Weekly Web Round-Up (to July 19, 2014)

Approximate Reading Time: 5 minutes

We have a lot this week:

“Most people involved with games and learning are familiar with the work of James Paul Gee. A researcher in the field of theoretical linguistics, he argues for the consideration of multiple kinds of literacy. The notion of “New Literacies” expands the conception of literacy beyond books and reading to include visual symbols and other types of representation made possible through, among other things, current digital technologies.

At this point in the evolution of education, it’s critical that we expand our conception of literacy to include more than just words. In fact, we may need to reimagine how we nurture early literacy to make sure we provide a foundation not only for reading, but also for “New Literacies.”

In the following conversation with Gee, we discuss literacy, systems thinking, education, socio-economic inequality, and, of course, video games.”

While I do agree with the idea that we should include more in our conception of “literacy” than words, I really don’t think it’s helpful to connect schools with the word ‘prison’.

tags:Games, School, Learning, Gee

“So Long and Thanks for All the Fish

I just got off the phone with Mike Lee, the founder of Edshelf, a startup that recently announced it was closing its doors at the end of the month.

There’s been a grassroots hashtag campaign on the part of some educators to #saveedshelf, and while I understand the good intentions — Mike is a great guy, and it sucks that his startup isn’t successful — I’m not sure I understand why this particular startup should be saved. I’m not sure why we’d believe that an expression of support via social media would trump revenue. Retweets don’t pay the bills, yo. Indeed, I think the whole thing comes close to reinscribing a dangerous narrative being promoted by investors and ed-tech industry cheerleaders that scale scale scale matters and then magically the money will follow. “

Any time entrepreneurs catch wind of some field they may be able to mine for profits, you get startups popping up all over the place. Many do not survive, even though they may have one or two really good ideas. Another bunch die because they didn’t actually know anything about the field in the first place. Sadly, there are also some in the latter group who survive, so wading through what’s left after a fall is no guarantee of quality.

tags:Startups updated Games

“Why does such a vibrant and promising industry keep losing its most veteran and celebrated developers?

By: Liam Boluk

In many ways, the video gaming industry has never looked more promising: smartphones and tablets have massively expanded the addressable market; wearables (including virtual and augmented reality devices) are enabling new interaction models and experiences; and user generated content allows studios to add depth and re-playability at little-to-no cost. In 2013, the industry generated more than $65 billion in revenue – representing a nearly 30% increase in only 5 years and totaling 82% more than the global box office and 3.2 times the size of the recorded music industry. Despite this, brand-name studios – including some of the most celebrated and commercially successful ones – continue to hemorrhage or shut down entirely.”

I think a lot of them die because they aren’t dong anything new.

tags:Media Games GameDesign

“PowerPoint is a versatile application. You can use it for all sorts of things from presentations to online training programs. In previous posts I’ve shown you how to customize clip art and create your own graphics.

Today’s tip comes courtesy of blog reader, Daniel Albarrán. He sent me an email stating that once he understood the versatility of PowerPoint it opened his eyes to all sorts of possibilities—one of them being the ability to create illustrated characters.”

A handy video how-to for anyone who wants to use Powerpoint to make a cartooned image of a photo.

tags:illustrated characters powerpoint

“But, with all appropriate respect to the coders and designers who slaved long hours to bring us all this entertainment, not all of these games are wildly original masterpieces. Just as in the worlds of film or books, there are an awful lot of ‘me too’ properties that try to expand on, improve on, or just plain rip off great games of the past.

It would be folly bordering on madness to try to pick out those rare games in history that actually did something new. The games that made the gaming industry what it is today. Guess what we’re going to do…”

Not sure I agree with all of these, but there you have it.

tags:video games list

“If it’s true, in Sir Ken Robinson’s words, that “Creativity is not an option, it’s an absolute necessity,” then it’s that much more imperative to find ways to bring creativity to learning.

But first, we have to understand what conditions foster true creativity. One definition that scientists have agreed upon for creativity is the ability to create something that’s both novel as compared to what came before, and has value. “It’s this intersection of novelty and value, a combination of those two features that’s particularly important,” Dr. Robert Bilder, a psychiatry and psychology professor at UCLA’s Semel Institute for Neuroscience and Human Behavior. In any system, there are forces pushing towards organization and others introducing unpredictability. A truly creative idea straddles both of those states.

“The truly creative changes and the big shifts occur right at the edge of chaos,” Bilder said.

