Log on:
Powered by Elgg

Blog :: All

You can filter this page to certain types of posts:

Filtered: Showing posts with no comments (Remove filter)

January 24, 2010

This is a reflection on this week’s reading, my experience of playing the platform games of this week, and how I am relating it to my own work on supporting qualitative analysis through the use of software tools such as CAQDAS e.g. ATLAS.ti, NVivo, MAXqda etc.

I found Whitton’s thesis that good learning activities share similar characteristics to games as illuminating.  While a game may have more or less of the characteristics she defines – competition, challenge, exploration, fantasy, goals, interaction, outcomes, people, rules and safety, so too, can learning activities share some of these characteristics.  She acknowledges that some of these characteristics need to be understood with caution when applied to education e.g. safety is not usually relevant as the outcome of a course will have real-life consequences – however, safe activities can be constructed to aid learning e.g. in this module, our contribution to the discussion board is not graded but people use it as a way to test their ideas.  Her premise is that we as educators can learn from good game design and I look forward to reading more of her book.

Newman’s discussion about the context of where games are played helped me understand my frustration with the platform games we played with this week – Pacman, Donkey Kong and Frogger.  They were originally arcade games, designed to be played on coin-operated machines to generate money for the arcade owners.  Given this function they can’t last that long.  But also playing them was a public performance and observers could learn about patterns and tricks by observing how others played.  The noise, which I found irritating when I played (I turned off the sound), was an essential attraction of the games. Newman reminded me of the arcade halls in British piers – Brighton is the one I know.  And the sound of the games and the flashing lights was a way to attract kids – it made the pier an ‘exciting place’.  There are quite a few Youtube videos on arcade games and there is a big nostalgia for them.  The comments on the Youtube videos below support that. I am of a different generation so missed out on playing games in arcades.  My step-children did (and my daughter is of another generation yet again).

A more polished tribute to arcade games.

In relation to my own work, Newman’s discussion around paedia and ludus is pertinent.  I do consulting and training on supporting people who are analyzing qualitative data (i.e. unstructured data, such as indepth interviews, videos, graphics etc.)  I have always talked about ‘playing’ with the data when starting an analysis.  The CAQDAS software platforms I support can be seen as ‘playgrounds’ where the data is located and can be played with.  Although I am currently exploring (and have recently published an article) on how Web 2.0 tools have the potential to do the same.  There is a tension though, particularly with new students, between wanting and needing rules and the freedom to play.  But this tension is also apparent in different epistemological stances towards data analysis. In particular, those of a post-modern turn have been turned off these software tools because of a belief that they impose some rigid structure – are rule-bound in some way – whereas in fact they are flexible generic tools that the analyst decides how to use – much the same way Newman argues that the player has control over moving between paedia and ludus.  While I have always thought of qualitative data analysis as about playing with the data, I never thought of the platforms as similar to games before.   This week has given me a lot to think about!

 References

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

Whitton, N. (2010) Chapter 2, 'Recognising the characteristics of digital games'. In Learning with Digital Games: A practical guide to engaging students in higher education, London: Routledge.

Keywords: videogames definitions pacman donkey_kong frogger platform_games Whitton Newman arcade_games IDGBL10

Posted by Silvana di Gregorio | 0 comment(s)

January 23, 2010

‘Popeye’

‘Popeye’ is an arcade platform game, developed and released by Nintendo in 1982, featuring an 8-bit rendering of the eponymous cartoon character, and features Olive Oyl, See Pea’, Wimpy, Bluto and Sea Hag.

http://en.wikipedia.org/wiki/Popeye_(arcade_game)

This game draws upon existing cultural references and uses the relations and enmities between the characters as the strategies and mini-plots, which span three levels. 

Keywords: IDGBL10

Posted by Hugh O'Donnell | 0 comment(s)

January 21, 2010

So here we are at last, the sixth and final module that is "research methods". I know that I would like to do my dissertation on learning spaces as my institution has just opened it's doors to a new Library and Student Services centre called Augustine House. If you want a feel for the place, there's an interactive floorplan that you can view and there is also a special Flickr set (compare these against the previous library provision). Incidently, anyone wanting to look at different examples of learning spaces that are situated across the UK can view JISC Infonet's Flickr pages.

JISC (2006) informs us that learning spaces:

"...should be able to motivate learners and promote learning as an activity, support collaborative as well as formal practice, provide a personalised and inclusive environment, and be flexible in the face of changing needs." (p. 3)

However, as the JELS (2009) report found out, there is very little by way of evaluating the effectiveness of learning spaces and a fair bit of research would be needed to begin to understand what is going on. Temple (2007), in his literature review, is particularly scathing on how little we understand such spaces:

"...if the curriculum in higher education is a set of experiences, that a student inhabits, experiences that that arise from a student’s interaction with his or her ‘learning environment’, then any attempt to trace the influence of one particular thread of experience may well be doomed..." (p. 69)

So, over the last 18 months I have been involved in a part JISC-funded project that is part of their Institutional Innovation Programme, which:

"...represents a £13.08m investment aimed at supporting existing institutional strategies by providing solutions to institution-wide problems, based upon proven practices, technologies, standards and services. The solutions will act as exemplars to other institutions by demonstrating innovation and good practice, and building knowledge and experience, which can be shared across institutions."

Our project, which we called iBorrow, has deployed 200 location-aware (re: wireless) netbooks within Augustine House which students and staff can "borrow" just by taking them out of the recharging cabinets as if they were picking up a book from off a shelf. One of the many things that we want to see is if it can provide a large-scale demonstration of how thin-client notebooks with location-aware technology can enable us to not only provide "no fuss" access to a full range of software and learning resources but also effectively manage the configuration of the facilities within the large flexible learning spaces of Augustine House.

