Category: Neverwinter Nights

Seven Questions to Ask Before Using a Video Game In the Classroom

Today is the first day of school for most public districts in Texas. With that in mind, I’d like to offer seven important questions teachers should ask before using any videogame in the classroom. This list is based in part on a paper I delivered to the Association for Educational Communications and Technology (AECT), 2005 Convention.

  1. Is the game’s cognitive load appropriate for your students? Many simple edutainment titles are aimed at younger audiences. Consequently, these titles are often inappropriate for older students, who will find them less of a challenge and potentially insulting to their intelligence. Conversely, modifications of such titles as those in the Neverwinter Nights series, or the Civilization series, might be beyond the abilities of younger audiences.
  2. Is the game easily modifiable? Many educational games on the market offer no capabilities for modification, giving teachers a “what you see is what you get” approach. Some games might have a higher level of adaptability for classroom use. For instance, a foreign language teacher can run a copy of The Sims 2 on her classroom computer and simply change the operating language, offering an instant immersive language environment for her students. Ideally, however, a game can be easily modified by the teacher, so that he can insert whatever objectives are needed into the gaming environment. Such modifications are more difficult and time consuming but doable, as seen in several examples for the Neverwinter Nights engine and Second Life.
  3. Does the game align with your standards (local, state, national)? Fortunately this question is increasingly being addressed by educational video game companies, as they realize that the purchasing of their titles in large quantities by schools largely hinges on this question. Look at the excellent job Tabula Digita is doing making sure their math games are aligned with state and national standards. Hopefully the company selling the product has already done the alignment for you, however your job as a teacher will be to make sure you know where the product lines up with the standards you are responsible for teaching. If nobody has done that previously, chance are good you will have to do it yourself if you need to justify using the game in your classroom to parents and administrators.
  4. Can the game present useful outcomes within a short time period? Class periods are generally short. Time spent on any lesson is perforce brief. Many excellent video games with learning potential are hugely complex and take hours to complete. However, you have just minutes in your class to drive home a point or two. Therefore you will need to eschew games that take an inordinate amount of time to develop their pedagogical points. Also, setting up a game and getting students going takes additional time, whether in a lab, on laptops, or on classroom computers. Setup and shutdown times will decrease the available minutes students can spend on the game and its learning objectives.
  5. Does the game train or teach? This is a critical difference classroom teachers need to fully understand. Most “serious games,” as they are commonly called, train players in something. This training may involve safety practices, industrial techniques, machinery operation, or a host of other skills. Academic games aligned to state standards will focus on testable outcomes and high stakes exams. Most teachers will not want to deviate from the standards they are required to teach, or at least have a ready explanation as to how the game is germane to their subject matter. For instance, a geometry teacher could certainly justify using a game that involves creating floor plans; a history teacher can find plenty of justification for the many Civilization mods out there; and a language arts teacher can justify the typing and reading involved in most any higher level game. Regardless, if a game actively seeks to teach academic content, its appropriateness for the classroom will naturally rise above a rival game designed more for work skill enhancement.
  6. Does the game track player progress? Videogames that keep track of the progress your students make will lift that burden off your shoulders. Ideally the game will offer reporting functions on each student so you can easily track their progress, and perhaps suggest remedial actions or advanced activities if a student is behind or ahead of the norm.
  7. Are the graphics and gaming quality on par with contemporary entertainment titles? It is certainly possible to buy educational games which fall far below the expectations of students used to higher quality offerings. Since studies show that nearly two-thirds of all households play videogames, it behooves us to use quality games in the classroom since our students will likely be used to high standards. It’s always good to pilot test any particular title with students you trust. If they like the game, it’s probably worth the investment to outfit a school computer lab or buy a site license. Dr. Brian Woodfield over at BYU noted how a teacher set up Virtual ChemLab on one machine in the back of her classroom, which eventually led to the school purchasing a site license. I do mini-studies with my own kids from time to time. Also, my paper on assessing higher order thinking in videogames might help pinpoint the pedagogical potential of games with which you are unfamiliar.

