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Anna Wood :: Blog

March 12, 2012

WBT enables learners to explore by themselves. The general approach of how people learn is through the process ‘Tell them, show them, and let them try’. Compared with traditional learning, it is easier to access for the learners to ‘try’ by themselves. Taking simulation training as an example, the learners are able to play multiple roles in simulation. They can experience consequences of alternative behaviors and even the negative behaviors can be included. (Horton, 2000)

        In terms of test and exercise, WBT enables ‘immediate feedback’ to fit learners’ expectation. (Horton, 2000) In traditional approach, it takes ages for the learners to wait for their feedback. Even if the feedback is revealed after the test is completed, they will usually receive them as a whole instead of in piecemeal. WBT allows feedback to be demonstrated piece by piece, and keeps learners from missing several related questions because of a single misunderstanding. (Horton, 2000)

        Moreover, the hints can be provided in order to assist the learners to investigate the learning in depth. Hints can take many forms, such as: background information or instructions on how to perform the next step. (Horton, 2000) The role of giving the hints is quite similar to the role of facilitator in traditional training. However, to guide the learners in more specific way individually is definitely one of the strengths of WBT.

Finally, WBT enables learners to experience something nearly impossible to occur in real life. In a role-play scenario, Lee and Hoadley (2007) indicate that by acting as a different gender, learners observe more details in sexual incidences and even discriminations. Likewise, if the costs of failure are high, it is relatively suitable to use simulation for learning (Horton, 2000). For example, nuclear plant operators, airplane navigator.

Reference

Horton, W. (2000) Designing Web-Based Training : How To Teach Anyone Anything Anywhere Anytime, New York ; Chichester : Wiley

 

Lee, J.J., and Hoadley, C.M. (2007) Leveraging Identity to Make Learning Fun: Possible Selves and Experiential Learning in Massively Multiplayer Online Games(MMOGS), Innovate, Vol. 3, No. 6, http://innovateonline.info/?view=article&id=348

Keywords: simulation, Web-Based Training

Posted by Ming-Wei LEE | 0 comment(s)

March 09, 2012

The Introduction to Digital Game-Based Learning class met Elena Northmead at the Virtual University of Edinburgh's Vue South Beach Pavilion in Second Life for a discussion on Augmented Reality Games.

Keywords: ARG, Second Life

Posted by Austin Tate | 0 comment(s)

March 08, 2012

To begin with, among the six reasons why the players had engaged with the game (Whitton, 2011), I personally can be easily motivated by ‘completion’, ‘narrative’ and ‘puzzle-solving’. I think these educational games are quite interesting and fun compared to the rest of learning methods and approaches, such as: lecture, group discussion…

 

However, in the ARGOSI project, there is huge amount of responses indicate the disengagement of the learners. As it is mentioned in the conclusion part, if it is formally assessed and arranged as part of the education content, the percentage of engagement may increase. (Whitton, 2011) What I am thinking here is, by doing so, the learners may engage not because of the game design or the attractive true natural of ARG gams but because it is one of the mandatory elements of their study. So, the form of learning may not matter at all, just like the post-graduate students are all engaging in their dissertation if they need to obtain their master degree.

 

I also realize that it is not easy to find out why people do not engage instead of engaging. My initial thought to this is quite straightforward. Maybe it is just because that this game is designed as education-oriented, not leisure-oriented. Therefore, students will not easily accept the new policy or new learning materials which purely come from school authority. In my own experience and opinion, they usually consider these interventions as another kind of bothering. Moreover, according to adult learning theory, the learners are likely to resist unless they can choose the learning objects as being relevant to their own needs. (Swanson, 2011) Further, I assume that the low response rate is due to the learners’ self-diagnose needs do not match with the outcomes which they assume this ARGOSI project will produce.

 

What if the aim of the ARG game is to assist students to practice job interview skills, will it benefit their engagement? This goal is so practical and in my opinion, it can attract students to a certain extent. To be honest, I would like to design a game with this topic, and maybe I can do some research accordingly to investigate further.

Referenes:

Knowles, M., Holton, E., & Swanson, R. (2011) The Adult Learner : The Definitive Classic In Adult Education And Human Resource Development, Amsterdam ; Boston : Elsevier.

Whitton, N. (2010) Encouraging Engagement in Game-Based Learning. International Journal of Game-Based Learning, 1(1), pp.75–84.

Keywords: ARG, ARGOSI project

Posted by Ming-Wei LEE | 0 comment(s)

March 07, 2012

I’ve been spending a fair bit of time in WoW recently, attempting to mash it into the PLTS framework to see what comes out the other end. More on that to come. In this post I want to talk about failing and how we’re not doing it nearly as often as we should.

The thing about learning to fail is that you learn that it’s actually not so bad. You develop skills to help you manage it, to come back afterwards. But we’re scared of it. We’ve built a system where failing is a big bad thing, and we must avoid it at all costs.

