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        <title><![CDATA[Wayne Barry : Weblog items tagged with game]]></title>
        <description><![CDATA[The weblog for Wayne Barry, hosted on Holyrood Park.]]></description>
        <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/</link>        
        <item>
            <title><![CDATA[The Language of Play]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1876.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1876.html</guid>
            <pubDate>Wed, 25 Feb 2009 21:47:10 GMT</pubDate>
		<dc:subject><![CDATA[play]]></dc:subject>
		<dc:subject><![CDATA[learning]]></dc:subject>
		<dc:subject><![CDATA[rhetorics]]></dc:subject>
		<dc:subject><![CDATA[google]]></dc:subject>
		<dc:subject><![CDATA[game]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
		<dc:subject><![CDATA[toy]]></dc:subject>
		<dc:subject><![CDATA[education]]></dc:subject>
            <description><![CDATA[<p>Reading this week's papers from Pat Kane (2005)&nbsp;amd Brian Sutton-Smith (1997)&nbsp;were a sheer joy and delight compared to the <a href="http://holyroodpark.net/heywayne/weblog/1732.html">James Newman chapter</a>&nbsp;the other week. I think the issue between these three writers is one of how an argument is being presented to the reader. We start with Sutton-Smith (1997) who sets that scene by explaining that the meaning or definition of &quot;play&quot; is fraught with ambiguity with various philosophers, anthropologists, biologists, psychologists, etc. describing the essence of &quot;play&quot; in different ways that relate to their particular disciplines.</p><p>It's astonishing to learn that for such a &quot;simple&quot; concept of &quot;play&quot;, or at least perceived by many to be a &quot;simple&quot; concept, has academics from a multitude of disciplines trying to place &quot;play&quot; within some framework or other - indeed, I don't recall any of the theorists mentioned by Sutton-Smith&nbsp;taking an holistic&nbsp;and all-encompassing view of&nbsp;&quot;play&quot;; this is something that Sutton-Smith (1997, p. 6) sees as a weakness&nbsp;and Kane (2005, p. 40)&nbsp;also picks up on&nbsp;when he talks about the &quot;third culture&quot;&nbsp;or <a href="http://en.wikipedia.org/wiki/Polymath"  target="_blank"  title="Polymath">polymathism</a>&nbsp;(&quot;<em>Homo Universalis</em>&quot;) before the arts and sciences had a parting of the ways. I was also intrigued by Sutton-Smith's view that play &quot;has temporal diversity as well as spatial diversity&quot; when he talks about the likes of the World Cup and the Olympics. Sutton-Smith (1997, p. 9)&nbsp;offers &quot;seven rhetorics&quot;, which Kane (2005, p.39) describes as:</p><blockquote>&quot;<em>...ways of thinking and talking about play that express a certain vision of human nature and culture, and which can be deployed by everyone from teachers to generals, hackers to CEOs ... [which] imply both a very modern and a very ancient vision of humanity.</em>&quot;</blockquote><p>The &quot;seven rhetorics&quot; are:</p><ol><li>The rhetoric of play as progress</li><li>The rhetoric of play as fate</li><li>The rhetoric of play as power</li><li>The rhetoric of play as identity</li><li>The rhetoric of play as the imaginary</li><li>The rhetoric of play as the self</li><li>The rhetoric of play as frivolous</li></ol><p>Kane (2005, p. 48) makes an interesting statement whereby he says &quot;the moment of play is identified as a generator of originality, energy and new development&quot; that made me think of Google's European offices in Zurich and the &quot;<em>Homo Ludens</em>&quot;&nbsp;that occupy it.</p><p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/imIW9PN9JiQ&hl=en&fs=1"></param><param name="wmode" value="transparent"></param><embed class="VideoPlayback" type="application/x-shockwave-flash" src="http://www.youtube.com/v/imIW9PN9JiQ&hl=en&fs=1" width="425" height="344"/></object>&nbsp;</p><p>Kane's &quot;manifesto&quot; is about a lifestyle, an attitude, a state of mind, a way at looking at the world and the people and artifacts in it that strips away the rigidity and drudgery that has been hampered by a mechanistic, industrial mindset of the Victorian age. Education is still built around this hidden curriculum of &quot;preparing people for the workforce&quot;. </p><p>There's this wonderful allusion to Jean-Dominique Bauby's&nbsp;&quot;<em><a href="http://en.wikipedia.org/wiki/The_Diving_Bell_and_the_Butterfly"  target="_blank"  title="The Diving Bell and the Butterfly">The Diving Bell and the Butterfly</a></em>&quot; where Kane (2005, p. 46) quotes surrealist <a href="http://en.wikipedia.org/wiki/Luis_Bunuel"  target="_blank"  title="Luis Bunuel">Luis Bunuel</a>: &quot;Somewhere between chance and mystery lies the imagination, the only thing that protects our freedom&quot;. Bauby suffered a massive stroke that left him&nbsp;with a condition called&nbsp;locked-in syndrome (the <em>diving bell</em>) and would use his imagination (the <em>butterfly</em>) to escape his biological prison.