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        <title><![CDATA[Tess Watson : Weblog]]></title>
        <description><![CDATA[The weblog for Tess Watson, hosted on Holyrood Park.]]></description>
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            <title><![CDATA[Sony PSP: A Tool For Learning?]]></title>
            <link>http://holyroodpark.net/tessawatson/weblog/5725.html</link>
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            <pubDate>Sun, 06 Mar 2011 21:30:25 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL11]]></dc:subject>
            <description><![CDATA[<p align="left">Three years ago, I was involved with a project in East Lothian which looked at the potential of the Sony PSP as a tool for learning. Here are a few shots of the kind of activities we used the PSP for:&nbsp; </p><p style="text-align: center"  align="left"><img src="http://farm3.static.flickr.com/2368/2248871530_dc478d24ea.jpg"  border="0"  alt="psp trial"  width="500"  height="375" />  </p><p style="text-align: center"> <img src="http://photos-d.ak.facebook.com/photos-ak-sf2p/v160/72/81/507052513/n507052513_308831_9419.jpg"  border="0"  width="363"  height="466" /></p><p style="text-align: center">&nbsp;</p><p style="text-align: center"><a href="http://www.flickr.com/photos/tessawatson/2217433506/"  title="PSP- RationBooks (google search) by tjmwatson, on Flickr"><img src="http://farm3.static.flickr.com/2128/2217433506_cc93a28a15.jpg"  border="0"  alt="PSP- RationBooks (google search)"  width="500"  height="375" /></a></p><p style="text-align: center">&nbsp;</p><p style="text-align: center"><a href="http://www.flickr.com/photos/tessawatson/2217433254/"  title="PSP- RationBooks (google search) by tjmwatson, on Flickr"><img src="http://farm3.static.flickr.com/2141/2217433254_b45b7c3670.jpg"  border="0"  alt="PSP- RationBooks (google search)"  width="500"  height="375" /></a></p>]]></description>
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            <title><![CDATA[Nintendo DS: Maths Training]]></title>
            <link>http://holyroodpark.net/tessawatson/weblog/5723.html</link>
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            <pubDate>Sun, 06 Mar 2011 21:15:05 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL11]]></dc:subject>
            <description><![CDATA[<p>&nbsp;</p><div style="text-align: center"><img src="http://www.gamersnet.nl/images/nieuws/2008/1199462482/pack.jpg"  border="0"  width="165"  height="176" /></div><div style="text-align: left">Tonight I took my first challenge of the game &lsquo;<a href="http://www.ndszone.com/nintendo-ds/nintendo-ds/maths-training-ds-new-images/">Math's Training' </a>on the Nintendo DS Lite.  I have been curious about this game and its potential to enhance Numeric skills. My first impressions are that it is '<em>mediocre'</em>. I am not entirely sure that it is any better than any of the other <em>'Brain'</em> games currently available for the DS.  It quite obviously has the potential to enhance one's mental arithmetic. However:</div><p>&nbsp;</p><ul> 	<li><em>It doesn't appear to gauge the current ability of the player as well as a game like <strong>&lsquo;</strong><a href="http://edubuzz.org/blogs/tessawatson/2008/01/06/nintendo-ds-ive-got-a-lot-to-learn/#comments"><strong>My Word Coach'</strong></a>&nbsp; for example.</em></li> 	<li><em>It keeps thinking that my written <strong>&lsquo;8'</strong> is a <strong>&lsquo;2'</strong>, my &lsquo;<strong>7'</strong> is a<strong> &lsquo;1'</strong> (it won't give me time to put a <strong>score</strong> through the <strong>&lsquo;7'-</strong> first game where&nbsp;my writing has proved to be problematic)- I consider myself to have pretty good hand writing, but possibly not when under pressure.</em></li> 	<li><em>It has a really annoying repetitive tune (and I have never said that about any game before- I am getting old!)</em>.</li> </ul> -All of which I am utterly sure will not hinder my pupil counterparts.  Anyway- these&nbsp;are only my first impressions. I will give it a good run for its money over the weekend. I am keen to hear of what others think of it (in context) compared to alternative games on the market.&nbsp;]]></description>
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            <title><![CDATA[Nintendo DS: My Word Coach]]></title>
            <link>http://holyroodpark.net/tessawatson/weblog/5722.html</link>
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            <pubDate>Sun, 06 Mar 2011 21:07:59 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL11]]></dc:subject>
