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        <title><![CDATA[Hugh O'Donnell : Weblog]]></title>
        <description><![CDATA[The weblog for Hugh O'Donnell, hosted on Holyrood Park.]]></description>
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            <title><![CDATA[Week 11 - WOW and a tiered digital experience]]></title>
            <link>http://holyroodpark.net/hugho/weblog/4047.html</link>
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            <pubDate>Sat, 03 Apr 2010 13:04:26 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL WOW digital divide]]></dc:subject>
            <description><![CDATA[<p><strong>Tiered Experience - The New Digital Divide?</strong>&nbsp;</p><p>I bailed very early on from attempting to configure my connectivity to WOW and Everquest. &nbsp;Some success was gained in accessing the latter, but even 100mbps (via an ethernet connection rather than wireless at home) my Asus EEEPC struggled.</p><p>Yes, I may have played using better equipment, but I thought that a 10mbps connection to the internet via Virgin and &nbsp;2Gb of RAM would have given me *some* experience.</p><p>As for WOW, I was very disappointed: a recursive problem with registration/configuration meant that I never got to access and enter the WOW universe, just a browser redirect to a-n-other game site.&nbsp;</p><p>So, are these games really geared towards the Internet and the average user? Or are they still a niche genre that only harnesses the Internet for connectivity - effectively power-hungry desktop applications calling for similar high-end distributed demands?</p><p>&nbsp;</p>]]></description>
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            <title><![CDATA[Week 10 - What do we learn at school?]]></title>
            <link>http://holyroodpark.net/hugho/weblog/4005.html</link>
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            <pubDate>Wed, 31 Mar 2010 12:13:16 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL10]]></dc:subject>
            <description><![CDATA[<p><strong><u>What do we learn at school?</u></strong></p><p>This was a question I posed to my S2 class shortly before giving then an end-of-term creativity exercise, whereupon they were to design their own game (individually or in groups not exceeding 4) based on the 'mapping learning objectives', Concept Specification and Functional Specification templates provided by Whitton. &nbsp;</p><img src="http://www.bluetanso.com/idgbl10/what%20do%20we%20learn%20at%20school.jpg"  border="0"  alt="Feedback"  width="240"  height="320"  align="left" /><p>As may be discerned, the overwhelming response focused not on a list of the subjects that they learned but the pupils invariably produced 'answers' which focused on the social aspects of school where&nbsp;&quot;perceptions of the self and others are socially determined and&nbsp;constrained&quot; (Lee and Hoadley, p.2). &nbsp;This fortnight,&nbsp;Weeks 10 &amp; 11 the Readings on Massively Multiplayer Online Games (MMOGs) explores the idea&nbsp;of virtual exploration of socialization as identity. &nbsp;This interaction and exploration is evident in the 'roles' identified by the S2 pupils, who themselves are equipped and expected&nbsp;to produce versions of themselves in talk and creative writing, &quot;and learning takes place during this enactment&quot; (ibid., p.5).</p><p>MMOs are more flexible, draw on more than two or more senses and still allow thinking &quot;from an alternate point of view and experiencing events situated in context helps students maintain interest and facilitates learning while the student grows into the alternate identity [and when] when students have a direct investment in the learning experience, they will more readily embrace their new knowledge as a vital component of their own personal growth and development&quot; (ibid., p.5).</p><p>&nbsp;</p><p>&nbsp;</p><p>&nbsp;</p><p>&nbsp;</p><p>&nbsp;</p><p><strong>References</strong>&nbsp;</p><p>Lee, J., and C. Hoadley. 2007. Leveraging identity to make learning fun: Possible selves and experiential learning in massively multiplayer online games (MMOGs). Innovate 3&nbsp;6).<br /><a href="http://www.innovateonline.info/index.php?view=article&amp;id=348">http://www.innovateonline.info/index.php?view=article&amp;id=348</a> (accessed April 24, 2008).</p><p>&nbsp;</p>]]></description>
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            <title><![CDATA[Week 10]]></title>
            <link>http://holyroodpark.net/hugho/weblog/3972.html</link>
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            <pubDate>Sun, 28 Mar 2010 20:37:38 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL10]]></dc:subject>