</p><p>Both Sutton-Smith and Kane position play not as a &quot;trivial, frivolous, silly&quot; waste of time; but as a powerful, natural&nbsp;human asset for learning and discovery through highly creative and imaginative interactions with the world and the people who live in it. Whilst the games industry has shown how people can become immersed in the world of games and are developing skills through experimentation, practice and from other players, so now Education needs to look at this phenomena and translate this into practical, everyday use fit for a classroom be it real or virtual.</p><p><strong>Update</strong></p><p>Have just learnt that Pat Kane is one half of the late 1980s, early 1990s pop duo <a href="http://www.hueandcry.co.uk/"  target="_blank">Hue and Cry</a>&nbsp;and maintains a blog called &quot;<a href="http://www.theplayethic.com/"  target="_blank">The Play Ethic</a>&quot; and is using <a href="http://twitter.com/theplayethic"  target="_blank">Twitter</a> to share his thoughts and resources around&nbsp;his concept&nbsp;of the&nbsp;play ethic.</p><p><strong>References</strong></p><p>Gee,&nbsp;J.P. (2007). <em>What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition)</em>. New York, Hampshire: Palgrave Macmillan.</p><p>Kane, P. (2005). <em>The Play Ethic:&nbsp;A Manifesto for a different way of living</em>. London: Pan.</p><p>Sutton-Smith, B. (1997). <em>The Ambiguity of Play</em>. Cambridge, Mass.: Harvard University Press.</p>]]></description>
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            <title><![CDATA[The New Seven World Wonders Quiz - A Team 2 Production]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1803.html</link>
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            <pubDate>Tue, 17 Feb 2009 19:46:58 GMT</pubDate>
		<dc:subject><![CDATA[quiz]]></dc:subject>
		<dc:subject><![CDATA[project]]></dc:subject>
		<dc:subject><![CDATA[new seven world wonders]]></dc:subject>
		<dc:subject><![CDATA[kmz]]></dc:subject>
		<dc:subject><![CDATA[kml]]></dc:subject>
		<dc:subject><![CDATA[google earth]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
		<dc:subject><![CDATA[team work]]></dc:subject>
		<dc:subject><![CDATA[game]]></dc:subject>
            <description><![CDATA[<p>Week 4 of the course saw the teams being given an exercise that involved building a game around the <a href="http://earth.google.co.uk/"  target="_blank"  title="Google Earth">Google Earth</a> platform. Team 2 member, Nicholas Palmer, got the ball rolling by providing a useful mind map of the task at hand - this instantly gave us a quick, ready visual aid.</p><p>There was some suggestion that we should have some learning outcomes, which I, personally, was not keen because a) we didn't have an idea for a game; and b) is there such a thing as attributing learning outcomes to a game? attributing rules to a game, yes! but learning outcomes??</p><p>A quick Google search trawl came up with the following resources that might provide us with some inspiration for a game, included:</p><ul><li><a href="http://www.gearthblog.com/"  target="_blank">Google Earth blog</a></li><li><a href="http://earth.google.com/outreach/index.html"  target="_blank">Google Earth Outreach</a></li><li><a href="http://www.google.com/educators/gaw.html"  target="_blank">Google for Educators</a></li><li><a href="http://www.gearthblog.com/blog/archives/2008/09/top_10_games_with_google_earth.html"  target="_blank">Top 10 Games with Google Earth</a></li><li><a href="http://bbs.keyhole.com/ubb/ubbthreads.php/Cat/0"  target="_blank">Google Earth Community</a></li></ul><p><img src="http://holyroodpark.net/heywayne/files/3/347/n7ww.png"  border="0"  alt="Screen shot of New 7 Wonders quiz"  hspace="4"  vspace="4"  width="350"  height="280"  align="right" />Marie Leadbetter suggested that we should meet up &quot;virtually&quot; using <a href="http://www.skype.co.uk/"  target="_blank">Skype</a> to discuss the project and Bill Babouris gave the team the idea for a game based up the recently conceived <a href="http://en.wikipedia.org/wiki/New_Seven_Wonders_of_the_World"  target="_blank"  title="New Seven Wonders of the World"><em>New Seven Wonders of the World</em></a>&nbsp;- the game idea was tentatively centred around the notion of a &quot;knowledge quest&quot;.</p><p>On Wednesday evening of Week 4, the team met via Skype to thrash out the aims and objectives of the game and to decide who was going to contribute to what. It should be said that this was the most amazing brain-storming, project management session ever conducted virtually. We went from an idea to a fully-realised project plan in 1.5 hours.