In conclusion, any classroom intervention is worth serious consideration beforehand. Hopefully, these seven questions will help steer you toward quality products. Educational videogames are strong tools for teaching in the classroom. Judicious selection of appropriate titles may result in many positive results.

References:
Rice, J. (2005). Evaluating the suitability of video games for k-12 instruction. Paper presented to the Association for Educational Communications and Technology (AECT), 2005 International Convention, Orlando, FL.

The Top 5 Platforms for Creating Educational Video Games

Several games out there claim to be educational. Some are more or less so, depending on how one defines “educational.” The list of potential platforms for creating educational videogames is long. Many a fine game has been coded in a variant of BASIC or C, for instance. This list tends to focus on platforms for games created by university researchers and governmental organizations. In that regard, I make a value judgment by inferring that, in general, a game created by a governmental entity, a museum, or university personnel tends to be more “educational” than others.

Anyway, that’s my bias in creating this list. I’d love to hear additional ideas or justifications for inclusion regarding a platform I’ve left out.

1. Neverwinter Toolkit

Commentary: Many solid educational videogames have been developed to run on one of the iterations of Neverwinter Nights using the Aurora Neverwinter Toolkit. Many of these have been designed by teachers for their classrooms, and not released to the general public.
The game itself is completely modifiable, making it fairly easy to manipulate for desired educational outcomes. Teachers can insert dialogue, send students on quests to hunt for artifacts or other virtual ephemera, and set up pedagogical situations within the game. Although it’s a full 3-D virtual interactive environment (VIE), complete with anthropomorphically correct avatars, its runtime requirements are relatively light.

Example: Revolution continues to be the defining mod for Neverwinter Nights, showing what’s possible on the platform. Although it’s getting old (ca. 2004), Revolution continues to draw interest from academics and others.

Main Site: http://nwn.bioware.com/builders/

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2. Civilization III

Commentary: Professors and teachers have long been enamored with the idea of using games in the Civilization series for teaching history and social studies. Even better is the idea of modifying the game so that students can garner specific objectives. Nebulous concepts such as characteristics leading a people group toward dominance over their neighbors, as well as more concrete concepts such as locating settlements near water to help ensure success, are transmitted to players in the game. Modifying Civilization III is encouraged by its parent, Firaxis Games, with players urged to upload their maps and mods to the main site.

Example: The History Canada Game from Canada’s National Historical Society and The Historica Foundation shows how a country’s history can be explored through gaming.

Main Site: http://www.civ3.com/mods.cfm

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3. Flash

Commentary: When it comes to creating an educational game for a museum or government agency’s online site, Flash is the program of choice. As popular as it is, there are beaucoup sites with Flash games, some purporting to be educational. Unfortunately, many are very low on learning quotients, requiring little more than thoughtless arcade skills. On the other hand, many museums and governmental agencies have added excellent educational games to their sites that teach kids something, and promote the organizations’ goals at the same time.

Example: America’s CryptoKids is a collection of Flash games and activities from the US National Security Agency. The site shows how government and museum sites can create games in Flash to attract younger audiences online.

Main Site: http://www.adobe.com/

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4. Java

Commentary: If you’re going to make a serious game for the Web or other applications, and you don’t want to use Flash, then Java, the cross-platform language from Sun, remains an excellent choice. A major plus is the language is ideal for mobile phones and other devices, as well as for many types of computing platforms.

Example: The National Library of Virtual Manipulatives from Utah State University offers a variety of online Java applets designed to convey mathematical concepts. Originally funded with an NSF grant, the site now offers a CD version by mail.