Distinctly Average

The problem with that is it breeds mediocrity. The biggest hardest part of my role is dealing with the fear of change, the unknown. It is safer to stick with what we know, maintain the status quo. You see it in individuals, and in whole institutions. You can’t fail if you don’t push it too hard.

This attitude means we end up falling into a trap where can can easily do the same to our students. At the big scary end of school you must pass your exams to get to the next thing. Want to create an environment that’ll scare you about failing? Not being allowed to carry on if you do will achieve that.

I don’t have a huge problem with this though. We need goals to challenge us, targets we are motivated to achieve. Succeeding at a difficult task is such a positive experience, we can’t take that away.

My problem is that because the fail is scary rather than building their confidence to think they can do it, it’s safer make the task easier. Take the BTEC in X because it’s an easy way to 5 GCSEs rather than doing that triple science you’re not smart enough for, improve this coursework by doing Y in order to tick enough boxes on the mark scheme, your current grades mean you should do the foundation paper and get a safe C grade rather than risking the higher, and so on.

Gamification

In the game world the tasks don’t get easier the more you fail. There isn’t an easy way round a hard obstacle, you just have to persevere. What we in schools need to learn from games is why people come back to them, again and again.

One reason is because it’s safe to fail. I’m happy to admit that in WoW I die fairly frequently. When you die in WoW you become a ghost, a little gravestone appears on your map and you have to head off and find your body. Once you’ve found it you carry on from where you left off, having learned from your mistake.

The quest doesn’t become any easier to accommodate my poor play, I don’t get a man over my shoulder telling me which button to press. I reflect on my own performance and adapt, all the time knowing that if I’m still not quite successful I can just have another go.

I’ll finish with a McGonigal quote:

“When we’re playing a well-designed game, failure doesn’t disappoint us. It makes us happy in a very particular way: excited, interested, and most of all optimistic”
Image source- red fail by griffithchris

Posted by Tim Dalton | 0 comment(s)

March 06, 2012

The Introduction to Digital game-Based Learning class met Frank Lassard at the Virtual University of Edinburgh's Sandbox in Second Life for a demonstration of Holodecks for creating scenes for role play and meetings.

Keywords: Holodeck, Second Life

Posted by Austin Tate | 0 comment(s)

March 04, 2012

In mid 2011, "Kirstens Viewer" based on Linden Labs' open source Second Life Viewer code, added support for 3D stereo vision using a variety of 3D methods, including simple red/cyan glasses.  This viewer is no longer maintained and is not available for download.  but the last version created - Kirstens S21(9) - still works with current Second Life servers. Here is an example image from Kirtsen's Viewer in red/cyan 3D (click on image for a full sized copy and get out your 3D glasses to see the effect):

There was an earlier patch for an early version of  the Second Life Viewer from the University of Michigan to support 3D stereoscopic views in Second Life. See http://3dvision-blog.com/forum/viewtopic.php?f=2&t=142 and https://jira.secondlife.com/browse/VWR-2972?

Keywords: 3D, I-Room, Kirtsens Viewer, Red/Cyan, Second Life, Stereo

Posted by Austin Tate | 0 comment(s)

March 02, 2012

I have been thinking about the game design asessment since Christmas.  It is my style to make notes and get ideas flowing early on and collect assets before seriously starting any work element.  I had originally thought a game using assets already available to me from a project on the "Virtual World of Whisky" might make a suitable topic for the game design.  See for example:

I have seen other opportunities while exploring quests in World of Warcraft, a number of space-themed games mentioned in this blog, and playing a range of new (to me) games on the course.

I am finding that a number of themes keep arising in my interests while engaging with these games and thinking about their narrative, objectives, and the ways in which they introduce artifacts and skills.

  • Situated Learning and Narrative
  • Levels, Scaffolding and Push to the ZPD (Vygotsky)
  • Use of encyclopaedia resources
  • Community-based Learning
  • "Ancient" style of learning at the feet of teachers

My interests continue to be strongly with games which have a social and community dimension, and a way to engage players with the broader community involved is often something they involve.

So, I have begun development of a game design for a quest style game in the Avatar movie theme areas of a MMO such as Second Life. The game is based on an exploration of the Pandora moon flora and Na'vi culture.  It will have strong community and knowledge sharing aspects, but allow for play that engages with others or not, with consequences.  I call the game "Moon Bloom – The Legend of the Bloom of the Aligned Moons".

Posted by Austin Tate | 3 comment(s)

I have found it much more interesting to explore the routes, travel mechanisms and locations which can be reached in World of Warcraft rather than just carrying out more quests, which I find are very linear in their design, with seemingly pointless to and fro movements.