            <description><![CDATA[<p style="text-align: center"  align="left"><strong><span class="Apple-style-span"  style="font-weight: normal"><img src="http://farm1.static.flickr.com/49/193350318_f5f1967a2d_m.jpg"  border="0"  width="240"  height="180" /></span></strong></p><p style="text-align: center"  align="left"><strong><span class="Apple-style-span"  style="font-weight: normal"></span>Here is quick insight into what I think of the Nintendo DS.</strong></p><p style="text-align: center">&nbsp;<img src="http://images.play.com/covers/3300219m.jpg"  border="0"  width="183"  height="178" /></p><p>&nbsp;</p><p><strong><a href="http://www.youtube.com/watch?v=clW8j6EKegU">My Word Coach</a></strong>- This game is brilliant for learning spelling and developing vocabulary.&nbsp;It is very cleverly designed. It adapts to the individual learner therefore setting a learning pace. If you make lots of mistakes, it will&nbsp;challenge you&nbsp;with an easier level and vice-versa. Last night I showed this game to a very fluent colleague of mine. I imagine that&nbsp;tonight's challenge will be quite hard! The only thing I dislike about&nbsp;it is the fact that each round of words is timed. Timing is fine in exam conditions, but in an exam you are not actively learning. The time/pressure factor is something that I think can stall learning- but I guess that is one of the basics of game playing.</p><strong><a href="http://www.youtube.com/watch?v=clW8j6EKegU"></a></strong><ul> 	<li><strong>Potential</strong>-First impression is that these machines will have more potential in the primary sector and probably more of an impact on boys than girls.</li> 	<li><strong>Interactivity</strong>- You are actually writing. I found this similar to writing on an interactive white board. You are using hand/eye coordination, not just moving a joy-stick and clicking.</li> 	<li><strong>Communication</strong>-They can connect to other DS machines allowing users to communicate and play each other's games.</li> 	<li><strong>Size-</strong>They are compact- anytime anywhere learning.</li> </ul> Twenty years ago I learned my times-tables using a game called <em>Table worms</em>. This was on a BBC computer, in a classroom and it would take about five minutes to warm up. Twenty years on I can individualise my practise of spelling and vocabulary anytime, anywhere and from a hand set!]]></description>
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            <title><![CDATA[Crazy Talk and iClone]]></title>
            <link>http://holyroodpark.net/tessawatson/weblog/5721.html</link>
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            <pubDate>Sun, 06 Mar 2011 20:40:55 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL11]]></dc:subject>
            <description><![CDATA[<p><strong><a href="http://www.reallusion.com/crazytalk/">Crazy talk</a></strong> is&nbsp;an application&nbsp;that allows the user to take an image (or portrait) and digitally bring it to life.&nbsp;Here is &nbsp;my five minute attempt-  [kml_flashembed movie=&quot;<a href="http://video.google.com/googleplayer.swf?docid=2103633650100969373">http://video.google.com/googleplayer.swf?docid=2103633650100969</a>&quot; width=&quot;400&quot; height=&quot;326&quot; wmode=&quot;transparent&quot; /] </p><p> I hope I don't look and sound like that in real life!&nbsp; :P  You can edit lots of features though I&nbsp;only had time to play&nbsp;with a couple of facial expressions and the voice morphing (<em>for the time being</em>).  This software will be <strong><a href="http://www.youtube.com/watch?v=0_GD4lEjDdY&amp;eurl=http://edubuzz.org/blogs/tessawatson/2007/12/12/psp-trial-campie-primary-school/">fantastic for encouraging writing;</a></strong> what is a character without a script?!</p><p><strong><a href="http://www.reallusion.com/iclone/">iClone</a></strong> is another piece of software that allows you to edit and personalise your own avatar, create scenes, edit lighting effects and character emotions. It is similar to <strong><a href="http://edubuzz.org/blogs/tessawatson/2008/01/15/bett-2008-media-stage/">Media Stage</a></strong>. Here is my five minute attempt:  &nbsp;[kml_flashembed movie=&quot;<a href="http://www.youtube.com/v/tZ0AwljO6CU">http://www.youtube.com/v/tZ0AwljO6CU</a>&quot; width=&quot;425&quot; height=&quot;350&quot; wmode=&quot;transparent&quot; /]  If you look closely you should see that the avatar's face is familiar (I don't think I look too dissimilar!)&nbsp;&nbsp; ;-)</p><p>  I know my clips are pretty silly, but this stuff is really fun! I can see it really enthusing and engaging youngsters- They will be learning without knowing it.&nbsp;</p>]]></description>
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            <title><![CDATA[Role Play: Media Stage]]></title>