Main Site: http://java.sun.com/

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5. XNA for the Xbox & Windows

Commentary: A relative newcomer to this group, Microsoft’s XNA is designed to create games for Windows and the Xbox. In a huge usage boost late last year, Microsoft released XNA free to universities and college students. According to their promotional department, over 300 universities worldwide have adopted XNA as a platform for teaching programming skills. Although it has only been freely available for a few months, look for this platform to become heavily used by universities to create educational games in the future.

Example: The XNA Creators’ Club has a role playing starter kit, Role-Playing Game, that allows developers to easily drop in content.

Main Site: http://www.xna.com/

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.

Microsoft Offers DreamSpark Suite Free to Students; Includes XNA

Microsoft has jumped on the “free” bandwagon in the last few years. I remember when Dungeon Siege was opened to modders after the runaway success of Neverwinter Nights. Internet Explorer was eventually made free, as were several other products.

Now, PC World reports Microsoft is giving away tools for teaching programming to high schools and colleges. The DreamSpark program is to be unveiled today at Stanford, and will be available to 35 million students worldwide. I was not the least surprised at seeing XNA in the offering:

Software available to students through DreamSpark includes Microsoft’s development environment, Visual Studio 2005 Professional Edition, and its Web and graphic design toolset, the Expression Studio. Microsoft also is making available XNA Game Studio 2.0, SQL Server Developer Edition, Windows Server Standard Edition and other software and resources through the program.

Students who learn in the programs will probably more willing to continue coding in those programs after they join the workforce. This is a shot across the bow of Linux and other freely available open source products out there students might otherwise have been willing to turn to in order to get their feet wet programming.

According to Microsoft’s MSDN developer site, students will be able to download the complete suite. This is exciting news, and I know several tech directors in Texas will be looking forward to introducing the products in their tech ed programs.

The Top 10 Free Educational Video Games

The main reason for inclusion in the top 10 was the impact a game had on the educational gaming field. Some of these are getting rather long in the tooth as far as games go, yet their impact is still being felt in educational research that was foundational or continues to be published. On the other hand, new titles are coming out all the time and this list may well change in the future.

The criteria for inclusion were simple. The game must be free and preferably available online. Some of the games are modifications of existing games (mostly Neverwinter Nights). So, mods are free but to run them you will need to purchase the original engine. But that’s a minor quibble since they are free if you already own the engine.

I am interested in other titles, so if you have a favorite that is not on the list, drop me an e-mail and let me know about it. Finally, I also included the learning objectives, host URLs, and my comments on the games. So, give these educational games a look-see, and consider using them in a classroom or other formal learning situation. And let me know about it if you do.


1. Revolution
Type: Modification of Neverwinter Nights Gold
Learning Objective: Experience historical incentives for the American Revolution from the grassroots level.
Host URL: http://www.educationarcade.org/revolution
Comment: This is the game that started folks talking about seriously using the modifiable Neverwinter Nights engine for educational purposes. Several papers were published on this game, focusing on its interactive means of teaching students about the American Revolution. It was perhaps best introduced to academics in a widely read article by Joel Foreman over at George Mason in the first issue of Innovate.

2. Re-Mission
Type: Executable
Host URL: http://www.re-mission.net/
Learning Objective: Understand cancer better and develop a positive attitude toward defeating it.
Comment: It’s a big download, but well worth the wait. The game from HopeLab is aimed at teaching young cancer patients about the disease and providing opportunities to enhance understanding in a positive environment. It offers the latest in educational videogame design, with backing from a well-funded sponsor. Also available in Spanish and French, and can be ordered for free on CD by mail.

3. River City
Type: Multi-user Virtual Environment
Host URL: http://muve.gse.harvard.edu/muvees2003/index.html
Learning Objective: Develop an understanding of the scientific method through inquiry and teamwork, as well as an appreciation for history and environmental issues.
Comment: One of the two big NSF projects for educational gaming on this list, with several years of research following its progress. This Harvard product is freely available to schools, but only on disc through the mail. The team prefers sending it to teachers wishing to use the program in science classes. Chris Dede spearheaded the project.

