to give up when you grow up" "the extensive research on play with children and adults in anthropology, psychology, and education indicates that play is an important mediator for learning and socialization throughout life"

I think it is possibly put better by Crawford "Games are thus the most ancient and time-honored vehicle for education. They are the original educational technology, the natural one, having received the seal of approval of natural selection. We don't see mother lions lecturing cubs at the chalkboard; we don't see senior lions writing their memoirs for posterity. In light of this, the question, "Can games have educational value?" becomes absurd. It is not games but schools that are the newfangled notion, the untested fad, the violator of tradition. Game-playing is a vital educational function for any creature capable of learning."
Crawford, The Art of Computer Game Design
http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html

He says that play should be seen in the context of three general educational philosophies: essentialism, progressivism, and existentialism. Perhaps the they could be called instructionism, constructivism and radical constructivism. Does this classification artificially place progressivism aka constructivism at the centre? What of the more extreme forms of essentialism, eg. Cognitive Load Theory and the works of Kirschner, Sweller & Clark "Why Minimal Guidance During Instruction Does Not Work" http://www.cogtech.usc.edu/publications/kirschner_Sweller_Clark.pdf
and explicit instruction
http://www.k8accesscenter.org/training_resources/DirectExplicitInstruction_Mathematics.asp.

Discussions during our class illustrated the differing philosophies. Discussion on the possible uses of Tetris for education ranged from essentialist "put the letters of the alphabet on the blocks to make words" to "use the game to learn concepts of shape and area".

Rieber states "the benefits of play are long-term - enabling intellectual and social
growth over many years . If, on the other hand, one is primarily interested in short-term gains on performance tests of narrow objectives, such as standardized achievement tests, the value of play becomes less evident" Playful learning is well suited to higher level tasks like problem solving and metacognitive skills. Evidence of short term gains of near transfer will be harder to find. Nevertheless there is some evidence,

http://www.psych.ucsb.edu/~mayer/fifth_dim_website/HTML/res_reports/final_report.html The Fifth Dimension Cognitive Evaluation, Final Report

Microworlds are discussed, of course Logo and Geometer's Sketchpad and Interactive Physics. Missing from the list are Game
Maker www.gamemaker.nl, Scratch scratch.mit.edu and eToys http://wiki.laptop.org/go/Etoys

Rieber invokes Piagetian Learning Theory as a theoretical foundation of Self-Regulated Learning Within a Microworld. The concept of Epistemic conflict has been discussed by Forster and Gesthuizen "Games and Constructivism"
http://www.groups.edna.edu.au/file.php/81/ICTEV/Games_and_Constructivism_v2.ppt as a motivating cycle of implement-test-debug similar to when computer programming and ascribe much of the motivation and cognitive gains to a tight cycle.

Gee is also quoted on a probe, hypothesise cycle in Johnson "Everything bad is good for you".

The implement-test-debug cycle also aligns well with Csikszentmihalyi's Flow theory.

The author states "a simulation-as-microworld must meet the "simplest case" principle. Of course, the simulation should be designed so that ideas expand as the learner is ready for them", this is the motivation behind reprogrammable learning objects, http://schoolgamemaker.rupert.id.au/samples3

Three systems are postulated in a simulation, the target system; the user's mental model; and a "conceptual" model of the target system. For more investigation of mental models and higher order thinking, see " Higher order thinking - a thought experiment" http://tonyforster.blogspot.com/2007/08/higher-order-thinking-thought.html

There is more on Endogenous Fantasy (Lepper & Malone) and I refer to Habgood on fantasy. http://www.zombiedivision.co.uk/
http://www.informatics.sussex.ac.uk/users/gr20/aied05/finalVersion/JHabgood.pdf
In an experiment to see if children would create a learning game with endogenous or exegonous fantasy, they created games without fantasy. Its the gameplay that counts not the fantasy.