</p><p>One of the ideas we liked was a quiz that was created by <a href="http://www.mywonderfulworld.org/continents/asia/"  target="_blank"><em>My Wonder World</em></a> on Asia. The quiz was created using <a href="http://en.wikipedia.org/wiki/Keyhole_Markup_Language"  target="_blank"  title="Keyhole Markup Language">Keyhole Markup Language</a> (KML)&nbsp;which is an &quot;<em>is an XML-based language schema for expressing geographic annotation and visualization on existing or future Web-based, two-dimensional maps and three-dimensional </em><em>Earth</em><em> browsers</em>&quot; which I had been playing with a couple of weeks prior to the team project. Unfortunately, we were not able to see how the KML file was constructed as it had been compressed into a KMZ file. Bill Babouris came up trumps again for finding a <a href="http://www.softpedia.com/get/File-managers/KMZ-KML-converter.shtml"  target="_blank">KMZ-KML converter</a> that us to uncompress the file to see how it was constructed.</p><p>It became very clear to me that the quiz would be very doable and that I probably should be the person to code it as I had already been using it as well as having a long and varied computer programming background. All that remained was to identify the tasks and action points to be done and to assign each one to a team member. By Sunday, all questions, introductory text, images, coding, testing was completed.</p><p>An interesting topic that came out of the discussions was the notion of feedback and how it should be presented to the user. We felt that terms like &quot;<strong>right</strong>&quot; and &quot;<strong>wrong</strong>&quot; seem too hard and final and that we should endeavour to use more softer, and less negative,&nbsp;language in the feedback boxes. This team exercise turned out to be a very fulfilling and fun ride from &quot;Oh, what are we going to do?&quot; to &quot;Ta-da, it's finished&quot;.</p>]]></description>
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            <title><![CDATA[The Hidden Rules of Pac-Man]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1685.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1685.html</guid>
            <pubDate>Tue, 03 Feb 2009 15:33:32 GMT</pubDate>
		<dc:subject><![CDATA[arcade game]]></dc:subject>
		<dc:subject><![CDATA[video game]]></dc:subject>
		<dc:subject><![CDATA[pac-man]]></dc:subject>
		<dc:subject><![CDATA[hidden rules]]></dc:subject>
		<dc:subject><![CDATA[game]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p>Before I launch into my (recent and past) experiences&nbsp;with <em><strong><a href="http://en.wikipedia.org/wiki/Pac_man"  target="_blank"  title="Pac-Man">Pac-Man</a></strong></em>, the arcade game developed by Namco, I would like to say something about this week's reading, Chapter 7: &quot;Video Games&quot; from Greenfield (1984). Greenfield (<em>ibid</em>, p. 88) makes an important statement by saying that &quot;children with a television background develoop a preference for dynamic visual imagery&quot; before going to say that &quot;visual action is an important factor in attracting the attention of young children to the television screen&quot;; from this statement Greenfield goes on to suggest that &quot;moving visual images&quot; in arcade / video games is one such reason for the genres popularity - more so than those of text-based or &quot;still visual image&quot; games.</p><p>Greenfield (<em>ibid</em>, p. 89) goes on to suggest that children pick up and assimilate a lot of audio-visual information&nbsp;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 &quot;generations socialised with the verbal media of print and radio&quot;. 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 &quot;socialised with the verbal media of print and&nbsp;radio&quot; might have an overly developed&nbsp;imagination? People talk of imagining how characters and scenes from a book that they are reading are &quot;played over in their head&quot;.</p><p>Greenfield goes on to suggest that other aspects that contribute towards the popularity of video / arcade games include:</p><ul><li>an&nbsp;active participatory role;</li><li>a sense of active control;</li><li>presence of a goal / task;</li><li>automatic scorekeeping;</li><li>audio effects;</li><li>randomness;</li><li>importance of speed.</li></ul><p>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 <strong><a href="http://en.wikipedia.org/wiki/Erik_Erickson"  target="_blank"  title="Erik Erickson">Eric Erickson</a></strong> (Gee, 2007, p. 59) is the notion of &quot;<em>psychosocial moratorium</em>&quot; or a safe environment in which the user can take risks where the real-world consequences are minimal.