4. Quest Atlantis
Type: Multi-user Virtual Environment
Host URL: http://atlantis.crlt.indiana.edu
Learning Objective: Help students understand social studies, environmental concerns, current events, and scientific standards.
Comment: Although this Indiana University project offers a guest area where interested parties can explore the Quest Atlantis universe, the NSF-funded project requires teachers contact the team before allowing full access. Several thousand participants have joined QA, and research is ongoing. Sasha Barab spearheaded the project

5. Arden
Type: Modification of Neverwinter Nights Diamond
Host URL: http://swi.indiana.edu/arden/index.shtml
Learning Objective: Attain an appreciation of Shakespearean authorship and Elizabethan England.
Comment: As part of the Serious Worlds Initiative over at Indiana University, Arden was initially funded by the MacArthur Foundation. Executive producer is Edward Castronova, whose book Synthetic Worlds covers many of the economic and social issues in MMOs. Castronova has professed that Arden is not very exciting to typical gamers (no monsters to slay). However, the notion of exploring Shakespeare’s world should prove interesting to English majors and other aficionados of the Bard’s work.


6. The History Canada Game
Type: Modification of Civilization III
Host URL: http://www.historycanadagame.com/
Learning Objective: Understand social forces surrounding Canadian history since 1534.
Comment: O Canada! Down here south of the border, we hardly know ye! But, an initiative funded by Canada’s National History Society and The Historica Foundation aims to change that, for Canadians as well as those outside her borders.

7. America’s Army
Type: Executable
Host URL: http://www.americasarmy.com
Learning Objectives: Teamwork, and a greater understanding of US military expectations for recruits.
Comment: Critics decry this free videogame as a recruiting tool for the military. The Army shrugs its collective shoulders and says, “So?” Actually, America’s Army has many fans with no military expectations. One Ph.D. candidate I work with is a self-described “America’s Army widow.” Almost 3 gigs for the full version; its free nature ensures many adherents for years to come.

8. Food Force
Type: Executable
Host URL: http://www.food-force.com/
Learning Objectives: Understand world hunger and efforts to alleviate it.
Comment: Classroom materials and instructions are available on-site. Besides English, the UN-backed Food Force is available in (alphabetical order): Chinese, Finnish, French, German, Hungarian, Italian, Japanese, Norwegian, Polish, and Portuguese.

9. Whyville
Type: Instructional Online Virtual World
Host URL: http://www.whyville.net/smmk/nice
Learning Objectives: Provide a student-centered, hands-on environment for exploring various school subjects.
Comment: This Numedeon-backed product is aimed at elementary and middle school students, in hopes of encouraging “scientific discovery” and “social responsibility.”

10. SimCity
Type: Web-based
Host URL: http://simcity.ea.com/play/simcity_classic.php
Learning Objectives: Understand variable manipulations for urban management while having fun building a simulated city.
Comment: Critics have attacked its oversimplification of urban management, but countless children the world over have learned such truisms as the correlation between higher taxes and a disgruntled populace. Also, if you deplete the fire departments’ budget, disasters will devastate your city! The original SimCity is available online gratis from Electronic Arts, with adverts for the newest version, SimCity 4.

Update:
This list is getting long in the tooth, and many new games have been developed or improved since its introduction in 2007. For one, check out Selene from Wheeling Jesuit University’s Center for Educational Technologies. It is free, available online, and promotes science learning along with lunar exploration.

More great educational games are discussed on this blog on a regular basis. Subscribe to the RSS feed to keep up with the latest posts. Thanks.

Explore and Learn with Virtual Shakespeare

Sometimes researchers learn more from their mistakes than their successes. Some time back, Edward Castronova over at Indiana announced work on Arden was ending. Castronova’s team used the Neverwinter Nights engine and funding from the MacArthur Foundation to create a giant VW based on Shakespearean England. Unfortunately, Castronova says the game ultimately is boring. There are no monsters to slay. Students are exposed to raw Shakespearean prose and poesy rather than obtuse action and adventure. So, Castronova is releasing the product to the public, and going back to the drawing board to create Arden II … a product he promises will have action, adventure, and many monsters to slay.

