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January 27, 2009

As part of the "Introduction to Digital Game-based Learning", this semester's cohort have been made up of 4 teams of 6 people who will work together as a team to either construct game-based tasks (for others to participate in) or take part in game-based tasks that have been given to us, as well as giving presentations to the other teams.

I am part of "Team 2" who consist of:

  • Bill Babouris
  • Myself
  • Chris Hambley
  • Eleisha John
  • Marie Leadbetter
  • Nicholas Palmer

I am very excited about the potential of group-based activities where the participants are at a distance and working remotely using a range of technologies like discussion boards, Skype and Second Life. It would be good to try a develop some kind of "good practice" guide that can be passed on to others who are also planning on this "virtual" approach to group work.

Keywords: games, group, IDGBL2009, team

Posted by Wayne Barry | 0 comment(s)

I feel as though I'm getting my places sorted out - I had something I wanted to say this morning but I felt it "belonged" to my other blog. It's interesting how they feel like different places.  But I've a little niggle; I'm asking myself if I'm being self-indulgent.  The answer is no, not really - there's plenty of space in these places, and my blogs don't displace any other things.  And people don't have to read them.  But I'll find it useful later to see how I write differently in different places.

Today's blogging may be displacement activity (like housework can be - though in my case obviously hasn't been recently).  We have a task to do in response to reading about research design approaches.  Fortunately, this relates to some of the stuff I was reading at the weekend when I was away from internet access.  However, I haven't read it all, just the stuff on ethnography and grounded theory which are probably the most likely to influence me. 

It would be interesting to try to think of different types of design in relation to the same research question and I think I'll tackle the task in this way.  I could perhaps try two research questions: a simple "obvious" one and one that I'm likely to want to consider for myself.  I'm now asking myself whether a tendency towards an interest in ethnography – combined with a resistance to "measuring" complex human things – is likely to determine the kind of research question I'm prepared to pursue.  I am conscious that I need to be more open to the range of approaches.

Keywords: blog, design

Posted by Christine Sinclair | 0 comment(s)

January 26, 2009

Digital Natives vs. Digital ImmigrantsAs a results of the "introduction to digital environments for learning" (IDEL) module and the research that I have been doing around the topic of digital literacy; I have crossed Marc Prensky's path many times over; he should also add agent provocateur to his list of roles. It started with my IDEL essay called "Bridging the Generation Gap: A Pathfinder's Tale" and this has led to presenting a talk called "The Generation Game: Exploding the myth behind the Net and Google Generations" to a number of organisations.

It's quite clear that I have issues with Prensky and the whole digital dichotomy of "natives" and "immigrants". These terms, according to Prensky, were coined by John Perry Barlow (1996, para. 12) in his "declaration of the independence of cyberspace". Prensky (2001a) and others have popularised (and added more to) these stereotypes to that they are now firmly cemented into the public domain like some kind of meme. Like Bayne and Ross (2007), I share the following sentiments which I explored in an earlier blog post:

"In the current political climate, talk of immigrants and natives inevitably evokes complexities and anxieties around migration, integration, and racial and cultural differences in Western society."

Indeed, Palfrey and Gasser (2008) want to reclaim the term "digital native" to mean something else entirely and suggests that:

...rather than calling Digital Natives a generation – an overstatement, especially in light of the fact that only 1 billion of the 6 billion people in the world even have access to digital technologies – we prefer to think of them as a population … The vast majority of young people born in the world today are not growing up as Digital Natives.

Prensky is rather keen on using a quote attributed to Dr Bruce D. Perry (now of Child Trauma Academy) which goes like "different kinds of experiences lead to different brain structures". In earlier copies of his now infamous papers, Dr Perry went under the name of "Dr Bruce D. Berry" and it's taken 8 years and a lot of flack before Prensky finally corrects it. At the heart of Prensky's work seems to lie a lot of scaremongering rhetoric that's not backed up with any references for the reader to check his claims against, it's quite an odd thing to do considering Prensky has 3 Master level degrees behind him. It's little wonder that Bennett, Maton & Kervin (2008) chastise Prensky and others after him by suggesting that:

...proponents arguing that education must change dramatically to cater for the needs of these digital natives have sparked an academic form of ‘moral panic’ using extreme arguments that have lacked empirical evidence.

This was echoed earlier by McKenzie (2007), using a little more sensationalist language, who accuses Prensky of being "guilty of 'arcade scholarship'". 

However, Baroness Susan Greenfield, the eminent neuroscientist and current Director of the Royal Institution of Great Britain, comes to Prensky's aid by suggesting that further research would be needed to see if there might be a link with the three-fold increase of the drug Ritalin over the last 10 years and the increased exposure of young children to unsupervised and lengthy hours in front of a [computer] screen which, in turn, means their young brains would get use to rapid responses (Settle, 2008).

