Musings and findings about teaching with games. Created by the learning community of EDTEC 670 at San Diego State University.
Friday, September 05, 2008
Learning, Boredom and Fun
I'm a 670 student past, and noticed that the course was starting again. I perused the syllabus after Bernie tweeted it and just couldn't resist chiming in on this topic. Here's why.
I'm not sure if you'll be introduced to the Second Life platform this semester; it's an interesting study on learning, boredom and fun. The platform itself isn't a game, although veteran game designer Scott Jennings wrote a clever essay on it through that lens.
SL is more like an sophisticated Lego set. I'm surely dating myself, which is deliberate, because it's nontrivial that a lot of 3o - 50 something-year-olds are spending lots of time playing in SL. Images of adults playing Legos don't come naturally to me. Constructionism seems to describe best what I've observed, but the theory has yet to be applied to adults. Hmmm? Adult learning theories too are rather inadequate at explaining what's going on. It's indeed an interesting mystery.
Anyway, I'll be scratching the surface a weeee bit with a study of how sl residents learn to create it. I also blog about SL and virtual environments, situating them in an institutional context, which means that we look at them from within a highly structured learning context (SDSU).
Learning, Boredome and Fun
I'm a 670 student
Sunday, July 20, 2008
EDTEC Lessons in the Real World
Friday, December 14, 2007
Teacher resource for Ed Games
Here is the address:
http://www.funbrain.com/teachers/index.html
Smart Cycle
Quick & Dirty Tips: Traveling Avatar
The Traveling Avatar provides short and useful tips for getting the most out of SECOND LIFE™, a multi-layered 3D virtual world. Whether you're just curious, a new player, or an intermediate player, this podcast will make your Second Life experience more fun and efficient. Traveling Avatar is hosted by Will Ross. The Traveling Avatar is a Quick and Dirty Tips podcast.
Add it to your list of favorite podcasts!
Monday, December 10, 2007
Game Theory?
Game Theory in Wikipedia
Older Adults and Educational Tech
I think it's fascinating that an entire series of educational games has hit the market targeting older adults. They are all written for the Nintendo DS so it appears that handwriting recognition may have been a real key to appealing to this audience. Check out Brain Age, Brain Age 2, Big Brain Academy and My Word Coach
Older Adults and Educational Tech
I think it's fasinating that entire series of eductaional gamnes has hit the market targeting older adults. They are all written for the Nintendo DS so it appears that handwriting recognition may have been a reall key to appealing to this adience. Check out Brain Age, Brain Age 2, Big Brain Academy and My Word Coach
Sunday, December 09, 2007
Tactical Language and Culture
I don't know if I feel proud, or frightened by this finding, but this is a real world example of customized simulations training our armed forces in multi-cultural interactions. I mean seriously, look at the email address: http://www.tacticallanguage.com/gettingthem.html. Also, the company logo is just itching for a cross-hair to be drawn across the dot in the "i" of "Tactical"!
Tactical Language and Culture
SL Luxury Cruise Ship
Thanks to Second Seeker for providing information about the S.S.Galaxy
SL Flying Spaghetti Monster
A flying spaghetti monster has been spotted in SL! I researched the issue and found some interesting information. Apparently, in 2005 a student, Bobby Henderson, in Kansas sent a letter to the Kansas Board of Education asking them to stop teaching evolution in science classes. He coined the flying spaghetti monster as a symbol of what he believed in against the teachings of evolution as a science in educational facilities. He even created CoFSM (Church of Flying Spaghetti Monster). Henderson had a large following in his spaghetti monster beliefs and fight against the Kansas Board of Education. His fight to stop the teaching of evolution in public education proved unsuccessful in Febrary 2007, when his request was rejected. However, the FSM (Flying Spaghetti Monster) has been spotted flying around Second Life to this day! Have you seen it?
Thanks to Wikipedia for providing background info on the FSM
Second Life and virtual games on TV
The details about the case were not revealed, but two Belgian newspapers reported early this year that the Belgian Police would setup an in-game patrol unit to investigate virtual rape incidents.