            <description><![CDATA[<p>In Gee (Chapter 7: The Social Mind in <em>What Video Games Have to Teach us About Learning and Literacy</em>) he extends the learning through video-games from single-player to multi-player.&nbsp; As ever, he ends the chapter with a subset of the <a href="http://mason.gmu.edu/~lsmithg/jamespaulgee2">36 Learning Principles</a>&nbsp;(33-36) and these focus on the distributed nature of knowledge and the dispersal of this across 'affinity groups' - objects and systems as well as people - whereby he extends the notion of communities of practice and identity; all draw on traditional methods of storage and collation but importantly email, the internet, etc.</p><p>As with the classroom, players/participants work towards a common purpose, irrespective of race, class, gender, etc. This idea of common purpose and objective of all school pupils must be conveyed to pupils and allow them to acknowledge that it is their interest to work in partnership in order to support each other through their strengths and weaknesses (known as 'jigsaw method' defined by Brown &amp; Campione (in Kate McQilly Ed.&nbsp;<a href="http://www.amazon.co.uk/Classroom-Lessons-Integrating-Cognitive-Practice/dp/0262133008/ref=sr_1_3?ie=UTF8&amp;s=books&amp;qid=1269809903&amp;sr=8-3">Classroom Lesson's: Integrating Cognitive Theory and Classroom Practice</a>).</p><p>The idea of identity resurfaces, recalling the notion of 'multiple identity'&nbsp;whereby in such affinity groups &quot;the norms and values of groups are contested and negotiated&quot; (p. 184), bearing in mind that players - and us - modulate across a continuum of identity depending on context.&nbsp; He finishes noting that this 'identity' should not only be in control but one who can modify content and the process itself.</p><p>These ideas accord with my periphery readings of Richard Riding's <a href="http://www.amazon.co.uk/School-Learning-Cognitive-Styles-Richard/dp/1853466948/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1269810342&amp;sr=1-1">School Learning and Cognitive Styles</a>&nbsp;where learners are negotiated into two dimensions of 'learning style' - wholist-analytic &amp; visual-verbal. &nbsp;In relation to the &nbsp;affinity group that Gee promotes, Riding suggests that they, the learners, can work in partnerships that take into account differences / discrepancies in different learner types. &nbsp;I think that this may have a significance in the successful presentation and reception of learning activities derived from digital games, and when you factor in collaborative learning I think that it is equally appropriate to look at compensatory pairing/grouping in addition. &nbsp;</p><p><a href="http://www.encorewiki.org/display/~hnajafi/Communities+of+Learners">http://www.encorewiki.org/display/~hnajafi/Communities+of+Learners</a></p>]]></description>
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            <title><![CDATA[World of Warcraft - a 14 year-old's perspective]]></title>
            <link>http://holyroodpark.net/hugho/weblog/3943.html</link>
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            <pubDate>Thu, 25 Mar 2010 15:04:25 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL10]]></dc:subject>
            <description><![CDATA[<div><strong><u>World of Warcraft</u></strong>&nbsp;</div><div>&nbsp;</div><div><div>I spoke to one of my 14 year-old pupils about World of Warcraft...</div><div><br /></div><div>He was quite excited to see me looking at the pdf instruction file</div><div>for World of Warcraft (&quot;loads better than Everquest&quot;) and he talked</div><div>to me about the stand-alone campaigns, how it felt real when you played</div><div>it...</div><div>&nbsp;</div><div>But the main thing for me was when I asked him about &quot;being good&quot;</div><div>as an alternative to killing and pillaging. &nbsp;He responded that the goal</div><div>was to achieve money - gold, he informed me, was also of value and could&nbsp;</div><div>also be stolen and traded - in order to buy swords and other forms of&nbsp;</div><div>weaponry.</div><div><br /></div><div>You can trade animals and 'fall in love with some girls', but the biggest&nbsp;</div><div>draw is that it is fun and every level offers a greater challenge, and</div><div>that your character becomes stronger.</div><div><br /></div><div>'Oblivion' was a game suggested by other pupils, who had picked up on our</div><div>little informal conversation during a reading period.</div><div>&nbsp;</div><div>He seemed just so au fait with the game, its narrative and objectives - much</div><div>shared by the games mentioned by the other pupils.</div><div>&nbsp;</div><div>I pressed him on some of the ideas from Gee and Brown - the distribution of</div><div>knowledge within community (this is something that I have picked up from my</div><div>S4 all boys class, discussing previous and future online missions, despite their</div><div>close physical proximity when at home) - and he remembers undertaking &quot;six,</div><div>probably&quot; missions or campaigns organised by a leader and how this led to achieving</div><div>an overall objective. &nbsp;</div><div><br /></div><div>He agreed - after thinking about it - that he was in some way learning - about&nbsp;</div><div>friendships, tactics - and that when people overstepped the mark they would suffer&nbsp;</div><div>a consequence for repeated offences. &nbsp;&quot;Learning to Be&quot; as Brown would suggest,&nbsp;</div><div>'construction' via a digital medium that facilitated the accretion of knowledge</div><div>and understanding across a community of practice existing in disparate times and space.</div><div><br /></div><div>The Grand Transition - 'learning to be' - that is the 'demand-pull' model of learning.</div><div><br /></div><div>And, this pupil is one of many who invest considerable amounts of time and&nbsp;</div><div>credence to the tasks entailed in successful participation of games like WOW.</div></div>]]></description>
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            <title><![CDATA[Week 9 - ARGs & uLearning]]></title>
