Archive for March 5th, 2007

Murder on Grimm Isle:  The Design of a Game-Based Learning Environment

Michele Dickey, Associate Professor / Miami University

What to borrow from game desing
Why borrow from game design
Challenges of

What to borrow from game design

  • Perspective
  • God’s eye vs. first person
  • Narrative
    • The quest–framework
    • spatial vs. linear
  • Interactivity
  • This is important in bringing the player into the game environment
  • Why Borrow form game desing

    •  design of experiential environments
    • first person vs.third person (Winn 2002)
    • mulitple perspectives
  • Use of narrative:  Adventure Game design
    • cognitive framework for problem-solving
    • design heuristics for educational games
  • Use of Narrative:  MMORPGs
    • small quests
    • types of knowledge:  declarative, procedural,

    Challenges of integrating game elements

    • instructional designers and K-12 educators
    • limiited resources
    • time, skill, talent

    Overview Murder on Grimm Isle

    •  Game-based learning environment
    • adventure style game
    • purpoes:  foster argumentation writing skills for grades 9-12 and first year college
    • experiential learning–artifacts not just text
    • spatial narratie–cognitive framework  (Henry Jenkins)

    Game
    Setting:  Grimm Isle
    Scenario:  Robson Wolf has been found murdered on his estate
    Factors:  Impending hurrican (Island evacuated)
    Learner:  Investigator

    Characters
    Robson Wolfe

    Challenges:  Narrative

    • intersecting evidence
    • motives (love and money)
    • opportunity
  • spatial narrative vs.  linear narrative
  • Challenges of design

    •     Environment design
    •     2D too restrictive vs 3D too open

    Uses ActiveWorlds

    •  pros:  no programming, growing resources
    • cons:  subscription, file conversion, object and image file sizes

    Outcome:  Formulative Evaluation

    • if it is there, it must be part of the story
    • choice needs to be part of the environment

    Resources
    Game Engines and Virtual Worlds
    Active Worlds (cheap)
    Ogre (open source)
    Panda 3D (free)
    Second LIfe (various price models)

    Need to see handout for 3D modelers

    New Intersections for Students Engagement:  Leveraging Learning Cultures with Multimedia Technologies
    Kathy Webb and Tingting Lu, The Ohio State University Libraries

    Why a student learning culture in the library?
    points to OCLC College Students’ Perceptions of Libraries and Information Resources
    also College Learning for the New Global Century (pdf)

    Traditional library service promotes a 1:1 potential for learning
    Librarian behind the desk helps a single user at one time
    Reference staffs are on the decline

    New learning culture at OSU
    Student to student service
    Spreads leaning at the grass roots
    Librarians apprenticed and coached high-achieving students to work as peer student helpers
    Students become advocates for the library

    Library assets
    Librarians
    Collections
    Spaces

    Learning Culture
    Interactive
    Authentic
    Collaborative
    Organic
    bottom-up

    Students hired as peer library tutors are paid $8.75 an hour.

    Forms of multimedia
    music, photos, text, podcasts, screencasts, video, powerpoint

    Digital portfolio was uses as a container and a laboratory
    good vehicle to articulate the products of personal and professional learning
    digital portfolios are flexible
    showcase libary and resources

    Technologies used
    office and lab PCs
    digital cameras and recording devices
    Dreamweaver, Flash, Photoshop, Adobe Premier, and Captivate

    Used storyboarding sheets to direct students
    Have a weekly meetings to get updates and provide directions

    Overall, it sounds like a really cool project and it appears that the student employees are getting a lot out of the program .  However, I would have liked to have learned more about how this impacts library services. 

    I’m at the Ohio Digital Commons for Education today and tomorrow.  I’ll do my best to blog the conference. 

    Keynote:  Content, Connections, Conversations
    George Siemens
    Description: “Content
    has, for much of the life of formal education, held the prestigious
    central position, reflected in bold statements like “content is king”.
    Over the last five years, the web has shifted from write to a
    read/write model, where end users contribute to the original voice.
    Feedback is constant, original content is fluid. YouTube, blogs, wikis,
    podcasts, social book marking, and other simple, social tools have
    changed how we relate to each other and to content. These changes in
    the online space are now being mirrored in our classrooms and courses.
    Learners perceive content as a conduit to conversation. Changing
    learner expectations require that educators rethink how learning is
    fostered – a shift from passive content consumption to active content
    co-creation. How do these changes impact educators? Institutions? The
    process of learning?


    Will spend some time talking about what is happening with knowledge, technology, and how these apply to the educational institution.

    We have a lot of room for optimism in our current educational environment. We have technological tools that will enable educators to implement new ideas and help older ideals come to fruition.

    Current model of education is not working, according to Albert Toffler and Bill Gates.  We are not effectively teaching our students. 

    Change pressures lead to new methods, new structures and spaces, which creates new affordances.  This is an ongoing loop.

    We need to make sure our new model is holistic and be contextually appropriate.  Experts will not tell you how to do things, or which is the best model for your given situation.  It is a matter of which approach is best for the situation, not which tool you use.

    Content in education

    • Content is open
    • Mashups
    • Participatory
    • Create, co-create, re-create

    Sites like you-Tube are based on the foundations of academics.  As academics, we create, we co-create, we re-create.  YouTube basically amplifies this.

    Conversations

    • Global
    • Open
    • User-controlled
    • Two-way

    Content is created through the conversations.

    Our devices
    Cell phones are prolific.

    For continual dialogue, we create communities

    • Content (Flickr)
    • Issues
    • Goals (43 Things)  people with the same goals connect to each other
    • User-filitered  –readers deem what news is the most worthy

    As a result, our knowledge is changing
    Knowledge is a much more collaborative process today
    Learners create meaning out of the content, rather than simply reciting the content

    Connections

    • To stay current
    • to know and to be known
    • linking, relating, connecting
    • digital life portfolio

    Connected sites don’t make you famous for 15 minutes.  Connected sites make you famous to 15 people.
    Twitter is an example of this.
    Things like IM give you persistent presence

    Where does knowledge reside?
    Knowledge resides in the networks that we are creating
    Vygotsky, Wittgenstein, Spivey

    Connectivism

    • Knowledge is held distributed within a network
    • Competence/learning occurs through network connection
    • Technology performs grunt cognition  (example is flickr tag clouds)
    • Capacity to stay current
    • Knowing where/who  (lifelong learning)
    • sense making/pattern recognition

    Tools reflect a changed manner of relating to each other and relating to content
    wikis, blogs, podcasts, etc

    What is a network
    nodes and connections

    Elements of a complex network system
    components + interactions = emergence

    Knowing today means understanding ambiguity and uncertainty.

    George mentions an oepn source project from University of Manitoba that allows users to create connections about what they want to do.   Not sure what this is, but it may be worth checking out.

    Trends in Ohio 
    202 % increase in faculty teaching online (since 2004)
    279% increased in degrees/certificates online

    Have we simply taking our old way of teaching and put it online in Blackboard?  Or are we adapting to these online learners?

    Models to move forward
    Good management kills innovation
    need to adopt a model of perpetual experimentation
    Seed, Select, and Amplify
    Do something, if it works, do it again.  If it does not work, do something else.  (AMEN!!)

    Siemens recommends a text that all librarians to look at: Understanding Knowledge as Commons