Absurd as it sounds, the event spurred a myriad of discussions around the web, from sexologists arguing that even virtual rape can be a traumatic experience to online gamers that wondered the technical details that enabled a virtual rape to occur in the first place (in fact it is hard to conceive how someone would not be able to simply turn the computer off…).
Friday, December 07, 2007
Training the Gamer Generation
Training the Gamer Generation
Wednesday, December 05, 2007
Stagecoach Island
- More on Stagecoach Island from Mashable.
- Stagecoach Island website.
News> Virtual Theft = Real Arrest
'Virtual theft' leads to arrest
"A Dutch teenager has been arrested for allegedly stealing virtual furniture from "rooms" in Habbo Hotel, a 3D social networking website."
Sunday, November 25, 2007
The Second Lives of San Diegans
Very cool.
The article featured various San Diegans who have joined SL and the observations of SL newbie, journalist Geoff Bouvier. I enjoyed Bouvier's reactions and interactions as a new SL member, and sympathetically chuckled as I reflected upon my own experiences.
(I have yet to visit Diegoland. Have you?)
You can read more about Diegoland and other happenings inworld by perusing an actual SL "newspaper" called The Seventh Sun.
See you inworld!
Wednesday, November 21, 2007
Kongregate
Founded in 2006 and currently in a state of heavy development, Kongregate seeks to create the leading online hub for players and game developers to meet up, play games, and operate together as a community.
By wrapping user-submitted Flash games with various community features, Kongregate's site serves as a unique way for users to play great web-based games alongside friends. Anyone can add their own games to Kongregate’s library in a process that’s fast and simple.
Kongregate operates with an understanding of how difficult it can be for talented game developers - from the aspiring gamesmith to the independent studio - to get the recognition and compensation that they deserve. That's why Kongregate shares microtransaction and advertising revenue with contributing developers, who retain the full rights to their games.
Kongregate is currently looking for skilled Flash game developers and advertising partners. Interested parties can contact us at inquiries@kongregate.com.
Monday, November 19, 2007
Second Life- An Opportunity for Second Language Teaching?
For most students , learning a second language can be boring. They are easily tired of mechanical activities such as memorizing grammar rules, phonetic symbols, and vocabulary. How can we motivate students to learn a second language? I feel that role playing game is a good idea. I often adopted the game in my teaching activities. Second Life gives us a new idea. I propose that we use SL in creating second language lessons in which students can act in different roles of the stories in textbooks. Beth Ritter-Guth , an English instructor of Desalles University gave a good try. She taught literature in SL in which she build a 3D environment. I believe many students will love the new teaching method. At the same time, we can try to invite a native speaker to be online and supervise the class. His/her responsibility would be to correct students’ accents and grammar mistakes, and give suggestions. Students will probably be easily involved and more enthusiastic about learning a second language in a new learning environment. This sounds really promising. Maybe I will suggest or I myself try such a teaching method in my future teaching activities.
On the other hand, I have two concerns about using Second Life in second language learning. As Daniel mentioned, Second Life is a “two edge sword.” Students can become easily addicted to the game. Moveover, there would be a problem finding teachers to build the 3D visual environment in SL. First, most teachers usually lack skills for building 3D models ( Or they have to pay for objects they need to set up the environment) . Second, how many of them would like to spend time or money on creating a scenario and a space?
A new method usually takes a long running time. And as Beth said" all learning involves at risk at some level." Whatever teaching in SL opens a window for teachers and students.
Second Life – An Opportunity for Second Language Teaching?
For most students , learning a second language can be boring. They are easily tired of mechanical activities such as memorizing grammar rules, phonetic symbols, and vocabulary. How can we motivate students to learn a second language? I feel that role playing game is a good idea. I often adopted the game in my teaching activities. Second Life gives us a new idea. I propose that we use SL in creating second language lessons in which students can act in different roles of the stories in textbooks. Beth Ritter-Guth , an English instructor of Desalles University gave a try. She taught literature in SL in which she build a 3D environment. I believe many students will love the new teaching method. At the same time, we can try to invite a native speaker to be online and supervise the class. His/her responsibility would be to correct students’ accents and grammar mistakes, and give suggestions. Students will probably be easily involved and more enthusiastic about learning a second language in a new learning environment. This sounds really promising. Maybe I will suggest or I myself try such a teaching method in my future teaching activities.