            <link>http://holyroodpark.net/hugho/weblog/3866.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/hugho/weblog/3866.html</guid>
            <pubDate>Fri, 19 Mar 2010 20:10:02 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL10]]></dc:subject>
            <description><![CDATA[<p class="MsoNormal">uLearning (ubiquitous and context-specific) and Alternative Reality Games (ARGs)</p><p class="MsoNormal">The binding medium is generally the Internet, drawing on other forms of media.&nbsp;</p><p class="MsoNormal">My understanding is that it is an inversion of the classic computer gaming paradigm, whereby the real-world characters are controlled or undertake a computer-generated narrative.</p><p class="MsoNormal">Where I think uLearning is interesting within this particular genre of gaming is that a context-aware environment can play along/maintain this invention of reality in supporting the narrative, therefore removing itself from the players&rsquo; physical domain and merely adopting symbols or metaphorical representations from of this narrative.</p><p class="MsoNormal">uLearning &ldquo;enables users to interact and learn with sensors and radio frequency identiﬁcation (RFID) embedded objects in their surroundings&hellip; As a student moves around the learning area, the system can detect their location by reading and analysing the data from the nearest RFID tag. Consequently, assessment can be conducted to evaluate the learning performance of the student in the realworld&rdquo; (Liu et Hwang, 2009b, p. 1 &amp; 4)</p><p class="MsoNormal"><br />References</p><p class="MsoNormal">Liu and Hwang. (2009).<span>&nbsp; </span>A key step to understanding paradigm shifts in e-learning: towards context-aware ubiquitous learning.<span>&nbsp; </span>British Journal of Educational Technology (2009) doi:10.1111/j.1467-8535.2009.00976.x</p><p class="MsoNormal">Liu and Hwang. (2009).<span>&nbsp; </span>Learning spaces, learning environments and the&nbsp;dis&lsquo;placement&rsquo; of learning.<span>&nbsp; </span>British Journal of Educational Technology (2009) doi:10.1111/j.1467-8535.2009.00974.x</p><p class="MsoNormal"><a href="http://edutechwiki.unige.ch/en/Ubiquitous_learning">http://edutechwiki.unige.ch/en/Ubiquitous_learning</a><br /><a href="http://en.wikipedia.org/wiki/Ubiquitous_learning">http://en.wikipedia.org/wiki/Ubiquitous_learning</a>&nbsp;</p>]]></description>
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            <title><![CDATA[Week 9]]></title>
            <link>http://holyroodpark.net/hugho/weblog/3829.html</link>
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            <pubDate>Tue, 16 Mar 2010 07:33:22 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL10]]></dc:subject>
            <description><![CDATA[<p><span class="Apple-style-span"></span></p><strong><p class="MsoNormal"><span class="Apple-style-span"  style="font-weight: normal"></span></p><p style="background-color: white; webkit-background-clip: initial; webkit-background-origin: initial"  class="MsoNormal"><span class="apple-style-span"><span style="font-size: 8pt; color: black">Chapter 7</span></span><span style="font-size: 8pt; color: black"><br /><span class="apple-style-span"><strong><u>The Impact of Digital Games on Learning</u></strong></span></span></p><p style="background-color: white; webkit-background-clip: initial; webkit-background-origin: initial"  class="MsoNormal"><span class="apple-style-span"><span style="font-size: 8pt; color: black"><span class="Apple-style-span"  style="font-weight: normal">I found this an interesting read, especially in accordance with my own reflection upon the three classes currently using or having used digital games in order to complement some aspect of learning or having &ldquo;the ability to make mistakes in a safe environment and and learn from them [which] is one of the key benefits of game-based learning&rdquo; (Whitton, 2010, p. 104).</span></span></span><strong><span style="font-size: 8pt; color: black"></span></strong></p><p style="background-color: white; webkit-background-clip: initial; webkit-background-origin: initial"  class="MsoNormal"><span style="font-size: 8pt; color: black"><em>Commandos<img src="http://img.gamespot.com/gamespot/images/screenshots/1/63451/commando_screen002.jpg"  border="0"  alt="Commando"  width="150"  height="150"  align="left" /></em></span></p><p style="background-color: white; webkit-background-clip: initial; webkit-background-origin: initial"  class="MsoNormal"><span style="font-size: 8pt; color: black"></span></p><p style="background-color: white; webkit-background-clip: initial; webkit-background-origin: initial"  class="MsoNormal"><span style="font-size: 8pt; color: black"></span></p><p style="background-color: white; webkit-background-clip: initial; webkit-background-origin: initial"  class="MsoNormal"><span style="font-size: 8pt; color: black"></span></p><p style="background-color: white; webkit-background-clip: initial; webkit-background-origin: initial"  class="MsoNormal"><span style="font-size: 8pt; color: black"></span></p><span style="font-size: 8pt; color: black"><span class="Apple-style-span"  style="font-weight: normal"><p style="background-color: white; webkit-background-clip: initial; webkit-background-origin: initial"  class="MsoNormal"><br />On the 15th of March, the S3 pupils at&nbsp;Dunoon&nbsp;Grammar School&nbsp;sat their S3 exam ('mocks'). &nbsp;In order to foster relationships - a recurring factor in much of the material being amassed as part of my studies of the MEd in Education on The University of the West of Scotland's Chartered Teacher Pathway programme - I decided to look at the interaction within and between groups of 14 year-old boys, with each group taking part in the playing of the game projected onto a large classroom display. &nbsp;Each of the 6 groups would control the mouse, direct commands and filter comments and suggestions from the other groups.