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Trish Bradwell :: Blog

February 11, 2012

On the importance of objectives for game, learning and activities design


“A key challenge when designing a game for e-learning is ensuring that the goals within the game support to the learning objectives and not detract from them.” (Whitton, 2010, P.90)


The importance of a well defined 'learning goal' in the design process became painfully apparent during the third and fourth week of the course. Somewhere during the activity of designing a Learning game using Google Earth group 2 focused more on the interactions (activities) then achieving the learning goal. The reason: a learning goal was not defined.


I think the main reason behind this was the reversal of the design process: instead of asking - “Can a game help me deliver content (or concept) X?“ the question leading the group was: “Design a game with a learning goal”. The time scale made the problem worse – instead of designing a coherent game with a story threading through it the group focused on specific gaming like activities.


Gee claims that “Good game designers are practical theoreticians of learning” (Gee, 2004) – especially if the reverse is true one would not go about designing a lesson without having defined the learning objectives first.


Scot Lake from the BrandonHall discusses the difficulty of introducing the 'game' idea into the workplace and instead suggests the gamification of specific experiences: as an example he provides loyalty cards – the idea of getting 'points' for specific Activities (in this case shopping with a specific store) is then used to encourage us to do more of that activity (and of course there are also 'prizes').


The idea of using commercial-off-the-shelf games has been discussed in different publications (Gee, Whitton, Malone etc) but, while existing off-the-shelf games can be included in day-to-day learning (in schools or universities) the same cannot be said of the workplace (with a few specific exceptions). Regardless of the scope of the planning (single activity or a complete game) it is hard to ignore the Importance of object definition.


References

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February 03, 2012

On the importance of visual quality

Both Greenfield and Gee talk about the importance of visual quality in video game. As part of the online discussions accompanying the course I put this point as to be one of the issues I have with second life as a gaming platform. While I have previously written about the demographics of second life based on age the issue of visual quality opened up a new interesting angle for me.

I have been a part-time gamer for a while now – I started with the traditional consoles such as Atari And today focus mostly on PC based games. For me a game with poor visual quality provides a limited amount of what Newman refers to as the player's sense of 'being there'.

An objective(?) analysis

Armed with this point of view I set out to Objectively compare second life with the games that I prefer to play, was I biased? Or was I missing something? I started with an objective test, a screen-shot taken in both environments:


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 [You do not have permission to access this file]

Screenshot taken with second life graphics set to 'Ultra'

Battlefield screenshot with graphics set to 'High'


In my personal opinion it is clear that second life graphics are not as good as is technologically possible. It is important to note that both shots were taken at a ' typical' location, without any preparation made ahead of time (other than adjusting the level of display graphics).


The source of the problem (?)

The “willing suspension of disbelief” is a critical element In the enjoyment of a video game (this can also be applied to books, films etc). Into larger amount of 'suspension' needed the less enjoyable the game. This becomes a specific issue when games have to compete with other visual media (such as other games, TV and film) – be for real-time 3-D visuals were possible game producers would overcome this by using 'connecting sequences' that were shot with well-known actors – to give the game a film like quality. In the past few years regular display cards have been able to crunch the numbers necessary to create 3-D images in real time this means that the messy change of media type (from computer graphics to cinematics) is no longer necessary.


Obviously, there would be a greater need for this type of 'self deception' in an audience that is more frequently exposed to the visual media used in TV and video games, in other words – old people (who have less exposure to video games) would feel more comfortable with lower quality graphics because of the smaller need for the suspension of disbelief. This tied in very nicely with usage statistics available from Linden labs. In 2008 about half of the population In second life was above the age of 30:

Age group

18-24

25-34

35-44

45 plus

%

15.5

35

28

20


However the even more interesting piece of data was the average usage per month based on age:

Age group

18-24

25-34

35-44

45 plus

Average usage hours per month

37.84

55.55

66.06

70.17

Source: banana verse


While there is no doubt that other elements affect these numbers, how big an effect does visual quality have?

 

References

 

Keywords: Game based learning, Second Life, Visual quality in games

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January 24, 2012

Mission to Timocharis region on the Moon.

  • Ai Austin - Team Captain
  • KaronMcB - Explorer
  • indrimagri - Explorer
  • Kimberley Pascal - Explorer

MoonWorld Virtual Field Work: http://moonworld.cet.edu/ and http://www.avatrian.com/moonworld/

Mission Data

 

 

 

Surveys for Team Members

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January 23, 2012

On the definition and form of games


Defining games

As part of the introduction to digital game-based learning course I was keen to start by establishing some ground rules for the discussion. The cornerstone to these would be the definition of a 'game' (which would then give way to the definition of a digital game). The importance of definitions in any scientific endeavour cannot be underestimated. The quote I have used in the past makes the point eloquently:


“Controversial and unsystematic terms are the cause of serious problems in examinations of learning situations. Without a consistent vocabulary, it is difficult to relate investigated learning situations to each other and the results are confined to single cases. ” (Zürcher, 2010)


If this is the case, unless we define what a 'game' is we will be unable to have a coherent discussion. A good examples this is the fact that one of the threads discussed the 'game of life'.


