On Grief And Farming (A.K.A. Me and My Arrow) Pt. 2

Approximate Reading Time: 4 minutes

I’m the one on our farm who has primary responsibility for all the lives that exist on that farm. I’m the one who makes almost all of the life and death decisions on our small farm, even though I’m not the one who usually carries out the deed.

This is Wednesday, at the vet’s the day I had to decide to put her down. She had been the most adventurous kitty we’ve ever lived with, and, after 13 years, it finally caught up with her.

Still, it’s me who decides whether or not something on the farm lives or dies.

Mostly, it’s a tolerable decision:
the animal is not one we had planned to keep for breeding and it is ready (i.e. in prime condition) for butchering.

I *could* use the euphemism “processing”,

but let’s not.

I love all my critters far too much to try and gloss over their deaths with euphemisms.

I love all my critters – even the ones I kill.

The truth is that most of the critters who are born on our farm are destined to become someone’s dinner, and that dinner is both tastiest, and tenderest, when those critters are in their prime (i.e. still pretty young).

Let’s not beat around the bush – these animals are killed. The vast majority of the life on my farm ends (i.e. dies) when *I* say. Sometimes it is because I honestly believe I am ending their suffering, but most often, it is because they are the right size to be of value to us for meat. The reality of the world is that MOST life on the planet ends up being food for other life on the planet*. That’s how the planet survives. The Grim Sower.

MOST of the time, the remains of the critters we sacrifice here are used completely – they feed the human members of the farm as well as the dogs who protect both them and us. It’s a “circle of life” that makes sense, and seems appropriate –

  • so long as those critters are well looked after while they are alive.
  • so long as their lives are good (which also includes safe).
  • so long as their deaths are respectful and humane.
  • so long as their remains are not wasted.

Most of the time this works pretty well and while I do mourn the lives that are taken, I realize that the reality is that they were given life specifically for this purpose. They would never have been born if not for the fact that we want to eat them. They are “meat” animals, and with the exception of those very few who end up being kept as breeding stock, the majority of the lives born on this farm are destined to become meat on our table.

There are exceptions though.

On our farm, we have a number of animals who are NOT meat producers.

In some cases, I am the one who must decide when one of our partners (i.e. the critters who help us be successful in what we are trying to do) is at the end of their life.

THAT is always a heart-wrenching decision.

Arrow is one of those, and he is nearing the end of his life.


This is the second in a series of posts about Arrow, and about grief.
Stay tuned for more in the coming days.


If you are at all curious why I named this guy “Arrow”:

Listen:

The Grim Sower:

“Human beings, conscious of their personal mortality, are somewhat obsessed with the Grim Reaper, if only because they dimly see Him coming and they don’t like it. In consequence the Grim Reaper plays a central role in humanity’s usual story of evolution: ‘nature red in tooth and claw’, where creatures strive to out compete each other in a desperate no-holds-barred battle for survival. Only the winners of these battles, it is said, get to perpetuate their kind: the losers just die, and in this way organisms with ‘good genes’ proliferate at the expense of all the rest. It’s a simple, compelling picture, which seems to explain the general increase in the complexity of life-forms.” p.25

“In fact, in the evolution both of complex organisms and of mind, the central role is played not by the Grim Reaper, but by the Grim Sower, who starts things up by their billions so that nearly all of them have no option but to die before they have reached maturity. The popular view of ‘natural’ animal lives has been romanticized to such an extent that they are universally seen as idyllic, whereas actually the reverse is the case. Nearly all wild animals die without breeding. For example, from the 10,000 eggs that a female frog lays during her lifetime, on average, 9,998 die for each pair that survives to replace the parents and breed. A more extreme example case still is the cod: a single female lays forty million eggs, of which about 3,999,998 die for each pair that survive to breed. This is what food chains are all about, and it’s the system that started with eukaroytes, who made death a necessary part of life.”
p 25-26

“… there is a huge advantage to making vast numbers of potential offspring and throwing most away. The advantage is that you can be selective cheaply, and sift through them for the occasional accidental good one. Indeed you can produce a few high-quality items even if the ‘technology’ needed to make thousands of them reliably doesn’t exist at all.” p2

Stewart, I., & Cohen, J. (1997). Figments of reality : the evolution of the curious mind. Cambridge ; New York: Cambridge University Press.

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On Grief And Farming (A.K.A. Me and My Arrow) Pt. 1

Approximate Reading Time: < 1 minute

Arrow.

On a farm, we often have to cope with grief while the object of our grief is still here.