&nbsp;<span class="apple-style-span"><span class="Apple-style-span"  style="font-weight: normal">The pupils are about to conduct research on a topic from which they will develop and deliver a solo talk presentation to the whole class, which will be summatively assessed in accordance with SQA Standard Grade Arrangements.&nbsp; I am attempting to remove and existing barriers amongst pupils and to continue fostering the supportive and actively collaborative climate necessary in a single gender (all male) class.&nbsp; These are noted as &ldquo;unintended learning objectives&rdquo; (Whitton, 2010, p. 108) and include: &ldquo;Valuable transferable skills, such as problem solving, teamwork or negotiation&rdquo; (ibid.).<br /><br /></span></span><span style="font-size: 8pt; color: black"><span class="Apple-style-span"  style="font-weight: normal">I was not to be disappointed.<br /><br />Initial uptake was slow: I put this down to the audience and 'public performance' factor.</span> <span><span class="Apple-style-span"  style="font-weight: normal">&nbsp; </span></span><span class="Apple-style-span"  style="font-weight: normal">There were instances of bravado and a carefree, less-than-interested approach.</span><span><span class="Apple-style-span"  style="font-weight: normal">&nbsp; </span></span><span class="Apple-style-span"  style="font-weight: normal">One particular academic/quiet pupil made significant progress - suggestions as to having played before (private interview afterwards).&nbsp; <br /><br />I then released the 'walkthrough'&nbsp;now that they had mastered basic navigation.</span> <span><span class="Apple-style-span"  style="font-weight: normal">&nbsp; </span></span><span class="Apple-style-span"  style="font-weight: normal">Still, there were small isolated pockets of resistance: disengagement - post and pre-play.<br /><br />However, there was plenty of humour - pupil-teacher humour and a fair amount of camaraderie/praise.<br /><br /></span></span><span style="font-size: 8pt"><em>Sherlock Holmes<br /></em></span><span style="font-size: 8pt"><em><br /><img src="http://games.softpedia.com/screenshots/Adventures-of-Sherlock-Holmes-The-Case-of-the-Silver-Earring_3.jpg"  border="0"  width="150"  height="150" /><br /></em></span><span style="font-size: 8pt"><span class="Apple-style-span"  style="font-weight: normal"><br />Whitton&rsquo;s provision of examples whereby games can be justified as applicable within a learning environment lend to specific areas within which I have used this game:&nbsp;<span class="Apple-style-span"  style="font-weight: bold; font-size: 10px">&nbsp;</span></span></span></p></span></span><ul><li style="text-align: left"><span class="Apple-style-span"  style="font-size: 11px"><span class="Apple-style-span"  style="font-weight: normal">Narratives associated with the action in the game (e.g. characterizations, back stories, future scenarios);</span></span></li><li style="text-align: left"><span class="Apple-style-span"  style="font-size: 11px"><span class="Apple-style-span"  style="font-weight: normal">Reflective accounts of actions taken in the game and the learning acquired from it;&nbsp;</span></span></li></ul><p class="MsoNormal"><span style="font-size: 8pt"><span class="Apple-style-span"  style="font-weight: normal">(Whitton, 2010, p. 105).</span></span></p><p class="MsoNormal"><span style="font-size: 8pt"><span class="Apple-style-span"  style="font-weight: normal">It is important to note Whitton&rsquo;s view that adults require close connections to be made between game-based activities and learning outcomes and benefits.&nbsp; With the S1 pupils, merely adopting the game as an adjunct to a piece of study and utilizing it for a generic lesson opening activity has been enough; whilst formative assessment of daily journals helps to deliver feedback about their writing attainment.&nbsp; This is certainly a justification to anyone seeking educational merit!<br /><br /></span></span><span style="font-size: 8pt"><em>Myst</em></span></p><p class="MsoNormal"><span class="Apple-style-span"  style="font-size: 11px"><span class="Apple-style-span"  style="font-weight: normal">After a single period of this game &ndash; used with an extremely able s2 class (aged circa 13) &ndash; I observed and detected disengagements that hadn&rsquo;t been noticed before from the S1 class.&nbsp; On the 16/03/2010 I passed around a Pros/Cons sheet and asked for at least one entry from each pupil.&nbsp;</span></span></p><p class="MsoNormal"><span class="Apple-style-span"  style="font-size: 11px"><span class="Apple-style-span"  style="font-weight: normal"><img src="http://smimarchie.files.wordpress.com/2009/01/myst.jpg"  border="0"  alt="Myst"  width="150"  height="150"  align="right" /></span></span></p><p class="MsoNormal"><span class="Apple-style-span"  style="font-size: 11px"><span class="Apple-style-span"  style="font-weight: normal">&lsquo;Bad graphics&rsquo; featured once, but interestingly the cons noted that it was &ldquo;hard&rdquo;, &ldquo;no one can use it&rdquo; and that it was &ldquo;confusing&rdquo; (no context or background is provided).