            <link>http://holyroodpark.net/tessawatson/weblog/5720.html</link>
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            <pubDate>Sun, 06 Mar 2011 20:36:06 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL11]]></dc:subject>
            <description><![CDATA[<p><strong>&nbsp;</strong></p><p style="text-align: center"><img src="http://farm3.static.flickr.com/2032/2194200995_19948e6b0a_m.jpg"  border="0"  width="240"  height="180"  align="middle" />&nbsp;</p><p style="text-align: center">&nbsp;</p><p style="text-align: left"><strong><a href="http://www.immersiveeducation.com/mediastage/">Immersive Education</a></strong> was one of the many companys that I had on my &lsquo;<em>To Visit'</em> list at BETT.  Media Stage is a 3D virtual perforamce stage. Users are involved in script-writing, casting, set building, propping, directing, lighting, audio-recording, editing and camera skills:</p><p> <strong><em>Immersive Education:</em></strong>  <em>Students build and populate their sets, select their characters and arrange lighting and cameras using objects from the software library. Character movements, lighting and cameras are in their full control. Students can:</em> </p><ul> 	<li><em>Record or type in character dialogue and see it performed with automatic lip-synchronisation </em></li> 	<li><em>Control character movements, gestures and emotions </em></li> 	<li><em>Set camera positions and live edit </em></li> 	<li><em>Save and share performances </em></li> </ul><p> John Griffiths from Immersive Education&nbsp;gave me a demonstration of the software. I have to say I was very impressed! It is amazing and almost freaky how realistic you can make your characters. Having an old woman character called Enid say<em> &lsquo;Hello'</em> in my voice was just incredible!</p><p>&nbsp;</p><div style="text-align: center"><img src="http://farm3.static.flickr.com/2056/2194201007_05fe753280_m.jpg"  border="0"  width="240"  height="180" /></div><p>&nbsp;</p><p>This software will be/is fantastic for role play. In fact I am lead to believe that it is being used with young offenders, making them realise and understand&nbsp;the consequence of their actions on their victims.  </p><p>Here is a clip that <strong><a href="http://edu.blogs.com/edublogs/">Ewan McIntosh</a></strong> shot during a Teachmeet in 2006&nbsp;where media stage was being demonstrated.  <strong><a href="http://www.youtube.com/watch?v=ldwTYGYYTp4">Click here</a></strong> </p><p> Here is another clip where the topic was MacBeth.  <strong><a href="http://www.youtube.com/watch?v=4Sm_R_3lj6M&amp;feature=related">Click Here</a></strong></p><p>&nbsp;</p><p>&nbsp;</p><p>&nbsp;</p><p>&nbsp;</p>]]></description>
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            <title><![CDATA[Second Life: Role Play]]></title>
            <link>http://holyroodpark.net/tessawatson/weblog/5719.html</link>
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            <pubDate>Sun, 06 Mar 2011 19:31:47 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL11]]></dc:subject>
            <description><![CDATA[<p>This blog post is a collection of thoughts and notes from two papers which discuss Secondlife.</p><p>&nbsp;Notes from Paper 1:&nbsp;<span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 14px"><strong>Pedagogy and Learning in the Virtual World of <em>Second Life&reg;</em></strong></span></p> <p style="normal normal normal 12px/normal 'Times New Roman'; margin: 0px"><strong>By Leslie Jarmon, Ph.D.</strong></p><p>Second Life is an extremely dynamic online platform that offers its users endless opportunities. As Jarmon (et al) discuss:</p><p><em>&quot;</em><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px"><em>Teachers and students are creating ways to integrate other computer-supported communication&nbsp;</em></span><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px"><em>and research tools into their SL activities. They are importing image collections from Facebook,&nbsp;</em></span><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px"><em>MySpace, and flickr, forming study groups in Google groups, importing spreadsheet data for genetics&nbsp;</em></span><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px"><em>class, importing PowerPoint materials, linking to standard web URLs in SL (called SLURLS), c</em></span><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px"><em>onnecting with RSS feeds, creating video content, and streaming digital audio.&quot;</em></span><em>&nbsp;</em></p><p>The table below from Jarmon (et al) paper summarises the costs and benefits of SL.