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« GLS08: Games for Thought: The Future of Education & How We Can Get There | Main | GLS06: Leveraging Virtual Omniscience: Mixed Methodologies for Studying Social Life in Persistent Online Worlds » 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 Trackback PingsTrackBack URL for this entry: |
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