I do agree with Prensky on one thing and that is the need for learning professionals to be able to "speak" using both "legacy" and "future" languages through the lens of "digital literacy" so that students are better prepared and better equiped to deal with the changing nature of their digital worlds.

References

Barlow, J.P. (1996). A Declaration of the Independence of Cyberspace. [online]. Available at: http://homes.eff.org/~barlow/Declaration-Final.html [Accessed 26 January 2009] 

Bayne, S. and Ross, J. (2007). The "Digital Native" and "Digital Immigrant": A Dangerous Opposition. Annual Conference of the Society for Research into Higher Education. December 2007.

Bennett, S., Maton, K., & Kervin, L. (2008). The ‘digital natives’ debate: A critical review of the evidence. British Journal of Educational Technology, 39(5), pp. 775-786. [online]. Available at: http://www.ingentaconnect.com/content/bpl/bjet/2008/00000039/00000005/art00002 [Accessed 26 January 2009]

McKenzie, J., (2007). Digital Nativism, Digital Delusions and Digital Deprivation. From Now On, 17(2). [online]. Available at: http://fno.org/nov07/nativism.html [Accessed 26 January 2008]  

Palfrey, J. & Gasser, U. (2008). Born Digital: Understand the First Generation of Digital Natives. New York: Basic Books. 

Prensky, M. (2001b). Digital Natives, Digital Immigrants II: Do They Really Think Differently?. On the Horizon, 9(6), NCB University Press.

Prensky, M. (2001a). Digital Natives, Digital Immigrants. On the Horizon, 9(5), NCB University Press.

Settle, M. (2008). Is computer use changing children? BBC News, 15.08.2008. [online]. Available at: http://news.bbc.co.uk/1/hi/technology/7564152.stm [Accessed 26 January 2009]

Posted by Wayne Barry | 1 comment(s)

January 25, 2009

user icon
Jez

An online game would be a useful example for this dissertation. Obviously I can't design a full-blown computer game myself, so examples would need to be perhaps:

  • an existing digital game
  • a game / role-play designed to take place in SecondLife

The former appeals because it can involve the learner trying again and again until successful / imroves. Can be engaging. Can be affective.

Concerns:

  1. I haven't taken the digital gaming module!
  2. not related to my current work in any way

Posted by Jez | 2 comment(s)

user icon
Jez

Just what cultural factors might be expected to be influential? Some ideas are:

  • unwillingness of Japanese learners to make mistakes in public / conformity
  • 'shyness' (?)
  • technological savvy / familiarity
  • keeness on games

Potential hypothesis:

Because Japanese language learners are constrained by unwillingness to make mistakes in a 'real' class - because this would mean to 'lose face' and display weakness - interactive and engaging online language learning can provide a valuable tool for language learning.

Posted by Jez | 1 comment(s)

user icon
Jez

Currently favouring the idea of researching the impact of cultural factors on online language learning by Japanese. This is influenced by my experiences teaching in Japan and also by Robson Appendix A, which argues for a useful and timely research topic that moves the field forward.

Hamish's reaction to this topic was to focus on "some specific hypotheses of just what factors might be expected to be influential."

Keywords: dissertation topic

Posted by Jez | 0 comment(s)

January 23, 2009

There's a lot going on on the discussion board - and it's really good philosophical inquiry.  I last opened it yesterday late afternoon but first thing this morning there were 36 entries to look at.  And I'm going to be away until Sunday evening with no internet connection; at this stage of the course this could be a problem.  I'm taking the textbook with me so I can at least keep in touch with the ideas.  But after what I've just been looking at, I now want to take Notes from the Underground too - and Being and Nothingness if I have it, but I don't think I have.  But I was trying to travel light!

The debate about truth seemed slow to get going at first and now there is no stopping it.  I've contributed a few things and have nearly made several other observations but have stopped myself (I'm always interested when that happens).  In one case, i wanted to say something about Plato's Symposium (during our debate on Love) - but I felt it might be a thread killer.  In another, I wanted to add something but hadn't worked it through or had got into an internal contradiction. (I should note when this happens though.)

I haven't much time this morning - I should be marking, I'm packing to go to Aberdeen and I have to go for my train to go to work.  I'm writing hastily and all the time thinking about what this blog should "feel" like.  It's not really just a matter of transferring from Blogger - that's a different type of space.  It almost feels as though in it's in a different place (physical) in the web - which does suggest an intersubjective construction of the online world.

This sounds as though I'm going to want to keep two blogs going.  (But it'll be next week before I can do this.)

Keywords: blog, philosophy, space

Posted by Christine Sinclair | 1 comment(s)

January 20, 2009

Prior to the "Understanding Learning in the Online Environment" module that I undertook last semester, I had used Delicious and Connotea as my principle web services for collecting, storing and sharing bookmarks, news articles and journal articles with my colleagues and interested parties.