</p><p><img src="http://holyroodpark.net/heywayne/files/3/306/pac-man.png"  border="0"  alt="Screen shot of PacMan"  hspace="3"  vspace="3"  width="250"  height="252"  align="right" />I'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&nbsp;during the 1970s and 1980s. However, I was also a very voracious reader during the 1980s, eschewing my paperback companion to that of the &quot;idiot's lantern&quot;. It came as a surprise to me&nbsp;to read that <em>Pac-Man</em> was a lot more complex and nuanced than I first imagined. The game, superficially at least, requires the player&nbsp;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 <em>Pac-Man</em> operates on a number of &quot;hidden rules&quot; that can only be deduced from observing what is going on in the game; such as: each &quot;ghost&quot; has a particular characteristic behaviour and certain sections of the maze has a particular behaviour that could enhance or impede Pac-Man's progress.</p><p>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 &quot;read signs&quot; - so this could be a cognitive dysfunction on my part? Or is it because, I prefer the&nbsp;medium of print to that of televisuals?</p><p><strong>References</strong></p><p>Gee,&nbsp;J.P. (2007). <em>What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition)</em>. New York, Hampshire: Palgrave Macmillan.&nbsp;</p><p>Greenfield, P.M. (1984). <em>Mind and media : the effects of television, video games, and computers</em>. Cambridge, Mass.: Harvard University Press.</p>]]></description>
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            <title><![CDATA[Iconclasm in the Digital Age]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1643.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1643.html</guid>
            <pubDate>Thu, 29 Jan 2009 21:02:57 GMT</pubDate>
		<dc:subject><![CDATA[semiotic domain]]></dc:subject>
		<dc:subject><![CDATA[semacode]]></dc:subject>
		<dc:subject><![CDATA[play]]></dc:subject>
		<dc:subject><![CDATA[pixels]]></dc:subject>
		<dc:subject><![CDATA[literacy]]></dc:subject>
		<dc:subject><![CDATA[hieroglphics]]></dc:subject>
		<dc:subject><![CDATA[transliteracy]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
		<dc:subject><![CDATA[game]]></dc:subject>
            <description><![CDATA[<p>Gee is such an absorbing read and lots of wonderfully quotable nuggets like:</p><blockquote>&quot;<em>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')</em>&quot; p. 7</blockquote><p>I have only just finished chapter 2, but I was interested in his notion of &quot;<a href="http://en.wikipedia.org/wiki/Semiotic"  target="_blank"  title="Semiotic">semiotic</a> domains&quot; which he describes as &quot;an area or set of activities where people think, act and value in certain ways&quot; (p. 19). These &quot;semiotic domains&quot; employ a range of modalities (or <em>multimodalities</em> in this case) which would encompass the following:</p><ul><li>oral or written language</li><li>images</li><li>equations</li><li>symbols</li><li>sounds</li><li>gestures</li><li>graphs</li><li>artifacts, etc</li></ul><p>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 <em><a href="http://en.wikipedia.org/wiki/Transliteracy"  target="_blank"  title="Transliteracy">transliteracy</a></em> which Sue Thomas (of <a href="http://www.hum.dmu.ac.uk/blogs/part/"  target="_blank"  title="PART">PART</a>) defines as:</p><blockquote>&quot;<em> ... 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.</em>&quot;</blockquote><p><img src="http://holyroodpark.net/heywayne/files/3/275/datamatrix.png"  border="0"  alt="Can you unravel the hidden message?"  hspace="3"  vspace="3"  width="150"  height="150"  align="right" />Transliteracy, then, becomes an umbrella term to include the likes of literacy, digital literacy, media literacy, information literacy, visual literacy&nbsp;and computer literacy (to name but a few). The idea of images and symbols&nbsp;that have&nbsp;become to&nbsp;represent real-world objects is as old as <a href="http://en.wikipedia.org/wiki/Cave_paintings"  target="_blank"  title="Cave Paintings">neolithic man</a> and used by the ancient Egyptians in the form of <a href="http://en.wikipedia.org/wiki/Heiroglyphics"  target="_blank"  title="Hieroglyphics">hieroglyphics</a>&nbsp;(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&nbsp;the power of the <a href="http://en.wikipedia.org/wiki/Pixel"  target="_blank"  title="Pixel">pixel</a> and the ascension of nu-hieroglyphics like <a href="http://en.wikipedia.org/wiki/Semacode"  target="_blank"  title="Semacode">semacode</a>&nbsp;and <a href="http://en.wikipedia.org/wiki/Datamatrix"  target="_blank"  title="Data Matrix Code">data matrix code</a> which contain information tucked away within those barcode-like symbols and can now be captured and translated by mobile phone technology. What would&nbsp;the cognitive archaeologists&nbsp;make of these symbols in 2000 years time I wonder?</p><p><strong>References</strong></p><p>Gee,&nbsp;J.P. (2007). <em>What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition)</em>. New York, Hampshire: Palgrave Macmillan.</p>]]></description>
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