See for example, the physics game Linerider
http://linerider.com/play-line-rider-online it is clearly not the fantasy that makes this a highly engaging game.

The author notes "Anthropologists have long viewed games as but one aspect of expressive
culture, or how people in a culture project their psychological dispositions" computer games have been used to support indigenous culture whilst providing a bridge to western culture,

eg. see www.acmi.net.au/game_nibby.htm
'Nibby' means sleepy lizard in the local language. The school garden project at Koonibba Aboriginal School served as the inspiration for the making of this game.
Created by:
Roxanne Dodd, Stephanie Dudley & Ian Martin
Koonibba Aboriginal School
Koonibba Community via Ceduna, South Australia

and http://waveplace.com/
Project Waveplace's mission is clear: to create a thriving new industry in the Virgin Islands independent of tourism, one requiring no physical imports, no clearing of land, no retail space, no condos. This new industry will be a digital one: animation, illustration, photos, music, software. There's a world of media buyers on the Internet ready and willing to pay fair licensing fees for the right talent. Our plan is to teach Virgin Islanders to create with computers, so they can export their most stunning resource, their creativity.


Does Easy Do It? Children, Games, and Learning
By Seymour Papert
http://www.papert.org/articles/Doeseasydoit.html

This is one of a number of articles by Papert at http://www.papert.org/works.html
All are well thought out, well written and well worth reading. Papert excels as a communicator and a deep thinker well ahead of his time. Considering the amount of resources that were directed into LOGO in the 1980's, the only disappointment is the lack of results. Though there are many case studies, they are strong on advocacy but weak on analysis.

The lack of analysis, ie. experimental data with controls is not surprising. Consider the views of Rieber, (Seriously considering play) "the benefits of play are long-term - enabling intellectual and social growth over many years . If, on the other hand, one is primarily interested in short-term gains on performance tests of narrow objectives, such as standardized achievement tests, the value of play becomes less evident".

In this article, Papert launches a full frontal attack on the Essentialist or Instructivist use of computer games for drill and practice calling them Shavian reversals—offspring that keep the bad features of each parent and lose the good ones. He notes that good play and good learning are not easy, it is hard but fun.

The terms "hard fun" and "choc coated broccoli" have often been used to characterise the constructivist and instructionist use of computer games.


Van Eck
“Digital Game- Based Learning It’s Not Just the Digital Natives Who Are Restless”
March/April 2006 EDUCAUSE review
http://www.educause.edu/ir/library/pdf/erm0620.pdf

In a thought provoking paper, Richard Van Eck suggests that proponents of digital game-based learning (DGBL) should move from the promotion of DGBL to a critical analysis of DGBL. “Like the person who is still yelling after the sudden cessation of loud music at a party” we now have the world’s attention and its time to do critical analysis of what exactly we are promoting.

He identifies three kinds of DGBL:

* have students build games;
* have educators and/or developers build educational games; and
* integrate commercial off-the-shelf (COTS) games into the classroom


He believes that student built games are not likely to be widely accepted because:

* not all teachers have the skill sets needed for game design,
* not all teach in areas that allow for good content,
* not all can devote the time needed to implement this type of DGBL,
* and many teach within the traditional institutional structure, which does not easily allow for interdisciplinarity.


At http://learningevolves.wikispaces.com/Review%2C+digital+natives I question these reasons for overlooking student made games and argue that they are the area with the most prospects.


Designing Online Games Assessment as “Information Trails”
Christian Sebastian Loh
Curriculum & Instruction, College of Education & Human Services
Mail code 4610, Southern Illinois University Carbondale,

Loh argues for data tracking to be built into games to "help ... reconstruct users’ gaming decisions" and "to measure its effectiveness, or the return of investment" He notes that data tracking is increasingly technically feasible.