We are far from unique in this. Lots of people are forced to deal with this when they find out their loved ones have some terminal illness (I’ve faced THAT a few times myself too).

This is Ray (the duck) who had been blind for nearly 4 years before he died of natural causes, at the ripe old age of 17.

However, on a farm, we are faced with this more often than most.


Ra (rabbit), Ray (blind duck) and Helen (elderly duck) enjoying retirement together.

Old animals can be truly wonderful to live with (and more than a few have taught me important things in their twilight time), but as they approach the end, the lives of our senior critters can weigh very heavily on our souls.

In many ways, watching an old critter fade away is harder than if they die without much warning.

Sometimes on a farm (maybe even often) there is one person who has (or accepts) primary responsibility for all the lives that exist on that farm.

On our farm, that’s me.


This is the first in a series of posts about Arrow, and about grief. Stay tuned for more in the coming days.


If you are at all curious why I named this guy “Arrow”:

Listen:

 

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5 mistaken differences between education games and the gamification of education

Approximate Reading Time: 6 minutes

And 12 ways in which these ideas are problematic.

Gamification is generally defined as the use of game design elements in non-game contexts.

Fair enough. But this is pretty much where the article goes off the rails. (She’s not alone).

Source: 5 differences between education games and the gamification of education

I’m sorry. The rest of this post is pretty much a rant, so if you don’t want that, skip to one of my other posts that is more fun.

“Gamification” is a hot item right now, and far FAR too many people don’t really understand what it is, and what it ISN’T. If you want a non-judgmental chart that distinguishes between game and gamification, try this.

This article is one that makes things worse.

 

What this article actually distinguishes between is GOOD VS BAD, and that applies to BOTH Educational Games AND Gamification.

The seriously misleading part in this article is that the Educational Games column has ALL the GOOD and the Gamification of Education column has ALL the BAD.

Truth is, I have seen plenty of examples of BOTH “kinds” of education that fit the description of what’s in column B. I have seen far fewer examples of EITHER kind of education that fit into column A, but I have seen some.

We REALLY REALLY REALLY need to get a way from the idea that one kind of thing can be described using all negative things and another using all positive things. This really looks like a simple example of someone who has shifted the negative description of games for learning onto gamification, without any obvious understanding of what EITHER one is OR of what makes a game good.

 

Keep in mind that lectures can be fantastic, and they can be abysmal. The same is true of every single educational technology. While I would vehemently argue that the medium is NOT simply the vehicle for the delivery of instruction, I would also argue just as vehemently that it is the skill with which you combine your instructional design AND that of your chosen medium that makes the difference.

I’m not saying this is the case for the author of this article (I have never met her), this kind of presumptuous claim most often comes from someone who does NOT understand the medium they are talking about.

And, by the way, PLAYING games is NOT enough to to qualify someone to talk about game design, in the same way that watching a movie does not qualify you to become a film maker. It’s essential that you DO play games, but it is not nearly enough.

Here are five differences between Games and gamification:

1. Educational Games: Points, achievements, and rewards are one element of the system.
Gamification of Education: Focuses on points, achievements, and rewards.

Problem ONE: How are you defining achievements? I’m assuming in the “gamified” way: i.e. simple badges. Because, you know, achievement-based learning is a thing – and a pretty good thing.

Problem TWO: The quote from Jordan Shipiro is from 2014. Now, that may not seem like very long ago, but in the development of gamification for learning, it is, and that makes what he says stale. We HAVE moved on. At least SOME of us have.

“Game-based learning is not gamification. It is about what I see when I see my own kids play video games. And guess what, they don’t pay attention to the score, they don’t pay attention to the rewards, they don’t pay attention to the points. They don’t even care about leveling up. The only thing they care about leveling up is it offers new challenges. It gets fun again…”

You know what? Many games aren’t like this, and they’re STILL fun. Besides, if “flow” is your yardstick for measuring the success of an educational game, I’m afraid you are in for a huge disappointment. While it does happen occasionally, a state of flow is not as common in games as people would have you believe, AND, for some, like some of my favorite puzzle games, the score, the rewards, and the points ARE PART OF WHAT MAKES THE GAME FUN. It’s not only that, sure, but it absolutely PART of it.

2. Educational Games: Strive to present the right level of challenge to the player.
Gamification of Education: Targeting level of challenge rarely considered.

Problem THREE: This pair simply distinguishes between learner centered and teacher centered instruction, and really has nothing to do with games or gamification. Good instruction, regardless of the medium used, could be described as “striving to present the right level of challenge to the learner”, and BAD instruction could be described as not doing that. This is one the Reigeluth’s eight core ideas of his Post-industrial Paradigm of Instruction. I actually published a whole series of articles connecting Reigeluth’s ideas to my gamified course design.

