Friday, September 05, 2008

Learning, Boredom and Fun

Greetings everyone!
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

Greetings everyone,
I'm a 670 student

Sunday, July 20, 2008

EDTEC Lessons in the Real World

After taking Bernie's EDTEC 670 gaming class I wondered if I would ever have an opportunity to practice what we learned in the real world. The answer, happily, is yes. Through the EDTEC program I secured a job as an Instructional Designer at the Bank of America. I am now on our Technology Integration Group's Innovative Technology team. I was able to lead the design phase of our group's first video game -- working title "Brain Squeeze." Indeed, the lessons learned in 670 about things to include to make the game more interesting such as Csikszentmihalyi's Flow Theory and Keller's ARCS Model found their way into our design. Most importantly, the lessons learned in cooperatively creating a project with a group practiced in 670 and many other EDTEC classes has been a great help in the "real world." I am also incorporating an avatar similar to what we did in Second Life into another project, a learning portal for one of our divisions. Who knew how much EDTEC 670 would come in handy at a bank.

Friday, December 14, 2007

Teacher resource for Ed Games

This site offers a wide variety of different games for different grade levels and curricular content. The reason for mentioning it is that most of these type of sites I have come across are directed towards elementary learners, were as this site offered some resources for upper grades.

Here is the address:
http://www.funbrain.com/teachers/index.html

Teacher resource for Ed Games

This site offers a wide variety of different

Smart Cycle

Toy makers are targeting the younger ages with both mental and physical activity. Fisher Price has a interactive game for kids to learn and exercise, they call it the "Smart Cycle". I think that this approach makes sense, especially with the increasing obesity rate of Americans and American youth.

Quick & Dirty Tips: Traveling Avatar

A podcast from the same site as the famous Grammar Girl series:
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?

While at a team building event at work about two weeks ago, one participant exclaimed it is better that everyone loses the game, as opposed to just him. He said it's human nature and referenced "game theory". I just had to look it up.

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

Older Adults and Educational Tech

I am finsing it interesting that

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"!

The premise of this product is excellent, as this knowledge and skill-set is critical. Its training focuses on how to communicate in foreign languages and cultures. As it was designed for the U.S. Military, its current menu of activities include learning groups called Tactical Iraqi, Tactical Pashto and Tactical French. These courses are to be used in Iraq, Afghanistan and Africa and focus on teaching vocabulary, language and cultural knowledge. To convey this information, skill builders, arcade games and mission games are used. The interactivity and graphics resemble Second Life. And there is plenty of feedback with colored signs indicating if communicated correctly or not.


Tactical Language and Culture

I don't know if I feel proud, or freightened by this , but this is a real world example of simulations training our armed forces in multi-cultural 

SL Luxury Cruise Ship


We all need vacations so what makes us think that our avatars do not? You, well your avatar, can take a SL cruise and enjoy all of the relaxing activites found on RL cruises. SL cruises are similar to RL cruises except for one tiny element, the ship does not move. Avatars can run on the track, sunbathe, go to the spa, gamble, admire the art, dance, gamble, swim, shop, eat, or many other activities you would enjoy on a RL cruise. The ship is named the S.S. Galaxy and is employed by many SL residents and even has a ice-skating rink! The ship is run by Captain Seaton Skolnick, who takes time out to chat and answer questions with other avatars. Does your avatar need a vacation?
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

Has anyone noticed lately that TV is getting on the SL / virtual game bandwagon? Several popular TV shows have featured SL in their episodes this season. The October 24th episode of CSI: NY features a case of a virtual stalker turned killer and has its lead character Mac Taylor (Gary Sinise) creating his own avatar so he can enter the virtual world to find the killer.

