Category: Web 2.0

A New Resource for Finding Educational Games

I’m often asked about resources for finding educational games, and I’m happy to report about a neat site from the Bay Area over in California that provides a list of educational games for children, many of them free and online. I’ve been talking via e-mail lately with Sumir Meghani, co-founder of Ramo Games. The site is well worth bookmarking by both parents and teachers.

Besides listing a variety of games available elsewhere, and sorting them by subject matter, Ramo Games has offered up a few of their own. The list includes a GeoQuest series testing geography knowledge. Meghani indicates some exciting developments are in the works for Ramo Games including more games aimed at educating children and an ever-increasing list of links to instructional titles, all of which makes this site one to watch.

Zyked Mixes Video Game Incentives with Physical Fitness

Tom Söderlund, CEO of Zyked, sent me a note about his new startup merging physical fitness and videogames. Currently the company is on the ground floor of testing, with 100 users in alpha, offering “points systems, skill levels, achievement badges and highscore lists” combined with users’ exercise. An open beta is scheduled in coming months.

One exciting aspect of Zyked is its mobile capabilities, allowing a jogger, for example, to enter and receive data through her cell phone while out and about. Advancements in RL physical activities merit advancements in Zyked, resulting in the merging of incentives commonly found in MMOs with activities in meatspace. This is a hot idea, as seen with Weight Watchers Online and the Wii Fit.

CFP: Apply Serious Games 2008, London

Martine Parry, CEO of ANGILS.org in the UK, noted on the Serious Games listserv recently that Apply Serious Games 2008 is open for “presentations, live demos, speakers, sponsors and more.”

Here are the tag lines from their website describing what the conference is all about:

Premier Conference & Expo Now in the Third Year Leading the Debate About Innovation & Key Issues Around the Real-World Use of Serious Games

Europe’s leading conference continues to focus on the key issues for the serious games community, show-casing the best in the market. ASG 07 was the first conference in Europe to focus on virtual worlds and include a shoot-out between Second Life ™ and OLIVE virtual world platforms. Our key themes include: Web 2.0 , 3D Web, Tools & Techniques, Social Networking, Virtual Worlds – all with a twist

Speaker submissions now open. Keynotes to be announced soon.

Apply Serious Games is now in its third year, following on from the success of ASG 2007 and the linked masterclasses that had around 250 attending in total, representing the serious games community from across the world (see delegate break-down figures and feedback below).

Once again this year we are focused on the issues that make a statement of where the community is when we talk about serious games – what’s the latest buzz, where’s the reality of the application? There are also plenty of opportunities for networking over lunch and breaks throughout the day – and we are expanding out with even more activities. Stay tuned for those. We are adding more of the activities to this page and the programme and schedule.

The conference runs July 9-10, and Martine notes the Wimbledon finals are on July 6, so it would be easy to mix business with pleasure in a single trip. Here is the official CFP:

Call for Papers – Now Open

Please make contact with us if you would like to:

  • Speak at ASG08. If so, then please send us a synopsis of no more than 100 words with your contact details and what the audience ‘take-away’ is from your session.
  • Join the conference committee. If so, then please send us your bio and a short note about what you can bring to our programme and agenda.
  • Sponsor the conference or take part in the expo

Don’t hold back – if you have a great presentation please send synopsis to:

martine <at> applygroup < dot> com

Many thanks.

Peer Review a Gaming Text Via Blog; Read a Classic for Free

Noah Waldrip-Fruin is embarking upon a grand experiment this week by having his latest book peer-reviewed via blog. Waldrip-Fruin, over at UC San Diego, is well known in academic gaming circles for co-editing with Pat Harrigan First Person: New Media as Story, Performance, and Game and Second Person: Role-Playing and Story in Games and Playable Media.

As first widely reported in the Chronicle of Higher Education today by Jeff Young, Waldrip-Fruin discussed peer review of his newest book with his editor at MIT Press: Expressive Processing: Digital Fictions, Computer Games, and Software Studies. What better place than Grand Text Auto, the far-reaching academic blog that Waldrip-Fruin runs along with Mary Flanagan, Michael Mateas, Nick Montfort, Scott Rettberg, and Andrew Stern? And so it is the book will be made available on the blog, in modified format, entered as blog entries to be available for comment by readers. The first excerpt slash blog entry is here.

In related news, Julian Dibbell wrote a book some time back about a text-based online world that predated Second Life, World of Warcraft, EverQuest, Ultima Online, etc. etc. These text-based multi-user dungeons/domains remained popular into the 1990s. I recall messing around in them on mainframes back in the day (though I was more enamored with the graphical stuff Richard Garriott was producing, I must say). Rumor has it, there remains a small contingent of passionate devotees who sneer at graphical worlds in contempt. Hm.