Between gaming and playing

One of the first things that I ran into when thinking about the definition of games was the difference between the terms 'playing' and 'gaming'. For example, 'gamers' are individuals who spend considerable time playing video games and, in some cases, invest considerable amounts of money in the hardware used for this activity. On the other hand, children at schools have 'play time' (and we also have 'supervised play').

Looking at the dictionary definitions are helped a bit:


play/plā/

Verb: Engage in activity for enjoyment and recreation rather than a serious or practical purpose.

Noun: Activity engaged in for enjoyment and recreation, esp. by children.

game/gām/

Noun: A form of play or sport, esp. a competitive one played according to rules and decided by skill, strength, or luck.


I find it interesting that the emphasis in 'play' is on enjoyment and recreation where as the emphasis in 'game' is on rules, skill, strength or luck. This to me defined a match more rigid and planned game and a much more flexible and open play. The competitive element mentioned in the definition of game indicates that they would typically be an objective, the attainment of which is defined by the rules. This raised a few questions for me – is there no objective in 'play', Can it not have a serious purpose? Can a 'game' not be enjoyed?


On the importance of games and play

Maria Montessori mentioned the importance of experiential play for preschool children – experiencing different materials, different objects and playing with every day objects such as opening and closing buttons and zippers. Greenfield mentions the importance placed by developmental psychologist Piaget on the development of motor skills.


The form of games

Surprisingly something that these definitions tied very nicely into was the manner in which Zürcher tackles the definition of formal and informal learning; This, from the very same article I used to explain why a definition is needed in the first place.

It then struck me that a clear distinct line can be drawn between the different forms of learning Zürcher deals with and the two definitions that I have been struggling with:

Play – informal learning

Game – formal learning


Children playing with zippers and buttons in a Montessori preschool do not have an objective they need to achieve and are not abiding by any rules – they are learning from experience. In a similar manners city design students using Sim City can understand how different variables interact in a city environment. Rules can be used to transform play into game (so a game can be built with Lego bricks etc). Zürcher defines the relationship between formal and informal as a scope rather than two opposites and so is the case between play and game.

My general feeling is that play can be used where there is less need for testing and monitoring and games when there is greater need to monitor skill and improvement (its easier to watch a learner vocabulary grow as their scrabble score improves but harder to understand how much better their imagination has improved form playing with lego).

The final question for me is – can we use the notion of formality to decide between gaming and playing? And can we go further and use it to design the actual activity...? That's a whole other post.


References

  • Zürcher, Reinhard (2010). 'Teaching-learning processes between informality and formalization', the encyclopaedia of informal education. [www.infed.org/informal_education/informality_and_formalization.htm. Accessed: 20/1/2012

  • Greenfield, Patricia M. (1984). 'Mind and media : the effects of television, video games, and computers'. Chapter 7 pp. 86-114, Fontana Paperback, London

  • Google definitions, accessed 23/1/2012

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January 19, 2012

MoonWorld in Second Life - http://moonworld.cet.edu/ - is a space themed virtual field trip style game encouraging the study of rocks and geology. It provides a lunar simulation in a 3D virtual environment and was funded by NASA. The instructional goals include using evidence gathering and analysis to understand how impact craters form and how their spatial relations with other landforms permit development of a stratigraphy and history. This educational and training project is conceptualized by the Center for Educational Technologies and developed by Avatrian. 

Video footage from MoonWorld

MoonWorld Missions

The MoonWorld region in Second Life can be accessed by setting up a mission on the Calendar at the Web Portal at http://www.avatrian.com/moonworld/

A team name, team leader avatar name and a team code are chosen. This then provides a URL to which extra team members can be added.  Up to 4 members make up a surface team. Also provided is the URL to go to the mission prep area when its time for your mission.

The web portal also provides access to a teleport URL to go to the MoonWorld prep area when its time for your mission, search to find a team leader or member (by avatar name) or team name.

Getting Ready for Your Mission

Your team leader will be able to assist you, but if you want to read up a liottle on your mission and the equipme nt you will use, see this MoonWorld Guide to Starting a Mission (PDF Format).

MoonWorld in Second Life and OpenSim uses special themes to simulate the lunar environment. The themes create a black sky with stars, sun, earth, and other celestial bodies, as well as, removing the waves that lap around our island. For details for PC and Mac users see:

Welcome on board! There are few quick things which Moon explorers can do to set up...

