Category: Gaming Blogs

New 3D Learning Book by Karl Kapp

Karl Kapp is a longtime friend of this blog. His first comment was on a post comparing Second Life to World of Warcraft for educational purposes, way back in 2007, and his blog, Kapp Notes, has been on my blogroll ever since. Dr. Kapp is a full professor of instructional technology over at Bloomsburg University, and is a prominent thought leader and author in the field.

One of the things several researchers in educational gaming picked up on early was the facilitation immersive worlds featuring human-like avatars offered for teaching and learning. This idea has come to be generally termed “3D learning,” because the virtual gaming worlds in which it takes place are rendered in three dimensional graphics. It feels like you are in the world instead of simply playing a board game.

It seems to be a powerful learning tool, and has attracted a lot of attention from educational researchers. Perhaps, researchers suspect, there is something to the notion of transference, where players feels like they are experiencing what their avatar in the 3D virtual world is going through and go on to transfer knowledge from that virtual world to real life applications. Perhaps it is conducive to Csíkszentmihályi’s flow theory, where time becomes irrelevant in the pursuit of passionate tasks. Regardless, it’s an intriguing idea that researchers continue to investigate.

Karl Kapp’s latest book, co-authored with Tony O’Driscoll, explores the ramifications of teaching and learning within these immersive virtual environments. Aptly titled, Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration, provides a blueprint for corporate and educational professional development personnel when embarking on efforts to include this type of training in their organizations. Recently, Dr. Kapp made a digital preview of the book available to several bloggers, and embarked on a “virtual book tour.” I was honored to be included on the list, and found the book to be impressive.

I think one of the key contributions to the field this book makes is its insistence that 3D learning is a valid and valuable tool for both corporations and universities. For instance, the whole idea of role playing within virtual 3D environments is supported and reinforced in the book. Business personnel have long known the value of role playing within training regimens. I recall a conversation with someone familiar with the training program for the sales force of a Fortune 100 company. An artificial office environment was created, complete with cameras and recording equipment. The trainee would enter the office and attempt to sell the company’s products to another employee posing as a potential client. Trainers would later review the recordings and help the trainee hone techniques. This entire process is greatly facilitated through 3D virtualization, as the book makes clear.

On an entirely selfish note, I was glad to see the acronym “VIE” included, something I introduced to the field in 2007 in an article in the Journal of Technology and Teacher Education. I called it a virtual interactive environment, while Kapp and O’Driscoll use it to mean virtual immersive environment. Regardless, it amounts to the same thing, and I’m glad to see the idea spread. Education and corporations can use a lot more VIEs.

Two Entries in the Top 100 Learning Game Resources

The folks over at the Upside Learning Solutions Blog put together a nifty list of the Top 100 Learning Game Resources. Two of my blog entries made the list. Coming in at No. 54 is The Top 5 Platforms for Creating Educational Video Games. At No. 64 is an entry from Karl Kapp, which is really a reference to my The Top 10 Most Influential Educational Video Games from the 1980s.

It’s a good Top 100 list, and well worth checking out.


2008: Half a Billion for New Funding in Virtual Worlds

Here’s an interesting factoid posted by Don Reisinger over at CNET: last year about half a billion was invested in 63 different virtual worlds. These game-like online environments are used for work, socialization, play, and education.

Reisinger says venture funding tapered off a little for new virtual worlds in the fourth quarter, just as funding for everything else slowed down.

Interactive Technologies At the T+L Conference

The folks over at the Educational Technology by IQity blog are at the T+L Conference in Seattle. They’re doing a bang-up job of reporting on presentations and workshops, which are leaning heavily on the interactive, high-tech approach.

The National School Boards Association (NSBA) is presenting the conference. The folks at IQity noted the NSBA’s top 3 educational trends were: Online learning opportunities; Access to school related software and projects anywhere on the network tied with unlimited Internet access; and Online communication tools, notably global social networks. There has long been a convergence of social sites with gaming. Many social sites offer games which members can play together with friends. Meanwhile, many online games serve the same functions as social sites, allowing friends to play together while socializing. A lot of interest is percolating around the idea of harnessing social networks for education, as we saw recently with the development news of a MMORPG for SAT studies.

Another interesting post at the IQity blog centered on virtual science lab software from Toolworks. Virtualizing lab experiments has always been a good idea, and I was impressed by a presentation on Virtual Chemlab earlier this year at FETC. It’s heartening to see the concept produced by a variety of companies aiming at the whole of spectrum of age and grade groups.

