Friday, September 30, 2011

Individualization in Gaming

One aspect of online learning that has been criticized is that students feel alienated or alone while taking the course. This concept of social presence has been coined, researched and discussed in depth by Garrison and Anderson. Much of their research also shows that social presence is a predictor of enjoyment or satisfaction of an online course. And, of course, historical research shows that enjoyment or satisfaction with a learning environment correlates with learning and understanding.

With this in mind, more research has been done into the use of avatars in 3D virtual environments."Students who had a choice of which avatar they would like to be reported greater course satisfaction and felt closer to their classmates and instructor than students who only could choose a male or a female avatar (Figure 2). The theme that arose as to why students with avatar choices reported greater satisfaction was one of individuality. Those students with choices could be unique, giving them a sense of individuality. Deindividuation is a state in which people lose their individuality because group members do not feel that they stand out as individuals and/or individuals act if they are submerged in the group (Festinger, Pepitone, & Newcomb, 1952). This is a major detraction in online learning." (Anetta 2008, p. 235)

What I think is very interesting here is the concept of deindividualization that might occur in a real life classroom as well. Even within group work, I often feel that I have students that I "loose" due to their quite nature or lack of skills to communicate with other members in their group. Several times I have caught myself in my own classroom putting students into group work, but as they begin work I see they are not working because their group lacks the skills to behave as productive group members. Hence the individuals in the group, not knowing what to do or how to behave, become deindividualized and learning does not occur.

However, given specific roles that are important and consistent with their nature brings a student to life and allows them a chance to demonstrate their learning within their comfort and context. providing for this every situation is not always a possibility in the classroom, as the number of variables required to help guide each individual student to reach this point requires time into students learning how to independently be aware of their cognitive learning process. In addition, I lack particular skills and/or knowledge to ensure proper group structure occurs.

Which is why I can see the concept of deindividualization crossing over between real life and a 3d environment, and behaving in similar ways to impact learning. Creating a process within group work for individualized skills to naturally emerge by choice as can be done in a 3d environment could lend itself to creating a gaming environment in the classroom, which can then in turn also be emulated online.

But in the end it really also leads to a more simplistic question of game design in the classroom, is their benefit to including an online game design as opposed to a curriculum real life game design? Are there similar elements of social behaviors online as in a social space of a classroom. Do we require those behaviors and patterns in an online classroom for learning? Or will having them experience a new environment result in learning simply because they step out of the norm?

Anetta, L. A. (2008). Video games in education: why they should be used and how they are being used. Theory Into Practice,, 47, 229-249. DOI: 10.1080/00405840802153940

Thursday, September 22, 2011

UDL and 3DGamelab

This will be the first time I have completed a full 3DGamelab Quest. The Quest required that I learn about how to design big picture for creating the quests. They provided a wonderful spreadsheet for calculating Quest Points, and deciding levels, awards etc.
But as I was laying out quests and points, I encountered the same issues. Where do I start, how much total should we earn, where is the end? Etc. I think this again is a cry for Backwards Design.
But, as I continue to listen to the lesson (video), they too were addressing the same issues, but with something called Universal Design. It should not have been, but it was an eye opening moment when I realized that there are probably many other design(s) out there for proper unit design based on research. So out I went to the web to research more about UDL. I came across an interactive lesson to teach me more about it, and had yet, another realization. The interaction was a very simple design, with pictures and text input, and immediate text output to allow for self reflection. Simple design, and very effective.

Which has me reconsider 3dGameLab and it's effectiveness. Small chunks of information, multimedia, context placement and text input for processing. The only thing it is missing is that final step, which so far, based on research is the most important, immediate feedback. Granted the immediate feedback is leveling up and points, but that does not tell me how I am doing for learning material, only that I have completed a task.

Furthermore, this was designed for anytime, anywhere learning. Yet, here I am in most need of anytime, anywhere and I am not getting enough feedback to know how I am doing. Is this missing the mark? There should be enough the system to trigger a warning that I am may not be learning so I know I am not learning.

So what am I missing? What needs to be front-loaded so I do not miss this.