On the other hand, I have two concerns about using Second Life in second language learning. As Daniel mentioned, Second Life is a “two edge sword.” Students can become easily addicted to the game. Moveover, there would be a problem finding teachers to build the 3D visual environment in SL. First, they usually lack skills for building 3D models; then, how many teachers would like to spend time on creating a scenario and a space?
A new method often takes a long running time. Whatever teaching in SL opens a window for teachers and students.
More than 300 universities and some instructors use Second Life as an educational tool or invite students to join them in virtual classrooms. For example, DeSalles University created a simulation of Dante's Inferno being with teacher and student notes. Then as an English teacher, I cannot help but think SL, the game is also an opportunity for second language teaching?
For most students , learning a second language can be boring. They are easily tired of mechanical activities such as memorizing grammar rules, phonetic symbols, and vocabulary. How can we motivate students to learn a second language? I feel that role playing game is a good idea. I often adopted the game in my teaching activities. Second Life gives us a new idea. I propose that we use SL in creating second language lessons in which students can act in different roles of the stories in textbooks. Beth Ritter-Guth , an English instructor of Desalles University gave a try. She taught literature in SL in which she build a 3D environment. I believe many students will love the new teaching method. At the same time, we can try to invite a native speaker to be online and supervise the class. His/her responsibility would be to correct students’ accents and grammar mistakes, and give suggestions. Students will probably be easily involved and more enthusiastic about learning a second language in a new learning environme
.nt. This sounds really promising. Maybe I will suggest or I myself try such a teaching method in my future teaching activities.
On the other hand, I have two concerns about using Second Life in second language learning. As Daniel mentioned, Second Life is a “two edge sword.” Students can become easily addicted to the game. Moveover, there would be a problem finding teachers to build the 3D visual environment in SL. First, they usually lack skills for building 3D models; then, how many teachers would like to spend time on creating a scenario and a space?
Whatever teaching in SL opens a window for teachers and students.
Skype Games
Club Penguin
Video games article in Details
Check out the article at:
men.style.com/details/blogs/details/2007/09/are-video-games.html
-Angie
Sunday, November 18, 2007
Mind Candy: Spore
Serious Games Changing the World?
Serious games may not actually have the power to change the world, but they are potentially powerful in getting the users to. As a former teacher, I was constantly trying to find ways to get my students interested in current events around the globe.
After trying to incorporate as many creative and meaningful lessons as possible, I realized what worked the best: role playing. Which is why I wish I had known about this game (PeaceMaker) before delving into the educational gaming world. PeaceMaker is known as a "serious game", or a simulation that is focused on non-game events. The game puts the player in the role of a leader in the midst of the Israeli-Palestinian conflict. Depending on the choices the player makes, the particular Middle East region will either experience peace or destruction.
Actual current events are presented in the game in the form of photographic images, video, and text.
According to the official game website:
- PeaceMaker is inspired by real events in the Israeli-Palestinian conflict.
- Be a leader and bring peace to the region before your term in office ends.
- PeaceMaker is two games in one: play both the role of the Israeli Prime Minister or the Palestinian President.
- Play the news: how would you react to the events in the Middle East presented using real news footage and images?
- Depending on what you bring to the table, we have three difficulty levels to choose from including calm, tense and violent.
Check out the YouTube video on the game too:
Reaching ALL students with eGames
I thought we (by "we" I mean the collection of educators and schools nationwide) were doing fairly well. We seemed to have gotten over the hurdle of computers in the classrooms. It even seemed like more and more students had computers, and Internet access, in their homes as well. My middle school, which has a hugely diverse population, both ethnically and socio-economically, has two computer labs of 36 stations each, plus four laptop carts of 16 computers each, plus 1-5 computers in many classrooms. Then I took a position at the district office and quickly found out that my middle school is the only one of the 22 schools in the district with computers resources to that degree. I lucked out when I landed at the one school in the district that has been making technology a priority for over ten years. None of the other three middle schools have computers labs, only laptop carts and only two of those. None of the elementary schools have computers labs, some don't even have a laptop cart.