While I would agree with this:

Game designers are experts at presenting challenges at just the right time to meet a particular skill level.

I would hasten to add that most educators are NOT game designers. In fact, a great many teachers (and this goes double for higher ed) aren’t even very good instructional designers. One of the huge differences between entertainment games and educational games is that people play entertainment games voluntarily. It’d be wonderful if we could ignore that pesky little fact, but we can’t. Popular games are popular with the kind of people that like that kind of game AND for whom the particular levels of challenge offered by the game are just right. Those that find the game too hard will not play it. Similarly, those who find the game too easy will also not play it. We don’t have that luxury in the classroom. When we present a game or gamified lesson to our class, we are (usually) presenting it to our WHOLE class. Our students don’t really have a choice. The bright kids will often find it boring, and the struggling kids will often find it too hard. What the kids will likely tell their teacher though, is: “It beats doing another worksheet”. I’d hardly call that success.

3. Educational Games: Narrative and characters common.
Gamification of Education: May include player avatar and/or weak story.

Problem FOUR: C’mon! This is clearly written in such a way as to lead the reader to the conclusion that games are better than gamification. Otherwise, why add the negative descriptor “weak” to one and NO descriptor at all to the other. Perhaps the addition of “awesome” in column one was too obvious? Got news for you; it’s still pretty obvious.

…most games have a story arc and/or characters and most attempts at gamification have weak or nonexistent stories and characters.

Problem FIVE: Really? Are we talking about educational games here, or entertainment games? Because, if you are talking about educational games, there are plenty of examples of lame narratives and weak and nonexistent characters. I can also imagine some amazing story lines and characters for some kinds of gamified lessons. History, Literature, Archaeology, and Anthropology are all subject areas that could easily lend themselves to some really fun and compelling (and dare I say, flow-inducing) narratives.

Also, don’t confuse a simple premise for a game with a narrative. They are not the same.

4. Educational Games: Focus on conceptual change.
Gamification of Education: Focus on behavioral change.

Problem SIX: Both kinds of education can focus on both kinds of learning, and I would say that the majority of educational games STILL focus on facts and drill.

Good educational games should be designed around a theory of learning that identifies the knowledge, skills, and attributes the game targets.

Problem SEVEN: Um, that is true of ALL learning, whether it is a game, a lecture, an assignment, gamification, or anything else you can think of. This does NOT distinguish games from gamification. Rather, like the others, it distinguishes between good and bad education.

 

A learning game is designed to support students, providing scaffolding and opportunity to construct meaning in the service of developing new understanding.

Problem EIGHT: Nope.

Some educational games do this, to be sure, but this excludes a whole bunch of games, such as drill games. Now, many drill games are pretty bad – little more than interactive worksheets, really – but there are also some really GOOD drill games. I’m not sure what kind of “new understanding” The Typing of the Dead provides, but if someone else does, feel free to tell me!

p.s. I really LIKE that game. It is a fantastic example of a drill that works. It does not, however help people “construct meaning in the service of developing new understanding” … not even about zombies.

Although gamification may have levels, it seems they are often tied to an amount of behavior rather than a type of behavior.

Problem NINE: To this, all I can say is,
WOW.
My gamified course design has really very little to do with amount of behavior.
Well, except for that intended to address David Merrill’s chief complaint:

“Appropriate practice is the single most neglected aspect of effective instruction.” (Merrill, 2001, p.464)

So, practice IS important, and there really is nothing wrong with rewarding students in some way for engaging in that practice. However, that can’t be ALL you do.

Problem TEN: As for games NOT rewarding players for their amount of behavior, clearly, the author has never heard of grinding in games, or something like American Truck Simulator.

5. Educational Games: Simulated environment provides player scaffolding.
Gamification of Education: Applied to real environment without scaffolding.

Problem ELEVEN: Now, this really is kind of insulting. It implies that *I* won’t provide scaffolding, since after all, I am the one who designed my gamified course. I’ve come across more than my share of educational games that lacked scaffolding altogether. Providing the appropriate amount of scaffolding is important in ANY kind of instruction.

Gamification applies game principles to the real world, in which students are not provided with accessible understandings of phenomena.

Problem TWELVE: Well, who’s fault is that? It’s the fault of the designer, not the fact that they used gamification.

In the end though, there is ONE thing I can agree with the author on – MOST gamified education designs are really not that good. However, that is ALSO true of most educational games (still), AND a whole lot of other education. For an explanation of that phenomenon, see Sturgeon’s Law.

