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Hamish Macleod :: Blog

February 03, 2009

Before I launch into my (recent and past) experiences with Pac-Man, the arcade game developed by Namco, I would like to say something about this week's reading, Chapter 7: "Video Games" from Greenfield (1984). Greenfield (ibid, p. 88) makes an important statement by saying that "children with a television background develoop a preference for dynamic visual imagery" before going to say that "visual action is an important factor in attracting the attention of young children to the television screen"; from this statement Greenfield goes on to suggest that "moving visual images" in arcade / video games is one such reason for the genres popularity - more so than those of text-based or "still visual image" games.

Greenfield (ibid, p. 89) goes on to suggest that children pick up and assimilate a lot of audio-visual information from the action sequences depicted on the TV screen. This is an important statement in that it suggests that children weaned on TV have the potential to be better at video games that those "generations socialised with the verbal media of print and radio". A couple of thoughts struck me here: Firstly, children are surrounded by movement and colour in real life, what is depicted on the screen could be construed as being an extension of that - am I stating the obvious here? Secondly, could we possibly hypothesize that children "socialised with the verbal media of print and radio" might have an overly developed imagination? People talk of imagining how characters and scenes from a book that they are reading are "played over in their head".

Greenfield goes on to suggest that other aspects that contribute towards the popularity of video / arcade games include:

  • an active participatory role;
  • a sense of active control;
  • presence of a goal / task;
  • automatic scorekeeping;
  • audio effects;
  • randomness;
  • importance of speed.

Although Greenfield doesn't explicitly express this, but we can see affective elements come into play with games such as sound (ambience) and visuals (information). The other element that Greenfield alludes to, which has been expressed by the psychologist Eric Erickson (Gee, 2007, p. 59) is the notion of "psychosocial moratorium" or a safe environment in which the user can take risks where the real-world consequences are minimal.

Screen shot of PacManI'd like to think that I am one of Greenfield's generation of TV kids as I was pretty much glued to that cathode ray tube during the 1970s and 1980s. However, I was also a very voracious reader during the 1980s, eschewing my paperback companion to that of the "idiot's lantern". It came as a surprise to me to read that Pac-Man was a lot more complex and nuanced than I first imagined. The game, superficially at least, requires the player to move around the maze, avoiding the ghosts and eating up everything in it's path. What is not so obvious to the player is that Pac-Man operates on a number of "hidden rules" that can only be deduced from observing what is going on in the game; such as: each "ghost" has a particular characteristic behaviour and certain sections of the maze has a particular behaviour that could enhance or impede Pac-Man's progress.

Despite playing this game on and off for a number of years, I didn't realise that there was more to the game than meets the eye. I have always said that I couldn't "read signs" - so this could be a cognitive dysfunction on my part? Or is it because, I prefer the medium of print to that of televisuals?

References

Gee, J.P. (2007). What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition). New York, Hampshire: Palgrave Macmillan. 

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

Keywords: arcade game, game, hidden rules, IDGBL2009, pac-man, video game

Posted by Wayne Barry | 1 comment(s)

January 29, 2009

Gee is such an absorbing read and lots of wonderfully quotable nuggets like:

"But all learning is ... learning to play 'the game'. For example, literary criticism and field biology are different 'games' played by different rules. (They are different sorts of activities requiring different values, tools, and ways of acting and thinking; they are different domains with different goals and different 'win states')" p. 7

I have only just finished chapter 2, but I was interested in his notion of "semiotic domains" which he describes as "an area or set of activities where people think, act and value in certain ways" (p. 19). These "semiotic domains" employ a range of modalities (or multimodalities in this case) which would encompass the following:

  • oral or written language
  • images
  • equations
  • symbols
  • sounds
  • gestures
  • graphs
  • artifacts, etc

These modalities are embued with specific meanings which are communicated in very distinctive ways - in some respects I see these as being very similar to the idea of transliteracy which Sue Thomas (of PART) defines as:

" ... the ability to read, write and interact across a range of platforms, tools and media from signing and orality through handwriting, print, TV, radio and film, to digital social networks."

Can you unravel the hidden message?Transliteracy, then, becomes an umbrella term to include the likes of literacy, digital literacy, media literacy, information literacy, visual literacy and computer literacy (to name but a few). The idea of images and symbols that have become to represent real-world objects is as old as neolithic man and used by the ancient Egyptians in the form of hieroglyphics (we can include other cultures that made use of glyphics and pictograms here). It is interesting to see how symbols and imagery has come full circle with the power of the pixel and the ascension of nu-hieroglyphics like semacode and data matrix code which contain information tucked away within those barcode-like symbols and can now be captured and translated by mobile phone technology. What would the cognitive archaeologists make of these symbols in 2000 years time I wonder?