</p><p><a href="http://www.flickr.com/photos/tessawatson/5502685403/"  title="Affordances / Extended Capabilities in 3-D Virtual World of Second Life by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5097/5502685403_3680906d20.jpg"  border="0"  alt="Affordances / Extended Capabilities in 3-D Virtual World of Second Life"  width="500"  height="268" /></a></p><p>Notes from paper 2: <strong>The Theatre of Performance: Potential for Role-Play Training in Second Life</strong></p><p>Morse, Littleton, MacLeod and Ewins</p><p>  <a href="http://www.flickr.com/photos/tessawatson/5503485330/"  title="Holyrood Park by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5054/5503485330_c41ddaa496.jpg"  border="0"  alt="Holyrood Park"  width="500"  height="297" /></a></p><p>Image: Holyrood Park in Second Life&nbsp;</p><a href="http://www.flickr.com/photos/tessawatson/5503485330/"  title="Holyrood Park by tjmwatson, on Flickr"></a><p>Study investigates the potential of role play within SL for use in employee appraisals.</p><ul><li>Standard avatar costumes provided</li><li>Involved Students from MSc in eLearning</li><li>Real life role play involves immediate interpretation of, and reation to signals from others</li><li>Online text based role play allows for more time for reflection, and potentially the time to consult mentors or others during a scenario without others knowing,</li><li>Virtual worlds may offer advantages in connection with motivation and play</li><li>Online roleplay potentiall allows for greater suspension of disbelief during a scenario than in real life equivilents.</li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">Identity exploration takes us beyond the physical notions of passport, fingerprint or&nbsp;iris. Exploring one&rsquo;s own identity and perhaps experimental identities, and thus being&nbsp;prompted to consider how others might react or think, is the essence of this enquiry.&nbsp;The ability to imagine the situation of another could be extended by <em>rehearsing to be a</em><span class="Apple-style-span"  style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 10px"><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">n &lsquo;other&rsquo; personality.</span>&nbsp;</span></span></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px"><span class="Apple-style-span"  style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 10px"></span></span><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">Virtual worlds, including Second Life, offer opportunities to explore these different&nbsp;&lsquo;ways of being&rsquo;. One can create a new physical representation, character and, to an&nbsp;extent, skills and attributes. The environment can change over time. Both text and&nbsp;</span><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">voice can be used to exchange and interact. For participants there is creativity and&nbsp;potential for experiment. What is the impact of creating such identities?</span></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px"></span><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">A person&rsquo;s ability to create, interpret, and evaluate the models underlying the&nbsp;simulations plays a large role in his or her ability to use them wisely (Prensky&nbsp;2009, p4).</span></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px"></span><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">Good initial learning should promote good practice,&nbsp;but poor skill and understanding may require both unlearning and re-learning (Lewin,&nbsp;1951; Becker <em>et al.</em>, 2006) &ndash; an expensive business for all concerned</span></li></ul><ul><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">Potential participants were identified on the basis of having some employment&nbsp;experience and thus some possible direct experience of performance appraisal in the&nbsp;workplace, and were approached individually after class. Voluntary agreement to&nbsp;participate was secured from 10 people who indicated some such experience, either as&nbsp;appraiser or as appraisee</span><p style="normal normal normal 12px/normal 'Times New Roman'; margin: 0px">&nbsp;</p></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">The argument for taking role-play online is that the fantasy environment that can be&nbsp;created there can contribute to the realism of the role being played. The virtual&nbsp;environment can both augment the narrative of the exercise by the addition of an&nbsp;appropriate backcloth and props, and can remove the distraction of known faces and&nbsp;mundane surroundings.</span></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">While our observations indicated a high level of engagement on the&nbsp;part of the participants in the task in hand, we also observed an important element of&nbsp;11&nbsp;<em>disengagement </em>which we would like to discuss, and which we intend to build upon in&nbsp;subsequent studies.