&nbsp; What also featured was the looseness of the lesson structure and that &ldquo;we all shout out at once&rdquo;.<br /><br /></span></span><span class="Apple-style-span"  style="font-size: 11px"><span class="Apple-style-span"  style="font-weight: normal">It would be interesting to allow the pupils themselves to structure a &lsquo;best practice&rsquo; approach&hellip;<br /><br /></span></span><span class="Apple-style-span"  style="font-size: 11px"><span class="Apple-style-span"  style="font-weight: normal">On the plus, the idea was &ldquo;fun&rdquo; and that some enjoyed &ldquo;puzzles&rdquo; and the &ldquo;mystery&rdquo;, &ldquo;scenes&rdquo; and &ldquo;setting&rdquo; were positively remarked upon. &nbsp;Whitton offers a more fine-grained &lsquo;Engagement Questionnaire&rsquo; that could be used in future.<br /><br /></span></span><span class="Apple-style-span"  style="font-size: 11px"><span class="Apple-style-span"  style="font-weight: normal">Overall, I was curious about the following:<br /><br /></span></span><span style="font-size: 8pt"><span class="Apple-style-span"  style="font-weight: normal">&nbsp;&ldquo;higher levels of engagement with a learning activity are indicative of increased learning from it&rdquo; (Jacques et al. (1995) cited in Whitton, 2010, p. 110).</span></span></p><p class="MsoNormal"><span style="font-size: 8pt"><span class="Apple-style-span"  style="font-weight: normal">But that it &ldquo;is possible to be engaged while not actually in a state of flow&rdquo; (Whitton, 2010, p. 110).</span></span></p><p class="MsoNormal"><span class="Apple-style-span"  style="font-size: 11px"><span class="Apple-style-span"  style="font-weight: normal">&ldquo;Lepper and Malone (1987) provide evidence that there is a link between intrinsic motivation to learn, engagement and instructional effectiveness&rdquo; (Whitton, 2010, p. 110).<br /><br /></span></span><span class="Apple-style-span"  style="font-weight: normal; font-size: 11px">I shall conclude these musings AFTER I have watched the Youtube clip on &lsquo;flow&rsquo;.</span></p></strong>]]></description>
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            <title><![CDATA[Week 7 & Week 8]]></title>
            <link>http://holyroodpark.net/hugho/weblog/3793.html</link>
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            <pubDate>Thu, 11 Mar 2010 19:43:02 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL10]]></dc:subject>
            <description><![CDATA[<div>Papert confirms that most pupils find school boring - not necessarily hard.&nbsp; He suggests that children must be able to practice their learning, be in control of their own learning.&nbsp; He posists three suggestions for leveraging games:&nbsp;</div><div><ul><li>that they should discuss their learning with adults, which aims to develop</li><li>a learning vocabulary;</li><li>encourage children to become game designers themselves;</li><li>game designers should not underestimate their contribution to the learning</li><li>development of their young audience.</li></ul></div><div>I asked 2 sets of junior pupils: 2 of the 40 claimed that school was hard.<br /><br /><strong><em>Myst<br /><br /><img src="http://www.willamette.edu/~emcnicho/ColloquiumAbstracts/myst_eurofront.jpg"  border="0"  alt="Myst"  width="150"  height="150"  align="right" /></em></strong></div><div>After scouring the web for technical assistance (something that still prevents me progressing with Neverwinter Nights) I have finally managed to run 'Myst' (Masterpiece Edition on my desktop PC at work.</div><div>I plan to adopt the same strategy of play as I have been doing with my S1 class,</div><div>except that in this case the game derives from no existence canon of literature.&nbsp; I have two concerns:</div><div><ul><li>Technically/Aesthetically - is it 'up to it' and will the stage 'point and click'method of navigation not appear too staggered and not flow as contemporary digital&nbsp;first-person games.</li><li>Narratively - will the pupils feel 'at sea', too unfamiliar...</li></ul>Academically very able, the chosen group collaborate very well and there is a very&nbsp;supportive climate.</div>]]></description>
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            <title><![CDATA[Commandos - Boys, History & Immersion]]></title>
            <link>http://holyroodpark.net/hugho/weblog/3636.html</link>
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            <pubDate>Fri, 26 Feb 2010 20:18:55 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL10]]></dc:subject>