My Tiny Life: Crime and Passion in a Virtual World covers the world of LambdaMOO in the early 1990s. Without getting too technical, a MOO is sort of an advanced MUD, that allowed users opportunities to program the environment. Dibbell’s book delves into topics SL is now grappling with years later in more graphical environs.

This month marks the 9th anniversary of My Tiny Life’s publication. Dibbell recounts his noble idea of placing the work under creative commons licensing, since the publisher let it go out of print. Although the arrangement would mean no royalties for the author, the text might well have enjoyed a renaissance and gained a wider audience.

I was going to announce today that MY TINY LIFE had been liberated — not merely launched anew but born again under a Creative Commons “copyleft” license and thus set loose for any passing amateur to upload, remix, mashup, and otherwise repurpose in all the many fruitful ways that copyright, precisely, fails to permit.

Alas, quirks in copyright law have prevented that, so Dibbell has offered the text as a free download from Lulu.com.

So read an old gaming text for free, and help review a new one. All is possible through the power of the Internet.

Universities Turn to Gaming and Entertainment to Enhance E-Learning

US News & World Report has a nice trio of articles on online learning this week, including one about Dr. Walter Lewin over at MIT, who has created the world’s best online video lecture series on college physics; the increased use of Web 2.0 and gaming apps in online courses; and the increased use of Second Life for educational purposes.

While Dr. Lewin doesn’t use educational videogames per se, he does engage viewers with online lectures that actively illustrate the concepts covered in the lecture. The series ran about $100,000 to produce, and cover Physics 1, 2, and 3 at MIT. All are free to watch by anyone, and Dr. Lewin has garnered international praise for his work. Other professors now use his lectures in their own courses as well.

The SL article is by Lucia Graves, who wrote an article I discussed in October 2007 on dissecting virtual frogs. Graves interviews Jeremy Kemp over at San Jose State’s SLIS, opening the story with an anecdote of students showing up for class in SL as avatars resembling Jell-O or butterflies (no mention was made of the infamous flying phalli SL is sometimes known for).

SL is becoming something of a phenomenon in college online education. Harvard Law opened a course to SL netizens; Princeton owns an island there; and the state of Louisiana is funding a 5 island initiative studying the value of 3-D virtual interactive environments (VIEs) for education. Merrill Johnson over U. New Orleans asserts that even if the hurricane-prone state loses classrooms to disaster, virtual conference rooms can allow classes to continue.

The remainder of the article is devoted to pros and cons of using SL for education. On the pro side:

Educators say Second Life is an effective teaching tool in part because it provides a social laboratory where role-playing, simulations, exploration, and experimentation can be tried out in a relatively risk-free environment. But perhaps the most touted benefit of Second Life is the opportunity it gives students to interact with people around the world—there are users registered from more than 100 countries. It also allows students to visit places that no longer exist, like a townscape reconstructed to look like Elizabethan England in the late 16th century.

On the con side: behavior issues, including griefing, have resulted in Ohio U. shutting its island down after a virtual gunman shot the place up and Woodbury U. permanently closed its island following unabated student misbehavior. Robert Vernon, over at Indiana, is quoted as indicating SL requires a certain level of proficiency to navigate. Peter Ludlow at U. Toronto notes the lack of affordances in the environment negatively impact teaching. This is a point I made in a paper published last year, BTW.

Finally, Kim Clark writes a nice article entitled “New Answers for E-Learning.”

Some professors and schools are redesigning their courses to take advantage of the Web’s interactive and visual possibilities, adopting some bleeding-edge technologies such as gamelike simulations and digital avatars to make online courses more exciting and more effective than traditional classrooms … A growing number of online courses are requiring students to participate in blogs, wikis, or gamelike simulations.

Clark includes a list of university initiatives that focus on these “gamelike simulations”:

Barbara Christe, who teaches biomedical engineering technology at Indiana University-Purdue University- Indianapolis, uses simulations that allow students to scroll over circuit diagrams to see how changes in current affect resistance, for example. Michigan State University has developed a Jeopardy!-like website, packed with quiz questions that science and math students can answer to see how well they’ve mastered key concepts. The University of Maryland-University College has developed a gamelike simulation of a crime scene for students in its criminalistics class. And a growing number of teachers are experimenting with presenting lectures and information as avatars in Second Life.

Although the quiz show study format is an old way to review multiple choice test items, the simulations seem well suited for online format since students aren’t traveling to a physical lab. Open source simulations may be a good way to incorporate these across a wide spectrum of college classes since it seems that good ones would be rather expensive for each university to create. If not open source, perhaps a version developed elsewhere that prevents each university from re-inventing the wheel, something along the lines of the K-12 simulation-type software for math found at the National Library of Virtual Manipulatives over at Utah State. Finally, the crime scene simulation sounds like something that might be able to delve into higher order thinking, if done right.

