Three years ago, I was involved with a project in East Lothian which looked at the potential of the Sony PSP as a tool for learning. Here are a few shots of the kind of activities we used the PSP for:

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Three years ago, I was involved with a project in East Lothian which looked at the potential of the Sony PSP as a tool for learning. Here are a few shots of the kind of activities we used the PSP for:

Keywords: IDGBL11
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Here is quick insight into what I think of the Nintendo DS.

My Word Coach- This game is brilliant for learning spelling and developing vocabulary. It is very cleverly designed. It adapts to the individual learner therefore setting a learning pace. If you make lots of mistakes, it will challenge you with an easier level and vice-versa. Last night I showed this game to a very fluent colleague of mine. I imagine that tonight's challenge will be quite hard! The only thing I dislike about it is the fact that each round of words is timed. Timing is fine in exam conditions, but in an exam you are not actively learning. The time/pressure factor is something that I think can stall learning- but I guess that is one of the basics of game playing.
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Crazy talk is an application that allows the user to take an image (or portrait) and digitally bring it to life. Here is my five minute attempt- [kml_flashembed movie="http://video.google.com/googleplayer.swf?docid=2103633650100969" width="400" height="326" wmode="transparent" /]
I hope I don't look and sound like that in real life! :P You can edit lots of features though I only had time to play with a couple of facial expressions and the voice morphing (for the time being). This software will be fantastic for encouraging writing; what is a character without a script?!
iClone is another piece of software that allows you to edit and personalise your own avatar, create scenes, edit lighting effects and character emotions. It is similar to Media Stage. Here is my five minute attempt: [kml_flashembed movie="http://www.youtube.com/v/tZ0AwljO6CU" width="425" height="350" wmode="transparent" /] If you look closely you should see that the avatar's face is familiar (I don't think I look too dissimilar!) ;-)
I know my clips are pretty silly, but this stuff is really fun! I can see it really enthusing and engaging youngsters- They will be learning without knowing it.
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Immersive Education was one of the many companys that I had on my ‘To Visit' list at BETT. Media Stage is a 3D virtual perforamce stage. Users are involved in script-writing, casting, set building, propping, directing, lighting, audio-recording, editing and camera skills:
Immersive Education: Students build and populate their sets, select their characters and arrange lighting and cameras using objects from the software library. Character movements, lighting and cameras are in their full control. Students can:
John Griffiths from Immersive Education gave me a demonstration of the software. I have to say I was very impressed! It is amazing and almost freaky how realistic you can make your characters. Having an old woman character called Enid say ‘Hello' in my voice was just incredible!

This software will be/is fantastic for role play. In fact I am lead to believe that it is being used with young offenders, making them realise and understand the consequence of their actions on their victims.
Here is a clip that Ewan McIntosh shot during a Teachmeet in 2006 where media stage was being demonstrated. Click here
Here is another clip where the topic was MacBeth. Click Here
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This blog post is a collection of thoughts and notes from two papers which discuss Secondlife.
Notes from Paper 1: Pedagogy and Learning in the Virtual World of Second Life®
By Leslie Jarmon, Ph.D.
Second Life is an extremely dynamic online platform that offers its users endless opportunities. As Jarmon (et al) discuss:
"Teachers and students are creating ways to integrate other computer-supported communication and research tools into their SL activities. They are importing image collections from Facebook, MySpace, and flickr, forming study groups in Google groups, importing spreadsheet data for genetics class, importing PowerPoint materials, linking to standard web URLs in SL (called SLURLS), connecting with RSS feeds, creating video content, and streaming digital audio."
The table below from Jarmon (et al) paper summarises the costs and benefits of SL.
Notes from paper 2: The Theatre of Performance: Potential for Role-Play Training in Second Life
Morse, Littleton, MacLeod and Ewins
Image: Holyrood Park in Second Life
Study investigates the potential of role play within SL for use in employee appraisals.
Image: Role Play Appraisal
In my area of work in schools, SL is not a platform that we would consider utilising. The primary reason for this comes down to child protection. As you will see in the image below, *all* types of people can use Second Life. There is a lack of control, over who children potentially can interact with and means that it simply isn't possible to take such a risk. It could be argued that we are not teaching our children to be aware of online dangers and be responsible for their own online behaviour, but that is for another post and possibly my dissertation!
Image: Indecent man in Second Life
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I have begun the planning of the format for my review assignment. Here are a few images of this weekend's subjects hard at work! :-)
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I have been talking about this game for quite a while both online and off line. It was the first game that I bought for my iPad some six month ago. It is a traditional 'Physics' type game with a really user friendly interface. The aim of the game is to get the marble or other object to hit the red button using the simple laws of gravity. Here is an example (level 5):
As you can see, the red button is located at a height. When the marble is released, it fals from the port hole (top left) and drops down to the ground level where it pops off the ramp. Though it gains a little bit of height it is no where near the height of the red button. Therefore, the player must use some objects. The objects available in each level vary and can be seen at the top left of the screen. In this case, there are three long blocks. The player must arrange these blocks so that when the marble falls, it hits the objects which in turn hit the red button. Have a look at the next screen shot below:

Here you can see the blocks arranged. When the marble drops hopefully it will hit the blocks and as they collapse, they in turn will hit the red button. See next screen shot:
As you can see, the marble has hit the blocks and causing them to tumble and hit the red button meaning:
Each level varies in the number of objects, number of marbles and number of obsticles that must be passed in trying to hit the red button. It requires thought, skill and precision. I found this game particularly addictive but wasn't sure why. This brings me back to thinking about last weeks reading. As Malone (1980) mentions edit in his paper-
What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games
Four ways to make the game uncertain:
1. Variable difficulty level
2. Multiple level goals (score keeping and speeded responses)
3. Hidden information
4. Randomness"
Thomas Malone (1980)
- All of which are prominant features of Gravity HD.
When I was teaching, my subject was Biology and Science. If I think about the Science curriculum (specifically Physics) I think that Gravity HD could be used to illustrate/enhnance learning in a number of ways. If we look at Scotland's Curriculum for Excellence: Science Experiences and Outcomes, we can see how a digital game such as Gravity HD may be used:
As part of the Digital Games Based Learning course we have been asked to write a review of a game. I am considering using Gravity HD. I was thinking about producing a small video clip of the game rather than use endless screenshots. Though I am still in the very early stages of my planning, I would welcome any thoughts from any teachers out there
:-)
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Notes from Week 3 Readings
Both Malone papers provide excellent basic theories of Games Based Learning. Although written some thirty years ago, the principles remain the same for digital games today. This post is a summary of the mainpoints.
What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games
Thomas Malone (1980)
Four ways to make the game uncertain:
1. Variable difficulty level
2. Multiple level goals (score keeping and speeded responses)
3. Hidden information
4. Randomness

Heuristics for Designing Enjoyable User Interfaces: Lessons from Computer Games
Thomas Malone (1981)
This paper largely focusses on what makes computer games fun (intrinsic motivation) and the sysems behind the game.

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I thought I would use a post to list a few quotes from this week’s readings. Hopefully they will be useful when I come to writing the synoptic paper :-)
Greenfield (1984) This paper is somewhat dated. However it summarises the early research of video games. Many of it’s findings are still relevant today:
Kane (2005) A General Theory of Play. Considers all the dimensions of play.
Caillois (2001) Classification of Games
Newman (2004) What is a video game?
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