You can keep up with all the great posts over at the IQity blog by checking in on their October archive here. I’ve also added them to the blog roll.

Lucas Gillispie’s 10 Things Learned from Playing MMORPGs

Lucas Gillispie over at EduRealms (with whom I’ve recently traded blogroll links), posted Ten Educational Things I Learned from Playing MMORPGs. They are:

home networking; conflict resolution; project management; split second decision making/strategy; advanced web design; love of reading; computer troubleshooting; graphics editing; video editing/machinima; and instructional design.

Visit here to read the complete entry.

25 Videogames for Classroom Use from College@Home

Fiona King over at College@Home dropped me a note to talk about a new post on their blog discussing 25 sims and games for classroom use. The post is well thought out, and the suggestions are divided up by History, Science & Logic, Mythology, Fitness, Business & Law, and Community & Personal Skills.

The list is a nice one with some thoughtful ideas. Whyville, Quest Atlantis, and Revolution are included, which also made my top ten list of free educational games.

Tim Holt’s Interview with Michael Levine

My colleague Tim Holt, over at El Paso ISD, recently changed the name of his blog from Byte Speed to Intended Consequences. I’ve updated the blogroll to reflect the change. In the meantime, check out Tim’s interview with Dr. Michael Levine, “the Executive Director of the Joan Ganz Cooney Center [at Sesame Workshop] about the role of digital media and how it affects today’s children.” Tim says Dr. Levine discusses a lot about videogames in this podcast. This is particularly exciting because anything related to Sesame Street has profound influence on casual learning for children worldwide.

Unfortunately I’m having connection troubles tonight and can’t listen to the interview. However, as soon as I do, I’ll update this post.

CFP: Breaking the Magic Circle; Game Research Lab Spring Seminar, Tampere Finland

Lots of CFPs with the start of the new year. Here is a prior (although brief) discussion of the Magic Circle idea on this blog. Wayne Porter and Dusan Writer discussed Edward Castronova’s contentions regarding the Magic Circle here and here. So, the concept is alive and well and discussed frequently in the serious gaming community. There has been a lot of solid gaming research emerging from Finland, and this conference looks very interesting. The deadline for abstracts is Jan. 15.

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Call for Papers: Game Studies Seminar, Tampere 10-11 April, 2008

New: the seminar web site: http://breakingmagiccircle.wordpress.com

One of the classic theories of games and play was presented by Johan Huizinga in his work Homo Ludens (orig. from 1938). Huizinga wrote about the free and voluntary nature of play, how it is “an activity connected with no material interest” and how it “proceeds within its own proper boundaries of time and space”, involving and absorbing players utterly into a separate world set off from the “ordinary” life, while being created and maintained by communities of players.

Huizinga’s view has become widely known within contemporary game studies, and it is often referred as the ‘Magic Circle’ view on games and play. This concept has also been widely criticised, as it has become increasingly obvious how various “games external” areas play an important role in digital play, and also because digital games have become more widely enmeshed with and applied into various economical, educational and other social and cultural processes and uses.

“Breaking the Magic Circle” seminar invites presentations from multiple points of view, including theoretical as well as empirically based studies into that question or expand existing conceptions regarding digital games and play. Particular fields of study might include, but are not limited to:

- pervasive, mobile or location based gaming,

- alternate reality gaming

- casual, non-immersive or coincidental forms of play,

- professional gaming,

- money gaming, betting and gambling within digital games and play.

The seminar is fourth in the annual series of game studies working paper seminars organised by the Games Research Lab in the University of Tampere. Due to the work-in-progress emphasis, we strongly encourage submitting late breaking results, working papers and/or submissions from graduate students. Early considerations from projects currently in progress are most welcome, as the purpose of the seminar is to have peer-to-peer discussions and thereby provide support in refining and improving research work in this area. After the seminar, separate consideration will be given to various options of publishing the seminar papers.

The papers to be presented will be chosen based on abstract review. Full papers are distributed prior the event to all participants, in order to facilitate discussion.

The two-day event consists of themed sessions that aim to introduce current research projects and discuss ongoing work in studies of games, play and their relation to surrounding phenomena. The seminar will be chaired by professor Frans Mäyrä (Hypermedia Laboratory, University of Tampere). Paper commentators include researchers Markus Montola (University of Tampere), Aki Järvinen (Veikkaus) and Simon Niedenthal, Associate Professor of interaction design (Malmö University).

