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Emma King :: Blog

February 10, 2010

Malone makes a distinction between toys and tools. He says that: A good game should be easy to learn but difficult to master.

 

Whereas: A good tool should be both easy to learn and easy to master. 

tool users should be able to focus most of their attention on the uncertain goal, not on the use of the tool itself p. 66

 

This distinction is relevant for my work – training and consulting in CAQDAS – tools that support the analysis of qualitative data (such as ATLAS.ti, NVivo, MAXqda etc.)  All these tools are difficult to learn – and many people who start to use these tools are new to analyzing qualitative data – so they are learning two new big areas at once.  But even those people who are experienced qualitative analysts need to learn what the new affordances a software package can offer qualitative analysis.  These tools are both difficult to learn AND difficult to master – which could explain why they have been slow to be adopted, even though they have been around since the 1980s. 

 Malone rightly identifies that one issue facing the designers of these packages is:conflict between desire to have the system to be easy to learn for beginners and the desire to have it be powerful and flexible for experienced users To overcome the above dilemma, Malone suggests that designers build in a logical progression of increasingly complex microworlds for users of different levels of expertise. The trouble with applying this principle to CAQDAS tools is that you need to understand most of the features as they work together in an integrated way to support an analysis.  However, I can see that in designing a game to teach qualitative analysis (as opposed to tool use), you could build in levels that correspond to the analysis process and you could use the CAQDAS software tools as an environment to play the game. And in an indirect way you would be teaching the tool use at the same time.Need to think more on this

Keywords: CAQDAS, IDGBL10, Malone, tools, toys

Posted by Silvana di Gregorio | 0 comment(s)

I just spent a couple of hours yesterday in Quest Atlantis (in the plague village - which is teaching about persuasive writing). I was totally immersed in this world and didn't notice the time go by. Barab et al talk about their learning engagement theory which they developed in QA - integrating learning, playing and helping in the context of social issues in an aesthetically-rich dramatic play. The plague story does this with students taking on the role of an investigative journalist trying to find evidence to persuade the community to either support or not Dr Frank(instein)'s experiment to find a cure for the plague. The story line is engaging (satisfying Malone's idea of fantasy and curiosity and uncertain outcome). QA seems to emphasize social responsibility as well - so there are moral issues interwoven in the story. I haven't finished all the activities but I think the storyline will let you argue both sides of the argument although there are nudges to re-consider your argument as you gather more evidence - but you only are suppose to use evidence that supports your argument (but I haven't finished it yet - so I don't know if there is scope to address counter-evidence in a way that supports your argument.)

Keywords: Barab, IDGBL10, Malone, Quest_Atlantis

Posted by Silvana di Gregorio | 2 comment(s)

February 07, 2010

Week 3 – Update on game experience

While I did not enjoy the arcade games, I have enjoyed Solitaire, Tetris and Columns and this week Mahjong and Bookworm. I haven’t had a chance to play Scrabble yet but that is a game I have played since I was a child.  I also have always played Solitaire as well as puzzle games such as crosswords and sudoku.  I like to look for patterns and also having some time to reflect, although all the games had a timed element but I didn’t find them as frantic as the arcade games.

I didn’t realise how complex Mahjong was – I was concentrating on clearing all the tiles. I did notice the scoring but didn’t understand it. It wasn’t until Anna directed us to the link explaining the rules and the different suits you could make that I realised the complexity. But I am quite happy to play it on a simple level. I think I could get into it, and slowly learn the different suits you could make and think more strategically.

I never gave much thought before this course about defining what is ‘play’.  I think I just thought of it as a negative – the opposite of work. But I enjoyed the Kane and Sutton-Smith readings. I liked the focus on the different rhetorics of ‘play’ and situating them within their historical and/or scholarly context.  In particular, I find interesting the tension Kane points out between ancient (fate, chance and community) and modern rhetorics (freedom, progress and imagination).  As Kane says, there is a paradox:

To be a player is to try to live and thrive between freedom and determinism, chance and necessity. P. 40

vs.

