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Clara O'Shea :: Blog

January 22, 2010

Sherlock Holmes: The Secret of the Silver Earring (PC)

Pupils are required to produce a piece of journal writing in 5 minutes at the beginning of each lesson – applicable only to S1 and S2 pupils.

For most pupils, this would descend into the more mundane repetitive nature of listing the subjects they had visited or a window on their limited experience at the weekend in a small community.

The pupils are undertaking curricular study of a drama adaptation of a classic Sherlock Holmes story, The Mazarin Stone, so I decided to use one of the suggested titles by Whitton at http://digitalgames.playthinklearn.net/

Having acquired a ‘walkthrough’ and a copy of the PC game I decided to allow the pupils to play the game for five minutes and then spend a further 5 minutes producing a journal entry of the investigation to date in the persona of either Holmes or Dr Watson.

Pupils are in groups of 2-3, and each day a group undertakes the game control and scribing activities, whilst they participate in a whole class discussion of investigation.  I, as teacher and ‘omniscient prompt’ offer suggestions and instigate elaborations of suggestions. 

Pupils are:

  • Collaborating
  • Following instructions
  • Deconstructing a flexible narrative
  • Using higher-order thinking skills (i.e. deduction)
  • Learning about and writing in register
  • Reconstructing narrative(s)

To date, 3 periods - w/b 17th to 22nd January – have been successful; pupils have been confident to adopt 1 of the 2 offered personas; 1 has adopted a 3rd person.

I will continue to monitor the interaction and final outcomes of this activity.

I am considering the suitability of narrative-rich games such as ‘Neverwinter Nights’ and ‘The Longest Journey’.

Keywords: IDGBL10

Posted by Hugh O'Donnell | 4 comment(s)

January 21, 2010

1. what seem to be the main motivators (drivers/stimuli) or hindrances for teachers to use ICT in their assessment practice; epistemological beliefs implication in selecting their assessment method.

or


2. how epistemological beliefs (beliefs about knowledge and learning) affect ICT teachers' assessment beliefs and methods and what are their perceptions about students' benefits from their assessment methods.

Keywords: thoughts, topic

Posted by Angelos Konstantinidis | 0 comment(s)

January 20, 2010

I experienced a combination of compulsion and frustration playing Pacman, Donkey Kong, and Frogger.  The compulsion was that I kept going – replaying the game, thinking this time I will get through to the next level.  Frustration was when I nearly made it but not quite.  I also experienced a kind of recklessness when I was close to completing a level – just rushing in to finish it instead of calming down and taking my time to finish.  There is definitely a physiological response – I found myself holding my breath, feeling slightly anxious and the adrenalin pumping around my body.  It was totally immersive but I partly resented this immersiveness.  The resentment is due to feeling that I was ‘wasting my time’ playing these games – although having to experience them for the course did give them a legitimacy for me. 

Newman looks at why do players play. He  cites Rouse’s key motivations: challenge, immersion and the fact that players expect to do, not watch.  Certainly, I have experienced the immersion.  It is interesting what Newman (2004) says about ‘challenge’ – that players expect to lose.  Maybe that is why I find them so frustrating – I don’t expect to lose (but I keep losing).  The pleasure he claims is through replaying and practicing until the performance gets better.  For me these platform games are too simple – in that I find the repetition too boring. Maybe I would enjoy it more if the rewards were more ‘real’ – rather than just getting to the next level.  Although I expect I would get elated if I ever make it to the next level.

 Newman, J. (2004) Chapter 2, 'What is a video game? Rules, Puzzles and Simulation'. In Videogames, London: Routledge.

Posted by Silvana di Gregorio | 2 comment(s)

January 19, 2010

I guess it would be beneficial to jot down some initial thoughts about my research question, so:

  • epistemological beliefs, beliefs about intelligence among teachers (who use ICT in their teaching) of secondary-high school education (in Greece) and how these beliefs affect their assessment beliefs and methods (note: they may employ different assessment methods incoherent with their beliefs?)
  • how various assessment methods can motivate or demotivate students; assessment affect students' sense of autonomy?
  • how students' beliefs affect their preference for assessment methods?
  • Should I expand to teachers-students of primary or tertiary education?
  • Should I focus only to secondary education or only to high schools?
  • Should I focus only to ICT teachers or should I include other disciplines also (provided that they use ICT in their teaching practice)?

Keywords: thoughts

Posted by Angelos Konstantinidis | 0 comment(s)

January 18, 2010

As with Google Docs, are the developers and ROM collators involved in the MAME project acting in the best principles of preserving examples of our fledgling digital games culture? http://mamedev.org/ & http://mameworld.info/

 

 

 

Posted by Hugh O'Donnell | 0 comment(s)

“Mum, you’re not playing a game!”, my eighteen year old daughter exclaimed when she suddenly came into my study.  I quickly showed her my Digital Game-based Learning course book and explained that it was a module for my MSc in E-Learning course.  I think that sums up my starting point with games – playing games is not something associated with me and I am embarrassed to be caught playing a game!  

I was playing PacMan and it was the first time I played that game.  I was successful in getting to Level 2 at my first attempt but I did not realise that when I ate a large sphere and the ghosts turned blue that I could try to ‘eat’ them to earn extra points. I only learned that (and the fact that those things were ghosts) by later googling to find out more about the game. [Note: My getting to stage 2 at my first go was just beginners luck. I found it more difficult subsequently!]

I had a harder time with Donkey Kong.  The up key did not appear to work when I tried to make the man climb the ladder so I decided that I would have to make a number of points jumping over barrels before I could make it to the next level. But that did not seem to work. I got very frustrated and would have given up if I were not on the course. So again I googled ‘Donkey Kong pattern’ and gathered that the man could go up the ladder.  I realised that he had to be positioned exactly in front of the ladder in order to go up it.

