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On being an academic, a farmer, a scientist, an educator, a mom, ...

My name is Katrin Becker. This is my blog.
It is about Computer Science, Educational Technology, Digital Games, Academia, and sometimes Rural Life and other notions.
Comments are welcome but will be edited as necessary to maintain relevance.

“Vocational training is the training of animals or slaves. It fits them to become cogs in the industrial machine. Free men need liberal education to prepare them to make a good use of their freedom.”
by John Dewey, 1916

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More Trouble in River City

June 12th, 2009 by Katrin Becker

Here’s a well-written explanation for why most of the media-effects studies really don’t tell us anything:

WHY VIDEO GAME RESEARCH IS FLAWED

By CHRIS LAVIGNE

Studies that spread the idea that video games are harmful to children are conducted by researchers whose knowledge about video games is embarrassingly poor.

May 25, 2009

What do 23 martial-arts fighters have in common with a talking Australian marsupial? According to one team of video game researchers, they’re identical.

Last year, the journal Aggressive Behavior published a study by a group of Dutch psychologists examining gaming and violence in children. As in most video game research, a lack of fundamental video game knowledge led to a study no gamer would consider credible.

Read the whole article here

Posted in Academia, Anti-Games, Game Studies, General, Trouble in River City, Violence | No Comments »

Yet another “Trouble in River City” Article – this one by SUSAN GREENFIELD

June 11th, 2008 by Katrin Becker

I’ve actually been pondering this since it first came out. I’m getting pretty tired of the “Games are bad for society” rhetoric. Why can’t people get past hating things and look at something that can actually make a difference, like *how*  are they useful; what are they good for; is there something we can do better with games than with other media?…  I’ve decided that rather than try and draft a careful response to this article, I’ll just give a somewhat emotional one. I’ve taken the liberty of re-printing large parts of the article; the link to the original is just below:

http://www.dailymail.co.uk/sciencetech/article-565207/

Modern-technology-changing-way-brains-work-says-neuroscientist.html#StartComments

The original text is in green and my responses are in black italics just so there is no confusion about who said what.

The REAL brain drain: Modern technology – including violent video games – is changing the way our brains work, says neuroscientist

By SUSAN GREENFIELD – Last updated at 22:17pm on 9th May 2008

Read the rest of this entry »

Posted in Anti-Games, Game Studies, Games, Games in Society, Trouble in River City | No Comments »

Videogames – Ya Got Trouble!~

May 17th, 2008 by Katrin Becker

Some years ago I was at a conference where Dmitri Williams was talking about the social history of videogames. He made reference to this song as a way of illustrating how the societal reaction to videogames isn’t really new. Since then I’ve thought about re-working (OK maybe perverting a little) the lyrics to match the current denunciation of our newest medium (with apologies and all due respect for the original composer Meredith Willson (1902-1984). For a dictionary of the original terminology, see: http://www.sewickley.org/~kcerny/LowerSchool/divisionmusical/TheMusicManDictionary.htm

Ya Got Trouble (original lyrics found here)

Read on to see my updated lyrics….

Read the rest of this entry »

Posted in Anti-Games, Educational Technology, Game Studies, Games in Society, Silliness, Trouble in River City, Violence, Virtual Learning Environments | No Comments »

Video Game Violence….

March 10th, 2008 by Katrin Becker

does NOT necessarily cause violence, according to a new study: Grand Theft Childhood, by Lawrence Kutner & Cheryl B. Olson (more here: http://www.gamecouch.com/2008/02/interview-dr-cheryl-olson-co-author-of-grand-theft-childhood/)

In 2007, results from a breakthrough Harvard video game study found that children used video games to manage their feelings, the stereotype of the socially stunted gamer was a myth, and there was no obvious connection between violent games and youth crime.

Well, cool.

It’s so nice to see real evidence for something many of us who are researching games already thought was true.

OpenEducation.net did an in depth review of the topic of violent video games that included an interview with one of the authors of the book. They broke the topic out into three posts:

  1. http://www.openeducation.net/2008/03/16/shoot-em-up-video-games-the-cause-of-greater-anti-social-behaviors-in-teens/
  2. http://www.openeducation.net/2008/03/17/author-reveals-the-surprising-truth-about-violent-video-games/
  3. http://www.openeducation.net/2008/03/18/experts-state-do-not-banish-instead-manage-violent-video-game-play/

Posted in Books, Game Studies, Games, Games in Society, Violence | 1 Comment »

What is a Game? [Part 1]

September 21st, 2007 by Katrin Becker

What is a Game?

Games are classified in many different ways and even after going round and round repeatedly, we still can’t seem to agree on what a game actually is.

Here are a few examples:

Some examples of casual (or mini) games: (posted by Clark Aldrich on seriousgames May 20, 2007

> Tips on Tap: http://www.webcourseworks.com/tipsontap/
> Binary numbers: http://forums.cisco.com/CertCom/game/binary_game.swf
> Other Cisco games: http://www.medcalf.com/games/cisco_games/

“Tips on Tap” isn’t so much a game as a contest – here the object is to see how quickly you can click the right things in the right order. The addition of scores and time constraints seems to make this into a game. I tried it – un-doing an action is difficult and frustrating.

The “Binary Game” isn’t really a game at all, in my opinion. It is an exercise – in fact, it is a worksheet. True, there is a score, and the challenge is to see how fast you can solve the problems. It appears that the introduction of scores and time keeping allows this electronic worksheet to be viewed as a game.

The “Cisco Games”, while posing more complex (and possibly interesting) problems suffer from functional complexity as well. I did not find the gameplay intuitive. Of the three groups, I’d consider these the most game-like, although I am currently at a loss to explain exactly why. If we remove the time pressure what do we have left? In many cases, what we have left is a puzzle. If we remove the score-keeping, it appears to stop being a game.