References:
Clark, K. (2008, January 21). A new Physics superstar. US News & World Report, p. 48.

Clark, K. (2008, January 21). New answers for e-learning. US News & World Report, pp. 46-49.

Graves, L. (2008, January 21). A second life for higher ed. US News & World Report, pp. 49-50. 

Facebook Adds to Appeal with Zynga Game Network

There has been buzz before about the similarities of social networks and MMO videogames. Both involve interactive screen time. Both involve use of the Internet, cooperation, and social activities. Both have also been criticized for overuse and for a variety of public ailments.

So it comes as little surprise that social sites have taken steps to integrate videogames in an effort to provide members more reasons to stay online and spend time with one another. Brad Stone has a nice article in The New York Times this week on the efforts of the Zynga Game Network to create online games for Facebook. Facebook opened up its network to developers to create third party apps, to much success (the recent award “Blog of the Week” for this blog is linked to one such app, TopNetPix).

The games are simple and traditional, such as Texas hold ’em poker, blackjack, and Boggle. Members can play with their friends, and invite others to the game. Developers keep ad revenue, so both Facebook and Zynga profit from the increased interactivity on the site from videogames. Here’s the money quote:

“People already love to play casual games,” said Fred Wilson, a partner at the venture capital firm Union Square Ventures, which led a $10 million round of financing in Zynga. “But when you take a casual game and stick it inside a social network, it becomes way more exciting. This is like pouring gasoline on fire.”

The interactive nature of games and the idea of injecting a little fun into an activity appeals to serious game makers. I can see the notion of a team inside a virtual interactive environment (VIE) engaging in a game to help solve a learning objective as a viable possibility. At its simplest levels, math can be easily game-ified, or taught within the context of other games. For instance, a learner in a VIE could engage in a virtual card game and be taught the odds of drawing to a flush versus drawing to a straight. Likewise vocabulary building, spelling, and other lower level reading skills are all easily incorporated in videogames.

One such game that might have some small educational appeal on Facebook, Scrabulous, is under legal assault by Hasbro, owner of Scrabble.

References:
Associated Press. (2008, January 17). Makers of Scrabble target Facebook version of game. The Wall Street Journal, p.B4.

Stone, B. (2008, January 15). More than games, a net to snare social networkers. The New York Times. [Online.] Available: http://www.nytimes.com/2008/01/15/technology/15facebook.htm

Making Games with GameBrix

For aspiring online game makers a new community is now in public beta providing tools for creating games and animations; forums for sharing ideas, game components, and troubleshooting tips; and a host site for games that others can play. Frank Ferguson, president of Curriculum Associates, tells me that GameBrix.net will change to .com once it gets out of beta.

The cool thing about the site is the Web 2.0 aspects involving communities of like-minded players, where budding programmers can seek out the advice and expertise of veteran code-meisters and solutions from all. Folks can work solo, or in teams to produce quality games that can be loaded from the site and played anywhere. Ferguson indicates that different levels of programming can be used, from the very simple to quickly create easy games, to the very complex for professional coders looking to create advanced games.

The pedagogical possibilities are readily evident. Professors and teachers can appropriate the site for educational purposes, designing instructional games or having students design things themselves. GameBrix certainly is worth a visit, and worth watching as it works its way out of beta.

IBM Helps Universities to Innov8

Here’s a nice article by Julie Moran Alterio from Gannett, appearing in the Asbury Park Press (“From the Jersey Shore to You”) on IBM’s new business leadership skills game, Innov8. Taking a page from the military’s America’s Army game, IBM hopes to instill desired skill sets in those “fuzzy” areas that games are so good at teaching, such as leadership, teamwork, social skills, and real world problem solving.

Innov8 came about through IBM’s corporate case challenge, which involves B-school teams from two universities competing with one another to provide a solution to a business problem. IBM VP Sandy Carter noted that 40 of the 44 teams from Duke and U. North Carolina suggested using a videogame to help people develop needed skill sets for business acumen. Since January, Carter has shepherded development of Innov8, using some of the students from the case challenge to help design the game. Pilot studies were completed earlier this year and the game is now ready for prime time, to be offered free to 2000 universities worldwide.

Gameplay should be familiar to World of Warcraft players. It’s a 3-D virtual interactive environment (VIE) with human avatars. Players assume a female avatar tasked with solving various business-scenario dilemmas. NPCs provide helpful dialogue.

Jim Lawler, an information systems associate professor over at Pace University, is given prominent mention. He worried game dynamics would be difficult to master, thus detracting from lessons. However, he was won over after quickly mastering the game. His key quote: “Enrollment is lower in computer science and information systems nationally. This is what schools have to do, integrate these kind of games and tools.”

