Posts tagged: Whyville

Five Video Games for ESL and Language Development

Kathy Sargent, outgoing editor for TechEdge, (who is a great editor and has done a remarkable job over the years as Director of Communications for TCEA) recently accepted my article on “Virtual ESL” for the next issue. This post expands on the article with games suitable for ESL and the ongoing development of English skills. Certain video games are particularly well-suited to language acquisition and development, a point I made here a couple years ago. There is a heavy dollop of personal opinion in the assertions below, and I welcome dissenting views. Some of these suggestions are relatively expensive, some are free, and all but one are available online.

  1. Second Life
    Second Life
    has a long history of educational adaptation, and the idea of using the environment for ESL purposes was adopted early. Like many efforts with no external motivations however, some formal ESL initiatives have fizzled over time. One still going strong is the Second Life English Community. Founder Kip Boahn had a nice article profiling his work in Forbes a while back. Players from almost 100 different countries regularly gather for such online ESL activities as phonetic treasure hunts through SLEC.

    The global reach, open nature, and ease of use offered by SL, (not to mention the fact it’s free), have helped academics around the world key in to the platform for language training. Since avatars can type or talk over a simple computer connection, engaging native speakers in an interesting 3D environment that is not overly taxing to most hardware results in an ideal environment for language learning.
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  2. World of Warcraft.
    Of the millions of players frequenting the popular MMORPG, you might be surprised to learn there are some engaged in educational activities amidst all that medieval fantasy action. The most famous group devoted to exploring pedagogy in WoW is the guild Cognitive Dissonance, run by Lucas Gillespie and Peggy Sheehy. Lucas’ blog EduRealms follows his educational efforts in the game.

    It is very easy to start up groups and guilds in WoW, and while Asian gold farmers have annoyed North American players in the past, Dr. Edd Schneider over at SUNY-Potsdam gained considerable attention in 2007 for suggesting WoW was a promising platform for ESL in Asia, provided stateside supervised guidance was included.
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  3. My Word Coach
    Although available for the Wii, the DS version of My Word Coach offers players an easier time writing, with its included stylus and touch screen. Plus, the “DS factor” makes it more portable and affordable for classroom or after-school use. It’s not promoted as an ESL product, but the vocabulary training couched in a gaming environment works just as well for non-native speakers.
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  4. Webkinz
    The popular children’s game tied to collectible plush dolls offers a restricted communications feature. “Kinz chat” uses basic sentence elements for players to communicate. While Webkinz probably is not suitable to older ESL students, for the younger crowd it offers a fun and relatively painless way to introduce English. It’s also offered in 12 other languages, so gamers can play in their native tongue as well as the Queen’s.
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  5. Whyville
    Whyville
    is the free online world designed for children learning, and it has an impressive pedigree with corporate and government sponsorship stretching back several years. Although its strengths lie in STEM games and activities, one of the key features of Whyville appealing to teachers is the sanitized chat feature where cursing is automatically edited out.

In the process of investigating the many mini-games out there, a couple of nifty titles rose to the top. The advantages to using online mini-games for ESL include the fact that teacher supervision is not as heavily needed as it is for the above examples. On the other hand, mini-games typically focus on a much narrower skill set, and kids may tire of them quickly.

A couple of my favorites in the mini-game category included Word Frog, which is a neat way to drill antonyms and such, ala Number Crunchers. I also enjoyed Grammar Ninja,which drills identifying parts of speech in a playful way.

Study: Whyville Has Cheat Sites! Cyberbullying & Cheating in Online Worlds a Surprising Problem

Alana Semuels has an article this week in the Los Angeles Times detailing the surprising level of cyberbullying and cheating kids engage in while online. Despite chat safeguards in place in such kid-friendly worlds like Club Penguin (owned by Disney), Neopets (owned by Viacom), and Whyville (owned by Numedeon), kids often engage in cheating activities and bullying behavior. One example: account passwords are pilfered, often given by the victims in promised exchange for more virtual money or accouterments.

Even heavily restricted chat functions present levels of monitoring difficulties, as youngsters find creative ways to bypass profanity filters. Whyville flags children exchanging personal information such as their real names or phone numbers. The company blocks about 10 accounts a day due to violations.

Semuels notes UCLA doctoral student Deborah Fields and Dr. Yasmin Kafai wrote a paper on the topic for the Digital Games Research Association (DiGRA 2007). The paper is an analysis of cheat sites designed for Whyville, examining 257 sites and following one in particular over the course of eight months.

According to the paper and Whyville staff, Whyville veterans often haze newcomers by demanding rent, even though apartments there are free. Other players have figured out a combination of keyboard commands that allows them to jump into the virtual cars of strangers, which is normally allowed only through invitation. Users have claimed that elections for the Whyville Senate were rigged through stuffing of virtual ballot boxes.

Some players took advantage of an outbreak of Whypox – a virtual plague that causes avatars to sneeze and break out in boils – by selling cures that turned out to be fake.

Cheating and online thievery can go to extremes at times, such as the recent case of a teen in Habbo stealing €4000 worth of virtual furniture.

