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January 22, 2010

Sherlock Holmes: The Secret of the Silver Earring (PC)

Pupils are required to produce a piece of journal writing in 5 minutes at the beginning of each lesson – applicable only to S1 and S2 pupils.

For most pupils, this would descend into the more mundane repetitive nature of listing the subjects they had visited or a window on their limited experience at the weekend in a small community.

The pupils are undertaking curricular study of a drama adaptation of a classic Sherlock Holmes story, The Mazarin Stone, so I decided to use one of the suggested titles by Whitton at http://digitalgames.playthinklearn.net/

Having acquired a ‘walkthrough’ and a copy of the PC game I decided to allow the pupils to play the game for five minutes and then spend a further 5 minutes producing a journal entry of the investigation to date in the persona of either Holmes or Dr Watson.

Pupils are in groups of 2-3, and each day a group undertakes the game control and scribing activities, whilst they participate in a whole class discussion of investigation.  I, as teacher and ‘omniscient prompt’ offer suggestions and instigate elaborations of suggestions. 

Pupils are:

  • Collaborating
  • Following instructions
  • Deconstructing a flexible narrative
  • Using higher-order thinking skills (i.e. deduction)
  • Learning about and writing in register
  • Reconstructing narrative(s)

To date, 3 periods - w/b 17th to 22nd January – have been successful; pupils have been confident to adopt 1 of the 2 offered personas; 1 has adopted a 3rd person.

I will continue to monitor the interaction and final outcomes of this activity.

I am considering the suitability of narrative-rich games such as ‘Neverwinter Nights’ and ‘The Longest Journey’.

Keywords: IDGBL10

Posted by Hugh O'Donnell | 4 comment(s)

January 20, 2010

I experienced a combination of compulsion and frustration playing Pacman, Donkey Kong, and Frogger.  The compulsion was that I kept going – replaying the game, thinking this time I will get through to the next level.  Frustration was when I nearly made it but not quite.  I also experienced a kind of recklessness when I was close to completing a level – just rushing in to finish it instead of calming down and taking my time to finish.  There is definitely a physiological response – I found myself holding my breath, feeling slightly anxious and the adrenalin pumping around my body.  It was totally immersive but I partly resented this immersiveness.  The resentment is due to feeling that I was ‘wasting my time’ playing these games – although having to experience them for the course did give them a legitimacy for me. 

Newman looks at why do players play. He  cites Rouse’s key motivations: challenge, immersion and the fact that players expect to do, not watch.  Certainly, I have experienced the immersion.  It is interesting what Newman (2004) says about ‘challenge’ – that players expect to lose.  Maybe that is why I find them so frustrating – I don’t expect to lose (but I keep losing).  The pleasure he claims is through replaying and practicing until the performance gets better.  For me these platform games are too simple – in that I find the repetition too boring. Maybe I would enjoy it more if the rewards were more ‘real’ – rather than just getting to the next level.  Although I expect I would get elated if I ever make it to the next level.

 Newman, J. (2004) Chapter 2, 'What is a video game? Rules, Puzzles and Simulation'. In Videogames, London: Routledge.

Posted by Silvana di Gregorio | 2 comment(s)

January 18, 2010

“Mum, you’re not playing a game!”, my eighteen year old daughter exclaimed when she suddenly came into my study.  I quickly showed her my Digital Game-based Learning course book and explained that it was a module for my MSc in E-Learning course.  I think that sums up my starting point with games – playing games is not something associated with me and I am embarrassed to be caught playing a game!  

I was playing PacMan and it was the first time I played that game.  I was successful in getting to Level 2 at my first attempt but I did not realise that when I ate a large sphere and the ghosts turned blue that I could try to ‘eat’ them to earn extra points. I only learned that (and the fact that those things were ghosts) by later googling to find out more about the game. [Note: My getting to stage 2 at my first go was just beginners luck. I found it more difficult subsequently!]

I had a harder time with Donkey Kong.  The up key did not appear to work when I tried to make the man climb the ladder so I decided that I would have to make a number of points jumping over barrels before I could make it to the next level. But that did not seem to work. I got very frustrated and would have given up if I were not on the course. So again I googled ‘Donkey Kong pattern’ and gathered that the man could go up the ladder.  I realised that he had to be positioned exactly in front of the ladder in order to go up it.

Having done some of the initial reading about the definitions of digital or videogames, I realise that I have played some before. In particular, I have played minesweeper on my phone as well as brick???.  And I have played solitaire on my laptop.  I never thought of them as digital games – mainly because I didn’t play with anyone else – they were solitaire games. (And yes, I just used the word ‘game’.)  But I did not go out of my way to get those games – they came with my phone/laptop and I only played them when I was in transit when I was tired of reading.  But I enjoyed playing them (as long as no one I knew saw me playing them!).

Keywords: Donkey_Kong, IDGBL10, Pacman

Posted by Silvana di Gregorio | 1 comment(s)

January 15, 2010

This is a very brief blog post to kick off my blog for the Introduction to Digital Game Based Learning module which kicks off on Monday. Since I haven't used the Holyrood Park blogs since IDEL it's going to be quite weird returning here to post updates. (Right now it's also a little challenging - my home broadband has given up the ghost and my new provider/line problems may take a while to correct so I may seem unnaturally shy online for the first week or so since I'll probably still be posting after work from the office.) 

At this stage I'm tremendously excited about beginning the course having started to read through Gee (with Whitton lined up for next week) and having seen all the wonderful nostalgic gaming references in the introductory posts to the WebCT discussion boards. It's been a long time since I played games regularly but for a while now I've been wanting to dust off my thumbs and see what's new so the idea of doing this and learning how to use games for learning seems fantastic. I'm especially keen to find out how I can take learning objectives and training ideas and make those into a compelling and fun computer game so I'm already thinking about possible ideas for the final assignment even if it is jumping the gun a little.