Tuesday, September 20, 2011

What belongs in an Online Gaming Curriculum

So some initial thoughts need to be recorded here about what really belongs in an online gaming unit. I absolutely love that 3Dgamelab has me walking through preliminary activities before I jump in, whether I know them or not. I can choose to spend more time on them or just refresh my memory.
So what would go in my 3dgame lab unit.
1. Copyright for students
2. Permission to be on 3dgamelab with agreement to follow a code of conduct
3. Safety
4. How to use the site, and how to use the tools.

Mangement and Design

I purposefully set down 3dGamelab for sometime. I was overwhelmed with the number of Quests I needed to complete and frustrated by the roadblocks I was encountering for implementing it. Being back in the classroom reminds me of the many challenges that teachers face when integrating technology: are there enough tools, helping students move past the technology to the actually learning, and the biggest one... making time to prepare the lesson with technology and making sure the technology is working. It is truly overwhelming.
With that in mind, as I sit here reviewing Quests in 3dgamelab, I ask myself, is this a tool that will be beneficial to helping me to help my students learn better, or will it be another distraction.  I cannot tell.  So I will continue forward and attempt to implement and see the result.
In the meantime I will continue to my evaluation of it in terms of a management system with a game design, which I really like or a way to also help manage good design in teaching, using the UbD framework in an online environment. Will it provide the same dopamine rush as the immediate feedback provided by WoW? If so, how will I measure that?

Monday, September 19, 2011

Process for Project

As I continue to filter through my articles, and discuss more in depth about how to go about implementing game design in the classroom or if I should, I have come to the point where I need to be more cognizant of my process.

What is my primary goal of my independent studies?
I believe this seminar can be used as a fantastic starting point for developing a better understanding of how digital games in the classroom can help increase independent learning success of students.

What end product will I see? Application of game design into an online course unit.

How will I reach this product?
1. Research about game design. What type of designs are used? Why are these used over others? Is there documentation of their success?

2. Create a template for utilizing game design for a unit.

3. Identify 1 unit to develop. Identify elements that will be used to determine it's success.

4. Implement and evaluate, consider next steps.

Checking my progress:
I am thinking I need to check my progress weekly, by writing another post that checks to see that I am on track and that I am completing to the quality that I initially set out. As a side note to this, self motivation is very challenging in that I am motivated to learn and implement the learning, but feel at this juncture that I would love immediate feedback to feel the dopamine rush of being on the right track.

So weekly tasks should really include the following:
1. 2-3 postings with 1-2 references each.
2. A working document of culminated background research into paper, with purpose in front.

With that in mind, here is the rubric initially created to evaluate my progress:

A rubric for weekly tasks can be found below:

·   
Identify positive and
negative effects of using digital games for learning.

·   
Identify, examine, and
categorize the variety of game designs used in the gaming world, as well as
education.

·   
Identify components of
instructional design within game design.


Objectives


Advanced

Proficient

Developing


Emerging

Blog


A weekly blog post with 3 referenced,
researched articles with connection to qualitative categories/ concepts
identified, as well as connection to games, twitters, or other blogs
supporting concepts based on the first three objectives (see above.)

A weekly blog post with 2-3 referenced,
researched articles with qualitative categories/ concepts identified based on
the first three objectives (see above.)


A weekly blog post with 1-2 researched
articles based on the first three objectives (see above.)

A bi-weekly blog post with 1-2 articles
linked and briefly discussed.


Qualitative Research Paper

APA style research paper with
descriptive coded categories, documented research method process reviewed and
evaluated by peers based on the first three objectives (see above.)

APA style research paper with
descriptive coded categories and documented research method process based on
the first three objectives (see above.)


APA style research paper with some
errors and very broad categories and general explanation of research method
process based on the first three objectives (see above.)

Research paper with errors based on the
first three objectives (see above.)  