For English majors, and other fans of The Bard’s work, visit Arden and play a while.

Where the MacArthur Foundation Grant Money has Gone, So Far

Education Week has a nice article (registration required) on the John D. and Catherine T. MacArthur Foundation’s $50 million initiative funding digital media and learning (including educational gaming research). A little less than half, about $23 million, has been funded so far to 36 grantees. Article author Andrew Trotter breaks down the expenditures:

• Examining how young people are changing as a result of digital media AMOUNTS AWARDED TO DATE: $6.2 million

• Exploring the development of new learning environments AMOUNTS AWARDED TO DATE: $8 million

• Studying how social and civic institutions could change in the future AMOUNTS AWARDED TO DATE: $4.8 million

• Helping build the field of research and development in youth and digital media AMOUNTS AWARDED TO DATE: $4 million

Constance Yowell, director of education for the MacArthur Foundation, is quoted extensively. Other prominent mentions include Sasha Barab over at Indiana (Quest Atlantis); Nichole Pinkard, director of technology, Center for Urban School Improvement, University of Chicago (Chicago charter schools and Remix World); Barry Joseph, director of the non-profit after school organization Global Kids (efforts in Teen Second Life); Katie Salen, director of the Institute of Play (New York City Game School); and Mizuko “Mimi” Ito, over at USC (ethnographic studies of digital media consumers).

Trotter mentions another project Salen is involved in:

Katie A. Salen, the director of the Institute of Play, in New York City, is a partner in two projects supported by MacArthur grants. One, led by game researcher Jim Ghee and involving a commercial game company, is creating an online, narrative game in which teenagers are game mechanics who learn to fix and modify broken games in a game-driven world.

I’m wondering if “Jim Ghee” is a reference to James Paul Gee?

Regardless, it’s a good article and well worth the read. The $50 million in grant funding from the MacArthur Foundation will no doubt continue to yield important findings on educational videogames and other components of digital media for years to come.

References:
Trotter, A. (2007, December 5). Projects probe new media’s role in changing the face of learning. Education Week, (27)14. 10.

Games In Education: An Interview with Eva Zadeh

Earlier in the semester, I was contacted by grad student and freelance writer Eva Zadeh and interviewed by e-mail for a paper on which she is working. I thought Zadeh’s questions were good ones on the topic of educational videogames, and she agreed to let me put my answers in this blog. Here, then, is the interview. (I’ve since brushed up my responses, but the content is substantially the same.)

 

Q: Why is it important to put video games in classrooms?
A: The question is still out as to whether or not video games are important for classroom use. Certain media hold advantages over other media, depending on the situation. For instance, books are good for preserving dense information. Lectures are good for transmitting brief information quickly. Videogames are good for simulated experiences that can be pedagogical in some way.

 

The best place for videogames may well be in after school or extracurricular programs where time is not as limited and there is less concern about traditional testing. This is backed up in Squire’s dissertation, and elsewhere.

 

Q: For how long have you been working on educational video games? Is it something new?
A: I’ve centered my doctoral work around educational videogames. In that regard, I’ve been in the field personally only a few years. I think Marc Prensky helped popularize the idea of instructional videogames with his book in 2001. I think James Paul Gee helped popularize the idea in the educational research establishment with his book in 2003.

Some might say that instruction through videogames has been occurring since videogames first appeared. They were introduced (although via tube technology and not true vector graphics that some folks define as video) at the Brookhaven Nuclear Laboratory in the 1950s.

 

Personally, I think the notion of instruction through gaming received its biggest boost when Microsoft introduced Windows Solitaire. This game “trained” computer users on a mouse. Up to that time, PC users mostly navigated without a mouse. Windows required a mouse for some activities. Folks who had never used a mouse before became quite proficient after a few rounds with Windows Solitaire.