For educators who have embraced the notion of the tightly controlled classroom, it’s a worst-case scenario. But Bilder has a reason for this theory. He tested it by asking children what aspects of a learning environment make them feel most creative. “One of the things they found most valuable in their arts classes was the freedom not to have to seek right and wrong answers,” Bilder said. “It was that freedom to explore that led them to be increasingly engaged and allowed them to forge connections that allowed them to be more creative.””

tags:creativity chaos MindShift learning

“Competition. The word conjures images of people pushing and shoving, trash talking, the exulted winner standing above a field of downtrodden losers. Not exactly what most parents consider healthy or constructive for their kids’ development.

Po Bronson presented a very different picture of competition when he spoke with Michael Krasny on KQED’s Forum about Top Dog: The Science of Winning and Losing, his latest book written with co-author Ashley Merryman.

The book examines competition from all angles – physiological, psychological, historical. Their main point: competition, if done right, is a good thing. In fact, competition and team activities can drive learning and performance better than solo endeavors.”

tags:competition kids Education

“This intricate Maltese Falcon­-like story will unfold each day, over the course of semester, as a multiplayer game at Renssalear Polytechnic Institute in New York. It is being designed as a language-learning exercise by Lee Sheldon, an associate professor in the college’s Games and Simulations Arts and Sciences Program. “Using games and storytelling to teach­—it’s not that radical of a concept,” says Sheldon. “It makes them more interested in what’s going on.”

Sheldon is a pioneer in gamification, a new movement that essentially takes all the things that make video games engaging and applies them to classroom learning. Sheldon started developing the theory eight years ago. Since then, gamification now comes in all shapes and sizes and is used across educational levels, for kindergarteners through adult learners. Its practitioners range from individual teachers experimenting with game-like elements in their classrooms to entire schools that have integrated the games into their curricula. “

tags:games education multiplayer sheldon gamification

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coldantlerfarm: An Open Letter To Angry Vegetarians

Approximate Reading Time: 3 minutes

Your lifestyle contributes to the destruction of natural habitats, and that includes the deaths of many animals.

Eat in whatever way invokes respect and gratitude in your soul. Be grateful we live in this time of contrived and soon-to-be over luxury and abundance. But do not come to battle here, accusing those of us raising good meat of murder. Those are fighting words, unkind words, and for someone so intensely passionate about treating animals well you seem to have no issue treating human beings like crap. I’m an animal, too. I would appreciate some ethical treatment.

You can read the original full blog post here: coldantlerfarm: An Open Letter To Angry Vegetarians.

2012-09-17_13-09-23_wmI’ve never been a vegetarian, but this post expresses my thoughts very well.

The western vegetarian diet is possible because of our luxury and abundance. Yes, of course many poor people in under-developed countries eat vegetarian diets out of necessity. They also have much lower life expectancies than we do, so I assure you, you do not eat like they do, and most of them would eat meat if only they could afford it.

I know that I do not need to eat meat to survive, but I also know now that it is impossible for me to live without killing. It is impossible for you, too. I think this is the heart of our misunderstanding. This is why PETA and the FTCLDF are not working together to be one giant powerhouse for good and ending animal suffering. Most animal rights activists do not acknowledge (or perhaps are not aware) that every meal includes death. The simplest backyard salad from your own organic garden to the fake bacon in your shopping cart — both take lives. I have simply chosen to take lives in a way that causes the least amount of suffering and causes the least amount of wasted global resources. And yes, it means there is blood on my hands now.

Attention vegetarians and vegans: your lifestyle contributes to the destruction of natural habitats.

The truth is there is no meal we can eat without killing. None. A trip to your local grocery store for tofu and spinach may not include a single animal product but the harvesting of such food costs endless animal lives. Growing fields of soy beans for commercial clients means removing habitat from thousands of wild animals, killing them through deforestation and loss of their home. Songbirds and insects are killed by pesticides at legion. Fertilizers are made from petroleum now, and those fields of tofu seeds are literally being sprayed with oil we are fighting wars over. Deer died for that tofu. Songbirds died. Men and women in battle died. And then when the giant tofu factory harvested the beans they ran over those chemical oil fields of faux-food with combines that rip open groundhogs, mice, and rabbits. Tear apart frogs and fledgling birds. It is a messy and bloody business making tofu or any of that other non-murderous food.

