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« June 23, 2005 | Main | June 27, 2005 » GLS06: Leveraging Virtual Omniscience: Mixed Methodologies for Studying Social Life in Persistent Online WorldsBob Moore researchers are striving for “omniscience” in real life omniscience in virtual worlds is much easier – far less expensive PlayOn – http://blogs.parc.com/playon/ mixed methodology in PlayOn Star Wars Galaxies – first major game to have combat– and non-combat-oriented professions cantina practices: seedy places where players seek “mind healing;” game developers did motion captures of real dancers for the virtual ones 2. Going Deeper: Conversation Analysis showed a “mind healing” sequence; self-serve model of service delivery with very few opportunities for social interaction because you just click on a dancer to “watch” and mind heal; the player that needs the mind heal initiates the game command showed a “mind buff” sequence; player has to ask others if they mind buff; dancer has to direct their attention to that player; provides opportunity for social interaction (convention is to sit down to watch them dance), so they end up talking; takes about 8–1/2 minutes; “it’s like when you go to get your hair cut” – you don’t have to talk, but you generally do; full-serve model because the entertainer has to initiate the command Nicolas Ducheneaut 3. Going Broader: Analytic Software Studying sociability in online communities had to program the bots to do something periodically or else they’d get “kicked out” program bots —> capture logs —> process and visualize data “Beggar Bot” – when you get more data than you planned for; they had collected 300,000 credits in tips after just one month (enough to buy three starships)! Putting It All Together did some hands-on data analysis GLS07: Simulating SchoolingKurt Squire and Levi Giovanetto: Apolyton University: The Higher Education of Gaming Civilization 3 – http://www.civ3.com/ elearning systems are not particularly compelling content; we can rethink this and do better games change how we interact 1. predictive simulations – predicting the weather; build many models; political discourse setup and debrief are important in any simulation Civ3 shares a lot with Jared Diamond’s “Guns, Germs, and Steel” study game communities as models for next generation learning communities Apolyton – “a school of strategy, where students sharpen their Civ3 skills and share their experiences in a series of thematic games . Participants are encouraged to share their strategy after the game .” Example course: AU102: Give Peace a Chance - have to play the game without militaries Kurt and Levi used cognitive ethnography to study Apolyton – participant observation, played games a site of collective intelligence; one player used the site to get better and gain knowledge before the multiplayer option was released after about 300 hours of playing Civ3, the pattern is that you get bored, which is where AU comes in; rejuvenates the game by offering new ideas, new strategies, new scenarios, etc. “documenting mistakes helps prevent repetition, recording success helps recall the best practice
.” – player Conceptual Tools large lurker community just reading the posts; fewer people posting now, but more lurkers than in the past AU actually evaluates its learning structures; when one is no longer useful, they’ll eliminate; if they see a need, they’ll add one; will modify existing ones success depends on players’ goals interviewed players and asked “do you ever draw comparisons between current events and a civ game?” AU functions as a way to move users to become designers; users even interact with the designers AU participation is lessening becuase they’ve completely explored Civ3; moving on to Civ4; everyone is participating in the beginning of the Civ4 site, not just the experts “Movement & Supply” section has more words than the New Testament! Is Civ just a special case? Yes, and that’s why they’re studying it, but it’s a great model can also look at Madden, Quake, etc. to note how complex the games are but how many sites have sprung up online to meet needs and bring players together AU serves as a powerful model of a self-organization learning system indigenous to an age of simulation. Driven by participants’ desire to learn as a natural extension of pleasurable game play, participation in AU requires “students” to start becoming designers.
a quintessential example of how contemporary pop culture operates
Richard Halverson: Leadership for Games, Games for Leadership theories of expertise are too generic games provide just the right level that professionals need to help them learn doesn’t think schools are broken; teachers can change practices in loosely coupled systems, but
leading to integrate gaming GAPP: what if we created a game that they would actually use professionally to help illustrate all of this? = Instructional Leadership Game what they would like to build during the next couple of years: Design principles Game Design have goals which are tied to strategies that are open to you using resources your moves affect parents, teachers, and the community, not just the students Questions: how have you attempted to model counter-implementation? what they hope to show in the game is that real change is expensive and difficult, but POSSIBLE Kurt actually mentions libraries in the context of gatekeepers, but only in passing as part of a list :-( know of any games that are meant to help students perform better on standardized tests? have you thought about how to get parents to understand the effects of gaming? can you build a game for the community? from a practical standpoint, how do we reward curricular leadership? JUCCO in Johnson County, Kansas has a gaming curriculum and is doing outreach to the community; finding that parents aren’t the problem - they find it invigorating that kids are interested in this GLS08: Games for Thought: The Future of Education & How We Can Get ThereDavid Shaffer, Kelly L. Beckett, David Hatfield, Alecia Magnifico & Gina N. Svarovsky David Shaffer: because the power of school is so well-documented; it’s a very well-evolved system distinction of game engine vs. game (dice vs. craps) anyone who works in an area of uncertainty, where they have to make judgment calls and requires autonomy is a candidate for an epistemic frame mediation as an example there are 45,000 after school programs, and 100,000 home schoolers – fertile ground for change? 2nd game: digitalzoo: sodaconstructing the next generation of engineers the engineering design process - taking things from idea to market kids design things in sodaconstructor and can test them – http://www.sodaplay.com/constructor/ an “exploratoid” – a brief snippet of exploration (like an explanatoid); eventually, they add up and provide a foundation David Hatfield & Alecia Magnifico: Science.net Alecia: science journalism – an epistemic game they’ve created; epistemic RPGs (in this case, of a profession) students do journalistic interviews, stories (write and then receive copy-edits), get peer review, and “power up” binding is tied to identity development (felt like a journalist, did what journalists do) and journalistic epistemology David: “Byline” - the game engine for science literacy (the one in science.net) James Gee: Respondent you’re not just learning facts about x; you’re learning about the practices of x, and along with that comes facts have you thought about other contexts other than professional? eg, participating in a democracy, how to be a good parent, etc.? is moving the little ball from one place to another done by enculturation? David S.: ultimately, identity and values are not separate, but the kids come to this with these things disintegrated; the challenge is to link them all for the student David S.: having seen yourself as an expert once, it radiates through everything the student does afterwards, especially when they go back to the rest of school; you’re always an expert in something now; these are valuable ways of thinking, too physics teacher in the audience agrees with this approach (we already do the one-on-one coaching for graduate students), but it costs a lot of money as a precursor to using one of these epistemic frames, they would have to meet my abilities; what kinds of preconditions are you looking at in terms of accessibility? |
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