 

Q: I read in one of your papers that it was “widely believed that much more learning can take place within active environments.” How widely? Numbers? Since when?
A: This is a key question for which we are awaiting more empirical data. As frustrating as that might be, one of the even more fundamental questions yet to be resolved is, What should we measure? If we are going to measure test scores, I suspect that videogames won’t show any more improvement than any other program or product. My personal theory on improved test scores is, it doesn’t matter what product is used. What matters are the teachers, and what they do to get students to learn. The product matters little, in my opinion, other than to help promote an initial burst of enthusiasm.

 

Now, the idea that active environments promote learning more than static ones falls back on constructivism, and that opens up another can of worms altogether. Constructivists will always come down on the side of active environments, with or without empirical data to back them up. There may well be some research on what students learn through active environments as opposed to static ones. I recall a survey of students who went through an interactive museum exhibit versus those going through static exhibits. If memory serves, the interactive group enjoyed their experiences more, although they came away with knowledge of fewer facts.

 

I believe the quote in question was a synthesis of arguments by Squire and Jenkins, from the Insight journal, around 2003. Since then, much more attention has been paid to the field, with multiple journal articles and research in both education and the medical field. One of the better summaries of papers detailing benefits of educational videogames down through the years can be found in Simon Egenfeldt-Nielsen’s article, “Third Generation Educational Uses of Computer Games,” in the latest issue of Journal of Educational Multimedia and Hypermedia. See Table 1 for his list.

Q: Video games are said to be more engaging. Where does that theory come from? Situated learning? Or something else? Role of the teachers and books?
A: I would argue videogame interaction is self evidently more interactive than sitting through a lecture. I have proposed a means of estimating the higher thinking potential of any game, in a paper published in January this year in the Journal of Technology and Teacher Education. This involves a melding of Bloom’s Taxonomy to videogame interaction. The article is entitled, “Assessing Higher Order Thinking in Video Games.”

As for the roles of teachers and books, some of the largest ongoing experiments have used both extensively with videogame environments. Indiana’s Quest Atlantis makes heavy use of hybrid learning, and the virtual world itself is quite text intense. In fact, I have discussed this with one of the lead developers, Dr. Scott Warren, now at UNT. My premise: Quest Atlantis is really a highly digitized, interactive text environment. If memory serves, Dr. Warren agreed, although he noted that much more than reading is involved with Quest Atlantis.

Nonetheless, text plays a key role in many of these games, which require reading and typing in order to engage in the environment. Books and teachers will never relinquish their key roles in the classroom. Videogames will increasingly offer supplemental educational vehicles, giving teachers additional resources to use in and out of the classroom.

Q: How do you measure the efficiency of video games in classrooms?
A: Again, efficiency of what? Efficiency of increasing knowledge? Higher test scores? Do videogames fall under the same media umbrella that other media do in Clark’s “delivery truck” argument, where he asserted media is immaterial in delivering the content? Or, do the interactions within games result in higher engagement and additional intrinsic motivation to discover new knowledge inside and outside the game, and school?

Q: Have scientists worked on the impact of learning through video games on the kids’ brains?
A: The major work in the hard sciences have centered around visual plasticity (Green & Bavelier) and glucose levels (Haier). Prensky is best known for postulating the digital natives / digital immigrants divide, but showed little in the way of experiments to back up the claim. Rosser showed that hand-eye coordination from videogame play has real world applications in modern surgery. Farrace-Di Zinno demonstrated that boys diagnosed with ADHD were more still and focused while engaged in videogames.

So, something is going on in the brain. Measuring the impact is somewhat difficult. Haier’s work with PET scans dates back to 1992, so at some point somebody will probably build on that work and give us a more detailed look at what is going on inside the brain during game play.