So, that's my small district, what about San Diego Unified School District? According to the EdTech Profile for 2006-2207, SDUSD:
- Has about 1 computer for every 4 students.
- Over 50% of the computers are over 4 years old.
- The number of computers planned to be retired outnumbers the number of computers expected to be added this year.
- 65% of the computers are located in the classroom as opposed to 15% in computer labs, and 15% in libraries. I wonder how many of the computers in the classrooms are collecting dust.
- Of the 160 seventh and eighth grade students I had last year, 17% of them did not have access to a computer or the Internet at home. Sounds pretty good, right? Well...
- Of those students without access, 81% of them are Hispanic, yet only 44% of our school student body is Hispanic.
- Of those students without access, over half are on the free/reduced lunch program, indicating a low socio-economic status.
- Of the five black students that I had last year, three of them did not have access to a computer or the Internet at home.
Here are a couple of articles:
"Digital Divide" affects student success
Digital divide in schools: Student access to and use of computers
Is SL (and similar avatar populated worlds) the new Barbie?
- 1 out of every 4 college women have used unhealthy methods to lose weight.
- Most runway models are 14-19 years old, 5'10"-5'11", 120-125 pounds, size 2.
- Teenage girls view themselves as an average of 11 pounds over their ideal weight when, in actuality, they are only 3 pounds over their ideal weight.
Beauty and Body Image in the Media
Teens' Distorted Body Image May Lead to Unhealthy Behaviors
Do Thin Models Warp Girls' Body Image?
Puzzle Game
http://www.kloonigames.com/blog/games/crayon/
6MB download
Saturday, November 17, 2007
Simulations and Games
The use of games and simulations in education is well documented in history and in the recent literature. They have been used in preschool, K-12, the university, the military, business, and by older adults (Dempsey et al., 1997).
But, what exactly do we mean when we say simulation and gaming? First, though computers have certainly allowed the evolution of simulation gaming a quatum leap forward, they are by no means the first use of simulation gaming nor are they the only type of simulation gaming done today. Historically, the word games has been used to connote a pastime of a trivial, if fun, endeavor. It is this connotation that today seems to cause some educators to flinch when they hear the word games and imagine frivolous time wasted play that serves only to entertain and certainly not educate to any significant degree. D.R. Cruickshank, a researcher in this area, defines them this way:
Simulations are the products that result when one creates the appearance or effect of something else. Games are contests in which both players and opponents operate under rules to gain a specified objective. A further distinction can be made between academic and non-academic games (such as table tennis or checkers) that are primarily for fun. Academic games, such as anagrams or war games, are primarily for or based upon learning (Cruickshank, 1980, p. 75 ).
Cruickshank further distinguished between two types of academic games.
There are two types of academic games: simulation games and non-simulation games. Non-simulation games are those in which a player solves problems in a school subject such as spelling or mathematics by making use of principles of that subject or discipline. The other type of academic game is the simulation game in which participants are provided with a simulated environment in which to play. These games are intended to provide students with insight into the process or event from the real world which is being simulated (p. 76).
It is the use of simulation games which holds the most promise as a truly dynamic educational tool.
http://www.cofc.edu/~seay/cb/simgames.html
Dempsey, J.V., Lucassen, B.A., Haynes, L.L, & Casey, M. S. (1997). An exploratory study of forty computer games (COE Technical Report No. 97-2). Mobile, AL: University of South
Alabama.
Cruickshank, D. R. (1980). Classroom Games and Simulations. Theory into practice, 19(1), 75-80.
Simulations and Games
The use of games and simulations in education is well documented in history and in the recent literature. They have been used in preschool, K-12, the university, the military, business, and by older adults (Dempsey et al., 1997).