I explored Stormwind Harbour, used the boat routes available from there (and Menethil Harbour) to locations on the continent of Kalimdor, and found Thargold Ironwing who kindly gave me a free gryphon tour of the harbour - see http://www.wowwiki.com/Thargold_Ironwing

At level 20 my Dwarf Hunter was able to learn a riding skill to allow for a mount to be purchased and used.  So I now have the steed appropriate to the Dwarf race, a ram. This makes movement between sites much quicker and allows low level attacks to be avoided.

I am now discovering more route and vehicle types including an ornithopter and a (repaired) bomber.

Posted by Austin Tate | 0 comment(s)

February 27, 2012

‘The importance of narrative in game-based learning is that it provides a cognitive framework for problem-solving’. (Dickey, 2000 p.131) To be precise, the narrative design provides the learners some hints about the scenario behind and actively involved them in the game environment.

 

Therefore, regarding the digital games, there are two ways of approaches to the narrative game design, and they can be listed as below.

 

1. Quest: Hero’s journey, storyline with task to be completed by a character, and followed by a starting point and an ending point.

 

2. Plot hooks: The storyline is conducted by revealing unanswered questions and uncertainties. It allows players to choose actions to activate responses from the scenes.

 

As it can be seen that the platform of Labyrinth allows people to investigate the learning process and unique learning path by clicking one of the options provided, I think it can be considered as a method to create through the Plot hook approach or similarly.

 

Furthermore, if the designer intent to involve a ‘Quest’ approach to a course on the environment of Labyrinth, it is also possible to adopt both ways (quest and plot hooks) to the game design.

 

Reference:

Dickey, M., 2000. Murder on Grimm Isle: The design of a Game-based Learning Environment. In: Freitas, S., & Maharg, P. eds., 2010, Digital Games And Learning, London : Continuum. Ch.6.

Posted by Ming-Wei LEE | 2 comment(s)

February 17, 2012

Earlier in the year I touched on Pac-man scores and the motivating factors around being the highest. Is it possible for the rewards linked to these scores to be high enough that I'm encouraged to cheat? And, how many of these answers related to GBL also apply to grading in school?
 
Why I might cheat
 
Quite simply, so I can be the best. Games commonly reward you as you progress, the better you do, the better the reward.
 
This is never really a problem all the time the reward is a sideline to my reason for playing. In my time in WOW achieving a higher level was not a direct goal for me. It's nice when it happens, but my motivation is not to just get to the next level. In a teaching and learning sense- I do well in history lessons because I am interested in the subject and motivated to learn more about it, not because I need a C to get to college.
 
Introducing competition moves the bar. The in-game league table is a nice way to see how you're doing against everybody else, but as soon as you're placed in an environment where you are competing against others it's easier to justify trying things to make your score higher. For all the Words with Friends users out there- have you ever been tempted to let Google help you find a higher scoring word so you can beat your opponent? In the classroom our grading systems can create these types of league tables pitching students against each other, grading on a curve pretty much the worst example of this.
 
Stopping the cheats
A game designer may do everything they can to remove ways for players to cheat, in the same way that plagiarism software gets better and better at catching me copying my essay or the web filter in your school more intelligently blocks content. But, you'll never close off all the options, it becomes a losing battle. For example, 4 hours after COD Modern Warfare 3 was released the first cheats were available.
 
In some games users are encouraged to report others they find cheating so they can be banned. I like the community driven aspect of this, but it's still not a 100% successful method. Would I just be encouraged to find co-conspirators to my actions? Is it a bit like bribing the examiner marking my paper?
 
Encouraging cheating
Again, a topic I've touched on before. When does an original new way to achieve a goal become a cheat?
 
In some cases game designers seem to not worry about it. The 98 season of Championship Manager included a data editor that allowed players to directly alter stats in the game. Yes there are positive reasons to do this, but in opening up this option Sports Interactive must have been very aware that it also gives me the choice to artificially elevate my team beyond what is fair.
 
In others the designers actively build in cheat codes for players to find. This suggests that for the designer completion/highest score isn't a hugely significant factor.
 
Intrinsic motivation again
 
The reason cheating happens is because playing for enjoyment is not always enough. As a game designer you may not mind too much about this- once the game has been purchased is it too important how the player completes the objectives as long as they enjoy the experience? Maybe.. But it's not so simple when you consider that many games use different business models now.
 
We need to think very carefully about this whole topic if we're using games for learning. Potentially this is because cheating my way to the final level of a game teaching me the content of GCSE History is in conflict with our need for the student to actually learn what is in each level. Completing is not the target, experiencing the content is.
 
All feels a little bit like the conflict in the assessment system to me. Is getting my 5 A*-C's my goal, or is it a sideline of the actual goal to learn as much as I can about the subjects while at school?

 

Posted by Tim Dalton | 0 comment(s)

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