Source: 5 differences between education games and the gamification of education

Merrill, M. D. (2001). First Principles of Instruction. Journal of Structural Learning & Intelligent Systems, 14(4), 459-466.

Reiguluth. C.M. (2012). Instructional theory and technology for the new paradigm of education. Reusta de Educatcion a Distancia, 32, 1-18.

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Would You Buy This Book: Death to Deadlines….

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Death to Deadlines: Gamification and Other Subversive Thoughts on Formal Education

With any luck at all, this book will save you countless hours heading down rabbit holes.

a rabbit holeWhile you might find something wonderful in those rabbit holes, this book will get you started on your path to understanding gamification and ways to avoid some of the pitfalls that might ensnare you.

 a rabbit hole - from the inside

We often talk about the value of inquiry-based teaching in Education, but how often do we, as educators, apply the same ideas to us and our own work? How often do we actually “walk the talk”?

I’ve been teaching for 40 years now. In that time, I both fell into and willingly headed down a great many rabbit holes.

I suppose that many people begin to take a longer view of their work once they’ve been doing it for as long as I have, and I’m no different. Some years back, in parallel with my going all in with my gamified approach, I began to ask some fairly fundamental “What If” questions. Such as, “What would happen if I DIDN’T have deadlines for the work in my classes?

Some of the answers I found surprised even me.

This book outlines some of the rabbits holes I’ve been down and what I discovered there.

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Academic mobbing, or how to become campus tormentors | University Affairs

Approximate Reading Time: 2 minutes

Yup.
If anyone wants to know why I gave up a job I had loved for over 20 years (and was VERY good at); why I gave up my tenure,
THIS IS WHY.
People I thought were my friends, whom I had known for years (decades in some cases) either actively turned against me, or simply turned away (pretending/trying not to notice what was being done to me).

For some years, I tried to stay connected to the university in another faculty, but it turned out they were no different. The fact that I did my own thing, had more publications than any of them, and was doing more cutting edge work than any of them made me a threat and they turned on me too.

Contrary to popular myth, having a strong sense of ethics, clear principles, and being very good at what you do are the most common “triggers” for mobbing. People hate it when you raise the bar – the farther below that bar they are, the more they will resent you.

It has forever changed my life – though, I will admit some (perhaps even most) of it turned out for the better.
I am poorer financially.
I have PTSD.
I will never again be as trusting as I was.
I feel unsafe whenever I leave my home.
On the other hand, I am more successful as an academic, author, and designer than I ever would have been had I not been driven out.
My work is internationally known and respected (and I’m NOT just talking Canada and the US).

So, one day, I may well thank those who tormented me for being so small-minded, petty, and unprofessional, because without their pestilence, I might never have become so successful.

I’m pretty sure that’s not what they were going for.

For Professor Caroline Patsias at Université du Québec à Montréal, once a professor at Université de Sherbrooke. If you’re a university professor, chances are fairly good that you have initiated or participated in mobbing. Why? First, because mobbers are not sadists or sociopaths, but ordinary people; second, because universities are a type of organization that […]

Source: Academic mobbing, or how to become campus tormentors | University Affairs

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Why do eggs have so many shapes?

Approximate Reading Time: 3 minutes

A massive new study finds that how much a bird flies influences how their egg rolls

OK.

Great webpage, design-wise.

BUT, I have TWO problems with the science.

Yes, yes, I don’t have degrees in ornithology.
OTOH I *DO* have 30 years’ experience keeping and raising poultry (ducks, geese, turkeys, chickens, guineas, and the odd wild rescue).
 

Problem ONE:

STOP TALKING ABOUT EVOLUTION AS IF THE ANIMAL IS MAKING A CONSCIOUS CHOICE TO CHANGE! ! ! ! ! ! ! !

In order to get the most out of (or into) their eggs, strong fliers make them with asymmetrical or elliptical shapes—which have more volume, relative to their girth, than perfectly spherical eggs.

Forgive me, but this is BULLSHIT.

The ones who are better adapted survive better.

NO, the bird did NOT make symmetrical eggs so there’d be more room! Those eggs that had more room tended to hatch better, and maybe even produce stronger babies. THOSE babies survive and then THEIR eggs are more likely to be the same shape as theirs were.

It may seem like a subtle distinction, but it’s really not.

 These days, when so many people have become so far removed from nature that they no longer understand any of it, let alone knowing where their food comes from, keeping this distinction clear is more important than ever.

