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Wendy Jenkins :: Blog

March 06, 2009

Over the last few week on the "Introduction to Digital Game-based Learning" module, we have been given numerous opportunities to look at an assortment of games with a view of developing an insight into how they might help with learning. Not only are we grappling with the nebulous concepts of "play", but also discovering how games could potentially help with the learning process.

One of the outcomes of the module is the opportunity to "play" and make our own connections and synergies between what we experience and that of the games and play literature. The course has offered a number of oppprtunities to play games, such as a treasure hunt in Second Life (I'll have something to say about that in a future post); creating and play games that make use of Google Earth; and developing a role playing game for Second Life (again, a future post will address this). This week is the turn of the WebQuest, which according to Dodge (1995) is:

"...an inquiry-oriented activity in which some or all of the information that learners interact with comes from resources on the internet, optionally supplemented with videoconferencing."

I was first introduced to the concept of WebQuest in the "An Introduction to Digital Environments for Learning" module and got to experience one in the "Effective Course Design for e-Learning" module, where Stuart Easter developed a WebQuest as part of his Learning Event. Stuart's WebQuest went along the lines of finding a "single phrase" that linked the following "names / words / links":

  • Circle Line Party
  • Dan Hamill
  • A link on Google Earth
  • Jane's Addiction
  • London Pillow Fight

A quick Wikipedia search, would have you discover that the answer is flash mob. Hamish Macleod began his WebQuest by asking us to "to discover what notion, or phenomenon, links (by inclusion or exclusion) the following words or phrases":

  • Alice in Wonderland
  • Artificial Intelligence
  • A lonely girl
  • the Bangalore World University
  • viral marketing
  • a denial
  • Michael Douglas

However, the WebQuest wasn't going to be quite as simple as that as "the solution [was] not merely some potential linkage, but [a] specific linkage that [he had] in mind." which added a whole different complexity to the quest, which I personally relish - it's an intellectual pursuit and a battle of wits and minds that have kept the "little grey cells" of humankind engaged since time immemorial.

In many ways the Wiki Paths: The Great Link Race game works on a similar premise of the WebQuest and is part of a genre of games that involves "cracking codes" and "unlocking puzzles" that are in pursuit of "forbidden knowledge". The new Ron Howard film "Angels and Demons", a prequel to "The Da Vinci Code", is currently supported by an online game making use of Photosynth (which in itself is interesting as I will be using Photosynth for my final module assignment) which requires users to try and find clues and symbols to try and unlock the secrets of the Illuminati and shows how Web 2.0 technologies can be used to build engaging and compelling educational games (and not a single person was killed in making these games).

Note: The answer to Hamish's WebQuest is alternate reality game.

References

Dodge, B. (1995). Some thoughts about Webquests. [online]. Available at: http://webquest.sdsu.edu/about_webquests.html [Accessed 6 March 2009].

Posted by Wayne Barry | 0 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)

February 27, 2009

The interesting discomforts associated with exploring unfamiliar or previously rejected techniques for research are proving enlightening about my attitude to research altogether.  It's not that I'm anti research - though I am horrified by the distortions  to HE caused by the research assessment exercise - it's just that I only feel drawn to certain approaches to it myself.  I haven't properly thought this through before. 

Education has been my third choice of academic discipline - I changed from English Lit to Philosophy early as an undergraduate.  Research in those academic areas would probably not typically involve interviews, questionnaires, statistics or anything like that.  (None of these would have to be ruled out, though.) If I had progressed in either, "research" (perhaps scholarship?) would have involved working with texts and ideas, not people - though people could have been important as an object of study.

As an academic, the writing I have done has tended to be the low status "how to" stuff aimed at helping students.  I have several conference papers that I aim to redo to publish in academic journals, and I might also do this with some essays I've written for this course.  But my aim is to communicate ideas and possibilities rather than present facts that I have discovered.

I'm probably more interested in reinterpreting facts presented by others. Indeed, this would be appropriate for the interest I have in the changes that happen when we move activities online - I believe that they are no longer the same activities and our actions (including language use) are no longer the same as they are f2f.  This could have huge implications for education.

I think I'm feeling my way here to a philosophical stance rather than a social science one, if such a distinction is appropriate.  I've been reintroduced to philosophical ideas several times during the course and have enjoyed exploring them.  And of course Philosophy is also no longer the same online as f2f (nor the same as it was in the 70s!)

This discovery feels quite important, though when I read it over it doesn't seem to be saying much.