Viewers of the show were invited to become part of the plot by clicking a link on CBS' website to register on SL where a CSI virtual world has been created. The site is geared toward the CSI: NY fan and offers three different options depending on the level of SL knowledge and curiosity. Viewers can "walk" around virtual New York buildings and visit a CSI lab and play forensic games like "Facial Reconstruction". Or they can play a game called “Murder by Zuiker” (Anthony Zuiker is the creator of the show), a unique murder plot which can be solved by users finding clues. The 100 people who come closest to solving the murder win virtual gifts. The most involvement offers viewers the ability to become CSI investigators, complete with field kit and tools. They can interview suspects and try to solve the murder featured in the actual CSI: NY episode. The episode itself ended in a cliff-hanger and the solution will be revealed in an episode in February.

Other TV shows to feature SL or the virtual gaming world this season have been Law & Order: SVU, The Office and Numb3rs. Look for more references to SL and the virtual world in other shows - that is if they ever settle the writers strike!

Second Life on TV

Has anyone noticed lately that TV is getting into the SL

Second Life on TV

Has anyone noticed lately that TV is getting
Belgian Police decides to patrol Second Life after virtual rape case

secondliferape.jpgThe 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

Anyone born between 1980 and 2001, plays any computerized game more than 5 hours a week and is Internet saavy can be considered what is called a "gamer". As Baby Boomers retire, the Gamers are infiltrating the workforce. To accommodate the gamers' technologically advanced status, training for these employees must be modified from the traditional static nature. Gamers need training that can engage and hold their attention in order to be effective. As a result, the job of training departments has increased in difficulty to accommodate this demand.


One example of modifying a popular game to help transfer knowledge more effectively while keeping the learner's attention is a spin on the game of Hangman. Instead of randomly choosing letters to guess the word, the learner is given the definition and must use this definition to guess the word. This tweak in game play encourages the learner to continue to think about the word's definition as the game is played thus helping to transfer knowledge of the word. One other tweak is rather than display a man getting hung, an image of a roadrunner getting caged in represents the time and amount of chances the player has. This change seems a bit more on the positive side. 

http://www.learningcircuits.org/2006/February/kapp.htm

Training the Gamer Generation

Anyone born between 1980 and 2001 and plays any computerized game more than 5 hours a week

Wednesday, December 05, 2007

Stagecoach Island

Wells Fargo has developed a virtual world complete with mortgages, checking accounts, and taxes as a means of teaching teens how to manage their finances.

News> Virtual Theft = Real Arrest

From BBC News:

'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

On my way out of Trader Joe's the other day, I grabbed the most recent version of the San Diego Reader. I was intrigued by the cover, which depicted a split image comparing a RL person and her SL avatar.

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.

More than once, our very own San Diego State University was mentioned. In fact, the owner of Diegoland (SL location: 216,150,34), Champion Valiant, wants to create a mock SDSU and feature it as a famous San Diego landmark!


(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

I like the concept behind Kongregate It is a site with many small flash-based games. The site shares ad revenues with the developers. As I use more and more rapid development e-learning tools in my own work, and the need for full time Flash developers becomes much less than it used to be, it is nice to see that there are still avenues for Flash creativity.
About 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?

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 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?

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 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.
Second Life – An Opportunity for Secondary Language Teaching?

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

My ten year old daughter loves to "Skype" her cousin Charlie who is going to college in Utah. She amazes me how she knew how to set up the "Skype" on our home computers so that "Skype" would work. Grandma and grandpa have come over for a "Skype" session to see their grandson Charlie at college. They marveled at how "Skpye" works. 

"Skype" games are great for my daughter to play with Charlie. She plays chess and other games regularly with him through "Skype." She has friends at school who she "Skypes" and plays games with. As a mom, I compare what I used to do when I was ten, and what she does now. There was not even anything close to this kind of game playing back in my day. My favorite game was the board game "Life," and the card game "Crazy Eights."

In my opinion the on-line revolution has changed the gaming world forever. 

Skype Games

My ten year old daughter loves to "Skype" her cousin who is going to college in Utah. 

Club Penguin

"Club Penguin" is an on-line virtual reality world of penguins. My ten year old daughter loves to get on "Club Penguin" and play games with other penguins. There are many similarities between "Club Penguin" and "Second Life." 