David Rejeski is also mentioned prominently in the article:

More corporations and the U.S. government are starting to see the potential of games to teach serious subjects, said David Rejeski, director of the Serious Games Initiative at the Woodrow Wilson International Center for Scholars in Washington, D.C.

“The thing about games that’s really nice is you can fail softly,” Rejeski said.

The Apply Group, a high-tech consulting firm, predicts that one in five of the Global Fortune 500 will adopt gaming for learning by 2012.

My take: IBM has long been at the forefront of top companies that “get it” with gaming and Web 2.0 technologies. For instance, the company has obtained considerable virtual real estate in Second Life and holds online meetings there with avatars showing up from personnel spread across the globe. It is heartening to see this effort to help train business students in appropriate skill sets. Offering the game to universities free of charge is a good way of helping B-schools graduate students with the knowledge and skills needed by IBM and other big corporations.

References:
Alterio, J. M. (2007, November 26). New video game teaches students business and computer skills. Asbury Park Press. [Online.] Retrieved November 28, 2007 from: http://www.app.com/apps/pbcs.dll/article?
AID=/20071126/BUSINESS/711260306/1003

innov8-a-bpm-simulator-highres.jpg

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.

-*-

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.


Are Social Sites Good for Educating?

After examining the convergence of MMOs with social networking sites and their game-like similarities, we are faced with the question: Should schools leverage social sites for academic purposes? In a report released this summer, the National School Boards Association indicates that school districts “may want to consider re-examining their policies and practices and explore ways in which they could use social networking for educational purposes.” The discussion continues in an online chat at NSBA’s website with Will Richardson over at the Weblogg-ed blog and Connective Learning entitled, “What are the Educational Benefits of Social Networking for Students and Teachers?”

The report released by the NSBA, “CREATING & CONNECTING//Research and Guidelines on Online Social — and Educational — Networking” came out in July, 2007. The report compiled results from three surveys. The first was online, with 1,277 students aged 9-17. The second involved 1,039 parents and was also online. Finally, 250 school district decision makers were surveyed by phone. Grunwald Associates directed the study while Hypothesis Group managed the field research. Funding for the studies was provided by Microsoft, News Corp., and Verizon.

Researchers looking for statistics of online social networking among children will find a goldmine of info here. The 12 page report is filled with charts and graphs detailing online activities and preferences among young netizens in MySpace and Facebook showing that online activities are approaching parity with television watching among the nation’s youth in total hours devoted to entertainment.

But the recommendations at the end of the report have caused social sites opponents and those against use of the Internet in classrooms to cry foul. In particular, the following recommendations have ruffled the most feathers:

- Consider using social networking for staff communications and professional development.

- Find ways to harness the educational value of social networking.

- Reexamine social networking policies [in schools].

- Encourage social networking companies to increase educational value.

The funding element has led the focus for most of the criticism. In an L.A. Times article, reporters Alex Pham and Alana Semuels note that the Judge Baker Children’s Center in Boston cast aspersions on the report due to its funding by Microsoft (part owner of Facebook), and News Corp. (owner of MySpace).

But because the report was funded in part by companies behind two of the most popular social-networking sites, the school board group should disavow its recommendations, said Susan Linn, director of the Campaign for a Commercial-Free Childhood at the Judge Baker Children’s Center, which is affiliated with Harvard Medical School.

“The report reads more like a public relations tool designed to allay educators’ concerns about social networking than a serious investigation of the complex issues raised by introducing new commercialized technology into the classroom,” Linn wrote in a letter to Anne L. Bryant, executive director of the school group.

In response, Bryant indicated the funding entities had nothing to do with conducting and writing the report, and that to ignore the educational potential of social networking sites is tantamount to “putting one’s head in the sand.” The reporters conclude by suggesting most of the angst with social networking in schools revolves around online advertising on the sites.

The tug-of-war between those desiring greater access to technology and Web 2.0 tools in the schools versus those who do not, continues. As Miguel Guhlin pointed out last week, it extends down to the tech director level, showing up in various levels of attitudes. As more and more luminaries and national organizations come out in support of the idea, though, will resistance fade or strengthen?

 

References:
Creating & connecting//Research and guidelines on online social — and educational — networking. (2007, July). National School Boards Association. Alexandria, VA.

Pham, A., & Semuels, A. (2007, November 19). Educators weigh merits of social network sites. Los Angeles Times. [Online.] Retrieved November 24, 2007 from http://www.latimes.com/news/education/la-fi-schools
19nov19,1,5428223.story?

 

Update:

Thanks to the folks at the LifeLongLearning Lab for pointing out the link to the report changed. I’ve updated it.