Keywords: philosophy, research stance

Posted by Christine Sinclair | 0 comment(s)

February 26, 2009

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Jez

Some problems coming to mind re. potential dissertation topic: it would be necessary to compare 2 sets of learning, 1 in an online role-play and 1 in a face-to-face role-play. This presents some difficulty, not insurmountable, in being able to observe both sets of learners. But... much more importantly, there are simply too many variables in this project, as it stands at present: let's say that the online participants are more active than the F2F learners. This could tell you about:

  • their personality
  • the strength of the teacher
  • the time they take their lesson
  • etc etc etc

So... the project will not be explanatory. If it still runs, it needs to be exploratory, and would simply measure participation in the online role-play.

Bigger problem still: when I taught in Japan, despite the reputation of Japanese learners for being afraid of making mistakes, I had few significant problems in getting learners involved in F2F role-plays. This came down to skill of teacher and sensitivity too.

The dissertation could be significantly scaled down so that it focuses only on wiki role-play (my idea from the OLL course). A new question would be required, and very probably the (ill-conceived) Japanese culture idea should be scrapped.

Posted by Jez | 2 comment(s)

February 25, 2009

Reading this week's papers from Pat Kane (2005) amd Brian Sutton-Smith (1997) were a sheer joy and delight compared to the James Newman chapter the other week. I think the issue between these three writers is one of how an argument is being presented to the reader. We start with Sutton-Smith (1997) who sets that scene by explaining that the meaning or definition of "play" is fraught with ambiguity with various philosophers, anthropologists, biologists, psychologists, etc. describing the essence of "play" in different ways that relate to their particular disciplines.

It's astonishing to learn that for such a "simple" concept of "play", or at least perceived by many to be a "simple" concept, has academics from a multitude of disciplines trying to place "play" within some framework or other - indeed, I don't recall any of the theorists mentioned by Sutton-Smith taking an holistic and all-encompassing view of "play"; this is something that Sutton-Smith (1997, p. 6) sees as a weakness and Kane (2005, p. 40) also picks up on when he talks about the "third culture" or polymathism ("Homo Universalis") before the arts and sciences had a parting of the ways. I was also intrigued by Sutton-Smith's view that play "has temporal diversity as well as spatial diversity" when he talks about the likes of the World Cup and the Olympics. Sutton-Smith (1997, p. 9) offers "seven rhetorics", which Kane (2005, p.39) describes as:

"...ways of thinking and talking about play that express a certain vision of human nature and culture, and which can be deployed by everyone from teachers to generals, hackers to CEOs ... [which] imply both a very modern and a very ancient vision of humanity."

The "seven rhetorics" are:

  1. The rhetoric of play as progress
  2. The rhetoric of play as fate
  3. The rhetoric of play as power
  4. The rhetoric of play as identity
  5. The rhetoric of play as the imaginary
  6. The rhetoric of play as the self
  7. The rhetoric of play as frivolous

Kane (2005, p. 48) makes an interesting statement whereby he says "the moment of play is identified as a generator of originality, energy and new development" that made me think of Google's European offices in Zurich and the "Homo Ludens" that occupy it.

 

Kane's "manifesto" is about a lifestyle, an attitude, a state of mind, a way at looking at the world and the people and artifacts in it that strips away the rigidity and drudgery that has been hampered by a mechanistic, industrial mindset of the Victorian age. Education is still built around this hidden curriculum of "preparing people for the workforce".

There's this wonderful allusion to Jean-Dominique Bauby's "The Diving Bell and the Butterfly" where Kane (2005, p. 46) quotes surrealist Luis Bunuel: "Somewhere between chance and mystery lies the imagination, the only thing that protects our freedom". Bauby suffered a massive stroke that left him with a condition called locked-in syndrome (the diving bell) and would use his imagination (the butterfly) to escape his biological prison.

Both Sutton-Smith and Kane position play not as a "trivial, frivolous, silly" waste of time; but as a powerful, natural human asset for learning and discovery through highly creative and imaginative interactions with the world and the people who live in it. Whilst the games industry has shown how people can become immersed in the world of games and are developing skills through experimentation, practice and from other players, so now Education needs to look at this phenomena and translate this into practical, everyday use fit for a classroom be it real or virtual.

Update

Have just learnt that Pat Kane is one half of the late 1980s, early 1990s pop duo Hue and Cry and maintains a blog called "The Play Ethic" and is using Twitter to share his thoughts and resources around his concept of the play ethic.

References

Gee, J.P. (2007). What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition). New York, Hampshire: Palgrave Macmillan.

Kane, P. (2005). The Play Ethic: A Manifesto for a different way of living. London: Pan.

Sutton-Smith, B. (1997). The Ambiguity of Play. Cambridge, Mass.: Harvard University Press.

Posted by Wayne Barry | 2 comment(s)

February 23, 2009

I've been fortunate enough last weekend to have had a go on some of the different games consoles that are currently out on the market without hemorrhaging my wallet or bank balance. A work colleague has a Nintendo Wii and my partner's brother has a Microsoft Xbox.