References

Gee, J.P. (2007). What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition). New York, Hampshire: Palgrave Macmillan.

Keywords: game, hieroglphics, IDGBL2009, literacy, pixels, play, semacode, semiotic domain, transliteracy

Posted by Wayne Barry | 2 comment(s)

I had deliberately left it quite late in the evening last night before venturing into Second Life (SL) as I wanted some time on my own to refamiliarise myself with the SL environment, the user interface and to ensure I had the latest update from from SL as I knew that there would be a Second Life Treasure Hunt game commencing next week. I also wanted to ensure that I had Team 2's SL contacts added to my SL contacts list.

I didn't get too far when I was approached by Dagma Kiranov (a.k.a. Iris Bosa) who had also popped up late into SL. After about 20 minutes typing messages between eachother - that strange typing motion that the avatar undertakes to inform the other user(s) that they are typing has been likened to "stroking the cat", Iris added her own metaphor by suggesting, given Wray's costume, that it looked like I was "playing the piano" - Iris asked "can I change my voice?". This struck me as an odd comment to make until I realised that she was talking about the speech feature within SL that was added several months ago. I plugged in my microphone headset and began to talk to Iris, like one does with Skype and presumably using the same kind of Voice over Internet Protocol (VoIP) technology that Skype uses. It became clear what her question meant.

In Second Life, and indeed in other virtual worlds, the user invests a lot of time and effort to create their avatar and their "virtual" identity in a way that they want to be seen and perceived by other users within that shared world. One was able to further enhance that identity with the kinds of words and phrases that they used to talk to one another. In my mind's ear, I can "hear" Wray talking with a deep, rich, urbane voice, not too dissimilar to that of Christopher Lee's voice. But of course, the experience that the other user gets is not that of Wray sounding like Christopher Lee, they get Wray sounding very Kentish and not terribly deep, rich or urbane - you could almost hear the record scratch at that moment as reality breaks into the virtual world and these whole persona and identity that you have carefully created begins to unravel before your eyes.

Whilst there has been a lot of work in identity in terms of roles, gender, sexuality, demographic variables; I am not so sure whether any has been done on voice as an identity construct in terms of accent, dialect, pitch, etc. The inclusion of the speech feature within SL is a very interesting addition to the software's capabilities, but I wonder if it will have a detrimental effect on one's virtual presence and identity?

Posted by Wayne Barry | 3 comment(s)

January 27, 2009

As part of the "Introduction to Digital Game-based Learning", this semester's cohort have been made up of 4 teams of 6 people who will work together as a team to either construct game-based tasks (for others to participate in) or take part in game-based tasks that have been given to us, as well as giving presentations to the other teams.

I am part of "Team 2" who consist of:

  • Bill Babouris
  • Myself
  • Chris Hambley
  • Eleisha John
  • Marie Leadbetter
  • Nicholas Palmer

I am very excited about the potential of group-based activities where the participants are at a distance and working remotely using a range of technologies like discussion boards, Skype and Second Life. It would be good to try a develop some kind of "good practice" guide that can be passed on to others who are also planning on this "virtual" approach to group work.

Keywords: games, group, IDGBL2009, team

Posted by Wayne Barry | 0 comment(s)

January 26, 2009

Digital Natives vs. Digital ImmigrantsAs a results of the "introduction to digital environments for learning" (IDEL) module and the research that I have been doing around the topic of digital literacy; I have crossed Marc Prensky's path many times over; he should also add agent provocateur to his list of roles. It started with my IDEL essay called "Bridging the Generation Gap: A Pathfinder's Tale" and this has led to presenting a talk called "The Generation Game: Exploding the myth behind the Net and Google Generations" to a number of organisations.

It's quite clear that I have issues with Prensky and the whole digital dichotomy of "natives" and "immigrants". These terms, according to Prensky, were coined by John Perry Barlow (1996, para. 12) in his "declaration of the independence of cyberspace". Prensky (2001a) and others have popularised (and added more to) these stereotypes to that they are now firmly cemented into the public domain like some kind of meme. Like Bayne and Ross (2007), I share the following sentiments which I explored in an earlier blog post:

"In the current political climate, talk of immigrants and natives inevitably evokes complexities and anxieties around migration, integration, and racial and cultural differences in Western society."