Posted in Academia, Artificial Intelligence, Educational Technology, Game Studies, Games | No Comments »

R.E.Clark is at it again….

August 2nd, 2007 by Katrin Becker

Clark, R. E. (2007). Learning from Serious Games? Arguments, Evidence, and Research Suggestions. EDUCATIONAL TECHNOLOGY, May-June 2007, 56-59.

Richard E. Clark says, “My goal in this column is to offer a brief view of the current state of the evidence for the educational benefit of games, discuss a few problems with existing studies, make some suggestions for the design of game studies, and suggest a possible application of games in order to invite a discussion about the design of future serious game research, evaluation, and implementation.”

For those who aren’t familiar with this person, R.E.Clark is the “nay” side of the famous Clark-Kozma debate. So, no surprize that this author would claim that games don’t make any difference. It is simply the same argument moved to a new medium. I wonder if Dr. Clark plays any games himself, or if he is forming his opinion based on, as Harlan Ellison would say, “idiot hearsay”.

Read the rest of this entry »

Posted in Academia, Educational Technology, Game Studies, Games, Instructional Design, Teaching & Learning | No Comments »

On Game Length

June 16th, 2007 by Katrin Becker

On Game Length

[started Dec. 4 2006] http://www.gamasutra.com/features/20061201/qotw_01.shtml Talks about the length of games.

This is of value to me because [I say] long games are ill-suited to school environments.
School learning comes in bite-sized chunks, single lessons; units that last a few weeks. Unless we begin to require dozens of hours in homework, there is no way for games to fit into formal school environments. It may be part of the reason why puzzle games predominate when it comes to school games. Their length is better suited to the environment than a game like Oblivion.

I think that many modern games are *not* suited for use in schools because of the time commitment required to play them vs. what we can get out of them in terms of meeting outcomes. That also means that the model provided by such games may not be especially useful for ed-games. A game that takes 100 hours to complete is just not going to work in school, whereas a 10-hour game might. Even if the 100-hour game were to match perfectly with a whole pile of general outcomes, it is still a huge time commitment. The amount of flexibility around the time commitment for any game is going to depend (at least in part) on what level of organization the ’schedule’ is set at. In other words, if the province sets the amount of time available for something we have almost no hope of affecting that; if it is done at the board level the chances are better but the case still has to be made that this change will be good for all schools in the district. However, if the decision is school-based we have the greatest chance of influence.

Posted in Game Studies, Teaching & Learning | No Comments »

The Massively Multi-Player Online School

June 10th, 2007 by Katrin Becker

A typical encounter at a yet-to-be built massively multiplayer online school:

Suddenly, Amy realized that unless they all worked together, they wouldn’t get out alive. She wiggles the fuzzy slippers dangling from her swinging feet and glances out the window as if looking for an answer.

She had miscalculated, and now they didn’t have enough fuel left to make it to the landing strip. After several abbreviated (cryptic) messages back and forth, all five members of the crew agreed that this would be as good a time as any to test whether or not the wing modifications they introduced yesterday would have the desired effect. Penny was in charge of gathering weather data – they needed to plot a new flight path that would take advantage of the winds and updrafts in light of their wing mods to save fuel. Kevin’s job was to locate alternate landing sites – they had to coordinate closely to make sure they found a place that would not only allow them to touch down without too much damage to the landing gear, but also take advantage of the winds currents. Each time they found another possible site, Mick and Krista would run several simulated landings to see what their chances for success were. Amy asks her mom if lunch will be ready soon – all this excitement is making her hungry.

Read the rest of this entry »

Posted in Game Studies, Teaching & Learning, Virtual Learning Environments, stories | No Comments »

Great Simulations and a Kitten

June 8th, 2007 by Katrin Becker

Do Animals Play Games?

I guess it is always possible to discuss definitions, but if one is willing to accept a common-sense definition of play, then animals absolutely play.

Kittens (and almost all adult cats) often ‘play’ when alone, which sort of eliminates the notion of led training. Watching animals is one of my favorite pastimes, and there is no doubt in my mind that they are sometimes playing. There are characteristic postures that differentiate play from other behaviours in any animal I have observed. A watchful eye can also detect when play turns into something else, which it occasionally does.

Cats, dogs, and most predator species play (I don’t think anyone can convince me that otters don’t play). Some prey animals play also, although to a lesser extent, it seems. Horses, donkeys and goats play all throughout their lives; sheep and cows, not so much. I’m not sure I would call what baby ducks and geese do ‘play’, and I don’t think adult ducks play at all (I wouldn’t call enjoying a great bath ‘play’) – on the other hand I’d have trouble calling some of what parrots do anything *but* play.

Some gorillas and elephants like to paint. There’s even one gorilla (http://www.solcomhouse.com/Michael.htm) who named his paintings.

I’ve been living and working with animals all my life, and have learned that what makes me happy does not necessarily make them happy – nor do my needs or feelings necessarily translate to theirs. My donkey and horse react and behave quite differently – and they require different approaches in handling and training. That’s even true with different breeds of dog. I don’t think that’s anthropomorphising.

Knowing that there are distinct differences between ‘us’ and ‘them’ doesn’t necessarily preclude some remarkable similarities.

The view of cats (and other animals) teaching through simulation touches on a number of things here – from what level of fidelity is necessary (and how it might need to change as experience/learning does) – to ‘constrained reality’ – to how deeply some of this may be rooted in what appear to be natural behaviours.

Cats seem to like teaching – Read the rest of this entry »

Posted in Game Studies, Play, Teaching & Learning, Uncategorized | No Comments »