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Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Thursday, February 24, 2011

L@S: Be a guitar hero...

To game or not to game: real learning in an unreal world

Judy Lymbery
School of Psychology and Pedagogy, Victoria University

... involve me and I will understand

Jane McGonigal - TED talks

Michael Gladwell - Outliers - 10,000 hours theory.
"What are the 'gamers' getting good at?"

New pedagogical approaches for new media

The case for using video games as pedagogical tools:
  • Expands their engagement with written and visual texts, images and sounds
  • Leads to new forms of literacy
  • Precursor to facilitate learning of other technology

James Gee

(click to view on YouTube to also check out other videos on the right)

Make learning more engaging, meaningful and relevant
Allow to buil upon technological skills
Can games met curricula requirements

Games can bridge the gap


Do games breed violence?
A person in the session just objected to Judy's statement that their is no research to suggest that violent games are a cause of violent behaviour.
I think this is more of a question about the environment in which the games are being played and the general experiences a person is exposed to, at the same time that gamers are not being talked about and given a context. Also, critical thinking skills needed to evaluate and make good decisions about gaming.
I think it is really easy to blame games because it takes the responsibility off parents and teachers - those same people who are the real and fundamental role models for young people.

Skills:
  • Socialising
  • life skills
  • Strategy
  • Collaboration
  • problem-solving
  • decision-making

Types of learning:
  • Role-playing
  • Learning from mistakes
  • Experimental learning
  • Self-directed learning
  • Problem-based learning

Guitar Hero
on mobile devices
How can anything you teach be linked to Guitar Hero?


Marc Prensky - Don't bother me mum, I'm learning
Ewan McIntosh



Random stuff:
Tagxedo, like wordle, but better - tags, etc




Wednesday, February 23, 2011

If gaming is the answer... What's the question?

Sylvia Martinez
genyes.org/freeresources/    - Great stuff here

Been looking forward to this.   Hoping it meets expectations.

Games a metaphor for learning and education

Games are not new, but they have a very limited world

Are kids learning from games and what are they learning?

There is a lot of research about games in classroom.  Only a little bit of that is about video games.
Chess - valuable learning.  How is it connected to Maths?  It's not, but it is connected to logical thinking which helps with Maths.

Teens encounter both pro-social adn anti-social behaviours when playing games.
Pew research.
Myth - kids who play games are isolated zombies.

Chris Crawford, the Art of Computer Game Design
"It is not games bu schools that are newfangled notion..."

Are games useful for learning?
Are games useful in schools?

What do you believe?
learning is making?  or meaning?
learning is natural or forced
faster answers are better answers?
history is memorising facts or understanding concepts and relationships?
Is "time on task" a good mesure of learning?

Game Genres
Adventure
Music
Educ
Fighting
MMOG/MMORPG
Fixed shooeter
interactive movies
Retro
Role-playing
Simulation
Strategy
Sports
Stealth
Survival horror
Third person shooter
Puzzle
Racing
First-person shooter

Types of games
Edutainment
Serious games
Virtual worlds
Alternate reality
Commercial off the shelf games (COTS)

Edutainment:
focus on the right answer, speed, memory
created for parents and teachers to reinforce the learning that happens in the classroom

Is dragging something to the right place a game?
NO
Is it learning?  or is it just reaffirming knowledge?

Tabula Digita-  new game
Dimension M

The Logical Journey of the Zoombinis
Software game

Ayiti, the Cost of Life
Students helped in the making of this game.
Survival of your family in a very realistic setting
Based on poverty and life in Haiti
Has a very specific outcome- goal is to live

Arden (Shakespeare)
This game was abandoned because it wasn't fun!


It is critical for teachers to rethink their assessments if they are going to use any sort of game.
Studnets can't play a game where they create the narrative if that conflicts with the knowledge and/understanding you are assessing.
A game where students can play as Germans in WWII cannot win, if you are assessing who won WWII.

Alternate reality games - hot new thing, especially mobile
Mash-up of real and virtual

COTS Games

SimCity
Planning
Troubleshooting
Learning from mistakes

Playing games does not appeal to everyone and no one game appeals to all gamers
Hence, in Y9 Classics students don't play but create concepts and they can choose what sort of game, literally any sort of game.