As part of my preparation and understanding of learning spaces, I have managed to fill three A4 box folders of papers on the subject as well as looking at the notions of "place" and "space" under the auspices of environmental psychology. To help me make sense of all of this information, I have devised a mind map (click on the image below to enlarge) that covers a large number of themes (and I suspect that I have only scratched the surface).

Learning Spaces Mind Map

References

JELS. (2009). A Study of Effective Evaluation Models and Practices for Technology Supported Physical Learning Spaces. Bristol: JISC. Available at: http://www.jisc.ac.uk/whatwedo/projects/learningspaces08.aspx [Accessed 21 January 2010].

JISC. (2006). Designing Spaces For Effective Learning - A Guide To 21st Century Learning Space Design. Bristol: JISC. Available at: http://www.jisc.ac.uk/publications/programmerelated/2006/pub_spaces.aspx [Accessed 21 January 2010].

Temple, P. (2007). Learning Spaces for the 21st Century: A review of the literature. York: The Higher Education Academy. Available at: http://www.heacademy.ac.uk/projects/detail/lr_2007_temple [Accessed 21 January 2010].

Posted by Wayne Barry | 0 comment(s)

1. what seem to be the main motivators (drivers/stimuli) or hindrances for teachers to use ICT in their assessment practice; epistemological beliefs implication in selecting their assessment method.

or


2. how epistemological beliefs (beliefs about knowledge and learning) affect ICT teachers' assessment beliefs and methods and what are their perceptions about students' benefits from their assessment methods.

Keywords: thoughts, topic

Posted by Angelos Konstantinidis | 0 comment(s)

January 19, 2010

I guess it would be beneficial to jot down some initial thoughts about my research question, so:

  • epistemological beliefs, beliefs about intelligence among teachers (who use ICT in their teaching) of secondary-high school education (in Greece) and how these beliefs affect their assessment beliefs and methods (note: they may employ different assessment methods incoherent with their beliefs?)
  • how various assessment methods can motivate or demotivate students; assessment affect students' sense of autonomy?
  • how students' beliefs affect their preference for assessment methods?
  • Should I expand to teachers-students of primary or tertiary education?
  • Should I focus only to secondary education or only to high schools?
  • Should I focus only to ICT teachers or should I include other disciplines also (provided that they use ICT in their teaching practice)?

Keywords: thoughts

Posted by Angelos Konstantinidis | 0 comment(s)

January 18, 2010

As with Google Docs, are the developers and ROM collators involved in the MAME project acting in the best principles of preserving examples of our fledgling digital games culture? http://mamedev.org/ & http://mameworld.info/

 

 

 

Posted by Hugh O'Donnell | 0 comment(s)

January 15, 2010

I stumbled on this paper - http://www3.interscience.wiley.com/journal/123238095/abstract - which introduces the concept of uLearning (ubiquitous learning).  I've seen some nifty demonstrations of augmented reality and GPS-enabled phones, and I reflect on the ideas of "location of play" and "public performance" in the Newman paper from Readings Week 1.

Keywords: augmented reality, IDGBL10, mLearning, uLearning

Posted by Hugh O'Donnell | 0 comment(s)

November 26, 2009

1) Don't panic

2) Remember the tips Rupert gave me in handling the paper and creating sharp accurate folds

3) Determine what is required to create 1) Dragonfly and 2) Beetle 

O.K so I have just looked them up and they both require the waterbomb base. The good news is that I managed to create a water bomb base after I had completed the duck, but I had found the instructions difficult to follow and was put off with just creating a whole series of bases. It is like everything though a thorough grounding with the basics allows one to develop, build and blossom. So the plan is to do some fairly simple folds that are used in the book as an introduction. Then create the flapping bird; I will then perfect the water bomb base and after this attempt to make the dragonfly. Once the dragonfly has been achieved I shall review where I am and make a decision on what to do next.

 

I am doing some baby sitting on saturday night so I shall see if I can show them how to make some origami models.

Posted by Nicholas Palmer | 0 comment(s)

It has been a long time since I did anything with origami. Two things happened 1) I became somewhat disillusioned with what I was achieving and 2) One of my stepsons recently showed me how to create a a flapping bird. Rupert made an interesting observation about the book I had chosen to learn from basically it was not the easiest set of  diagram to follow and even he (with his current knowledge) would struggle to complete the flapping bird from the book. Rupert is fairly competent and feltb that I had given myself too big a target with the Dragonfly (which he can do) and the Beetle (which he can't do). I think the beetle is probably a step too far however the dragonfly will be done.Rupert suggested that I did the flapping bird and then looked at where to go next.

I didn't plan out the steps I was going to take to work methodically to the target designs. I actually thought I would learn all of the bases and then work from there, the problem with this is that you don't get any sense of achievement when you create a base not in the way you do when you have a recognisable shape.

I should have referred to more than one book because since his comment I have found that the way diagrams are annotated to create designs are slightly different and that some of the directions are easier to follow than others.

 

So I need to come up with a plan to successfully achieve my goal.

 

Posted by Nicholas Palmer | 0 comment(s)

November 07, 2009

after having quite a difficult time with trying to reconciles the varying ideas and arguments put forward by Rose and others writers such as ....... regarding the perils of  subjectivity I decided to get back to basics and go with the flow...by this I mean 

1 decide which community

look ....just begin looking and have no idea what I'm lookig for

where is this taking me

and lo and behold it did take me somewhere

somewhere intereesting

then refelcteed on what I know about communities

and then came to my conclusion

 

END 

 

 

Keywords: ethnograph research

Posted by lesley ferguson | 0 comment(s)

<< Back Next >>