I am not sure, though, how much the modern rhetorics are free of fate and determinism.  Progress can be seen as deterministic – particularly following Piaget - that there are stages of development that a child must go through.  Intertwining this developmental approach with play, turns play as something inherent in our genetic makeup, something we do not have control over.  Rather than being the ‘playthings’ of the gods, the child is a ‘plaything’ of his/her genetic make-up. Kane does touch upon this in saying that there is a tension between the modern rhetoric of play as progress –something that is hard-wired in our make-up and the modern rhetoric of play as imagination.  But Kane talks about our biological urge fusing with our creative imagination.  But where does our creative imagination come from? It comes back to the age old debate of nature vs. nurture.  But instead of posing fate and freedom or nature and nurture as oppositions, shouldn’t they be seem as a kind of continuum – in some areas we have more control than others. Or should they be visualized as concentric circles with freedom within fate/ or nature.  That we have certain ‘room for manoeuvre’ within a certain context.  Hence, our genetic composition or social circumstances at birth are fate or beyond our control.  But within that context, we have some freedom in the ‘raw material’ we have to start with.  And isn’t that what happens within game?  There are rules that are given but within the context of rules, we have some control over how we play the game.

Kane brings an interesting dimension into the discussion of play – considering what is ethical play. 

by dignifying our play with an ethical force, we can begin to create and act, rather than simply consume and spectate p. 62 

I think his choice of the term dignifying is revealing.  It seems he is countering the interpretation of play as being frivolous.  But there is also a moral dimension in his argument which is a critique of what he sees as the dominance of Western consumer-oriented society.

References

Kane, P. (2005) Chapter 2, 'A General Theory of Play'. In The Play Ethic : a Manifesto for a Different Way of Living. London, Pan. p35-6

Sutton-Smith, B. (1997) Chapter 1, 'Play and Ambiguity'. In The Ambiguity of Play. Cambridge, Mass: Harvard University Press.

 

  

Posted by Silvana di Gregorio | 0 comment(s)

February 06, 2010

Play

I enjoyed the Rousseau references in Kane’s work, which led to the idea of removing boundaries that would, as later indicated by Maria Montessori, allow children’s “natural urge to explore and hypothesize, compare and dramatized.”

In secondary schools, the connotations carried by the term ‘play’ are very much the domain of primary and pupils are expected to have left that behind.

This paper explored the ideas whereby ‘play’ allowed the player (children) to articulate and simulate ideas and imaginative constructs in the ‘real’ world; it facilitates the inevitability of ‘change’ that shapes our futures and destinies.

I now view ‘play’ as a powerful activity, which should underpin – wherever possible – educational activities and processes.  ‘Teaching to the test’ suits the passive, simply regurgitate content model of education – one born from the Dickens era and the Industrial Revolution.  If we are to produce critical minds, we must allow these minds to ‘forage’.

Keywords: IDGBL10

Posted by Hugh O'Donnell | 1 comment(s)

January 31, 2010

Last week I was frustrated by the arcade games I was playing.  I realized that they weren’t just random and that there were patterns but I couldn’t quite make out the patterns. At one point, I stopped the Pacman to see if I could discern a pattern in the behaviour of the ghosts (without any success!). Having read Greenfield now, I realise that was the wrong strategy. The strategy is not in identifying a pattern in just one element of the game e.g. the ghosts – but the pattern depends on the interaction between the ghosts, the pacman and the board itself.

I was starting to ‘feel’ that some parts of the board were more dangerous than others.  But I did not have the patience to pursue and investigate that feeling. I think it does have to do with learning styles – as Emma mentioned on the Discussion Board.  Thinking of Kolb’s learning cycle, I think arcade games would favour those who prefer an active experimentation style.  I, on the other hand, have a more reflective learning style and the sheer speed of the games does not allow any time for reflection. 

James Paul Gee’s account of the view that videogames are a waste of time as they have no content has resonance with the views expressed by my friends including my husband.  I never held that view myself mainly because I have no experience of those games.  Gee argues elegantly that a semiotic domain is not just content but...