</span></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">person engaged in the role-play was able to react, out of character, to social&nbsp;interaction in the role-play without that reaction interrupting and contaminating the&nbsp;ongoing narrative</span></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">Gee: Three Identities, real world identity, virtual identity and projective identity</span></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">One future area for exploration and development will be to design approaches to&nbsp;online role-play that allow us to harness the potential of this projective identity.</span></li></ul><div><span class="Apple-style-span"  style="font-size: 12px"><strong>Findings:</strong></span></div><div><ul><li>Text communication used to reduce bandwidth though regretted the absence of voice tones that indicate when the finish speaking (Same as Skype)</li><li>Text communication allowed for more monitoring and self censorship as oppose to just talking.</li><li>Typing over each other difficult to not 'step on toes'</li><li>SLowing the pace down reduced how much could be covered in one session</li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">Our previous&nbsp;experiences of teaching in Second Life show that students do adapt to the technology,&nbsp;<span class="Apple-style-span"  style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 10px"><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">but what takes longer is adapting to the technique</span>&nbsp;</span></span></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">Two issues arose when considering how to augment the social and interactive nature&nbsp;of the experience: 1.&nbsp;facial expressions &ndash; tone of voice, lack of reaction; 2.&nbsp;the greater impact of their partner&rsquo;s avatar&rsquo;s appearance &ndash; participants were&nbsp;not so conscious of their own.&nbsp;</span></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">the behaviour of their avatars provided no&nbsp;clues about how participants were feeling; indeed, it could sometimes be unhelpful,&nbsp;such as when avatars adopted the defensive-looking default posture of crossed arms.</span></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">SOme participants saw it as a game rather than a research activity</span></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">Dress of avatars not suited to the activy (i.e. wearing flippers in a business meeting)</span></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">Certain skills were notable in determining how fully participants engaged with the&nbsp;role-play: previous experience of role-playing, computer literacy, and good command&nbsp;of the language&nbsp;</span></li><li><span class="Apple-style-span"  style="font-family: 'Times New Roman'; font-size: 12px">The relative levels of digital&nbsp;experience among employees will alter over time, but eventually all employees are&nbsp;likely to be part of the digital revolution. Second Life and its successors may one day&nbsp;be used not only for appraisal training but during performance appraisal itself, by&nbsp;national and international companies seeking cost-effective ways to bridge large&nbsp;distances.&nbsp;</span></li></ul></div><p>  <a href="http://www.flickr.com/photos/tessawatson/5503486772/"  title="Holyrood Park by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5220/5503486772_bb037f96b0.jpg"  border="0"  alt="Holyrood Park"  width="500"  height="305" /></a></p><p>Image: Role Play Appraisal&nbsp;</p><a href="http://www.flickr.com/photos/tessawatson/5503486772/"  title="Holyrood Park by tjmwatson, on Flickr"></a><p style="normal normal normal 12px/normal 'Times New Roman'; margin: 0px">&nbsp;<span class="Apple-style-span"  style="font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 10px">In my area of work in schools, SL is not a platform that we would consider utilising. The primary reason for this comes down to child protection. As you will see in the image below, *all* types of people can use Second Life. There is a lack of control, over who children potentially can interact with and means that it simply isn't possible to take such a risk. It could be argued that we are not teaching our children to be aware of online dangers and be responsible for their own online behaviour, but that is for another post and possibly my dissertation!</span></p><p>I<a href="http://www.flickr.com/photos/tessawatson/5502791649/"  title="Reasons why it is not suitable for use in schools by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5016/5502791649_8dac60d769.jpg"  border="0"  alt="Reasons why it is not suitable for use in schools"  width="500"  height="322" /></a></p><p>Image: Indecent man in Second Life &nbsp;</p>]]></description>