The Nintendo Wii (or simply "Wii" as the manufacturer prefers to market it) is currently en vogue at the moment with it's unique wireless controller and nunchuk that acts as pointing devicea that senses positions across 3 dimensional space. I got to try out "Mii Maestro" and "Handbell Harmony" minigames from the Wii Music suite and Star Wars: The Force Unleashed. The first thing you notice is that the wireless controller is not as difficult to operate as the dual analog controllersof the Xbox and Playstation games consoles. The second thing you notice is that there is still a degree of eye - hand co-ordination going on (something that I am not particularly good at).

Whilst I am very competitive with board and card games, I have found myself not being quite so competitive with the computer / video games as I have wanted the opportunity to test the features of the software and hardware to try and gain a better understanding how it all fits together especially where my wretched eye - hand co-ordination is concerned. The rather nice thing with the Wii was that there was six of us having a go with it - it's the social aspect of gaming that I have always found appealing and it was nice to see it here again with a computer-based game rather than a board game.

Microsoft's Xbox is a more "traditional" games console that uses the dual analog contollers which takes a little getting use to as each button, toggle and trigger performs different functions that tend to come into play simultaneously - which means hand, eyes and brain need to work together (you really begin to appreciate Prensky's (2001) "digital native" concept at this point). My partner's sons, Josh (10) and Nathan (14), opted for Colin McRae Rally 04, F1 2002 and Harry Potter and the Prisoner of Azkaban.

The two racing games were very much about eye - hand co-ordination and manoeuvring the cars around the track without crashing them. The game that interested me the most was the Harry Potter game and the situation that arisen from it that reminded me of Gee's (2007) discussion about the social aspect of gaming. Josh is the most dextrous out of myself and Nathan as far as videogaming is concerned and how adroit he is at handling the controls. Josh is well versed with platform games and adventure games.

The Harry Potter games has dozens upon dozens of rooms that contained different types of logical puzzles. Josh would run around in each room like a headless chicken using his wand to smash open boxes, etc whilst completely missing that each room might have a special clue or puzzle that needed solving. This is where Nathan and I would come in to advise / coach / "bossing around" Josh what he needed to do. What struck me was that although neither I nor Nathan had access to the controls we were able to take a full part in the game by collaborating with Josh as to what needed to be done and how to go about it - this for me demonstrated the reflexive and critical elements that Gee (2007) was talking about in terms of learning and understanding along with group collaboration to getting the task completed. Whilst at the beginning Josh was a little irritated by our input, it didn't take long for him to see the value in it as he was able to complete tasks more efficiently and more quickly because the group was working to their strengths to get the tasks done.

References

Gee, J.P. (2007). What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition). New York, Hampshire: Palgrave Macmillan.

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

Keywords: collaboration, competition, IDGBL2009, immersion, social gaming, wii, x-box

Posted by Wayne Barry | 0 comment(s)

I'm a little bit behind with my reading for work as well as this course.  Coming to this blog is probably displacement activity (along the lines of it's not worth starting the reading now as I have to go for the train in 15 minutes).  However, I think it's worth recording how I feel about stats before I start doing them.  The fact that I only loaded my software yesterday (noting that I should have done it before the end of January) suggests some reluctance. 

I haven't done any statistics for a long time, but I can see that one of the things I'm reading for work contains some.  I don't think I'm phobic about statistics - I just worry about their use and the claims attached to them.  But it's actually better to know something about it all if people are likely to misuse statistics, especially if they are making spurious claims based on accurate statistics (but false premises). 

I did use numbers even in my very qualitative autoethnographic study - I created a concordance file in Word which helped me count my references to particular themes and thus see what a student "noticed" more frequently than other things.  It was a starting point when I had a lot of data and didn't know what to do next - it helped me to create categories and also a useful index.  It was of more interest to my examiners than I thought it would be - part of the argument about how you claim your data are data.

So I'll keep that in mind when I'm number crunching!  I've more to say on this but my time's up. 

Keywords: statistics

Posted by Christine Sinclair | 1 comment(s)

February 20, 2009

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Jez

Carrying out a Masters dissertation research project is basically a learning exercise, preparing one to go on with research in the future (Hamish - discussions board).

Don't necessarily plan to conduct any further research in the future. Is doing the dissertation worthwhile for me? Perhaps not.

Posted by Jez | 2 comment(s)

February 19, 2009

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Jez
This is a fundamental question. Why attempt to quantify the subjective?