”a  lived and historically changing set of social practices. It is in these social practices that 'content' is generated, debated and transformed via certain distinctive was of thinking, talking, valuing, acting, and often, writing and reading. “p.21

For people who have never engaged in playing videogames, the ‘silliness’ of the content is an easy target.  But Gee demonstrates that a lot of learning can be acquired in well-designed games. If a game is actively and critically played the player:

·         Learns to experience in a new way

·         Gains the potential to join and work with a new affinity group

·         Develops resources for future learning and problem solving in related semiotic domains

·         Learns to think of semiotic domains as design spaces that engage and manipulate people in certain ways and help create certain relationships in society among people which could have social justice implications

The key to critical learning is the ability of the player to be able to reflect on, to critique and manipulate the design grammar of a game at the meta level.  This requires looking well beyond the content of a game – but how it is structured, what elements it has, the characteristics of these elements, how it is similar and different to other games of this type. 

Gee sees the value of videogames in that they:

“...situate meaning in a multimodal space through embodied experiences to solve problems and reflect on the intricacies of the design of imagined worlds and the design of both real and imagined social relationships and identities in the modern world.” p. 48

The player learns to think critically about the simulation and thus gain literacy of multimodal spaces.

Gee points out that the key is not questioning the ‘content’ of games per se but whether it is worth spending time pursuing the semiotic domain of a particular game.  And the questions he poses are ones of value judgements:

·         Is this a good way to experience the world?

·         Is this a good and valuable affinity group to join?

·         Are these resources for future learning applicable to other good and valued semiotic domains?

  • is this domain leading the learner to reflect on design spaces and their intricate relationships to each other in ways that could lead to critique, innovation and good and valued thinking and acting in society? 

In the beginning of the book, Gee argues that even violent video games can be valuable. And I can see that he is thinking beyond the actual content.  But in terms of the value questions he poses, I feel there is a contradiction here. I have not read yet what he says in particular about violent games but Greenfield indicates that it is action rather than violence which children find attractive.

References

Gee, J. P. (2003) Chapter 2, 'Semiotic Domains: Is playing video games a "waste of time"?'In What video games have to teach us about learning and literacy, New York: Palgrave Macmillan. (core textbook)

Greenfield, P. M. (1984) Chapter 7, 'Video Games'. In Mind and media : the effects of television, video games, and computers. Cambridge, Mass: Harvard University Press


Kolb, D. (1993). The process of experiential learning. In Culture and processes of Adult Learning. M. Thorpe, R. Edwards, and A. Hanson (Eds.). (Buckingham, OUP): pp. 138-156

 

Keywords: Gee, Greenfield, IDGBL10, Kolb, semiotic_domains

Posted by Silvana di Gregorio | 1 comment(s)

James Paul Gee's 5 Learning Principles are extended here:

http://mason.gmu.edu/~lsmithg/jamespaulgee2

 

 

Keywords: IDGBL10

Posted by Hugh O'Donnell | 1 comment(s)

January 27, 2010

I found the Greenfield article extremely engaging.

She begins by stating that moving visual imagery (p89) is important and is developed via the skills acquired during TV viewing - an activity still frowned upon if undertaken to extremes. But it is the interaction – being able to control the narrative in addition that creates the engagement or the fascination with videogames.  Other factors include, automatic score keeping, randomness, audio, speed (91)

I have an interest in gender roles, when considering any ICT (teaching S3 & S4 all boys classes) and was interested in her observation that the entry point to computing is a via gaming, which was predominantly male. (94)  I find that boys in mixed classes can often be heard discussing computer games, especially their collaborations/challenges online.  Spatial skills, said to better exhibited by males.

I was interested in the principle that the human brain looks for patterns as a way to discern the world: computer games call up inductive skills much more (100)  Pattern recognition is required, as is parallel processing – the assimilation of several sources of information at the same time.

Whitton notes that:  

  • Pictorial – parallel
  • Audible – serial

something which I am keenly aware of during my teaching practice. Also, one must consider the context/setting in interpreting “interacting dynamic variables” (102).

Which leads to the issue of ‘transfer’ – into other domains – and generalization of these skills.  How can this be achieved?  For an English Teacher, Fantasy Games allow for the creation of far more complex characterization.  This is useful in conjunction with any imaginative/creative writing activities - I have noted that the Neverwinter Nights has the feature(s) for users to create and build within the videogame domain.  Again, something that offer more features that allow for creativity. 

