Saturday, February 22, 2014

EDTECH 532: Gamification Inforgraphic

Gamification of Education

How my personal history intersects with this timeline might be fairly unique.  In real life I probably entered in the 90's.  Yes, I played pong and a few of the initial video games but that did not last long.  I entered through the world of my children.  When I look at this timeline though my time and gaming time don't mesh.  In my time it was the 90's but we were using technology that began in the 80's.  My children played Math Blaster, Carmen Sandiego and SimCity.  This was when I was more involved in the experience with them.  As the technologies developed and my children grew older I pulled out of the experience more and more.  At this point and time, I really don't consider myself on the timeline at all.  My kids are but not me.

As a teacher, unfortunately games are still basically used for practice and drill.  We don't have access or use games that involve simulations and more thoughtful content.

Four points of gaming in education caught my attention.

  1. Content Systems
  2. Simulations
  3. Trigger Systems
  4. Exemplars of Point of View
These areas hit some of the basics but also make the students take a more active and thoughtful role.  Gaming is very new to me and everything I read brings ideas to my head since I have very little background knowledge.

EDTECH 532: 7 Ways to Reward the Brain



The key term from this video is engagement.  Every day I have to consider how to engage my students.  Sometimes it is easy and other times not.  Video games and virtuality can help with this by the nature of its design.  While I was viewing this the idea of ZPD came to mind.  That is basically the optimal level of difficulty for the most learning to take place.  Games seem to address and engagement ZPD through many different techniques.  It  does this through a combination of wanting and liking or as Tom Chatlfield said, ambition and delight.  They drive us on to want more success in an enjoyable way.

The 7 ways he highlighted were:

  • experience bars that measure progress
  •  multiple long and short term aims
  •  rewarding effort
  •  rapid, frequent, and clear feedback
  •  elements of uncertainty
  •  windows of enhanced attention
  •  collaboration with other people

One of the elements I find most exciting is that of feedback.  It is often so difficult to provide the immediate feedback to individual students on the task at hand, and it is so crucial.  Many younger students need a visual to help them notice progress that they are making.  Experience and progress bars make this very simple.  There is a reading program my students use where they read a book and take a quiz.  Their goal is to maintain at least an 80 to 90 percent success rate on the quizzes.  This is very difficult for them to understand without a visual.  I was very excited this year when they changed the program and included a success bar.  The kids really were paying attention to it and understood.  Unfortunately they took it away.  It made a big difference in a negative way.

Thursday, February 20, 2014

Tuesday, February 18, 2014

EDTECH 532: Narrative Games 2 - Graphic Adventure

Peasant's Quest



I played this game on my own the first time and was mildly successful.  I earned a point or two even though I wasn't really sure why.  I managed to navigate to most places easily except over the fence or past the knight. I felt much more successful with this game than I did with Zork.  My text seemed to be received much more easily although sarcastically.  I found the addition of graphics helpful in navigation and understanding what was going on even though it took away from some imagination of the game Zork.  I had figured out that the lantern would set me on fire but was unable to make that happen.  I also had determined my other objectives in the game but made no progress in achieving them.  It was clear that there was a certain order to events by answers given.  I found this very helpful.  It made a big difference in my mindset and enjoyment by having a well defined goal.  In Zork I felt I was wondering with no purpose and had no drive to continue or conquer because in my mind there was nothing to conquer.

It was very helpful to get the hints.  I read some of them and the process was made more clear.  I went back and tried more on my own and was able to earn more points and help the fisherman get dinner and go back to work!  Even with just the few tips taken I think I would have enough knowledge to continue the quest on my own, at least for a little while.

I think the addition of graphics, a clear set goal, the chance to earn points along the way, start and stop again, and have a map made the game much more enjoyable.  The story-line was amusing as I went and provided more entertainment.  It was fun but definitely provided some problem solving practice and planning in conjunction with the fun.  This type of game could work well with younger students.  I like how reading, planning, problem solving, and sequencing are all involved.  I'm sure it would be possible to add some other academic ideas and concepts to a game like this.

Monday, February 17, 2014

EDTECH 532: Gaming in the Classroom


For me there is definitely a good side and a bad side to this.  The positive aspects are that education is taking advantage of trends to benefit students.  So many students come in to school already knowing technology, how to use it, and can take it further to benefit their learning.  Not only do students come to school already equipped with the skills needed to use technology, technology is something that interests and motivates children today.  Education is taking advantage of this and helping students grow even more.