He talks of "Trails and Nodes" and data tracking when the learner meets key nodes. As I read the article, I am increasingly aware that he is considering instructionist or essentialist learning where there are predetermined items of content that must be learned. This is "learning on rails" even though the rails form a mesh like a non linear novel and the learner has choice which rails are followed in which order. Even though he states the approach can be used for "Open-ended and non-linear (constructivist approach) to close-ended and completely linear (instructivist approach)" it is difficult to see how it really does apply for constructivist learning. Constructivist learning is more than the non-linear progression through a set curriculum, it is about developing versatile thinkers, self directed learners and problem solvers.

When assessing self-directed constructivist learning, it is rarely the product (and hence the nodes) which can be usefully assessed, it is the learner's personal journey which matters. The most productive assessment are often the learners reflections, either in diary, blog or video form. A learner could put in a lot of deep thinking while traversing a few nodes.

The worked example uses Bejewled, it is clearly a drill and practice exercise.

While the paper is clearly an advance in demonstrating how data tracking in educational games could be used, there is a risk that, if such data mining became expected by the educational establishment, there could be pressure for games to concentrate at the lower levels of Bloom's Taxonomy (http://web.odu.edu/educ/llschult/blooms_taxonomy.htm) and be used to teach
information and not achieve their potential for deep thinking and problem solving.

Is It Age or IT: First Steps Toward Understanding the Net Generation
Diana Oblinger
EDUCAUSE
James Oblinger
North Carolina State University

The authors outline how the "Net Generation" differ from the other generations. They note that "age may be less important than exposure to technology".

The characteristics include:

the Net Gen is able to intuitively use a variety of IT devices and navigate the Internet
the Net Gen is always connected
the Net Gen is fast. They multitask
the Net Gen prefer to learn by doing rather by being told what to do
the Net Gen is a prolific communicator
The Net Gen often prefers to learn and work in teams
The Net Gen is very achievement oriented
the Net Gen is oriented toward inductive discovery
The Net Gen is more comfortable in image-rich environments than with text.
The Net Gen readily takes part in community activities.

Teachers, particularly IT teachers are often suspicious of these generalisations, holding that the Net Gen is not that different from preceding generations. Prensky holds more extreme views including claims that Net Gen's have brains that are wired differently. Prensky popularised the term "Digital Natives". Oblinger quotes extensively from Prensky. Prensky has been criticised by

Kerr http://learningevolves.wikispaces.com/nativesImmigrants
Siemens http://connectivism.ca/blog/2007/10/digital_natives_and_immigrants.html
Mc Kenzie http://fno.org/nov07/nativism.html
Livingstone http://learninggames.wordpress.com/category/twitch-speed/
and http://learninggames.wordpress.com/2008/01/23/google-generation-is-a-myth/
and others http://knowledgegarden.usq.edu.au//tiki-index.php?page_id=622

Many of these criticisms also cast doubt on how different the Net Gen really are.

Voters Support Teaching of 21st Century Skills
Meris Stansbury

The author reports on a poll which she claims as evidence that momentum is building for the teaching of "21st Century Skills". The author's comments seem to indicate that the poll supports constructivist or progressivist views.

"88% of voters say they believe schools can and should incorporate 21st Century skills such as critical thinking and problem solving, communication and self direction and computer skills into the curriculum"

The author omits the fact that the strongest response was for reading comprehension which is not exclusively a 21st century skill.

This article appears to be based on a press release from the Partnership for 21st Century Skills which appears to be a lobby group for educational computer technology suppliers. http://www.21stcenturyskills.org/documents/p21_pollreport_2pg.pdf

Dropout Factories?
Nancy Zuckerbrod

The author says that there are 1700 High Schools in the US that fit the description of "Dropout Factory" with no more than 60% making it to senior year.The highest concentration is in large cities or high poverty rural areas in the south and southwest of USA.