            <description><![CDATA[<div><a href="http://en.wikipedia.org/wiki/Commandos_(series)"  title="Commandos">Commandos</a> is a real-time point and click strategy game, drawing on historical</div><div>events/missions from the Second World War.</div><div><br /></div><div><img src="http://www.rankopedia.com/CandidatePix/25220.gif"  border="0"  width="200"  height="200" /></div><div><br />Missions involve one or more soldier avatar each of which carries certain physical/</div><div>other characteristics and a player(s) use their combined efforts in order to solve</div><div>stealth-oriented missions.</div><div>Donald Norman's ideas - which draw on Brenda Laurel's ideas of immersion and first-person</div><div>engagement with a task - could support the use of this game with an all-boys S3 class. &nbsp;I envisage:</div><ul><li>engagement in critical thinking and reflection tasks before the beginning/at the end of a lesson</li><li>intra-/inter-group engagement</li><li>first-person involvement</li><li>cross-curricular learning (History, e.g.)</li><li>the provision of 'rich tasks', whereby pupils can produce non-fiction investigations, engage with World War poetry</li><li>group collaboration and competition (Whitton)</li><li>used a source for personal journal writing</li></ul><div>This would ultimately appeal to boys (note: I wonder how girls would react and perform !?) and I would allow for 5 minutes of game engagement followed by 5 minutes of reflection/journalling, both of which could draw on a specific writing task for that period.&nbsp; This type of engagement and critical thinking could 'warm the muscle' required for the remainder of the period...</div>]]></description>
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            <title><![CDATA[Gee's Idea of Subdomains, Riding's Cognitive Style and Multiple Intelligence]]></title>
            <link>http://holyroodpark.net/hugho/weblog/3630.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/hugho/weblog/3630.html</guid>
            <pubDate>Thu, 25 Feb 2010 21:38:59 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL]]></dc:subject>
            <description><![CDATA[<p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-size: 8pt; font-family: Verdana">Week 8</span></p><span style="font-size: 8pt; font-family: Verdana"></span><span style="font-size: 8pt; font-family: Verdana">&nbsp;</span> <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-size: 8pt; color: black; font-family: Verdana">I have been thinking about Gee, Whitton in conjunction with the readings in Week 4 of my MEd (Chartered Teacher) course, which this week focuses on Cognitive Style and Formative Assessment.<span>&nbsp; </span>Furthermore, do certain games and game genres appeal to users based on the Howard Gardner&rsquo;s idea of Multiple Intelligence?</span></p><span style="font-size: 8pt; color: black; font-family: Verdana"></span><span style="font-size: 8pt; color: black; font-family: Verdana">&nbsp;</span> <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><a name="OLE_LINK1"  title="OLE_LINK1"></a><span class="apple-style-span"><strong><span style="font-size: 8pt; color: navy; font-family: Verdana">Cognitive Style</span></strong></span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana">Richard Riding (Richard Riding , School Learning and Cognitive Style, 2002, David Fulton Publishers, London) defines the term cognitive style as an individual&rsquo;s preferred and habitual approach to organising and representing information. He goes on to suggest that it may in fact be built into us and influence how we naturally tend to react to events and ideas.</span></span></span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"></span></span></span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana">If we recognise the way(s) in which we prefer to work, it allows us to develop strategies to work more effectively or to minimise our weaknesses. Riding proposes that there are different dimensions along which we are placed.</span></span></span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"></span></span></span></span></span></p><p><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana">Firstly there is the:</span></span><span style="font-size: 8pt; color: black; font-family: Verdana"></span></span></span></span><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"> <strong><span style="font-size: 8pt; color: black; font-family: Verdana">wholist &ndash; analytical dimension: whether a person organises information in wholes or parts. </span></strong><span style="font-size: 8pt; color: black; font-family: Verdana">Secondly there is the: </span><strong><span style="font-size: 8pt; color: black; font-family: Verdana">verbal &ndash; imagery dimension: whether a person represents information verbally or in mental pictures.<br /><br /></span></strong></span></span></span><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana">These two dimensions can be seen as if on two continuums, and can be represented as follows:<br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Within the wholist &ndash; analytical dimension&nbsp;<strong>wholists</strong>&nbsp;would see the overall picture (perhaps missing out on details);<br /><br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">While&nbsp;<strong>analytics</strong>&nbsp;would see a collection of different parts (perhaps sometimes concentrating on one or two parts to the exclusion of others).<br /><br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Somewhere in the middle (and perhaps getting the best of both worlds) would be&nbsp;<strong>intermediates.