Too many people now believe that every baby born on the planet should get to live (you know, eating meat is wrong, “culling” is evil, we need to save all the baby polar bears, ….).

Digit & the Turkeys

The TRUTH is that by FAR the VAST majority of life on the planet exists to be food for something else. Take cod for example:

A female cod will lay up to 500 000 eggs per kg of her own weight. Consequently, a 3 year-old female of half a kg can produce 250000 eggs; an 8 year-old female of 5 kg can produce 2.5 million eggs per year. A cod can live to over 25 years of age and weigh over 90 kg. (Source: http://www.ucd.ie/codtrace/codbio.htm)

Just imagine what the oceans would look like if even HALF of those millions and millions of eggs survived to adulthood. They DON’T. They were NEVER designed to. In order to keep the population stable, ONLY TWO of those eggs need to survive long enough to reproduce.

ONLY TWO. Any more and we get an overpopulation. Any less, and the population will eventually die out.

ALL THE OTHERS NEED TO DIE.  THAT’S HOW EVOLUTION WORKS.

Problem TWO:

ONE SINGLE TRAIT IS NOT GOING TO EXPLAIN EVERYTHING ! !

The relationship between flying ability and egg shape does have exceptions, though. For example, whereas ostrich eggs tend to be spherical, kiwi eggs are elliptical—even though both species don’t fly. Flightless penguins also lay asymmetrical eggs, which researchers pin on their streamlined body plans, designed for powerful underwater swimming.

These guys really have to spend more time actually WITH birds.

Do turkeys feel? Offer one a dandelion and tell me they don’t look happy…..

Never mind the reiteration of Problem #1 here (again), it’s incredibly naive to imagine that there is ONE deciding factor in something as complex as egg shape. That said, it is not the distance they fly that will have influence on the egg, but rather the shape of the bird. Not just the baby bird either.

Let’s suppose the egg just HAPPENS to be a perfect shape. That means the baby will be able to get out of the shell easily (something affected by the baby’s shape AND the egg’s shape, among other things). It will also mean that THAT baby will grow up into an adult healthy enough to live long enough to have it’s own eggs, at least TWO of which need to survive long enough to have THEIR own eggs,…..

In addition to that, the egg needs to survive its own life as an egg …. meaning it needs to come out without injuring mom, stay in the nest, survive mom (or dad) sitting on it, and do that long enough for the baby to develop and hatch. This easily explains the difference between ostrich and kiwi eggs: ostriches are BIG birds and lay their eggs in a sandy nest – round is fine, and kiwis lay gigantic eggs in relation to their body size – their eggs HAVE to be body shaped or they’ll never make it out without injuring mom.

On the whole, pointier eggs tend to laid by birds who have nests on the ground. Asymmetrical eggs tend to roll back to their starting position.  this was not a design CHOICE. The ones that didn’t roll back didn’t hatch. Eggs laid in well-made nests, for the most part, don’t need to be so asymmetrical. So there is less selective pressure favouring the pointy ones.

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Gene Rummy Released!

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$35.99 (+shipping)

Gene Rummy is now available! Both the Full and Novice versions are available for purchase now!

Gene Rummy is a bunny-themed card game that helps teach the basic principles of Mendelian inheritance.
We’ve all heard the idiom: “breeding like rabbits”.

Well, here is a card game that brings it to life!
No smell, no fuss, no need for cages!

Here’s a visual way to learn the jargon and the basic principles of Mendelian inheritance while playing a fast-paced card game.

$24.99 (+ shipping)

Gene Rummy is a variation of Gin Rummy, which is one of the most popular card games of the mid-20th century, and still popular today. Here at Mink Hollow Media, we’ve been looking for a way to combine our expertise in teaching and science with our decades of first-hand experience playing around with coat colors in rabbits. We think you will enjoy our take on this classic card game, and invite you to learn about the principles of Mendelian Genetics and Inheritance along the way.

Find out more at the game site.

Source: http://minkhollow.ca/gene-rummy/

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We Are Finally Ready (Almost) – Gene Rummy

Approximate Reading Time: < 1 minute

It’s been a long time in development, but I am thrilled to announce that we are finally in the last stages of development. There is one more set of tests to complete, one more set of adjustments…

It should be ready in about a month.

As soon as it is published, I will make purchasing information available on the Gene Rummy site.

There will be 2 versions available:

  1. The Novice Game
  2. The Advanced Game

The Novice Game includes only two gene series (black/brown and dense/dilute), while the Advanced game includes four. The rules of play are the same for both, but the scoring is a little different.

Stay tuned…..

Source: We Are Finally Ready (Almost) – Gene Rummy

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