The seminar will be held in Tampere, Finland and will be free of charge; the number of participants will be restricted.

Important Dates

- Abstract Deadline: January 15, 2008

- Notification of Acceptance: January 30, 2008

- Full Paper deadline: March 27, 2007

- Seminar dates: April 10-11, 2007

Submission Guidelines

Abstract submissions should include maximum of 1.000 words (excluding references). Abstracts should be send to info-gamestudies{at}uta.fi as plain text only (no attachments). Guidelines for submitting a full seminar paper will be provided with the notification of acceptance.

Our aim is that everyone participating has been able to read materials submitted to the seminar, therefore the maximum length for a full paper is set to 6.000 words (excluding references). Note also that the presentations held at the seminar should also encourage discussion, instead of only repeating the information presented in the papers. Tentatively, every paper will be presented for 10 minutes and discussed for 20 minutes.

Seminar web site: http://breakingmagiccircle.wordpress.com/

Organised by: http://gamelab.uta.fi

University of Tampere / Hypermedia Laboratory / Games Research Lab

Battling for Opportunities to Simulate History

I have visited the national historic site for the Battle of New Orleans twice (last time when NECC was in NO). Taking a leisurely steamboat ride from the riverfront mall up the Mississippi, you disembark at the site and listen patiently to a park ranger explaining how Andrew Jackson marshaled his forces, combined with the racially diverse city populace, and held off the evil British soldiers. If you’re lucky, the park ranger will fire off a replicated musket shot to give you a feel for what the battle was like. On the ride back to New Orleans, you can purchase a toy gun or perhaps a coffee mug in the ship’s gift shop to commemorate your visit, and Jackson’s victory.

Don’t get me wrong, I’m a big fan of our national park system. Somebody once said the Europeans have their cathedrals while the Americans have their national parks. But what if we could play the role of Andrew Jackson, face the same decisions on deploying limited resources against a superior opponent? Could we experience history better if history were simulated for us within the context of a videogame?

Some say, “Yes!” One advocate for this approach is Dr. Kevin Kee over at Brock University, who serves as primary investigator of The Simulating History Project: Best Practices for Simulating History. Here’s the raison d’être for the site:

Canadians are concerned about their understanding of their history, and especially about the way that it is taught. The “Simulating History” project, funded by the Social Sciences and Humanities Research Council of Canada, is exploring the “best potential” for educational computer simulations (sometimes called computer “serious games”) to teach Canadian history.

The site serves as a blog, with entries detailing various school projects, news from other university efforts, and various serious games related to history. There are also discussions concerning the use of educational videogames in teaching history. One in particular was pointed out to me by Dr. Shawn Graham. “Towards a Theory of Good-History-through-Good-Gaming for Historians and Educators” is by Kevin Kee and Shawn Graham, with contributions by Marion Barfurth, Michel Blondeau, Mike Clare, Patrick Dunae, Andrew Large, John Lutz, and Chris Tan. It offers a cogent argument for the use of sophisticated videogames (namely those in the Civilization series) for use in history instruction; offers the counter-arguments against their use in classrooms; then offers a dialogue for the contributors listed above to hash out their thoughts on the topic.

It’s an excellent online article, and it offers insight to the process of appropriating a technology for pedagogical purposes. Now perhaps somebody might try and incorporate the Battle of New Orleans in a historically appropriate videogame. I suspect it will offer greater insights to the processes surrounding the battle than a site visit offers. Perhaps someday, visitors will be able to purchase the game in the steamboat’s gift shop.

Went to a Fight and a Conference Broke Out: Instructivism vs. Constructivism

One of my stat profs loved academic arguments. He enjoyed reading journal articles arguing different points of view. He especially enjoyed going to conferences and watching other stat profs fight over the minutiae of their field. One of his anecdotes centered on a conference where the book The Bell Curve was a featured topic. “People were screaming at one another,” he noted with glee. Good stuff!

Academic arguments, my professor maintained, are where new knowledge and ideas are tested, refined, and eventually accepted or rejected once the dust settles. Like a schoolyard brawl, people come running far and wide just to watch. Well, at least those in that field of academia do.