<br /><br /></strong></span><span style="font-size: 8pt; color: black; font-family: Verdana">Perhaps this is what Gee is positing re subdomains, if one thinks about </span><span style="font-size: 8pt; color: black; font-family: Verdana">Vygotsky&rsquo;s Zone of Proximal Development (<a href="http://en.wikipedia.org/wiki/Zone_of_proximal_development"  title="ZPD">ZPD</a>) theory, and f</span><span style="font-size: 8pt; color: black; font-family: Verdana">urthermore, I am aware of the multimodal aspect of digital games, and the second dimension is pertinent to the use of such games in adapting delivery for optimum reception by pupils.&nbsp;For instance, is the Nintendo Wii providing the necessary support for the kinesthetic learners as defined by Howard Gardner in his idea of <a href="http://en.wikipedia.org/wiki/Howard_Gardner#Multiple_intelligences"  title="MI">Multiple Intelligences</a>?</span><span style="font-size: 8pt; color: black; font-family: Verdana">. <img src="http://victorsblog.files.wordpress.com/2008/02/multiple-intelligence.jpg"  border="0"  alt="MI"  width="150"  height="150"  align="right" /><br /><br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Within the verbal &ndash; imagery dimension&nbsp;<strong>verbalisers</strong>&nbsp;would consider or represent information in words or through word associations while&nbsp;<strong>imagers&nbsp;</strong>would use mental pictures either of information or of things associated with it. Then somewhere in the middle again would be a group of&nbsp;<strong>bimodals.<br /><br /></strong></span><span style="font-size: 8pt; color: black; font-family: Verdana">Riding suggests that verbalisers will prefer stimulating environments with a social group helping them to develop or share meanings while imagers will prefer a more passive, static environment.<span>&nbsp; </span>Does this have an effect on the predilection of some gamers for online collaborative gaming?&nbsp; </span><span style="font-size: 8pt; color: black; font-family: Verdana">There seems to be little doubt that the pockets of digitial games-based and traditional learning is apposite within a classroom setting.&nbsp;<span>&nbsp; </span>It would of course be possible to have different combinations of the dimensions, for example an analytic imager or a wholist verbaliser.&nbsp; </span><span style="font-size: 8pt; color: black; font-family: Verdana">Riding goes on to state that someone&rsquo;s preferred style doesn&rsquo;t seem to relate to intelligence or ability and that ability would influence the level of performance while style would influence the manner of performance. He also says that it is separate from both personality and gender.<br /><br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Cognitive style is the&nbsp;<u>preferred</u>&nbsp;manner of working but importantly learning strategies can be learned and developed to support or give alternatives to our first preference.<br /><br /></span></span></span></span><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><strong><span style="font-size: 8pt; color: black; font-family: Verdana">So, what does this all mean for learning, and in particular digital games based learning?<br /><br /></span></strong><span style="font-size: 8pt; color: black; font-family: Verdana">Well, learning performance is liable to be affected by an interaction between cognitive style and:</span></span></span></span></span></p><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"></span><span style="font-size: 8pt; color: black; font-family: Verdana">&middot;&nbsp;&nbsp;the way instructional material is structured;<br /></span></span></span></span></span><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana">&middot;&nbsp;&nbsp;its mode of presentation;<br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">&middot;&nbsp;&nbsp;its type of content.<br /><br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">The structure would cover both the format structure&nbsp;&nbsp;(appearance, headings, length of paragraphs etc) and its conceptual structure (sequence of ideas, relationship of points, logic, chronology etc).<br /><br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Where a person is on the wholist &ndash; analytic dimension may cause them to prefer: large steps, large chunks of verbal information, simple diagrams, or small steps, small chunks of verbal information,&nbsp;&nbsp;lots of pictorial or diagrammatic information.<br /><br /></span><strong><span style="font-size: 8pt; color: black; font-family: Verdana">The consequence of this is that we as teachers should be thinking about our modes of presentation &ndash; text, pictorial, text and pictorial, multimedia.</span></strong><span style="font-size: 8pt; color: black; font-family: Verdana">&nbsp;<br /><br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Imagers learn better from pictorial representations than do verbalisers. Verbalisers learn better from verbal representations than do imagers. So how we present things and what we have learners do with that information should be considered.&nbsp; </span><span style="font-size: 8pt; color: black; font-family: Verdana">What about the content? Is it concrete or abstract?<br /><br /><span style="font-size: 8pt; color: black; font-family: Verdana">It&rsquo;s also worth noting that we as individuals will have our own preferred styles and there might be a tendency to assume that everyone learns the same way we do, which might cause us to skew our teaching towards our own preferences.<span>&nbsp; </span>Some possible modes of expression as preferred by the different types identified. (These are noted in a possible order of preference.)