So the question arises: Are kids who figure out ways to part others of their virtual cash displaying tendencies toward larceny, or are they simply more intelligent than those who part with their cash? Certainly deception is not good, but convincing others to invest in a for-profit scheme seems a reasonable exercise. This makes for a very interesting field of study.

References:
Fields, D. A., & Kafai, Y. B. (under review). Stealing from grandma or generating cultural knowledge? Contestations and effects of cheats in a teen virtual world. Paper submitted to DiGRA07. [Online]. Available: http://www.gseis.ucla.edu/faculty/kafai/paper/
whyville_pdfs/DIGRA07_cheat.pdf

Semuels, A. (2008, July 2). In virtual worlds, child avatars need protecting – from each other. Los Angeles Times. [Online]. Retrieved July 4, 2008 from http://articles.latimes.com/2008/jul/02/business/fi-kidssafe2

Texas Students to Explore Science in Online Virtual World

Lee Wilson over at Headway Strategies has written another fine article on educational gaming. Recently, Technology & Learning published a two part article by Wilson on the myths surrounding educational videogames. Formerly a senior exec over at Harcourt, Pearson, and Chancery Software, Wilson runs a consulting firm in Austin and writes The Education Business Blog. He is quite knowledgeable when taking the pulse of ed tech, and I quote him in an upcoming article of my own coming out in the next couple months. Right now, Wilson says, the cutting edge of ed tech is in online virtual worlds.

The March issue of Cable in the Classroom Magazine includes an article by Wilson entitled Virtual Worlds = Virtual Learning. In it, Wilson describes how Whyville.net is being leveraged by the Texas Workforce Commission to engender positive attitudes toward science in school kids and perhaps help instill the notion of pursuing science as a career. The TxWC is partnering with Whyville to create the Whyville Bioplex, with the goal of reaching “25,000 students with a biotech experience in their middle school career-education class in the next year.”

Whyville is a STEM-based academic virtual world (VW), where students can login and play at educational games with other kids around the country. I’ve encouraged teacher use of Whyville in my district, and listed it on my Top 10 Free Educational Videogames.

Wilson summarizes the benefits of using VWs for science exploration and gives a brief history of Whyville in the article. Here’s his summary paragraph:

The scientific method is an active practice. We do lab work to move beyond theory—to teach students how to be scientists. Virtual worlds allow us to safely take students to the frontiers of science where the really interesting questions await. By exposing them to the reality of science, we can engage a new generation of minds in this great endeavor.

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.

Slaying More Myths About Videogames

Last month I wrote about fellow Texan and Education Business Blog guru Lee Wilson’s excellent article on myths about educational videogames that ran in Technology & Learning. This month, Part 2 was published, and Wilson explores three more commonly held misconceptions on the topic.

First, Wilson addresses one of the strongest criticisms against educational games, mainly that instructional elements are akin to pearls on swine. In other words, an innately fun medium is being bent and stretched to accommodate educational purposes. Wilson allows that people like Justin Peters are partly right: good game design is needed, regardless of the serious or recreational nature of the game. But, there are many, many successful educational games that are both fun and … educational. He points out Whyville at University of Texas as a prime example. Instant gratification is not the point for complex videogames. Wilson points to several games that require hours of dedication in order to achieve goals. He notes that Steven Johnson said in his book Everything Bad Is Good for You, that “… compared to most forms of popular entertainment, games turn out to be all about delayed gratification—sometimes so long delayed that you wonder if the gratification is ever going to show.” The Civilization series and World of Warcraft are brought in to buttress this point.

Next, Wilson tackles the notion that games are good enough to teach kids on their own, without help from the teacher. This myth kind of goes to the opposite extreme of other myths that stand against the use of games in the classroom. Wilson brings in David Shaffer over at U. Wisconsin, author of How Computer Games Help Children Learn to argue the point: “Wandering around in a rich computer environment without guidance is a bad way to learn … The knowledge that matters in any domain is the knowledge that experts have …” [I’ve long noted that programs don’t teach kids, teachers do; programs are just tools that teachers use. Skilled teachers will teach well with whatever tools are available.] Wilson also noted the last NECC get together had 18 conference topics dealing with incorporating games into core curricula. Likewise universities are increasingly ramping up efforts to inculcate gaming into teacher preparatory programs.

Finally, Wilson addresses the most vexing notion of all, that there is no scientific literature backing up the use of gaming in educational environments. To fight this myth, Wilson notes the plethora of research activity surrounding Harvard’s River City project, Indiana’s Quest Atlantis project, and one of the many research efforts focused on World of Warcraft.

This myth is particularly pernicious. The main focus of this blog is to explore the wealth of published research out there centered around instructional gaming. Just browsing through the last couple dozen or so blog entries should dispel the notion there is no research backing up educational videogames. Yet, the myth persists. Recently, Miguel Guhlin wrote in his excellent ed tech blog about the notion that Marc Prensky misstated research surrounding his ideas on digital natives and immigrants. Yet, Prensky is a practitioner, not a researcher.

Be sure and check out part two of Wilson’s article. He has made a significant contribution to the discussion with these two articles.

References
Wilson, L. (2007, October 15). Getting it wrong: Slaying myths about video games (part 2). Technology & Learning. [Online]. Available: http://www.techlearning.com/story/showArticle.php?articleID=196604734