One thing I feel is quite amazing is the numbers associated with preschool users.  This is good but does concern me.  Working in elementary education, I am seeing more and more students coming into to school with less language and vocabulary.  They don't know songs or common stories.  While they may be getting some skills from computer use, there is a trend of less personal interactions and communications because of it.  Parents are opting out of interactions with their students for more time for themselves.  It has been a problem for generations already because of television, but now the devices are portable and families no longer need to talk in the car or out at diner.

The technology mentioned in the picture is extremely valuable, but it does have negative connotations hiding behind it.

EDTECH 532: Gamifying Education



Daniel Floyd's man point is to emphasize that gaming should be fun.  However, in the process there is no reason that the player cannot enrich their life in some way by learning while enjoying.  It doesn't have to be educational or entertainment.  It can be educational and entertainment.  In the past, educational games have picked a topic to impose on a player and try to make it fun in some way.  Entertainment has placed an emphasis just on fun.  Daniel Floyd points out that through tangential learning the two can be brought together in a more natural fashion.  Through exposure to an educational topic in a fun game, players may chose to self educate themselves on the topic introduced.

This is an interesting thought for me.  Through tangential learning I do think it is possible to turn fun and entertaining games into something more which is very important because of the time being spent by people gaming.  I don't think it works quite as well in reverse.  When I think of an educational game, I cannot consider it to be something that a player might play and chose to learn something more after playing.  If I am going to use games during learning time, I have to feel confident that students will be learning, not that they might be.  I do think it is possible to take some leads from entertainment games on engagement to enhance true educational games.

Grade: Professional 
Subject: Technology 
Sub-Focus: None 
Standard: ISTE 1: Facilitate and Inspire Student Learning and Creativity 
Details: Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers: a. promote, support, and model creative and innovative thinking and inventiveness. b. engage students in exploring real-world issues and solving authentic problems using digital tools and resources. c. promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. d. model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments.

EDTECH 532: Drop Pod Qualification



I believe I can work all the controls for the drop pods even though not everything
worked perfectly when I recorded this.  There seemed to be a glitch when I was
trying to send it to a specific location.  It wasn't always working, but it did work
sporadically.


Tuesday, February 11, 2014

EDTECH 532: After Action: States if Play -Understanding of Narrative

I would like to start this post off by stating that this class has been like getting into a pool for me.  It hasn't been that gentle entry of slowly going down the stairs and acclimating to the temperature and then slowly going one more small step down.  It hasn't even been like jumping in all at once.  To me, it has been more of a jumping off the super high dive into freezing water without knowing how to swim.  I can also liken it to what I imagine the ELA students in my class must feel like.  Moving to a new country, knowing a little language, but not knowing procedures, rules, or even how to properly function within the class all while being scared and overwhelmed.

I came into this class not being a gamer in any way, except for liking my traditional board and card games.  I don't know much about the different types of games, premises of the games, or even language in or behind the games.  I am truly interested in the idea of gaming and how it can be used and adapted in the classroom, but everything I have done and read so far has been brand new material to me.  In some ways all of this is an explanation to myself and others of why my comments and understanding may seem so basic.  That's because it is.

After reading the article by Jan Simmons, I can say I am slowly beginning to formulate some idea of narrative in educational games and simulations.  It is difficult because there is so much contradiction in the field and among different factions.  This makes it much more difficult to come up with a definitive idea.  I feel as though I would first need to place myself into one of the factions and that is impossible.

What I take away from this article that narrative is a part of all games to a certain extent.  There is a story-line embedded in most games.  Even games that do not contain a plot per se have characters/opponents that are working to an end through a series of decisions.  While this may not seem like narrative to me it parallels the principles of narrative.  I like the point made in the article that narrative usually works backwards.  An ending is created first and then it is determined what events and decisions would lead to that ending.  While narrative in gaming is often thought of in reverse.  The end of the game may not be known to the player but the story leads to the end.  When gaming it often seems as though the end is arbitrary, but it too has usually also been predetermined.

I don't think there is much in life that can be completed separated from narrative.  There is a story, created or told, in most everything we do.  Whether it be as simple as characters, decision making, and an end; games include a story.  Whether it is a true narrative game like Zork, an action game, or simulation, there is a story within them all.  While the debate in the article was interesting (and sometimes difficult to fully appreciate) for my beginning understanding of this discipline as a whole, I think it is most important to realize that narrative is a piece of every story/game.