I am tempted to respond with "Why not?" but I will take it a bit further. Let's take this notion of "involvement" that is discussed in the paper. Is it possible to ask whether some of you (on *this* course) are more "involved" than others? I'm not asking *why* that might be, but just *whether* in the first instance it is the case. If it is *possible* to answer that question in the affirmative, then it is *possible* to imagine that we might quantify the construct "involvement". It might be a very crude scale - "high vs low" perhaps. But that would be a measurement none the less. And we might be able to do better.

And remember that the title carries the "health warning" that we are talking about "self-report".

But this is a fundamental issue. What is the purpose and value in quantification?

Hamish
It is *possible* to imagine that we might quantify the construct "involvement".

It is indeed possible - and worrying. Any approach to quantification might get us as participants thinking, "Am I being fairly accounted for?" For example:

(a) We could count contributions or presence on the site. But given the bandwidth problems recorded elsewhere, this *number* might have more to say about that than our engagement. (Or it might have more to say about geography or ability to pay for bandwidth.)

(b) We could create a scale for self-report. But given that we're being assessed on the course, the resulting *number* might be more representative of how we thought we "ought" to report ourselves, rather than actual engagement.

Are there any numbers that wouldn't be subject to such concerns in a case like that?

  

 
Author: Hamish Macleod Date: 10 February 2009 11:42
>> Are there any numbers that wouldn't be subject to such concerns in a case like that?

As would any "qualitative" approach. :-)

Hamish
  
Author: Christine Sinclair Date: 10 February 2009 14:38
True - I'd personally be very wary of trying to quantify or qualify anyone else's "involvement" at all.
  
Author: Hamish Macleod Date: 12 February 2009 14:40
>> I'd personally be very wary of trying to quantify or qualify anyone else's "involvement" at all.

Why?

Are you speaking as a teacher or as a researcher?

Hamish

Posted by Jez | 0 comment(s)

February 18, 2009

Cover of Death on the NileI chose Agatha Christie's "Death on the Nile" - the computer game that is, not the book, film, play, an episode from the TV series or, more recently, a graphic novel that have lent itself to the Christie brand - for two simple reasons:

  1. I like murder mysteries and this story is very familiar to me;
  2. I wanted a "gentle" re-introduction into computer gaming having been out of it for nearly 20 years. 

So, in many ways, I took the approach that Gee (2007) originally adopted and went for something that would "interest" me. If you look at Berens & Howard's (2001, cited in Newman, 2005, p. 12) gaming genres, this game sat firmly in the platforms and puzzles domain - though I would say more puzzles and less platforms. The game is definately not roleplaying, even though you are playing Hercule Poirot and it's definately not a first-person game.

Let me explain. my idea of a roleplaying game involves interacting with the other characters - you don't do this in the game. Firstly, there are short black-and-white silent movie moments where the characters "talk" via text at the bottom of the screen, in other words there are no spoken words. Secondly, the "interviewing" of the suspects also uses this silent movie approach whereby you click on the "next" button to read the "conversation" that is going on. So immediately the game isn't immersive as you are not acting and interacting, you're just reading text from the screen.

The first-person approach allows you to see through the eyes of the character and allows you to interact with objects and people. What the game does offer is 24 rooms with "hidden objects" that you have to find over 14 scenes. You are given 25 minutes per scene to find the objects that appears on the list of things to find. Some will be clues to the murder and others are just thow-away objects. After each scene, there's a more traditional slider-type puzzle to solve. So the game is promoting keen observation skills and logical thinking. I managed to complete the entire game in one sitting that took about 5 hours to complete.

Although I had successfully completed the game, I didn't feel any sense of satisfaction from completing it as I didn't feel that the game particularly challenged me; this well-known story was rather secondary and somewhat superfluous; the characters were non-existant as if they were devoid of any personality - it would have, I think, be different if the characters were allowed to "talk" so that their "personalities" were able to shine through the words that they "spoke" and the "accents" that they used to speak them. It would seem that I wanted some that went a little beyond the "gentle" re-introduction that I thought I needed. The game wasn't animated enough, it has already been documented that action-based games are more engaging that still-based games, however nice the graphics and music should be.

I should say that a couple of years ago I did buy one of those interactive DVD games that you play on the TV. I purchased Agatha Christie's "After the Funeral" which was intersperse with video clips from the TV show, games and puzzles and linked together by David Suchet playing "Hercule Poirot". Whilst this game is not action-based like the computer game, it had the added bonus of the video clips and David Suchet as Hercule Poirot talking directly at you, which gave the impression that you were in the game rather than outside of it. There is definately something to be said for computer games that have animated action sequences rather than still ones.

References

Gee, J.P. (2007). What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition). New York, Hampshire: Palgrave Macmillan.  

Newman, J. (2004). Videogames. London: Routledge.

Posted by Wayne Barry | 0 comment(s)

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