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        <title><![CDATA[Silvana di Gregorio : Weblog items tagged with MMORPG]]></title>
        <description><![CDATA[The weblog for Silvana di Gregorio, hosted on Holyrood Park.]]></description>
        <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/silvana/weblog/</link>        
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            <title><![CDATA[Week 12 – Endgame – Looking at my learning trajectory]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/silvana/weblog/4132.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/silvana/weblog/4132.html</guid>
            <pubDate>Sun, 11 Apr 2010 07:48:42 GMT</pubDate>
		<dc:subject><![CDATA[game-based teaching]]></dc:subject>
		<dc:subject><![CDATA[MMORPG]]></dc:subject>
		<dc:subject><![CDATA[IDGBL10]]></dc:subject>
		<dc:subject><![CDATA[ARG]]></dc:subject>
            <description><![CDATA[<p class="MsoNormal">As you can see from my <a href="http:///3130.html">very first blog</a>, I was a complete novice when it came to video and digital games. <span>&nbsp;</span>Also within my immediate family there is a feeling that games are frivolous.<span>&nbsp; </span>What seemed incongruous to them was this up-to-now serious academic suddenly playing games.</p>  <p class="MsoNormal"  align="center"><a href="http://armourpr.files.wordpress.com/2006/11/pacman.jpg"><img src="http://armourpr.files.wordpress.com/2006/11/pacman.jpg"  border="0"  width="348"  height="210" /></a></p>  <p class="MsoNormal">However, I was curious as to what games could offer education and I have not been disappointed.<span>&nbsp; </span>I particularly liked Nicola Whitton&rsquo;s approach &ndash; focusing on what educators can learn from good game design and also her concentration on higher education which is where my own teaching is located. <span>&nbsp;</span>As a sociologist I am fascinated by the evolution of digital game play which somehow passed me by &ndash; from the very public context of arcade gaming, to early console games, to initially textual multi-player online games in MOOs and MUDs, to fully 3D immersive MMORPGs such as World of Warcraft and Everquest, to ARGs and multi-modal games and mobile and wii games. <span>&nbsp;</span>These developments have occurred in a relatively short time frame of about 30 years.<span>&nbsp; </span>Being in my mid-fifties I can see how these developments have passed me by although I am not arguing strongly for a generational difference as I was never &lsquo;into&rsquo; games that much. I can see someone of my generation who was a game enthusiast would have been enthralled by these developments.</p>  <p class="MsoNormal">I had a very simplistic notion of what is &lsquo;play&rsquo; and what is a &lsquo;game&rsquo;.<span>&nbsp; </span>The distinction between paedia (spontaneous, unstructured play) and ludic (structured play) (Caillois,2001) was illuminating particularly as I could apply it to my practice of qualitative analysis &ndash; where I can see a phase of &lsquo;playing with the data&rsquo; in the paedia sense when experimenting with ideas, immersing oneself in the data and a more &lsquo;ludic&rsquo; phase i.e a structured, methodical approach to managing and analysing data.<span>&nbsp; </span>The problematic nature of &lsquo;what is a game&rsquo; was brought home to me when we had to design in our own groups a game using Google Earth as the back drop.<span>&nbsp; </span>After constructing our game, I was suddenly not sure whether it was a game or not (see <a href="http:///3627.html">blog</a>).<span>&nbsp; </span>I had to think hard about what differentiated a game from a learning activity.<span>&nbsp; </span>This was not something I had expected &ndash; having read the literature on the characteristics of a game. It was in the practice of trying to design a game that the issues the literature discussed became meaningful.</p>  <p class="MsoNormal">My own experience with playing games during this course began with a lot of frustration.<span>&nbsp; </span>I had never played arcade-style games so my attempts with PacMan (I had never even heard of PacMan!! &ndash; which seems amazing to me now), Donkey Kong etc. were fraught.<span>&nbsp; </span>It was like entering a new world, learning a new language for me.<span>&nbsp; </span>I did not enjoy the early weeks of game playing.<span>&nbsp; </span>Ironically, I now play on my iPhone two arcade-style games &ndash; DoodleJump and Ragdoll 2. <span>&nbsp;</span>I play them when I want some down time to relax and empty my mind &ndash; something I never thought possible during my first attempt at playing these games. And I get satisfaction in getting better &ndash; improving my score. <span>&nbsp;</span>As I tried different types of games, I became more involved in them and started to look at them from a meta-level perspective &ndash; learning their design grammars or understanding their semiotic domain (Gee 2003).<span>&nbsp; </span>This level of understanding was reinforced in searching for a game to review that would somehow be related to my practice.<span>&nbsp; </span>At this point in the course, we had not looked at ARGs. I first looked at educational games but as most were aimed at the K-12 level, I did not find anything that I thought could be translated to post-graduates. I then looked at commercial games and the ones that I thought had relevance to qualitative analysis were detective games.<span>&nbsp; </span>The one I ultimately chose (Missing: Since January AKA In Memoriam) I discovered retrospectively had elements of an ARG &ndash; playing as oneself, having an ongoing storyline, moving between the game and the real world (real fact-based sites, emails),&nbsp; a &lsquo;this is not a game&rsquo; attitude and a <em>simulation</em> of collaboration.