 

Keywords: gaming, IDGBL10

Posted by Nicola Osborne | 1 comment(s)

October 02, 2009

A blog is an example of an embodiment of thought which would otherwise most likely exist in it's thinker's head - or those that heard it and thought it worthy of memory space.

Keywords: IDEL09

Posted by Carl Simmons | 2 comment(s)

September 09, 2009

Welcome to a new academic year, and to the holyroodpark.net blog space, one of the core environments for the MSc in E-learning! Please don't hesitate to get in touch with Jen Ross, the programme technical co-ordinator, if you have any questions or need any help getting set up.

 

Her contact details are in the technologies handbook.

Keywords: welcome

Posted by Holyroodpark Admin | 2 comment(s)

March 27, 2009

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Jez

Finally settled on a new dissertation topic, give or take some emphasis here and there. A working title is: How effectively does e-Learning cater to the learning needs of the kinesthetic (language) learner?

Questions to be explored en route *might* include:

 - What is a kinesthetic learner? - Does it exist? - Various takes on groupings of learning styles (and which one do we choose to work with?)

Then on e-Learning and how well / badly it provides for kinesthetic learners:

 - The hype around e-learning

 - Does e-Learning naturally or traditionally cater to learners with visual, aural or verbal preference?

- How e-learning can constrain the learner, tying him to his desk, and why this can be a bad thing - not the least in the light of existing theory on use of space in classroom management and physical tasks to aid learning

 - Theory on physical learning / physical language learning – Total Physical Response - Expression in language learning - Body language in language learning

 - How learning in the real world can take place and be supported by the online classroom (this idea inspired by ULOE course assignment, for which we had to learn something new, preferably a motor skill, and discuss this and report on the process of learning)

 - Proportion of e-learning that caters to which learning styles - Responsibility of kinesthetic learners for their *own* learning – rejection of 'classroom osmosis' ; role of teacher in encouraging this - Holistic learning and yoga etc

But: can e-Learning be beneficial for kinesthetic learners, where for example grammar exercises are replaced by more dynamic and interactive online exercises / drills?

Obstacles:

 - more than one style of learning is likely AND they are not mutually exclusive

 - selection of learning style questionnaire is vital; many are poorly designed surveys, with great ambiguity. Could design own questionnaire on learning styles.

Key questions:

 - to what extent does e-Learning benefit from a ‘real-world centred approach’ regardless of learning style

 - Is balance of course design essential - too much of one thing (in e-learning, verbal / social content is prevalent) is tedious?

 - Does e-Learning tend to too easily drop many of the trusted cornerstones of good language teaching – affective, role-setting, purpose-setting, etc – because it is new, because it is different? 

Method:

Initial survey to attain sample. Then interviews with those who have strong kinesthetic preference – garnering their feedback on how comfortable they felt learning this way, and so on.

Potential recommendation, depending on findings (grounded theory) that further research be conducted to compare learning experiences of Kinesthetic Learners learning in routine e-learning and those learning through Total Physical Response-like e-Learning.

 

Beware potential flaws in mis-diagnosing learning styles. The best way might be to pose a problem, then have them reflect on how they resolved it...

Keywords: dissertation, kinesthetic learners, language learning, learning styles, physical learners, spatial learners, Total Physical Response

Posted by Jez | 2 comment(s)

March 11, 2009

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Jez

Good to see from other blogs that I am not alone in struggling with the stats. Reassuring. I have found my reacquaintance with maths and hateful numbers quite demotivating, though, however clear the rationale for its study. As usual, there is no quiet retreat for the part-time student to get to grips with these things; work, family and temptation must be contended with by a systematic and determined effort.

I posted a comment to Christine that I think that once a definite need to use such a quantitative approach materialises in a piece of research, it will seem less abstract. The task on the course is important but (necessarily) still quite arbitrary. If, just for example, I wanted to measure the participation in various types of online course of people of the 4 different blood types (!!), then I might be able to use SPSS to describe various relationships.

One question is: what kind of merit would such a study have? There are so many variables.

Keywords: blood types, quantitative, statistics

Posted by Jez | 1 comment(s)

March 08, 2009

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Jez

This overlaps with the Online Language Learning course. The idea of designing a role-play that utilises a competitive wiki still appeals. It might be a good way of facilitating language learning. It might need to be complemented with synchronous meetings.

I was previously thinking of comparing Japanese learners' participation in such an exercise / project with a face-to-face role-play along similar lines. This faltered because there are just so many variables that it seems impossible to draw any conclusions whatsoever, no matter what the outcome.

Instead, there is now the idea of comparing an online collaborative role-play - like the Loch Ness exercise in OLL course (we have to work together to organise a trip there) - with an online collaborative / competitive one. Thus the research is purely exploratory, and there isn't so much pressure to come up with explanatory data. It might show, if used with several groups, some pattern of participation. Are learners more involved when in competition - particularly if set up as a kind of points-acquiring game?

Data can reasonably simply be drawn from observing the history of changes in the wiki and how many entries are made.

Very important: set-up of the exercise needs to be extremely clear to ensure learners understand the (possibly) motivating factors.

Maybe...

Keywords: collaboration; language learning; competitive learning

Posted by Jez | 2 comment(s)

February 28, 2009

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Jez

Worked through 'walkthrough'. Not so bad. In fact, interesting.

I have been dreading this and procrastinating, but so far not too many ghosts or demons of numerical malice.

Posted by Jez | 3 comment(s)

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