Monday, February 10, 2014

EDTECH 532: Narrative Games

This gaming format was completely new to me.  I have never experience anything like this.  It was very interesting yet frustrating.  First, I keep wondering if I am not doing enough.  All you seem to be able to do is go in specific directions.  However, I did discover that I was able to pick up leaves and kick things.  Doing these activities seemed to have no purpose.  I walked through the forests until I could go no further.  I found several clearings and made it to the canyon.  I was able to climb up and down it and managed to find the end of the rainbow. (Too bad there was no pot of gold.)  I was trapped in the canyon so I climbed back up and found my way to the house.  I think I walked around the house and found that there was a window ajar which peaked my interest but could not get in the house.

Not having experience with this type of game, feeling I might be unaware of some of the needed language, and not knowing what my purpose or goal was left me feeling frustrated.  Nevertheless, my curiosity was aroused.  I kept expecting to find something important or at least wanted to.

I really like how this game engages your imagination.  You start to picture the scene in your head.  It's just like reading the book instead of going to see the movie.  I love the idea of using this kind of format with younger students.  It would address so many important skills - reading, map skills, directionality, imagination, as well as problem solving.  Love the idea of this.

I decided to explore more and went to youtube and discovered that you can give more commands than I thought.  I tried to open things, but it did not like my wording.  I never thought about climbing a tree and other things.  I look forward to going back on and trying again.

Sunday, February 9, 2014

EDTECH 532: Action Games

I really enjoyed playing these games.  The old school games are something I enjoy more than the new realistic games.  I must say that I am not very good at any of them so I did not make it very far into any of the games.

These games definitely provide an opportunity to improve reflexes and eye hand coordination.  There is some problem solving involved as well.  When you first start playing there are things you don't notice and slowly you do, and it is possible to make adaptations to the method of play.  In the older games I did feel a great deal of frustration in not being able to move the items well with the arrows.  I also really wanted to move the spaceship backwards in Asteroids.  In the newer game of Sketchman there was only one direction of movement which suited me much better.  I prefer this over the top down games.  I also liked how it changes from game to game and even if you don't make it far into the game it is always slightly different.  It also allows you to experiment more and see what techniques work and don't work.

It is also fascinating how quickly you can get involved even with something so simple.  It is human nature to want to improve and get better.  You really want to beat it and see what might be coming next.  It definitely draws you in.  The sound effects were also important.  They told you when something new was happening and gave warning.  This was an advantage as well as a problem.  I found myself getting tense whenever I heard something coming.

While these games do take thought, it is not demanding and the game is very freeing and fun.  Anyone can play these games.  You don't have to be "smart" and have certain knowledge.  It is for everyone and provides a great escape will still providing some problem solving practice.

http://www.miniclip.com/games/sketchman/en/#t-c-f-C

EDTECH 532: Different Types of Games


ACTION GAMES:  These are games where the player usually is required to move an avatar and develop/use eye-hand coordination, reflexes, and reaction time.  It also usually moves a player through different levels of a game.

NARRATIVE GAMES:  These use narrated text to express the plot or reveal a story.  When researching this, it was difficult to get any kind of clear definition.  It seemed muddled and mixed in with other things.

SIMULATION GAMES:  These try to recreate reality or real life in some way.  It usually involves building something (construction or management), vehicles (racing or flying), or real life simulations.


OTHER GAMES:

Tuesday, February 4, 2014

EDTECH 532: PLAY and GAME Definitions

GAME:
I thought Salen and Zimmerman's (2003) definition helped bring me clarity about what a game entails.  I also thought Kramer's (2000) point about games being unpredictable due to chance was true.

Using these thoughts and premises, I would define a game as: any activity that consists of rules to be followed by the player or players in reaching an unpredictable outcome through the resolution of imaginary conflict.

I like to think a game is something that is taken on by choice for pure enjoyment; however, as a teacher and parent there are times when game play is required.

PLAY:
This idea of choice carries over into part of the definition of play.  Gray's (2008) article discusses this idea of enjoyment by stating that play should be stress-free because this is when the brain is primed for "creativity and the learning of new skills."  Another important part of his ideas on play is that they focus on the means and not the end goal of the play.  How someone gets there and what they learn along the way is what is essential.

To me a definition of play could be: a stress-free activity that leads the player through a process that produces an increase in knowledge, skills, or creativity.  Games can be part of play or controlling the play (Salen & Zimmerman, 2003).