Indeed, Palfrey and Gasser (2008) want to reclaim the term "digital native" to mean something else entirely and suggests that:

...rather than calling Digital Natives a generation – an overstatement, especially in light of the fact that only 1 billion of the 6 billion people in the world even have access to digital technologies – we prefer to think of them as a population … The vast majority of young people born in the world today are not growing up as Digital Natives.

Prensky is rather keen on using a quote attributed to Dr Bruce D. Perry (now of Child Trauma Academy) which goes like "different kinds of experiences lead to different brain structures". In earlier copies of his now infamous papers, Dr Perry went under the name of "Dr Bruce D. Berry" and it's taken 8 years and a lot of flack before Prensky finally corrects it. At the heart of Prensky's work seems to lie a lot of scaremongering rhetoric that's not backed up with any references for the reader to check his claims against, it's quite an odd thing to do considering Prensky has 3 Master level degrees behind him. It's little wonder that Bennett, Maton & Kervin (2008) chastise Prensky and others after him by suggesting that:

...proponents arguing that education must change dramatically to cater for the needs of these digital natives have sparked an academic form of ‘moral panic’ using extreme arguments that have lacked empirical evidence.

This was echoed earlier by McKenzie (2007), using a little more sensationalist language, who accuses Prensky of being "guilty of 'arcade scholarship'". 

However, Baroness Susan Greenfield, the eminent neuroscientist and current Director of the Royal Institution of Great Britain, comes to Prensky's aid by suggesting that further research would be needed to see if there might be a link with the three-fold increase of the drug Ritalin over the last 10 years and the increased exposure of young children to unsupervised and lengthy hours in front of a [computer] screen which, in turn, means their young brains would get use to rapid responses (Settle, 2008).

I do agree with Prensky on one thing and that is the need for learning professionals to be able to "speak" using both "legacy" and "future" languages through the lens of "digital literacy" so that students are better prepared and better equiped to deal with the changing nature of their digital worlds.

References

Barlow, J.P. (1996). A Declaration of the Independence of Cyberspace. [online]. Available at: http://homes.eff.org/~barlow/Declaration-Final.html [Accessed 26 January 2009] 

Bayne, S. and Ross, J. (2007). The "Digital Native" and "Digital Immigrant": A Dangerous Opposition. Annual Conference of the Society for Research into Higher Education. December 2007.

Bennett, S., Maton, K., & Kervin, L. (2008). The ‘digital natives’ debate: A critical review of the evidence. British Journal of Educational Technology, 39(5), pp. 775-786. [online]. Available at: http://www.ingentaconnect.com/content/bpl/bjet/2008/00000039/00000005/art00002 [Accessed 26 January 2009]

McKenzie, J., (2007). Digital Nativism, Digital Delusions and Digital Deprivation. From Now On, 17(2). [online]. Available at: http://fno.org/nov07/nativism.html [Accessed 26 January 2008]  

Palfrey, J. & Gasser, U. (2008). Born Digital: Understand the First Generation of Digital Natives. New York: Basic Books. 

Prensky, M. (2001b). Digital Natives, Digital Immigrants II: Do They Really Think Differently?. On the Horizon, 9(6), NCB University Press.

Prensky, M. (2001a). Digital Natives, Digital Immigrants. On the Horizon, 9(5), NCB University Press.

Settle, M. (2008). Is computer use changing children? BBC News, 15.08.2008. [online]. Available at: http://news.bbc.co.uk/1/hi/technology/7564152.stm [Accessed 26 January 2009]

Posted by Wayne Barry | 1 comment(s)

January 20, 2009

Prior to the "Understanding Learning in the Online Environment" module that I undertook last semester, I had used Delicious and Connotea as my principle web services for collecting, storing and sharing bookmarks, news articles and journal articles with my colleagues and interested parties.