  1. Get the latest SL viewer (3.2.5 as at January 2012) and give it a run as the interface may be quite different if you have not used it for a while. http://secondlife.com/support/downloads/
  2. If you have not used viewer 2 or 3, go into the outfits window the icon looks like a short) and "save" your outfit.  That will help you get back to how you look now.
  3. Install the MoonWorld theme - when SL viewer is NOT running. Its just two .xml files. Instructions for PC and Mac users above.
  4. Then go into the SL viewer and activate those in the environment editor ahead of the mission time.
  5. Make sure you have media set to automatically play (that's the default).
  6. You might want to check the "Draw Distance" sety in Preferences for the Graphics under the Advanced Tab. Set it to at least 128m and up to 256m to let you see right across the region.
  7. Remember how to snap images in the SL viewer - ctrl ' does the job as a keyboard short cut.
  8. To get nice pictures it is useful if you know how to move your camera separate to moving your avatar. Some guidance on this is at http://openvce.net/slchecks

The team leader will register your avatar for the mission, or provide a link and team code to allow you to do that yourself. An e-mail will be sent to you with an access SLURL when the lander becomes available at the very start of the time slot. Then we will take it from there.  A mission can last 2 hours. I am not sure we will want to continue right through the mission sample points and lab analysis.  But we will go as far as we wish and then return to the lander.

During the mission, it is wise to stay close together as a team and not go ahead to later exploration stations.  That way everyone can stay in sync.

Sample Mission

  • Location: Timocharis region on the Moon, which was the landing site for Apollo 17. This was the mission which had the highest level of geological exploration.
  • MoonWorld mission on Tuesday 24-Jan-2012 08:00 PST/SLT (16:00 GMT) is confirmed...
  • Team: Pythagoras
  • Team Captain: Ai Austin (red)
  • Team Explorers: Indri (indrimagri) (blue), Kimberley Pascal (green), KaronMcB (yellow)
  • Team Code: provided when participation confirmed

Our aim will be to understand something of the way the crater we will land near was formed.  We will have access to head up displays, videos from mission control, and rock guides as we go along.

During the mission, it is wise to stay close together as a team and not go ahead to later exploration stations.  That way everyone can stay in sync.

Useful Links

Post Mission Discussion and NASA Questionnaire

The team leader hopes the experience will generate some observations related to the educational approach and potential of this and similar "games" for serious educational uses. To assist i this it might be useful to look at:

At the end of the mission please complete the MoonWorld project questionnaire for NASA (Teacher of Adult versions) at https://oedc.nasa.gov/dc/anonymous.jsp?a=1065378030737543106513231896

Keywords: IDGBL, MoonWorld, Space

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January 09, 2012

Let me introduce myself.. Austin Tate ... and my virtual worlds avatar... Ai Austin

Austin Tate  Ai Austin

In Semester 1 of 2011/12 I took the following MSc modules: "Introduction to Digital Environments for Learning", "e-Learning and Digital Cultures" and "Understanding Learning in On-line Environments".

In Semester 2 of 2011/12 I will take the following MSc module: "Introduction to Game-based Learning" and a "Custom" module in lieu of "Research Methods" which will prepare the way for my MSc dissertation related to AI Classroom Assistants and Mixed-Initiative Learning Approaches.

Keywords: EDIDGBL, Introduction

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December 08, 2011

Its chilly in Sony Home ...

Keywords: IDEL11, Sony Home

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December 07, 2011

A number of people are investigating Unity3D as a 3D graphics engine for virtual worlds. It can be delivered through a web browser on a range of platforms including mobile devices. It might offer a light weight alternative to Second Life and OpenSim.

I have created a simple I-Room from scratch, built that into a complex Unity3D terrain and incorporated very simple avatars as an exercise in learning about Unity3D.  I have also experimented with two different multi-user server addons - SmartFox Pro and Photon. I have embedded the Unity3D virtual world view into a web page alongside collaboration widgets to provide Twitter following of a given #tag, VoIP via Tokbox, and a Dabbleboard for showing presentations and giving a shared whiteboard. The demo systems are all available via http://www.aiai.ed.ac.uk/~ai/unity/

Even better, there are a number of groups interested in content exchange from OpenSim to Unity3D. An example is the recent conversion of the OpenVCE collaboration region which was originally on the Second Life VCE region, ported to OpenSim and then converted through Tipodean's Collada Converter for use in Unity3D. It is now available for use under the flexible Lesser GPL licence.

Keywords: Collada, IDEL11, Tokbox, Unity3D

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December 06, 2011

Moodle 2.2 released today (6-Dec-2011) includes a facility which allows for the embedding of tools that are provided externally as activities on courses.  Close integration is possible using the IMS Global Learning Tool Interoperability (IMS LTI) standard. See http://www.somerandomthoughts.com/blog/2011/11/28/moodle-2-supports-connecting-to-ims-lti-tools/

But the same mechanism allows for effectively any external tool to be easily embedded (above showing the Edinburgh MSc in e-Learning IDEL11 Course Holyrood Park ELGG Blog).  The simple mechanism just means you input the URL from which the tool or contents are served.  More advanced facilities allow for proper IMS LTI integration. See the image of the advanced version of the tool options.

Keywords: IDEL11, IMS LTI, Moodle

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December 01, 2011

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