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            <title><![CDATA[Gravity HD: My Subjects Hard at Work]]></title>
            <link>http://holyroodpark.net/tessawatson/weblog/5718.html</link>
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            <pubDate>Sun, 06 Mar 2011 18:25:39 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL11]]></dc:subject>
            <description><![CDATA[<p>I have begun the planning of the format for my review assignment. Here are a few images of this weekend's subjects hard at work! :-)&nbsp;</p><p>&nbsp;</p><p style="text-align: center"><a href="http://www.flickr.com/photos/tessawatson/5499974754/"  title="P1040725 by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5099/5499974754_6e85a5b1a9.jpg"  border="0"  alt="P1040725"  width="500"  height="375" /></a></p><p style="text-align: center">&nbsp;</p><p style="text-align: center"><a href="http://www.flickr.com/photos/tessawatson/5499971096/"  title="P1040720 by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5297/5499971096_deab77f42e.jpg"  border="0"  alt="P1040720"  width="387"  height="500" /></a></p><p style="text-align: center">&nbsp;</p>  <div style="text-align: center"><a href="http://www.flickr.com/photos/tessawatson/5499437153/"  title="Learning to play Gravity HD on the iPad by tjmwatson, on Flickr"><span class="Apple-style-span"  style="color:#000000; -webkit-text-decorations-in-effect: none"></span></a><a href="http://www.flickr.com/photos/tessawatson/5499437153/"  title="Learning to play Gravity HD on the iPad by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5217/5499437153_8a1aedbba7.jpg"  border="0"  alt="Learning to play Gravity HD on the iPad"  width="409"  height="500" /></a></div>]]></description>
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            <title><![CDATA[Gravity HD For The iPad]]></title>
            <link>http://holyroodpark.net/tessawatson/weblog/5483.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/tessawatson/weblog/5483.html</guid>
            <pubDate>Fri, 11 Feb 2011 15:35:53 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL]]></dc:subject>
            <description><![CDATA[<p>I have been talking about this game for quite a while both online and off line. It was the first game that I bought for my iPad some six month ago. It is a traditional 'Physics' type game with a really user friendly interface. The aim of the game is to get the marble or other object to hit the red button using the simple laws of gravity. Here is an example&nbsp; (level 5):  </p><p><a href="http://www.flickr.com/photos/tessawatson/5398523784/"  title="Gravity HD for the iPad by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5172/5398523784_00841abfb6.jpg"  border="0"  alt="Gravity HD for the iPad"  width="500"  height="375" /></a></p><p>&nbsp;As you can see, the red button is located at a height. When the marble is released, it fals from the port hole (top left) and drops down to the ground level where it pops off the ramp. Though it gains a little bit of height it is no where near the height of the red button. Therefore, the player must use some objects. The objects available in each level vary and can be seen at the top left of the screen. In this case, there are three long blocks. The player must arrange these blocks so that when the marble falls, it hits the objects which in turn hit the red button. Have a look at the next screen shot below:</p><p><img src="http://farm6.static.flickr.com/5137/5398522708_70eab14411.jpg"  border="0"  alt="Gravity HD for the iPad"  width="500"  height="375" /></p><p>&nbsp;Here you can see the blocks arranged. When the marble drops hopefully it will hit the blocks and as they collapse, they in turn will hit the red button. See next screen shot: </p><p><a href="http://www.flickr.com/photos/tessawatson/5397919151/"  title="Gravity HD for the iPad by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5136/5397919151_10bda1cc4a.jpg"  border="0"  alt="Gravity HD for the iPad"  width="500"  height="375" /></a></p><p>As you can see, the marble has hit the blocks and causing them to tumble and hit the red button meaning: </p><p>  <a href="http://www.flickr.com/photos/tessawatson/5397903093/"  title="Gravity HD for the iPad by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5218/5397903093_b15d555715.jpg"  border="0"  alt="Gravity HD for the iPad"  width="500"  