<span>&nbsp; </span>The blending of the real and game worlds I particularly liked as it engendered a sense of the uncanny (Bayne 2008) &ndash; an uncomfortable feeling, a disorientation which mirrors the &lsquo;troublesome&rsquo; nature of the qualitative analysis process and links to Meyer and Land&rsquo;s (2005) notion of students&rsquo; needing to grapple with troublesome areas before being able to assimilate the &lsquo;threshold concepts&rsquo; relevant to their subject area. </p>  <p class="MsoNormal">Missing: Since January was the first &lsquo;long&rsquo; game that I played and I had to grapple with the variety of puzzles, arcade-style games as well as internet searches in order to proceed. I also discovered a number of cheats on the internet and thus connected with the affinity group associated with this game. At this mid-point of the course, I felt that I was getting a deeper understanding of games.</p>  <p class="MsoNormal">My biggest surprise was how much I enjoyed the MMORPGs.<span>&nbsp; </span>I was slightly apprehensive about playing these games and I welcomed the fact that we would be playing them as a group.<span>&nbsp; </span>I doubt whether I would have ventured into them alone. <span>&nbsp;</span>I enjoyed developing my avatar and learning about the role my type of character plays in the game.<span>&nbsp; </span>I have <a href="http:///4035.html">blogged</a> about the ethical issues I think these games raise but I like, in general, the notion of completing quests.<span>&nbsp; </span>World of Warcraft and Everquest II reminded me a bit of Tolkien&rsquo;s Lord of the Rings (with the idea of travelling through unknown lands to complete a quest).<span>&nbsp; </span>Not surprisingly, I recently discovered that there is a Lord of the Rings <a href="http://www.lotro.com/buynow/">MMORPG</a>.<span>&nbsp; </span>I enjoy the richness of inhabiting these simulated environments.</p>  <p class="MsoNormal">I am still absorbing how I can apply what I have learned about games to the way I design workshops supporting learning about the qualitative analysis process and the use of CAQDAS (Computer-Aided Qualitative Data AnalysiS).<span>&nbsp; </span>I can see how each software package (such as <a href="http://www.atlasti.com/">ATLAS.ti</a>, <span>&nbsp;</span><a href="http://www.maxqda.com/">MAXqda</a> or <a href="http://www.qsrinternational.com/">NVivo</a>) can be used as a platform for a game.<span>&nbsp; </span>Using an existing software package as platform for a game (in the way we used Google Earth as a platform) has the benefits of being efficient in terms of cost (not having to design from scratch a game environment) and being authentic &ndash; playing in the environment that you are learning about.<span>&nbsp; </span>However, I am reluctant to explore this route as these software packages are complex as it as and adding learning how to play a game on top of these packages would be adding an additional layer of complexity.<span>&nbsp; </span>Students may feel they are wasting time learning how to play the game.<span>&nbsp; </span>In addition, all these packages are in a phase of rabid development with new versions coming out every 18 months or so &ndash; any game I develop for a particular platform will be quickly out of date. </p>  <p class="MsoNormal">More importantly, I need to consider whether a game is an appropriate vehicle for the kind of teaching I do. I can see the relevance of the collaborative nature of games and the development of affinity groups to develop a researcher identity. <span>&nbsp;</span>Many of the people who attend my courses are new not only to the software tools but to qualitative data analysis itself &ndash; so I see the potential of creating something that addresses that need.<span>&nbsp; </span>Whether that something is a game or a series of learning activities is something I need to consider. <span>&nbsp;</span>In fact, I should not think of my choice simply as an &lsquo;either-or&rsquo; between a game or a learning activity. Jackson (2009) gives an example of game-based teaching where she used principles from gaming &ndash; levelling, &ldquo;well-ordered problems&rdquo;, immediate feedback, resubmission and discovery learning &ndash; in designing learning activities. What I need to steer clear of is what Papert (1998) calls &ndash; shavian reversals &ndash; combining the worst from the education and the gaming worlds. This is something I will be working out in my final assignment on designing a game.</p>  <p class="MsoNormal"><em>References</em></p>  <p class="MsoNormal">Bayne<span>, S. (2008) <em>Uncanny spaces for higher education: teaching and learning in virtual worlds</em>, ALT-J, 16:3, pp.197-205</span></p>  <p class="MsoNormal"><span style="font-size: 10pt; line-height: 115%; font-family: 'Verdana','sans-serif'; color: black">Caillois, R. (2001) Chapter 2, 'The Classification of Games'. In Man, Play and Games. Illinois: University of illinois Press.</span></p>  <p class="MsoNormal"><span>Gee, J.P. (2003) What video games have to teach us about learning and literacy, New York: Palgrave</span> </p>  <p class="MsoNormal">Jackson, J. (2009) Game-based teaching: what educators learn from videogames, <em>Teaching Education</em>, vol. 20. No. 3, September 2009, pp. 291-304</p>  <p class="MsoNormal"><span>Meyer, J.H.F. and Land, R. (2006) <em>Threshold concepts: An introduction</em> in Overcoming barriers to student understanding: Threshold concepts and troublesome knowledge, London: </span><span>&nbsp;</span>RoutledgeFalmer.</p>  <p class="MsoNormal">Papert, S. (1998) Does easy do it? Children, games and learning, <em>Game Developer</em>, June: 88</p>  <p class="MsoNormal"><span>Whitton, N. (2010) Learning with Digital Games: A practical guide to engaging students in higher education, London: Routledge.</span></p>  <p class="MsoNormal">&nbsp;</p>  <p class="MsoNormal">&nbsp;</p>]]></description>
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