Dropouts are a problem in high poverty areas around the world but the US has surprisingly low educational performance considering its high income. http://www.pisa.oecd.org/document/2/0,3343,en_32252351_32236191_39718850_1_1_1_1,00.html

PISA is a triennial survey of the knowledge and skills of 15-year-olds. It is the product of collaboration between participating countries and economies through the Organisation for Economic Co-operation and Development (OECD), and draws on leading international expertise to develop valid comparisons across countries and cultures. US performance is significantly below OECD average.

Concern about poor performance has contributed to the NCLB (no child left behind) policy which has shifted policy towards instructionist or essentialist learning. A keyword search indicates a considerable shift towards instructionism when compared to Australia, It also shows a higher interest in educational games in Australia. There is a swing towards instructionist or essentialist learning in Australia evident now, we lag behing the US in most things.
http://tonyforster.blogspot.com/2006/05/interest-in-game-programming-by.html

The author lists Four Winds Community High School in North Dakota USA as fitting the profile of a "dropout factory".

A search reveals that it serves an Indian community
http://www.fourwinds.k12.nd.us/education/sctemp/c141f72d9b5f3269f1bf452929130206/1200468276/StudentParent_Handbook.pdf

It lists its goals as:
1. To provide a responsive and flexible educational program.
2. To develop student's feelings of positive identity and self-worth.
3. To develop an awareness of and pride in the Dakota heritage, values, language,
and culture.
4. To develop skills necessary for healthful and productive living.
5. To provide accessibility to the parents and community as well as recognition of
the vital role the parents and community play in learning.
6. To require high expectations of all staff that shall be sensitive to the unique
needs of all students.
7. To provide students, not only intellectual growth, but also physical, social, and
moral growth.
8. To heighten expectations of students to require strong basic skills which will
result in their ability to continue learning in all academic and other settings

These are goals for which game making has been suggested in other indigenous communities.
http://learningevolves.wikispaces.com/indigenous

"Keep our diverse languages and cultural traditions by excelling in education and digital technologies, the only means of arresting the decline of our ancient and oral traditions" Noel Pearson, Australia

"Much trouble has come from people forgetting the land, the spirit. Many people are sick and have lost their spirit. The white government has cut their culture; we grieve for them. But we can all learn and make our spirit strong. My teaching is about opening your spirit, working together to build understanding. Opening our way, opening our hearts to share the spirit of the land with all who want to learn.” Nganyinytja an elder of the Pitjantjatjara people of Central Australia.

Programming computer games about traditional stories can be an excellent way to "develop student's feelings of positive identity and self-worth and develop an awareness of and pride in the heritage, values, language, and culture" while "excelling in education and digital technologies"

Read how game making was introduced into a predominantly aboriginal school, GameMaker at Gillen, Alice Springs by Kym Urquhart, http://learningevolves.wikispaces.com/gillen

and see the award winning game by Koonibba Aboriginal School
www.acmi.net.au/game_nibby.htm
'Nibby' means sleepy lizard in the local language. The school garden project at Koonibba Aboriginal School served as the inspiration for the making of this game.
Created by:
Roxanne Dodd, Stephanie Dudley & Ian Martin
Koonibba Aboriginal School
Koonibba Community via Ceduna, South Australia

See also the Waveplace proposal http://waveplace.com/proposal/
"Project Waveplace's mission is clear: to create a thriving new industry in the Virgin Islands independent of tourism, one requiring no physical imports, no clearing of land, no retail space, no condos. This new industry will be a digital one: animation, illustration, photos, music, software. ... Our plan is to teach Virgin Islanders to create with computers, so they can export their most stunning resource, their creativity. "

See also the proposal for the OLPC ($100 laptop) for Vanuatu

http://tonyforster.blogspot.com/2007/08/thoughts-on-olpc-100-laptop.html
and
http://tonyforster.blogspot.com/2007/09/rom-dance-north-ambrym-vanuatu.html

Back to the article under review, the author continues under "finding a solution" to talk of punishing schools for low test scores, more reporting, data tracking and goals. Frankly this stuff depresses me for its lack of vision.

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