Posts tagged: NSF

Christina Laun’s 100+ Places to Find Funding For Your Research

Kelly Sonora over at the Online Education Database dropped me an e-mail recently to discuss Christina Laun’s new article, 100+ Places to Find Funding For Your Research. I know many of the sources Laun mentions have funded research for educational video games in the past, including the National Science Foundation, the National Endowment for the Humanities, and the MacArthur Foundation. Several other links are offered, and Laun’s list should prove a valuable resource to researchers, educators, and developers looking for a grant or other source of funding.

STEM Possibilities Through Programming the Nintendo DS

Josh Fishburn, a grad student over at U. Denver, graduate RA at the NSF, and adjunct at Rocky Mountain College of Art and Design, notes on his blog a YouTube video of a French team controlling a robot through a homebrewed software mod for the Nintendo DS.

I agree with Josh that the possibilities of programming in a “closed” system are intriguing. It reminds me of listening to Elliot Soloway over at GoKnow, in a lecture he gave at UNT, regarding the travails GoKnow had when setting out to create a truly educational game for the Nintendo GameBoy. At the time, Nintendo was not at all interested in educational games, perhaps fearing a negative backlash toward the GAMEboy brand if too many titles promoted educational objectives. My how times have changed, with the BrainAge series and other educational titles for the DS out there. Of course, Nintendo’s main handheld product is not referred to as a GAMEboy anymore, either; it’s now simply known as the DS.  

There have always been ways of programming your own game cartridges, though such efforts have largely been the purview of uber-geek programmers willing to poke around in grey market areas. Perhaps, as Josh’s video shows, closed system programming may become more prevalent. Certainly Microsoft has seen the light with their XNA programming initiative for the Xbox.

If Nintendo or another company offered a simple way to program or modify game cartridges, millions of young boys and girls the world over might well take a stronger interest in computer programming. I suspect math and engineering initiatives would get a major boost from such an initiative.

Highlights of the Serious Games Summit at GDC 2008

Ben Sawyer noted recently on his serious games listserv that the 2008 Game Developers Conference is coming up Feb. 18-22 in San Francisco. Of most interest during the conference will be the Serious Games Summit. Here are some brief highlights of the summit:

The NSF-Funded WolfQuest (screenshot below) will be featured in a discussion by David Schaller from eduweb. This game has players assuming the roles of wolves in Yellowstone National Park and learning about their habitats and nature. Sawyer and Peter Smith over at U. Central Florida will present a taxonomy for serious games. Sawyer will also serve along with Eric Zimmerman at Gamelab as moderator for a panel discussion on the difficulties of measuring learning in games.

Most all the discussions look very interesting. Check out the Serious Games Summit page for a list of all the topics that will be covered.

 

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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.

Thar's Research Gold in Them Virtual Hills

I found an interesting article examining the state of research surrounding virtual worlds whilst lurking over at Terra Nova. A recent issue of Science carried the article entitled, “The Scientific Research Potential of Virtual Worlds.” It took some effort to find a free copy of the article online, but I located a PDF of it here.

Author William Sims Bainbridge, over at the NSF, begins by lumping both Second Life and World of Warcraft into the same category of VWs. Comparisons between the two most popular, highest covered VWs seem appropriate enough. Bainbridge’s big contribution to the discussion, though, is to examine the different avenues for research each VW offers.

In terms of scientific research methodologies, one can do interviews and ethnographic research in both environments, but other methods would work better in one than the other. SL is especially well designed to mount formal experiments in social psychology or cognitive science, because the researcher can construct a facility comparable to a real-world laboratory and recruit research subjects. WoW may be better for nonintrusive statistical methodologies examining social networks and economic systems, because it naturally generates a vast trove of diverse but standardized data about social and economic interactions. Both allow users to create new software modules to extract data.

Bainbridge spends the remainder of the article discussing various research efforts in the two worlds, while touching on some other efforts in places like Whyville, Quest Atlantis, and River City. The main categories for the remainder of the paper include: establishing virtual laboratories in world; observational social and economic science; and computer and information science. Bainbridge’s conclusion discusses the multitude of opportunities for research and the varieties in approach that are possible in VWs.

Bainbridge concludes on a positive note, remarking on the large number of academic efforts within VWs.

Many virtual worlds may foster scientific habits of mind better than traditional schools can, because they constantly require inhabitants to experiment with unfamiliar alternatives, rationally calculate probable outcomes, and develop complex theoretical structures to understand their environment … The “graduates” of SL and WoW may include many future engineers, natural scientists, and social scientists ready to remake the real world in the image of the virtual worlds.

This is a nice article with a good approach at examining the research issues surrounding VWs. Be sure and check out the extensive citation list as well.

References
Bainbridge, W. S. (2007, July 27). Science, 317(5837), 472-476.