Having done some of the initial reading about the definitions of digital or videogames, I realise that I have played some before. In particular, I have played minesweeper on my phone as well as brick???.  And I have played solitaire on my laptop.  I never thought of them as digital games – mainly because I didn’t play with anyone else – they were solitaire games. (And yes, I just used the word ‘game’.)  But I did not go out of my way to get those games – they came with my phone/laptop and I only played them when I was in transit when I was tired of reading.  But I enjoyed playing them (as long as no one I knew saw me playing them!).

Keywords: Donkey_Kong, IDGBL10, Pacman

Posted by Silvana di Gregorio | 1 comment(s)

January 15, 2010

I stumbled on this paper - http://www3.interscience.wiley.com/journal/123238095/abstract - which introduces the concept of uLearning (ubiquitous learning).  I've seen some nifty demonstrations of augmented reality and GPS-enabled phones, and I reflect on the ideas of "location of play" and "public performance" in the Newman paper from Readings Week 1.

Keywords: augmented reality, IDGBL10, mLearning, uLearning

Posted by Hugh O'Donnell | 0 comment(s)

November 26, 2009

1) Don't panic

2) Remember the tips Rupert gave me in handling the paper and creating sharp accurate folds

3) Determine what is required to create 1) Dragonfly and 2) Beetle 

O.K so I have just looked them up and they both require the waterbomb base. The good news is that I managed to create a water bomb base after I had completed the duck, but I had found the instructions difficult to follow and was put off with just creating a whole series of bases. It is like everything though a thorough grounding with the basics allows one to develop, build and blossom. So the plan is to do some fairly simple folds that are used in the book as an introduction. Then create the flapping bird; I will then perfect the water bomb base and after this attempt to make the dragonfly. Once the dragonfly has been achieved I shall review where I am and make a decision on what to do next.

 

I am doing some baby sitting on saturday night so I shall see if I can show them how to make some origami models.

Posted by Nicholas Palmer | 0 comment(s)

It has been a long time since I did anything with origami. Two things happened 1) I became somewhat disillusioned with what I was achieving and 2) One of my stepsons recently showed me how to create a a flapping bird. Rupert made an interesting observation about the book I had chosen to learn from basically it was not the easiest set of  diagram to follow and even he (with his current knowledge) would struggle to complete the flapping bird from the book. Rupert is fairly competent and feltb that I had given myself too big a target with the Dragonfly (which he can do) and the Beetle (which he can't do). I think the beetle is probably a step too far however the dragonfly will be done.Rupert suggested that I did the flapping bird and then looked at where to go next.

I didn't plan out the steps I was going to take to work methodically to the target designs. I actually thought I would learn all of the bases and then work from there, the problem with this is that you don't get any sense of achievement when you create a base not in the way you do when you have a recognisable shape.

I should have referred to more than one book because since his comment I have found that the way diagrams are annotated to create designs are slightly different and that some of the directions are easier to follow than others.

 

So I need to come up with a plan to successfully achieve my goal.

 

Posted by Nicholas Palmer | 0 comment(s)

November 02, 2009

The experience of using computers gives me the feeling of playing a game; sometimes I win (find what I need, do what I want to do etc.), sometimes I loose (can’t fix the damn machine, can’t download something etc.), but I always enjoy playing and that’s why I am returning back.

I started quoting my own metaphor of using computers only to say that I will try to apply a game metaphor for both VLE’s and PLE’s.

 

VLE (webct, moodle)

A VLE is a massive multiplayer online game. People play with it and accordingly learn from it but they have to stay inside game’s “margins”. When someone “finishes” playing and turns off the computer, the game is still there played by a lot of people; even if some of its gamers are sleeping or working. Accordingly, in VLE’s the discussion board is always open, anyone who is registered can contribute anytime. You can go to sleep or to work, but when you return back something new happened. Despite this, you can still read new posts or finish uncompleted tasks and hence continue “playing”.

In addition, gamers have to follow certain game rules; if they breach these rules they face the potential danger to been thrown out of the game by the authorities. In that sense they are somehow restricted. In VLEs there is always a sense of authority and of course there are always some rules to follow. Gamers can also communicate with each other (through the game or using extra tools; i.e. email-skype) and even structure groups inside the game. Accordingly participants communicate through VLE or/and other tools and they can follow one course or another (in that way they structure groups).

Finally, a MMOG can be a free game or a commercial one (moodle-webct). When it is free usually it is more open; some courses in moodle are open to anyone. Unfortunately, commercial games are usually more “fancy”, so if you like games usually you have to buy one (or more Wink).

 

PLE (igoogle, pebblepad)

A PLE is one’s game collection. In that sense it can be comprised of miscellaneous games: tableboard, online, mmog, free, commercial. Your game collection is your game story (summative in that sense, like pebblepad), you started with one game, then you proceeded to another, after that you played with some friends a multiplayer game etc. On the other hand, occasionally we try new games; when playing a new game we reflect a lot on that. Accordingly, when something is under development (i.e. a perspective, a thought , an idea) it is there in our PLE to reflect on that idea. Thus, our game collection is not only summative, but it also conceals dynamic. Besides, we must not forget that in every collection we have favorites, i.e. games we usually play; if you look at your igoogle screen you will notice that the links you use most are on the top. Finally, like games a PLE can be free (like igoogle) or commercial and thus glossy (like pebblepad; impressed by flash player, but I consider it redundant Money mouth).

My picture for PLEs can be illustrated somehow by one game only: the snakes and ladders. It is summative (our story in the game) and there is a dynamic and reflection (we can choose whether to follow a ladder or not or we must return back sometimes due to a snake).

 

 

snakes and ladders

 

Posted by Angelos Konstantinidis | 0 comment(s)

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