Here are the citations to the works above:
Farrace-Di Zinno, A.M., Douglas, G., Houghton, S. Lawrence, V., West, J. & Whiting, K. (2001, November). Body movements of boys with Attention Deficit Hyperactivity Disorder (ADHD) during computer video game play. British Journal of Educational Technology 32(5). 607-618.

Green, C.S., Bavelier. D. (2007). Action-video-game experience alters the spatial resolution of vision. Psychological Science 18(1), 88-94.

Haier, R. J. (2003). Positron emission tomography studies of intelligence: From psychometrics to neurobiology. In Nyborg, H. [Ed.]. The scientific study of general intelligence — Tribute to Arthur R. Jensen. 41-52. New York: Pergamon.

Prensky, M. (2001a, September/October). Digital natives, digital immigrants. On the Horizon, 9(5), 1-6.

Prensky, M. (2001b, November/December). Digital natives, digital immigrants, part 2: Do they really think differently? On the Horizon, 9(6), 1-6.

Rosser, J.C., Lynch, P.J, Cuddihy, L., Gentile, D.A., Klonsky, J., Merrell, R. (2007, February). The impact of video games on training surgeons in the 21st Century. Archives of Surgery, 142(2). 181-186.

Q: What perspectives do you see for the future? Do you see any evolution in the field?
A: A defining groundwork, where everybody agrees to the same set of definitions, will help. I think we’ll see much more empirical data come out of the medical literature, with applications for education. Finally, we need a really killer app for education that meets the needs I spelled out at AECT 2005: a product with an appropriate cognitive load for students, aligned to standards, with problem solving germane to the subject; probably built on a rich 3D environment, and easily customizable by the teacher. I think we see a lot of this already in teachers tweaking the Neverwinter Nights engine for their own classroom use, but it takes an inordinate amount of time programming that game. If something out there could be offered that was easier for teachers to use in the classroom, I think considerable interest among educators and researchers would follow.

 

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Zadeh’s questions were good ones, and I enjoyed having to think about the topics she brought up, and justify some of my positions in the field. All told, it was a very thoughtful exercise, and I appreciated the opportunity to respond.

Egad! Alors! Arden Closes Shoppe

As reported on the Wired Campus Blog for the Chronicle of Higher Education, Edward Castronova’s virtual world built on Shakespearean lore is on hold due to lack of funds. Prof. Castronova explains in more detail the funding situation and future plans in a Terra Nova entry. Forsooth, we hope the virtual bard’s work might continue.

An Article and a Presentation

Dr. Richard Ferdig over at U. Florida edited a special issue of the Journal of Educational Multimedia and Hypermedia on educational video games. He included my article, “New media resistance: Barriers to implementation of computer video games in the classroom.” I did a qualitative review of the research and found six barriers to using video games for classroom purposes:

Barriers included negative perceptions toward video games as educational components; the difficulty of providing state of the art graphics in educational video games; a lack of adequate computing hardware in the classrooms to run advanced video games; a school day divided by short class periods which hindered long term engagement in complex games; a lack of real world affordances; and a lack of alignment to state standards.

This paper was an expansion of one I delivered at AERA 2006. Check out the abstract at this link. If you are on a university connection, there’s a good chance you can access the full text. Check out the rest of the issue for six other articles on educational gaming.

In other news, I’ve been invited to speak at the Fall TECSIG meeting in Austin this October. TECSIG is the Technology Coordinators Special Interest Group, the largest SIG in the Texas Computer Education Association (TCEA). TCEA is the largest state organization for technology in education, and holds one of the biggest educational computing conferences in the nation at the Austin Convention Center every February. In my presentation at the October meeting, I’ll touch on research surrounding instructional games and demo a virtual interactive environment or two.

References
Rice, J. W. (2007). New media resistance: Barriers to implementation of computer video games in the classroom. Journal of Educational Multimedia and Hypermedia. 16(3), 249-261.