height="375" /></a></p><p>Each level varies in the number of objects, number of marbles and number of obsticles that must be passed in trying to hit the red button. It requires thought, skill and precision. I found this game particularly addictive but wasn't sure why. This brings me back to thinking about last weeks reading. As Malone (1980) mentions edit in his paper- </p><p><strong><em> What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games </em></strong></p><ul><li> <em>&quot;In order for a computer game to be challenging it must provide a goal whose attainment is uncertain </em></li><li><em>In a sense, the very notion of &ldquo;game&rdquo; implies that there is an &ldquo;object of the game&rdquo; </em></li><li><em>Uncertain outcome- A game is usually boring if the player is either certain to win or certain to loose.</em></li></ul><p><em> Four ways to make the game uncertain: </em></p><p><em>1.	Variable difficulty level </em></p><p><em>2.	Multiple level goals (score keeping and speeded responses) </em></p><p><em>3.	Hidden information </em></p><p><em>4.	Randomness&quot;</em></p><p>Thomas Malone (1980) </p><p>- All of which are prominant features of Gravity HD. </p><p>When I was teaching, my subject was Biology and Science. If I think about the Science curriculum (specifically Physics) I think that Gravity HD could be used to illustrate/enhnance&nbsp; learning in a number of ways. If we look at Scotland's <a href="http://www.ltscotland.org.uk/learningteachingandassessment/curriculumareas/sciences/eandos/index.asp">Curriculum for Excellence: Science Experiences and Outcomes</a>, we can see how a digital game such as Gravity HD may be used: </p><p>  <a href="http://www.flickr.com/photos/tessawatson/5400727819/"  title="Science CfE Experiences and Outcomes Forces by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5256/5400727819_b15f389b8e.jpg"  border="0"  alt="Science CfE Experiences and Outcomes Forces"  width="500"  height="264" /></a></p><ul><li><em>&quot;Through everyday experiences and play with a variety of toys and other objects I can recognise simple types of forces and describe their desired effect.<br /></em></li><li><em>By investigating forces on toys and other objects I can predict the effect on shape or motion of those objects&quot;</em></li></ul><p>As part of the Digital Games Based Learning course we have been asked to write a review of a game. I am considering using Gravity HD. I was&nbsp; thinking about producing a small video clip of the game rather than use endless screenshots. Though I am still in the very early stages of my planning, I would welcome any thoughts from any teachers out there </p><p>:-) </p><p>&nbsp;</p>]]></description>
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            <title><![CDATA[Notes From Week 3 (readings)]]></title>
            <link>http://holyroodpark.net/tessawatson/weblog/5410.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/tessawatson/weblog/5410.html</guid>
            <pubDate>Sat, 05 Feb 2011 15:02:33 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL11]]></dc:subject>
            <description><![CDATA[<p>Notes from Week 3 Readings </p><p>Both Malone papers provide excellent basic theories of Games Based Learning. Although written some thirty years ago, the principles remain the same for digital games today. This post is a summary of the mainpoints. </p><p><strong><em> What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games </em></strong></p><p>Thomas Malone (1980) </p><ul><li> In order for a computer game to be challenging it must provide a goal whose attainment is uncertain </li><li>In a sense, the very notion of &ldquo;game&rdquo; implies that there is an &ldquo;object of the game&rdquo; </li><li>Uncertain outcome- A game is usually boring if the player is either certain to win or certain to loose.</li></ul><p> Four ways to make the game uncertain: </p><p>1.	Variable difficulty level </p><p>2.	Multiple level goals (score keeping and speeded responses) </p><p>3.	Hidden information </p><p>4.	Randomness </p><ul><li>Extrinsic fantasies depend on whether or not the skill is used correctly (see diagram below) </li><li>Intrinsic fantasies- not only does that fantasy depend on the skill, but the skill also depends on the fantasy(see diagram below)</li></ul> <a href="http://www.flickr.com/photos/tessawatson/5418066937/"  title="What Makes Things Fun To Learn? Malone (1980) by tjmwatson, on Flickr"><div style="text-align: center"><img src="http://farm6.static.flickr.com/5179/5418066937_c597464b65.jpg"  border="0"  alt="What Makes Things Fun To Learn? Malone (1980)"  width="500"  height="376" /></div></a> <p>&nbsp;</p><p>  <em><strong>Heuristics for Designing Enjoyable User Interfaces: Lessons from Computer Games </strong></em></p><p>Thomas Malone (1981)&nbsp;   </p><p>This paper largely focusses on what makes computer games fun (intrinsic motivation) and the sysems behind the game.