<br /><br /></span><strong><span style="font-size: 8pt; color: black; font-family: Verdana">Analytic verbaliser<br /></span></strong></span></span></span></span></span><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana">Text<br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Speech<br /></span></span></span></span></span></span><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana">Diagrams<br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Pictures<br /><br /></span><strong><span style="font-size: 8pt; color: black; font-family: Verdana">Analytic imager<br /></span></strong><span style="font-size: 8pt; color: black; font-family: Verdana">Diagrams<br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Pictures<br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Text<br /></span></span></span></span></span></span><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana">Speech<br /><br /></span><strong><span style="font-size: 8pt; color: black; font-family: Verdana">Wholist verbaliser<br /></span></strong></span></span></span></span></span><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana">Speech<br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Text<br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Pictures<br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Diagrams<br /><br /></span></span></span></span></span></span><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><strong><span style="font-size: 8pt; color: black; font-family: Verdana">Wholist imager<br /></span></strong><span style="font-size: 8pt; color: black; font-family: Verdana">Pictures<br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Diagrams<br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Speech<br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">Text</span><span style="font-size: 8pt; color: black; font-family: Verdana">&nbsp;<br /><br /></span></span></span></span></span></span><span><span class="apple-style-span"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana"><span style="font-size: 8pt; color: black; font-family: Verdana">We therefore as teachers might like to consider the possible differences in our students and of our own preferences which might affect how we tend to present information.<br /></span><span style="font-size: 8pt; color: black; font-family: Verdana">&nbsp;</span><span style="font-size: 8pt; color: black; font-family: Verdana">As we become aware of differences in our students we should begin to make them aware of their own preferences, see the positives in&nbsp;&nbsp;their preferences but also see any possible negatives, and give them opportunities to practice other ways of working in order to broaden their repertoire of approaches by using a variety of teaching or presentation methods.</span><span style="font-size: 8pt; color: black; font-family: Verdana"></span> <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-size: 8pt; color: black; font-family: Verdana">This surely suits the adoption of digital games-based learning!<br /></span></p></span></span></span></span></span>]]></description>
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            <title><![CDATA[Week 5 - Whitton 8, & Gee 5]]></title>
            <link>http://holyroodpark.net/hugho/weblog/3574.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/hugho/weblog/3574.html</guid>
            <pubDate>Sat, 20 Feb 2010 20:15:50 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL10]]></dc:subject>
            <description><![CDATA[<span style="font-size: 8pt; font-family: Verdana">I have enjoyed both readings..<br /><br /><span class="apple-style-span"><strong><u>Whitton - Using existing commercial games&nbsp;</u></strong></span><br /><br /><a href="http://en.wikipedia.org/wiki/Myst">Myst</a> and <a href="http://en.wikipedia.org/wiki/Wolfenstein_3D">Wolfenstein</a> have taken my interest, especially the former re pupils and narrative creation activities.&nbsp;<br /></span><span style="font-size: 8pt; font-family: Verdana"><br /><img src="http://www.sg.hu/kep/2001_12/return_to_castle_wolfenstein_bemutato_04.jpg"  border="0"  width="200"  height="200" /></span><span style="font-size: 8pt; font-family: Verdana"> <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><br /><span class="apple-style-span"><strong><u>Gee - Chapter 5</u></strong></span></p></span><span style="font-size: 8pt; font-family: Verdana">&quot;often stays at the edge of the player's regime of competence&quot; (p. 121).<span>&nbsp; </span>This is the idea whereby - as Gee states early and further on in this chapter - manage overt information but also require the presence of the teacher, or learning mediator.<br /><br /><em><strong><span style="font-family: Verdana">Overt Telling versus Immersion in Practice</span></strong></em>.<br /><br />This schism should not exist - and can be resolved,<span>&nbsp; </span>&quot;The learner adapts and transforms the earlier experience to be transferred to the new problem through creativity and innovation.&quot;</span> <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-size: 8pt; font-family: Verdana">&quot;The learner remains flexible, adapting performance in action.&quot; -&nbsp;29. The Transfer Principle<br /><br /></span><span style="font-size: 8pt; font-family: Verdana">This is key to effective learning and teaching.</span></p>]]></description>
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