But, what exactly do we mean when we say simulation and gaming? First, though computers have certainly allowed the evolution of simulation gaming a quatum leap forward, they are by no means the first use of simulation gaming nor are they the only type of simulation gaming done today. Historically, the word games has been used to connote a pastime of a trivial, if fun, endeavor. It is this connotation that today seems to cause some educators to flinch when they hear the word games and imagine frivolous time wasted play that serves only to entertain and certainly not educate to any significant degree. D.R. Cruickshank, a researcher in this area, defines them this way:
Simulations are the products that result when one creates the appearance or effect of something else. Games are contests in which both players and opponents operate under rules to gain a specified objective. A further distinction can be made between academic and non-academic games (such as table tennis or checkers) that are primarily for fun. Academic games, such as anagrams or war games, are primarily for or based upon learning (Cruickshank, 1980, p. 75 ).
Cruickshank further distinguished between two types of academic games.
There are two types of academic games: simulation games and non-simulation games. Non-simulation games are those in which a player solves problems in a school subject such as spelling or mathematics by making use of principles of that subject or discipline. The other type of academic game is the simulation game in which participants are provided with a simulated environment in which to play. These games are intended to provide students with insight into the process or event from the real world which is being simulated (p. 76).
It is the use of simulation games which holds the most promise as a truly dynamic educational tool.
http://www.cofc.edu/~seay/cb/simgames.html
Cruickshank, D. R. (1980). Classroom Games and Simulations. Theory into practice, 19(1), 75-80.
Anything is Possible Within Limits
Emergent gameplay, as wikipedia notes, is the creative use of video games for purposes beyond the creator's original intentions. It is an important concept tied to the new study of metagaming, or the manipulation of game rules, AI states, and affordances to create new and unforeseen modes of gameplay.
With all that said, I'd like to use my second blog post to share my vision of our role as game-using instructional designers.
For better or worse, EdTec'ers are designers of instruction. In our own little way, we use the tools of our trade to invent and develop new ways to teach. We do this deliberately, carefully, for real people, and with an eye for the innovative.
But design is at its best when it is self-critical as well. Recursive design opens up new possibilities by finding new uses for tools, exploring the limitations of our tools, and by turning those limitations into opportunities.
In my undergrad incarnation, I studied Art History, with a heavy emphasis on mid-to-late 20th century painting and photography. The idea that drove me during this period of intense study was a fascination with how art eats itself. That is to say, how artists used their arts during this period to undermine everyone's assumptions about what art is, what it can be, what it can do, and how people should interact with it. The greatest artists during this period turned their tools on themselves, and so revealed new possibilities. Pollock removed the hand of the artist, Warhol made painting mechanical, and Uelsmann used the darkroom to make unreal photographs.
While our design goals may not be so heroic in scope, we should still strive to follow the example of the avant guard. Spore, an upcoming game from Maxis, is a perfect example of a game that is ripe for conversion to other purposes. The game is huge in scope, and highly intelligent and adaptive. By exploring how the game adapts to the way we play it, we can wrap it in a number of different scenarios and content, and use it to teach students about how early decisions unfold into complex consequences.
I see this as our role in this new world, this new game-using educational environment. The various ways of approaching Metagaming can help us uncover the hidden possibilities within the complex machinery of games, and use these affordances to our own educational ends.
Family Feud for Education
Elle, Jason, and I brainstormed for a few days on what game would work in this instance. Jason finally came up with the idea of using Family Feud. By using this game, the entire class could participate and play would rotate, so more than just one or two people could try to answer questions. They game was a big hit and the professor was excited to see something different than the standard PowerPoint.
This scenario really got me thinking once again about all the ways games can be used to make learning more fun. It also got me wondering, so I pose this question…..Is there any game out there that can’t be used for education in some way?
Friday, November 16, 2007
Practice your V-o-c-a-b-u-l-a-r-y!
Oh! I almost forgot to add...One of their sponsoring sites is hiring ed-techer's (not a word!) if any of you are looking for a job...The company is called Games for Change.