</p><ul><li>Game- Darts: diesigned to teach elementary students about fractions</li><li>8 differnet versions of the game to find out which features made the game enjoyable. </li></ul><p>&nbsp;</p><p align="center"><a href="http://www.flickr.com/photos/tessawatson/5418066613/"  title="Enjoyable User Interfaces - Malone (1981) by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5175/5418066613_25d432642e.jpg"  border="0"  alt="Enjoyable User Interfaces - Malone (1981)"  width="313"  height="500" /></a>   <a href="http://www.flickr.com/photos/tessawatson/5418671530/"  title="Enjoyable User Interfaces - Malone (1981) by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5012/5418671530_5df72834ae.jpg"  border="0"  alt="Enjoyable User Interfaces - Malone (1981)"  width="376"  height="500" /></a>  <a href="http://www.flickr.com/photos/tessawatson/5418671642/"  title="Enjoyable User Interfaces - Malone (1981) by tjmwatson, on Flickr"></a></p><ul><li>Boys liked the fantasy of arrows popping ballons and girls appeared to dislike this fantasy</li><li>Fantasies can be important in creating intrinsically motivating enviroments</li><li>Implications for designing enjoyable user interface- the appeal of computer systems based on three categories: challenge, fantasy and curiosity (see below) </li></ul><p>&nbsp;</p>  <a href="http://www.flickr.com/photos/tessawatson/5418671642/"  title="Enjoyable User Interfaces - Malone (1981) by tjmwatson, on Flickr"><div style="text-align: center"><img src="http://farm6.static.flickr.com/5298/5418671642_1f992e26de.jpg"  border="0"  alt="Enjoyable User Interfaces - Malone (1981)"  width="261"  height="500" /></div></a>]]></description>
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            <title><![CDATA[Notes From Weeks 1&2 (Readings)]]></title>
            <link>http://holyroodpark.net/tessawatson/weblog/5334.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/tessawatson/weblog/5334.html</guid>
            <pubDate>Sun, 30 Jan 2011 12:47:12 GMT</pubDate>
		<dc:subject><![CDATA[IDGBL11]]></dc:subject>
            <description><![CDATA[<p>I thought I would use a post to list a few quotes from this week&rsquo;s readings. Hopefully they will be useful when I come to writing the synoptic paper :-)</p><p><strong>Greenfield (1984)</strong> This paper is somewhat dated. However it summarises the early research of video games. Many of it&rsquo;s findings are still relevant today: </p><ul><li> <em>&ldquo;Video games have been dubbed the marriage between television and computers&rdquo; <br /></em></li><li><em>&ldquo;Popular arcade games involve tremendous amount of visual action, and is may be one source of their appeal&rdquo; <br /></em></li><li><em>&nbsp;&ldquo;Video Games are the first medium to combine dynamism with active participatory role for the child&rdquo;</em></li><li><em>&nbsp;&ldquo;Another concern about video games is that they are merely sensorimotor games of eye-hand coordination and that they are therefore mindless&rdquo;</em></li><li><em>&nbsp;&ldquo;The motivating features of video games are beginning to be put to more explicit educational use&rdquo;&nbsp;</em></li></ul><p><strong>Kane (2005) </strong>A General Theory of Play. Considers all the dimensions of play. </p><p><strong> Caillois (2001)  </strong>Classification of Games  </p><p align="center">  <a href="http://www.flickr.com/photos/tessawatson/5400962448/"  title="Caillois (2001) Classificaion of Games by tjmwatson, on Flickr"><img src="http://farm6.static.flickr.com/5300/5400962448_9b04d9ab79.jpg"  border="0"  alt="Caillois (2001) Classificaion of Games"  width="500"  height="329" /></a>  </p><p>&nbsp; </p><p><strong>Newman (2004)</strong> What is a video game? </p><ul><li><em>&ldquo;Elements of the video game table 2.1: Graphics, Sound, Interface, Gameplay and Story&rdquo; <br /></em></li><li><em>&nbsp;&ldquo;What a video game is not: a bunch of cool features, a lot of fancy Graphics, a series of challenging puzzles, an intriguing setting and story&rdquo; </em>(Rollings and Morris, 2000) </li><li>Why do players play?<em> &ldquo;Rouse (2000) identifies a range of player motivations and expectations. Among them, three are particularly notable: Challenge, immersion and players expect to do, not to watch&rdquo;. <br /></em></li><li><em>&nbsp;&ldquo;Video games may be understood as a form of &lsquo;embodiment experience&rdquo; </em></li></ul>]]></description>
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