On the module, Hamish Macleod suggested that we might like to create a Diigo account to share any bookmarks and resources around how learning could be facilitated through an online environment. The tool is very easy to use and allows you to create lists and groups. I had created a list for the learning challenge that I was undertaking at the time. I am now using Diigo to collect, store, compile and share on anything pertaining with gaming and, in particular, game-based learning - this collection can be found at the following address: http://www.diigo.com/list/heywayne/gaming

Keywords: Diigo, IDGBL2009, links, resources

Posted by Wayne Barry | 0 comment(s)

January 19, 2009

This is the first week of the "Introduction to Digital Game-based Learning" module. Over the next 12 weeks, we will be exploring the world of digital games in terms of ideas, concepts, issues and controversies and in particular how games can aid with the learning process - what lessons can be learnt if any? I do believe that exploration and play are the building blocks of learning.

But before we begin our adventure into the realm of gaming and the gamer-learner, we must start with that time old tradition of storytelling - the back story or rather my back story which will provide some historical context to my relationship and engagements with games.

I was never fond of traditional sports like football or rugby and as such a lot of my peers felt that I must be a misfit or something. But I did enjoy games that were created from my own imagination involving LEGO, Meccano and toy figures. This extended to the traditional board games like "Cludeo" (a personal favourite), chess, draughts, "monopoly", "snakes and ladders" (another favourite) which I played with friends and family - so the socialisation of game playing became an important aspect for me. I was very keen (and still am) on "Top Trumps" and other card games like poker, 21 and cribbage.

By the time I reached my teens, this would be the 1980s with the advent of the arcade games, like "Pac Man" (another favourite), "Asteroids" and "Breakout" and some of the earlier computer games. I owned a Binatone TV Master that played a number of rudimentary games like "Pong" and "Tennis", this was later superceded with an Acorn Electron which ran a version of BBC BASIC and allowed me to play such games as "Repton" and the near legendary "Elite" which made use of wireframe technology and was one of the first games to make use of the "back story" in the form of a mini novel. At college, I had become hooked on the game version of Douglas Adams' "The Hitch-Hikers Guide to the Galaxy", which was a text-based role playing game (it has since been updated by a friend of mine who went to the same college and was a collaborator of Douglas Adams).

However, these early games soon lost their appeal on me as that all important socialisation factor was missing - while some people could be engaged with the competitive nature of trying to beat the computer it lacked the camaraderie. I became aware of the role playing game genre or RPG that involved creating characters and becoming them to be able to perform a range a series of tasks or activites usually within fantastical settings that required creativity, imagination and team work. The RPG that I enjoyed the most was based upon H.P. Lovecraft's stories and was called "Call of Cthulhu". What struck me the most about this game was the narratory skills of "The Keeper" which, if played well, was atmospheric and damn-right scary - here you were completely immersed with the story and the character which you are playing. Whilst there were a load of game-based resources for this game, I had preferred to create my own "Call of Cthulhu" scenarios inspired by the works of Lovecraft, Poe, Conan Doyle, Christie and such like - if only the Internet was available at the time.

In the mid 1990s which saw the rise of the Internet within the Higher Education sector, I had developed a SF / murder mystery game called "Murder on the Aurora" which was developed using HTML and Javascript and was created to help new users to the World Wide Web get to grips with this new, emergent technology.

Whilst I don't own a Wii, X-box or any of the PlayStation variants, I have become interested in the alternate reality game or ARG phenomena which have been made popular by TV shows like "Lost", "Spooks", "Heroes" and "Torchwood - again, this plays heavily on story telling and having the gamer to "live out" the role.

That's my "back story", so let the adventure begin...

Keywords: "alternate reality game", "back story", "game-based learning", "role playing game", ARG, gaming, IDGBL2009, RPG

Posted by Wayne Barry | 3 comment(s)

October 21, 2008

This is now Week 4 of the Learning Challenge (LC) and I've been a little naughty in that I have allowed the "Learner Analysis" assignment to interfere with the LC. The "Learner Analysis" assignment is due to be submitted on Sunday 26th October and I have probably spent more than is actually necessary on it.

I am back on the "I Will Knot" website to refamiliarise myself with the knots that I was practicing before the assignment got in the way. It's amazing how much you quickly forget because you haven't been practicing to the point where it "sticks" or "clicks" into place. At the moment, I am practicing once with the knot with the aid of the step-by-step video and then a further three times without the aid of the video - the trick is to try and repeat this tomorrow without the aid of the video at all!

On the subject of the "I Will Knot" website, I mentioned to a colleague of mine who teaches Chemistry at my University and has just been appointed a Learning and Teaching Co-ordinator for my Faculty that I was doing this learning challenge as part of my MSc and showed her the website I was using. She was most impressed by it - NOT because it showed you how to tie knots in easy step-by-step videos BUT how the idea behind the easy step-by-step videos could be used to show a particular Science experiment / practical to a group of students.