History of Gaming:

This info graphic comes from:
Dan Poeter's article on PC Game Mag Online: http://www.pcmag.com/article2/0,2817,2391740,00.asp

Issues with Gamification

As I continue to read I am encountering many issues with Gamification. The evidence is strong, as reported in an article by Edutopia, "There's evidence that strong narratives will motivate kids to solve hard puzzles, said Jan Plass, co-director of the Games for Learning Institute. In one study, he said, a child pursued one problem for 45 minutes -- and this was a problem that the girl wasn't particularly interested in to begin with. Is that music to anyone's ears" (Edutopia, 2010)? But the counter-arguments and issues of the reality of this new endeavor go something like this:
1. How do you go about creating a strong narrative for learning?
2. How do you create the "gaming environment?"
3. How do you create engaging graphics and environments that model realistic events and issues?
4. What about access to the technology?
5. What about skills for using the technology?
6. What about demonstrating learning through assessment (ie where is the assessment on a game? They win, they beat the simulation, they demonstrate their learning by completing the problem?)

And finally, what about the time required to create such a game, or locate a game that can meet the needs of your students?

It is always good to consider the devils advocate when standing on the precipice of a new venture.

Edutopia (2010, June 01). Beyond Blowing Up Enemies: The Future of Games for Learning. Edutopia, Retrieved from http://www.edutopia.org/blog/games-for-change-festival

Gamification

"Good games get people to spend a lot of time and money doing things that are difficult and complex" (Renauld & Wagoner 2011 p.59). Which is one reason I think that gaming has hit the 21st century and has no intentions of leaving. Furthermore this same concept was observed by Judy Willis, "Games insert players at their achievable challenge level and reward player effort and practice with acknowledgement of incremental goal progress, not just final product. The fuel for this process is the pleasure experience related to the release of dopamine" (Willis, 2011). Willis (2011) goes on to state, "In humans, the dopamine reward response that promotes pleasure and motivation also requires that they are aware that they solved a problem, figured out a puzzle, correctly answered a challenging question, or achieved the sequence of movements needed to play a song on the piano or swing a baseball bat to hit a home run. This is why students need to use what they learn in authentic ways that allow them to recognize their progress as clearly as they see it when playing video games."

So what is it exactly about games that keeps bringer a player back? Renauld and Wagoner (2011, p.20) suggest the following:
*Games provide constant real-time feedback and give players opportunities to react to that feedback.
*Games provide safe places to make mistakes and errors.
*Games provide players a sense of control and repetition for new learning and application as necessary, allowing players the opportunities to make decisions and change goals.
*Games that are truly engaging are frustrating and "right on the edge of being too difficult."
*Players are allowed to perform before demonstrating understanding, allowing for the building of skills and knowledge through doing.
*Games allow for systems thinking, in which players can see the interconnectedness of ideas and knowledge.
*Games can distribute knowledge and skills to accomplish a task across many people allowing for individuals in a group to use their tools and skills to complete the task with different and varied groups.

Is it possible that teaching teachers to be teachers would be better done through game design?
"When using games-based learning, the teacher becomes a guide or an ar- chitect of students’ learning, rather than a deliverer of knowledge" (Renauld & Wagoner 2011 p.58).


Renaud, C. & Wagoner, B. (Sep 2011) The Gamification of Learning; Principal Leadership. Reston; Vol. 12, Iss. 1; p. 57 (3 pages)

Willis, J. (2011, April 04). A neurologist makes the case for the video game model as a learning tool. Edutopia, Retrieved from http://www.edutopia.org/blog/video-games-learning-student-engagement-judy-willis

Unexpected Learning

Since I have begun my UbD class, I have spent more time on reviewing my learning from 7 years ago and practicing the skills presented by Wiggins and Mctighe. This has caused me end to pain in realizing that I spend more time on this course then my Independent Studies course. After coming to the conclusion that I should probably drop my UbD course and spend more time focusing on my IS course, I discovered that it was too late.

But as I do on most topics in my life, I attempt to find the positive, silver lining in the cloud. As I began to work through the lessons to catch up in the UbD, my mind kept drifting to quality education and teaching, which is really what UbD is about. Helping students to reach the deeper understanding of concepts. So how can I incorporate this into Game Design and Game Theory. Thus the serendipity of the situation. My answer to this questions spurred some new questions that would be more pertinent for researching.