On the module, Hamish Macleod suggested that we might like to create a Diigo account to share any bookmarks and resources around how learning could be facilitated through an online environment. The tool is very easy to use and allows you to create lists and groups. I had created a list for the learning challenge that I was undertaking at the time. I am now using Diigo to collect, store, compile and share on anything pertaining with gaming and, in particular, game-based learning - this collection can be found at the following address: http://www.diigo.com/list/heywayne/gaming

Keywords: Diigo, IDGBL2009, links, resources

Posted by Wayne Barry | 0 comment(s)

January 19, 2009

This is the first week of the "Introduction to Digital Game-based Learning" module. Over the next 12 weeks, we will be exploring the world of digital games in terms of ideas, concepts, issues and controversies and in particular how games can aid with the learning process - what lessons can be learnt if any? I do believe that exploration and play are the building blocks of learning.

But before we begin our adventure into the realm of gaming and the gamer-learner, we must start with that time old tradition of storytelling - the back story or rather my back story which will provide some historical context to my relationship and engagements with games.

I was never fond of traditional sports like football or rugby and as such a lot of my peers felt that I must be a misfit or something. But I did enjoy games that were created from my own imagination involving LEGO, Meccano and toy figures. This extended to the traditional board games like "Cludeo" (a personal favourite), chess, draughts, "monopoly", "snakes and ladders" (another favourite) which I played with friends and family - so the socialisation of game playing became an important aspect for me. I was very keen (and still am) on "Top Trumps" and other card games like poker, 21 and cribbage.

By the time I reached my teens, this would be the 1980s with the advent of the arcade games, like "Pac Man" (another favourite), "Asteroids" and "Breakout" and some of the earlier computer games. I owned a Binatone TV Master that played a number of rudimentary games like "Pong" and "Tennis", this was later superceded with an Acorn Electron which ran a version of BBC BASIC and allowed me to play such games as "Repton" and the near legendary "Elite" which made use of wireframe technology and was one of the first games to make use of the "back story" in the form of a mini novel. At college, I had become hooked on the game version of Douglas Adams' "The Hitch-Hikers Guide to the Galaxy", which was a text-based role playing game (it has since been updated by a friend of mine who went to the same college and was a collaborator of Douglas Adams).

However, these early games soon lost their appeal on me as that all important socialisation factor was missing - while some people could be engaged with the competitive nature of trying to beat the computer it lacked the camaraderie. I became aware of the role playing game genre or RPG that involved creating characters and becoming them to be able to perform a range a series of tasks or activites usually within fantastical settings that required creativity, imagination and team work. The RPG that I enjoyed the most was based upon H.P. Lovecraft's stories and was called "Call of Cthulhu". What struck me the most about this game was the narratory skills of "The Keeper" which, if played well, was atmospheric and damn-right scary - here you were completely immersed with the story and the character which you are playing. Whilst there were a load of game-based resources for this game, I had preferred to create my own "Call of Cthulhu" scenarios inspired by the works of Lovecraft, Poe, Conan Doyle, Christie and such like - if only the Internet was available at the time.

In the mid 1990s which saw the rise of the Internet within the Higher Education sector, I had developed a SF / murder mystery game called "Murder on the Aurora" which was developed using HTML and Javascript and was created to help new users to the World Wide Web get to grips with this new, emergent technology.

Whilst I don't own a Wii, X-box or any of the PlayStation variants, I have become interested in the alternate reality game or ARG phenomena which have been made popular by TV shows like "Lost", "Spooks", "Heroes" and "Torchwood - again, this plays heavily on story telling and having the gamer to "live out" the role.

That's my "back story", so let the adventure begin...

Keywords: "alternate reality game", "back story", "game-based learning", "role playing game", ARG, gaming, IDGBL2009, RPG

Posted by Wayne Barry | 3 comment(s)

This is the first day of this blog and the Research Methods Course and I've also decided to keep a private journal just in relation to the dissertation.  I'll start that today too.  I think this means that my other blog (in Blogger) has to go for now! I don't want to spend so much time reflecting on what I'm doing that I'm not actually doing anything.

But the proliferation of reflection and discussion places is getting me to think about readership/audience.  I like the idea that one (possibly the main) reader is my future self - and that's easier when the blog isn't assessed. So I want to record what's uppermost on my mind in relation to being a student and how that affects what I do as well as who I feel I am.  But this isn't in isolation - the concurrent readership forms the community and context and I am likely to be their readers too.  This is where it differs from my public blog on Blogger, at least as it is to date.

And I want to make my blogs more stimulating for a reader too - so I need to work on that, in particular with more links and visuals.  Perhaps I'll start with a new photo; people will start to see I've been using the same photo for two years.

But for this first day, I'm just checking that it works and I can edit on it etc.  A bit like the digital equivalent of sharpening pencils and smoothing out page 1 of the notebook.  As far as research is concerned, I'm thinking about the online use of language shaping courses in a different way - and that does include non-use of language too.  But it's still very open.

Keywords: blog, language, readership

Posted by Christine Sinclair | 0 comment(s)

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