Both have virtual characters and places to interact with others. Both have an option to pay real money to buy things in the virtual world such as clothes. Both have the option to chat with another character you encounter. "Club Penguin" looks so cute, and there are always many penguins roaming around the screen when I watch my daughter play.

As a parent I worry about the dangers in the virtual penguin world. Let me explain. When first exposed to "Second Life" I was in awe. Being able to take upon a new look as an "avatar" person and move about the virtual world was new, fun, and exciting at first. When I explored on my own outside of the SDSU virtual campus I was shocked to see what was really out in the virtual world. Lots of disgusting things--scantily dressed people, repulsive language, and shocking posters--just to name a few. I then thought of the type of people who were on this "Second Life" and got scared and got off right away. In my opinion "Second Life" has been polluted by filth.

Could "Club Penguin" have a hidden agenda? Are all those penguins running around really just kids? The thought of the possibilities frightens me. So I now go on "Club Penguin" with my daughter, or let my older teenage son supervisor and play with her. He has a virtual penguin as well and loves to play the games.

Club Penguin

Video games article in Details

Details magazine published an article on video games and obsession in its October 2007 edition. "Are Video Games the New Cocaine?" explores the idea that video games have replaced drugs as the addiction of choice for some people. Though psychologists argue whether gaming is technically an addiction, playing can meet some of the criteria of addiction.

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

This is just a short follow-up to Daniel's post (please read). In it, he mentioned an incredible game called Spore. I had actually bookmarked the video on it (featured on TED), and had planned to blog about it. Daniel beat me to it! Here's the video:


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.
What about the students in their homes?
  • 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.
Yikes! Maybe we should work more on providing access to all students so our wonderfully designed eGames can reach ALL students. Any ideas? Has anyone seen any programs that work?

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?

For years, Barbie has been given credit for contributing to our society's unhealthy body image, both Barbie and Ken. You know the image, women are rails with out-of-proportion breasts and men have 30" waists with six-pack abs, broad shoulders, and buff arms. As soon as I logged into SL for the first time, I began wondering about the implications of avatars, in any kind of online world, on the perpetuation of the unhealthy body image that pervades our society. You might think, "C'mon, most people don't feel those proportions are the ideal body type." Having been around 13-15 year-olds for the last 15 years, I can say, for that impressionable age range, it definitely is. I have 13-year-old girls who are 5'5" and 125 pounds who think they are grossly overweight. I have 12-year-old boys who are lifting weights before puberty hits to try to bulk up (this can be very dangerous to their muscles, by the way). If you don't believe me, check out some of the articles below. Here are some of the highlights:
  • 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.
SL perpetuates this unhealthy body image to the nth degree. I immediately changed my avatar to have a more "normal" body and I've been asked several times by other avatars why I'm so plain. Don't get me wrong, I get that SL and WOW are fantasy worlds, and you should be able to look however you want. But much of fantasy, especially teenage fantasy, often manifests itself as what they wish they really were. I am disappointed with how far avatar worlds promote our society's obsession with thinness and/or buffness.

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

Here is a cool little time waster. Crayon Physics is a neat 2D physics puzzle game played on your PC, in which you get to experience what it would be like if your drawings would be magically transformed into real physical objects. Solve puzzles with your artistic vision and creative use of physics.

http://www.kloonigames.com/blog/games/crayon/

6MB download

Puzzle Game

Here is a cool little time waster. The objects you draw with a crayon ac

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

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.

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


This past week, my wife who is pursuing her MA in History at SDSU and her presentation partner used a game to teach a lesson about William Cronon - an Environmental historian. The impetus for using a game was one, they wanted to do something different than everyone else had done and two, Elle said she was inspired when she saw Caloric Consequences, the board game that Aaron, Sarah, and I made.

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!

Free Rice is a game by the U.N that donates 10 grains of rice to the poor- for each vocabulary question you answer correctly. As of today they have raised 2,098,280,280 grains of rice. No need to download. You can play straight from your web browser. There is no time limit- so you can play, check your e-mail, go get lunch, and come back to play some more (just keep the window open). Playing is fun and simply brilliant. Check-it-out here.

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.