What types of design are used in Game Design for the popular games? Is there any similarity or connection to UbD?

How can I help students reach that deeper level of understanding through games and gaming? Is it necessary to create an entire system that is a game in and of itself, like Quest to Learn, or is it sufficient to utilize games to reach those understandings?

But of course asking these questions, means I need to narrow it down a bit more and consider what research has been done to determine the effectiveness of game design in learning compared to units taught using UbD.

Furthermore I must consider the implications of such information. For example, why bother even incorporating game design in a classroom? Could it really be as effective as the many other tactics used as hooks for learning? Or would it be a very effective design to alleviate some of the problems that typically occur in a classroom, such as students missing class, more/ less days required on tasks or assignments, the need for all the curriculum to be addressed or for students to demonstrate mastery regardless of seat time. Having curriculum within the framework of a game structure to track leveling and progress while utilizing units in the format of UbD online provides a solution to many of these problems. So if that is the case, then what shall we do in the classroom? Explorations.. to reach our deeper understandings?

Saturday, September 10, 2011

Game Design and Backwards Design

I am very happy to say that taking the Technology in Instructional Design Class at the same time as my Independent Study focusing on Game Design is fantastic. The two are perfect together. Wiggins and Mctighe's Understanding by Design provides a beautiful framework for designing solid units based on standards.
This same framework should be applied to the game design atmosphere, thinking about enduring understandings, essential questions and assessments first. Furthermore, since the gaming environment allows for non-linear experience, one can easily work in the 6 facets of understanding: can explain, can interpret, can apply, have perspective, can empathize, have self-knowledge.

In fact, this can be seen from Edutopia's article: Design Thinking: Creative Ways to Solve Problems. The article shares a pdf of a template for creating Design Challenges. this structure can be directly applied to Game Design Simulations.

So my design brain can not help but think, how can I design this process so that any teacher can pick up a "game design template" and integrate into their classroom and content area. And then I recalled a Ted Talk's by Marcin Jakubowski on DIY design. How about DIY learning design.

Perhaps the piece that continues to elude me, though, is how to create these games (simulations) with little or no technology understanding. Is it possible? Is it necessary? Will it make it more accessible?

Thursday, September 1, 2011

3d GameLab: COPPA and FERPA

As I am slowly working through my 3D Gamelab quests, I have found that I greatly enjoy the quick quests. These often entail reading for information and knowledge.

At first I was totally turned off to this concept, as I felt that I was not really certain I had learned it nor demonstrated it. But after completing it, I realized two things,
1. I enjoyed the fact that the info was snack byte of brain activity. This planted seeds of thought.

2. I realized that beginning the unit with ethics was a wonderful way to remind the users of appropriate behavior and safety. In fact, beginning with this really reinforces positive modeling of appropriate use of technology in education.

I think there were similar experiences by others.

Transparent Technology

As a secondary or lower level goal of my current independent studies I hope to also focus on creating a paperless classroom. This is particularly pertinent to my study because there are many issues that teachers typically encounter when integrating technology into their curriculum, much less technology with a gaming component. So my goal throughout my school year is to identify these road blocks I encounter and blog about how I move past them.

Which is the reason why I titled this entry Transparent Technology. I asked my 9th and 10th grade students on the second week of school to create a PowerPoint presentation of a Black Box lab they completed for Earth Science. When I asked the students how many already knew how to make a PowerPoint about 98% of the class raised their hands. So I told them I would not teach this skill to them, they already knew it. But here is what really shocked me, not only did they already know how to do this, but they knew how to login to their school server, save their work. Something I did not plan ahead or think about, I just assumed they would know how. Furthermore, they also knew how to Google for Images and some even knew how to set google for copyright settings. As I walked around the lab, I found that 90% of the questions being asked of me were related to Earth Science, and not the technology. These students were very, very tech savvy. The technology was completely transparent and was a tool for demonstrating learning of the scientific method.

This provides some very strong evidence and support for the positive integration of a game design into a classroom to allow for a paperless classroom.