This visual aspect to learning is indeed a powerful motivator, and if done properly it could instruct students better than just reading it out of a textbook.

Keywords: "learning challenge", "understanding learning", "visual learning", cognition, knots, ULOE0809, visualisation

Posted by Wayne Barry | 0 comment(s)

October 03, 2008

It's Week 1 of the Learning Challenge (LC) and I have set aside 30 minutes to practice the art of knotcraft. The first website I went to was "Knots: How to Tie Knots"; I was not impressed with the rather short but pedestrian instructions with the naff looking illustrations - if I was having trouble understanding how to tie easy knots, what was it going to be like with the more complex ones?

The next website, "Ropers Knot Page", has slightly longer, but equally, pedestrian instructions with rather confusing looking illustrations that don't do anything to enlighten me as to what I am suppose to be doing. I am beginning to wonder if I have chosen an appropriate learning challenge - certainly the free resources I am using are not explaining themselves very well.

My next resource, "I Will Knot", is something of a revelation to me. It uses a mixture of short, sharp videos and short, but still, pedestrian instructions. But it is the videos that work for me. When it comes to something that involves a motor skill, I am someone who likes to be shown so that I can mimic and keep practicing that skill. In that sense I could be considered as a kinesthetic learner.

This also suggests to me that if you want someone to learn something online, the materials / resources you create will be dependent upon the task / skills / knowledge / information that you wish to convey to your students.

So, do you use drawings, photographs, videos, audio recordings or text to put across something that needs to be learnt? Should this resource be passive or interactive? Can the learner work in isolation or does this require a collaborative / community dimension?

Interesting questions indeed!

Posted by Wayne Barry | 0 comment(s)

September 23, 2008

Here we are again, a new term and a term module, this time it's "Understanding Learning in the Online Environment" led by the incomparable Hamish Macleod. This is my third module to date and its looking good. My only concern is that 10% of the course assessment is based upon me writing something worthwhile on the discussion board on a reasonably regular basis.

Interestingly, I have just read in Section 2 (B5) of the QAA (2004) "Code of practice for the assurance of academic quality and standards in higher education" that students should have:

"where appropriate, regular opportunities for inter-learner discussions about the programme, both to facilitate collaborative learning and to provide a basis for facilitating their participation in the quality assurance of the programme"

One of the other assessed pieces of work is the "Learning Challenge" which contributes about 20% of the overall mark. Some of the examples of a learning challenge included juggling three balls; performing a conjuring trick; origami; writing a computer program; or tying a complex knot. Given that my sense of balance and eye / hand co-ordination is shot to pieces, any notion of doing juggling or riding a unicycle was quickly dismissed as a bad idea. Having programmed in a variety of different computer languages over the past 20 years or so didn't fill me with any great sense of desire.

The combination of not being in the scouts and being a fan of "The Worst-Case Scenario Survival Handbook" led to the appealing idea of trying to attempt to perform a range of knots that could have practical applications should I find myself inexplicably castaway upon an exotic island, a bit like the cast from "Lost".

Based upon Damien DeBarra's initial idea of using social bookmarking for the course, Hamish Macleod suggested that we could give Diigo a try. Unlike Delicious (which I use a lot), Diigo allows users to create public / private groups for people to collaboratively work in - sharing resources and research material. Diigo, also, has the ability to highlight and comment on pieces of text. So I created a list of bookmarks on Diigo to support by learning challenge with knots - the list goes by the unimaginative title of "Get Knotted".

So, I've got the guides and tutorials that I need to perform the difficult knot exercises; but I was lacking that one vital piece of apparatus - the rope! I dutifully went off to C and H Fabrics where I purchased myself about a metre's length of soft cord. This wasn't without incident either; the shop assistant gaved me such a funny look over my purchasing of this piece of cord. Heaven knows what went through her mind as she was serving me.

I now have everything I need for my 10 (more like 8 to 9) week learning challenge. I shall be using the blog to record my thoughts about the actual cognitive processes involved in tying a knot and the strategies that I have employed to try and master the exercises.

References

QAA, (2004). Code of practice for the assurance of academic quality and standards in higher education. QAA [online]. Available at: http://www.qaa.ac.uk/academicinfrastructure/codeOfPractice/ [Accessed 23 September 2008]

Posted by Wayne Barry | 3 comment(s)

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