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« July 12, 2007 | Main | July 19, 2007 » 20070713-04 Gaming LiteracyWhat Videogame Making Can Teach Us About Literacy & Learning: Alternative Pathways into Participatory Culture — Kylie Peppler & Yasmin Kafai new effort concentrating on creating games and what is learned when creating them situate making games for learning within the current debates on the participatory culture (Jenkins et. al., 2006) challenges: The Game Design Studio media art archive - quantitative analyses Scratch users in their survey top 5 most popular software programs used by these kids what kinds of things are kids creating with scratch? case study: jorge events: participation shift in the 3 challenges that gaming addresses what can video game making tell us about learning and literacy? 20070713-03 MMOs and LearningOnline Gamers & the Development of 21st Century Skills — Lisa Galarneau (digital anthropologist) has moments where she realizes we're actually living in the future the future seldom looks like we expect it to, is often imagined within existing paradigms OECD Five Key Competencies for Life and Learning how we shift from a content-orientation of learning to this 21st century skills her interest is in how do people learn these skills spontaneously characteristics of online games/virtual worlds (MUDs, Moos, MUSHes, MMORPGs, MMOGs, MMOs, MMIs, social worlds like Second Life and There, synthetic worlds and metaverses) complex social systems survey of 10,000 online gamers - older players more likely to help other players who the heck are these people? Christopher Dede's critical skills Project New Media Literacy (MIT) mashed up: thriving on chaos, managing self, relating to others, language, symbols, text, multi-tasking, negotiation, networking, distributed cognition, performance, play, collective intelligence, etc. (City of Heroes raid as example of working together, reading data on screen, etc.) comfort with diversity, participatory/contributing, performance, negotiation, networking, etc. (City of Heroes example of player who didn't speak English) managing information, thinking, participating/contributing, using language, symbols, etc. (World of Warcraft as example) player perceptions of improvements to real life skills: quote from a guy who thought he was a good communicator until 54 people in a guild ignored him for bad behavior so he took some classes to improve his communication how might online games do for learning? slides will be at http://www.socialstudygames.com/ Science Literacy in Virtual Worlds — Constance Steinkuehler MacArthur grant to study World of Warcraft (50%+ of the market so a huge influence) for the last year, looking at 5 core literacy practices - pop cosmopolitanism science - "an accumulation of facts is no more science than a heap of stones is a house," Poincare, 1905 AAAS standards for scientific habits of mind as inspiration for their project were people doing some forms of scientific reasoning in MMOs? pulled out 1 of 21 forums for WoW for their full investigation analytic framework drawn from AAAS standards and then supplemented from data (focused on proportions): showed prototypical post doing all of these things tacit epistemologies (27% was not codable) compare to Kuhn's work (1991) chicken-egg problem - were these gamers already disposed towards evaluative or do games move you in this direction (probably somewhere in between) ....compared to schools? standard inquiry activities engender epistemological beliefs contrary to science (Chinn & Malhotra, 2002) games as gateway drug Cultural Capital & Community Development in the Pursuit of Dragon Slaying — David White presence, embodiment, "emotional bandwidth", informal learning spaces as interests network vs. community Lobotomy Guild cultural capital: forms of knowledge; skill; education; any advantages a person has which give them a higher status in society social capital: resources based on group membership, relationships, etc. WoW is great for allowing the exchange of capital Wenger: Communities of Practice guilds are a community of practice nexus of multimembership showed a video about "organization" and "social" in WoW ecology of tools/services (Wenger: Communities of Practice) Rhizome model (ginger model) - tendrils in different directions and at different levels but can swell at the right moment can't do his classes in WoW, so he is trying to implement these things in Second Life thoughts: community institution as rhizome facilitator Doug Thomas, respondent "learning immersion" have to be careful that we're not talking about transition competencies when we stop learning in a game, we either quit and go to a new game or we start trying to create a new game within the game classrooms are all about preserving the status quo the big sword in WoW allows you to do certain things but also allows you to open up opportunities for the whole group fundamental way knowledge is changing 20070713-02 Participatory CultureFantasy Baseball: The Case for Competitive Fandom— Erica Halverson & Rich Halverson talked about how players used to have to wait for the Thursday issue of USA Today and then transcribe and add up the statistics themselves competitive fandom = fan culture + competitive gaming then have the competitive gaming side fantasy baseball is the prototypical instance of competitive gaming across different types of content fantasy baseball originated in board game play NY Times, June 3, 2007 - playing fantasy baseball moves you "one step closer to becoming a postmodern baseball fan" research process: competitive fandom matrix showed a couple of use cases, differing perspectives and levels of fandom, loyalties some players strategize which players they will use 3 activities: this is one path to complex content fandom & identity are significant in kids' lives http://fanfiction.net she broadened her knowledge through sharing and talking with others on the fanfiction site "adaequatio intellectus nostri cum re" example - some call Latin a dead language; used to be the universal language, but no longer true; point - some academic concepts and ideas might be better presented in other formats (not just print-based literacy) is a top-200 contributor on Wikipedia (32,000 edits) showed a lot of statistics about Wikipedia article decisions are made by consensus, not by an authority figure Wikipedia as MMORPG bad guys 20070713-01 Individual Lessons Learned(More from the 2007 Games, Society, and Learning Conference) Using Videogames as a Strategy for Teaching Complex Concepts — Robert Brown showed a trailer for their Econ201 game - pretty cool because it's all narrative multiple levels of quests the only assumption designers make is that the student can use a mouse had faculty support across the board (!) multiple scenarios (find food & water - vegetarian or hunt rabbits?) students across the board need to take this course because it has a broad base of majors (broad range of ages, too) there are a few places where all they can do is push "next" but still figuring out how to deliver basic content students need "in quest quizzes" when shooting rabbits, teaching the law of diminishing returns students learn that technology affects production "mockumentaries" within the game - showed a funny, fake video from the "earth archives" that was a take-off on Martha Stewart have run the game for 3 semesters, run 300 students through it using multiple choice for assessment because easier to program and assess company has moved to more game-style learning elements of good serious games "Tactical Questioning" game for the Army worked with a Flash developer in the Army who had been in Iraq, was just back one year so still fresh in his mind and he could help shape the scenarios designing serious games showed how definitions of instruction are very similar to those for games (achieving goals) change thinking about instruction: balance between instructional strategy (the method used to achieve learning objective - how best to sequence, organize, and deliver the material) and engagement strategy (the method used to hold the learner's attention) really trying to design for learning experiences sometimes the soldiers do it wrong intentionally because they want to see something blow up learned how important it is to work together with the production team and programmers because otherwise it won't work JUMP project most of the people that got the grant to create the game were gone by the time they started work on it basic rules: started out with PDAs as deployment target but realized they were too expensive and didn't have any life in the backpack of a 4th grader the quest: make a game v2, also titled "get a partner" the quest: design the game documentation: the level boss: evaluation the game boss: education FutureLab is a loose partnership of universities teaching with games: games in formal education MORI poll of teachers asking about use of games used The Sims 2, Knights of Honor, Rollercoaster Tycoon 3 practical findings what does a teacher have to know? learning socially through mobile gaming? research themes will kids learn physics? a "play-create-edit experience" |
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