Currently an academic skirmish is in full swing over a paper published a year ago that strongly attacked constructivist learning. I have to speak in broad generalities here, but basically constructivists believe learning can be facilitated through the student creating her own knowledge. A constructivist would say: you can tell a student something all day, but if she discovers it on her own it will hold a much more powerful impression. Also, learning by doing will always be stronger than passive approaches.

An instructivist believes the teacher must guide the child in learning. An instructivist would say: you have to tell the student what he needs to know. Otherwise, how do you know he’s learning what you want him to know? He can’t get there (at least, not efficiently) unless you show him the way.

Probably most learning takes place somewhere between the two camps, and in truth many people likely fall on a spectrum between the two extremes. Nonetheless, slavish adherents exist on both sides, ready to rail against the other side’s philosophical position.

Constructivist learning is generally promoted in university education departments. In K-12 settings, where high stakes examinations at the state level are so important, instructivist learning dominates. The thinking here is, if students are to pass the state exam they must be directly taught what is on the state exam. So, instructivism dominates in schools.

At this point it may be prudent to note that, broadly speaking, folks involved in educational gaming tend to fall in the constructivist camp. One of the underlying assumptions of serious/educational/instructional games is that the whole videogame structure is one offering high engagement for potential learners. Thus, while some games are designed to “trick” players into picking up knowledge or skills (the hidden agenda approach), others are more overt in their pedagogy while couching objectives in an experiential gaming environment. But, they all assume players will engage in the game rather than passively consume information such as that transmitted in a lecture.

So with that as background, we come to our current fight. The paper in question is by Paul A. Kirschner, over at the Educational Technology Expertise Center, Open University of The Netherlands and Research Centre Learning in Interaction, Utrecht University, The Netherlands; John Sweller over at the School of Education, University of New South Wales; and Richard E. Clark, over at the Rossier School of Education at University of Southern California. The paper’s title is a shot across the bow of constructivist teaching: “Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching.” It appeared in Educational Psychologist last year, but as in so many other things with educational publishing, its impact is only now being fully felt.

Clark was involved in the famous Clark-Kozma Debate. This academic argument played out in the pages of Educational Technology Research and Development (ETR&D) and elsewhere, with Clark stating that, all things being equal, information transmitted via whatever media would not result in significant differences in outcomes at test time. Thus, info transmitted during a live lecture, or via videotape, or via audio recording, or through text … all would result in similar scores when subjects were tested on the information. Clark called this the delivery truck metaphor. Media is essentially the delivery truck, and it affects content no differently than real delivery trucks affect theirs. Kozma, for his part, felt Clark was painting with too broad a brush.

Clark has joined Kirschner and Sweller in the current debate. Several academics have taken exception to the arguments outlined in their paper. The most prominent is Stephen Downes over at the National Research Council Canada, Institute for Information Technology. Downes has linked a video of a lecture he gave addressing identified shortcomings in the paper on his main site, downes.ca. In addition, on his Half an Hour blog, Downes has posted the back and forth between him and Kirschner over debated details. He lists his arguments against the paper here. Finally, he has a long post called Kirschner, Sweller, Clark (2006) – Readings, that lists an extensive set of comments from people across academia and the blogosphere who have opined on the paper.

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We’ll see what happens when the dust settles. Personally, I’m a fan of constructivist teaching when possible and practical. Many times when teaching to the test as required in our schools these days, a constructivist lesson is not the most efficient way to impart knowledge. But, there are times when a constructivist approach leads to profound and life changing lessons. The constructivist approach is especially useful for those “fuzzy” lessons that defy standardization such as on ethics, leadership, and social factors.

I’ve also noticed, especially with computer programs, few people want to “take the time” to read the manual. Instead, they’d rather jump right into the program and start figuring things out. I would say these people are eschewing the instructivist approach in favor of a constructivist one. In fact, one is hard pressed to find a substantial written instruction manual included with software programs these days. There may be online help included, or a brief “getting started” document. But, instructivists must resort to buying separate books for extensive program manuals. There is a lesson there, somewhere …

References
Clark, R.E. (1994). Media will never influence learning. Educational Technology Research and Development, 42(2), 21-29.

Kirschner, P.A., Sweller, J., & Clark, R.E. (2006). Why minimal guidance during instruction does not work: An analysis of the failure of constructivist, discovery, problem-based, experiential, and inquiry-based teaching. Educational Psychologist, 41(2). 75-86.

Kozma, R. (1994). A reply: Media and methods. Educational Technology Research and Development, 42(3), 11-14.