A LADDER OF CHALLENGES

Closely linked to the motivation and the maintenance of an optimal level of engagement:

  • visible progress
  • improved score
  • next level progression, to a level of increased difficulty

during all of which, the user (children) need to feel control.

This seems to be the elixir of creative and successful education.

Keywords: IDGBL10

Posted by Hugh O'Donnell | 3 comment(s)

January 24, 2010

This is a reflection on this week’s reading, my experience of playing the platform games of this week, and how I am relating it to my own work on supporting qualitative analysis through the use of software tools such as CAQDAS e.g. ATLAS.ti, NVivo, MAXqda etc.

I found Whitton’s thesis that good learning activities share similar characteristics to games as illuminating.  While a game may have more or less of the characteristics she defines – competition, challenge, exploration, fantasy, goals, interaction, outcomes, people, rules and safety, so too, can learning activities share some of these characteristics.  She acknowledges that some of these characteristics need to be understood with caution when applied to education e.g. safety is not usually relevant as the outcome of a course will have real-life consequences – however, safe activities can be constructed to aid learning e.g. in this module, our contribution to the discussion board is not graded but people use it as a way to test their ideas.  Her premise is that we as educators can learn from good game design and I look forward to reading more of her book.

Newman’s discussion about the context of where games are played helped me understand my frustration with the platform games we played with this week – Pacman, Donkey Kong and Frogger.  They were originally arcade games, designed to be played on coin-operated machines to generate money for the arcade owners.  Given this function they can’t last that long.  But also playing them was a public performance and observers could learn about patterns and tricks by observing how others played.  The noise, which I found irritating when I played (I turned off the sound), was an essential attraction of the games. Newman reminded me of the arcade halls in British piers – Brighton is the one I know.  And the sound of the games and the flashing lights was a way to attract kids – it made the pier an ‘exciting place’.  There are quite a few Youtube videos on arcade games and there is a big nostalgia for them.  The comments on the Youtube videos below support that. I am of a different generation so missed out on playing games in arcades.  My step-children did (and my daughter is of another generation yet again).

A more polished tribute to arcade games.

In relation to my own work, Newman’s discussion around paedia and ludus is pertinent.  I do consulting and training on supporting people who are analyzing qualitative data (i.e. unstructured data, such as indepth interviews, videos, graphics etc.)  I have always talked about ‘playing’ with the data when starting an analysis.  The CAQDAS software platforms I support can be seen as ‘playgrounds’ where the data is located and can be played with.  Although I am currently exploring (and have recently published an article) on how Web 2.0 tools have the potential to do the same.  There is a tension though, particularly with new students, between wanting and needing rules and the freedom to play.  But this tension is also apparent in different epistemological stances towards data analysis. In particular, those of a post-modern turn have been turned off these software tools because of a belief that they impose some rigid structure – are rule-bound in some way – whereas in fact they are flexible generic tools that the analyst decides how to use – much the same way Newman argues that the player has control over moving between paedia and ludus.  While I have always thought of qualitative data analysis as about playing with the data, I never thought of the platforms as similar to games before.   This week has given me a lot to think about!

 References

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

Whitton, N. (2010) Chapter 2, 'Recognising the characteristics of digital games'. In Learning with Digital Games: A practical guide to engaging students in higher education, London: Routledge.

Keywords: videogames definitions pacman donkey_kong frogger platform_games Whitton Newman arcade_games IDGBL10

Posted by Silvana di Gregorio | 0 comment(s)

January 23, 2010

‘Popeye’

‘Popeye’ is an arcade platform game, developed and released by Nintendo in 1982, featuring an 8-bit rendering of the eponymous cartoon character, and features Olive Oyl, See Pea’, Wimpy, Bluto and Sea Hag.

http://en.wikipedia.org/wiki/Popeye_(arcade_game)

This game draws upon existing cultural references and uses the relations and enmities between the characters as the strategies and mini-plots, which span three levels. 

Keywords: IDGBL10

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

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)

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