Sylvia referred to:
James Paul Gee itemizes “game-like” attributes in his publication Good Video Games and Good Learning:
  • identity
  • interaction
  • production
  • risk-taking
  • customization
  • agency
  • well-ordered problems
  • challenge and consolidation
  • situated meanings
  • pleasantly frustrating
  • just in time and on demand
  • system thinking
  • explore, think laterally, rethink goals
  • smart tools and distributed knowledge
  • cross-functional teams

Look for...
game play you can plan and discuss
Programmable
Support big ideas
Offers multiple ways to "win"

Taking Gaming to the next level
Students designing and programming games
Students learn how and why behind the simulation
Scaffolded learning, mediated by the computer
Student programs computer, not computer programs student

Games in Education
Joy in learning
Need adequate time
Crucial teacher role
Authentic assessment
Reflective activities
Kick it up a notch - let the students design their own games

Links:
https://k12online08presenters.wikispaces.com/Sylvia+Martinez - this wiki basically has this whole session on it:)  
http://library.vancouver.wsu.edu/sites/library.vancouver.wsu.edu/files/ACGD.pdf 
Books:
How computer games help children learn, by James Paul Gee
Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter, by Steven Berlin Johnson

I liked this breakout.  Well delivered.  She knew what she was talking about from such a varied experience.
Humour is good.  She did this well.

Tuesday, August 17, 2010

Thinking Outside the XBox (v2)

Audio and Visual Creations

Gaming for Learning
Exploring ideas and sharing experiences with gaming in education 
 
Google search Podsafe music

Creating Podcasts
Audacity
Basics to consider:
recording volume

This is what I made with my friend, Diane:

Thinking Outside the XBox (v1)

Wellington Loop Professional Development Day:

Gaming for Learning
Exploring ideas and sharing experiences with gaming in education 

Putting your ideas across and communicating ideas is the number one skill employers are looking for, in any industry.  Coming up with creative ideas is crucial and collaboration is key.

The opposite of play is not work, it's depression.

Engagement 
You have to fail to win
Engagement isn't synonymous with fun, it's also about challenge, driven concentration and reaching achievement - winning is always possible.
Epic nature of video games - epic goal
Flow - Time flies.  Consumed by the mission undertaken.

Borrow the lessons from video games as contexts for curriculum learning.
NAME levels of achievement v. World of Warcraft 200 levels, though shorter achievement goals, get increasingly harder.

Gamers are their own boss; in charge of their own destiny.  Even when playing collaboratively. 

Calamity becomes the learning point.  Exploring by doing.  Tilting towards completion. 

Entrepreneurial Learning
Take risks
Build teams to make their ideas happen
Not the most creative, but prepared to jump off a cliff without knowing the answer why... yet


Playing the game is not the point of learning, it is the context for learning

How does motivation show itself?
Don't take quiet as unmotivation.  
Any student, any gender can engage in any context.
Don't approach gaming as a male world, it's just a world like any other.


Skills explored when using Gaming in Learning
Play
Performance
Simulation
Appropriation
Multitasking
Distributional Cognition
Collective Intelligence
Judgement
Transmedia Navigation
Networking
Negotiation

Transmedia Navigation Example
CSI episode where killer not revealed.  SecondLife rooms and labs were created by viewers where people met to nut out the answer.  Real scientists, police people, specialists working on details from show - the body, evidence, crime scene.

Myst 'Exile' in the classroom

Assessment - questioning and reinforcing student answers, validating responses
Technology integration - low tech, one copy of game,
Loved - engagement, interaction teacher with students not to students

Viewing Myst from an English point of view
Music and tone of voice over creating atmosphere of mysterious past
Establishing background story and giving player context and so emotional/personal investment in game and the need for succeeding.
Point of view of player interacting with characters
Mise en scene
Pathways to encounter knowledge that builds capacity to succeed in game.
Narrative aspects of content to lead narrative pathways through the game.
Conflict and disorder contribute to emotional investment and challenge to defeat obstacles and adversaries 
Manipulating narrative to follow preferred path as can return to previous point later. 

Writing focus from viewing Myst
Stimulus for rich writing
Feeling of the water in the scene
Mise en scene, film language
Punctuation pyramid
Vocabulary -visuwords, wordle

Use screen shots to illustrate creative writing online, for backgrounds of presentations, photostory
Write success guides to playing the games as formal writing activities


Games
Rome
Sim Park
Myst
Spore creature creator - biology
Sim City
Hotel Dusk - crime novel pitched as a game
Call of Duty 4 - 16+ modern terrorism. Epic goal = save the world!!
Guitar Hero

Peacemaker - History, solving Palestine crisis
The Incredible Machine
JMOL - build molecules - bio, chem, free plugin for Moodle
Tycoon series
Oolite - Space trader - Social Studies, History, Economics, Marketing, Maths
Ceel Craft
Lightbot 2 - logic, sequencing
Electrocities - city planning, Maths, resource allocation, time, graphs
Smackdown - Professional wrestlers - History, PE - professional, athletics, nutrition, Maths, Physics, animation

Other tools:
Posterous.com