THIS is especially important:

I eat animals I raise myself because I want to eat local food that causes less animal suffering and empowers my local community. I live in upstate New York. A place where farming vegetables does not make sense. This is a far cry from southeast Asia or southern California. Our growing season is around 100 days. What we can grow here in bulk is grass, and by extension the meat that eats the grass. We can let hogs range our woods and eat grubs, vegetation, and nuts. We can buy local non-GMO feed grown by our neighbors and give our animals full lives, outdoors and on pasture! Eating meat here is eating in a way that respects our region’s food shed.

We can graze our animals in ways that returns good nutrients to the soil and heal the earth. We can grow two or three harvests of those grasses and feed them to animals like sheep, cows, and goats all winter. This is what my part of the world eats if they are serious about saving the environment.  We can do this without using a lot of oil, close to home, and harvest the animals we know without driving to a store to waste gas, plastic bags, and pave another parking space. When I kill a chicken I end one life. A life I was present for, grateful for, and worked hard for. I have a hard time taking criticism seriously from someone who swipes a credit card for a bag of groceries they have convinced themselves is more righteous, having never weeded a row or hefted a bag of feed. A really hard time.

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Tovar Cerulli – The hidden costs of vegetarianism

Approximate Reading Time: < 1 minute

Tovar Cerulli – The hidden costs of vegetarianism2014-07-14_21-06-44_002_wm.

An excellent essay.

Though crops can be grown without manure, such approaches typically require more acreage than do integrated plant-animal systems. Why till more land, and perhaps displace more wildlife habitat, for the sake of excluding domesticated creatures from the agricultural landscape? Though this might help shore up my own conceptual categories, would it serve any other purpose, any greater good?

When I visit the grocery store these days, I realise we have a choice, but it is not simply the choice I once made between the purity of veganism and its alternatives, based on suffering. Walking down the aisles, we can let the orderly bins and shiny packages cultivate our forgetfulness. We can let ourselves believe in all the tidy separations: plants and animals divided into neatly compartmentalised kingdoms, food severed from earth, our shopping disconnected from others’ farming. We can let ourselves be comforted by our own ignorance, by everything we neither see nor want to see.

 

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PLOS Medicine: Why Most Published Research Findings Are False

Approximate Reading Time: < 1 minute

PLOS Medicine: Why Most Published Research Findings Are False.

John P. A. Ioannidis,  Published: August 30, 2005
DOI: 10.1371/journal.pmed.0020124

Interesting.

There is increasing concern that most current published research findings are false. The probability that a research claim is true may depend on study power and bias, the number of other studies on the same question, and, importantly, the ratio of true to no relationships among the relationships probed in each scientific field. In this framework, a research finding is less likely to be true when the studies conducted in a field are smaller; when effect sizes are smaller; when there is a greater number and lesser preselection of tested relationships; where there is greater flexibility in designs, definitions, outcomes, and analytical modes; when there is greater financial and other interest and prejudice; and when more teams are involved in a scientific field in chase of statistical significance. Simulations show that for most study designs and settings, it is more likely for a research claim to be false than true. Moreover, for many current scientific fields, claimed research findings may often be simply accurate measures of the prevailing bias. In this essay, I discuss the implications of these problems for the conduct and interpretation of research.

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Henry A. Giroux | Thinking Dangerously in an Age of Political Betrayal

Approximate Reading Time: < 1 minute

Ah, the state of education in the Republican U.S.

How little things have changed……

Henry A. Giroux | Thinking Dangerously in an Age of Political Betrayal.

2014:

a Texas GOP Party platform that states, “We oppose teaching of Higher order Thinking Skills [because they] have the purpose of challenging the student’s fixed beliefs and undermining parental control” to a Tennessee bill that “allows the teaching of creationism in state’s classrooms.”

1889:

“Our schools have been scientifically designed to prevent over-education from happening…The average American [should be] content with their humble role in life, because they’re not tempted to think about any other role.” – William Harris, U.S. Commissioner of Education, 1889

 

Henry Giroux’s essay is kind of thick and may take some time to digest, but well worth the read.

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CMEC > Press Releases > Press Releases Detail > Ministers and Key Partners Chart Path Forward for Education and Skills in Canada > Ministers and Key Partners Chart Path Forward for Education and Skills in Canada

Approximate Reading Time: < 1 minute

2012-04-05-16-18-36CMEC > Press Releases > Press Releases Detail > Ministers and Key Partners Chart Path Forward for Education and Skills in Canada > Ministers and Key Partners Chart Path Forward for Education and Skills in Canada.

Inspired by what they heard during the symposium, ministers released a joint declaration today announcing three principles that will form the basis of future action:

  • Education and training must empower Canadians to acquire the skills they need for success in the job market in a flexible and dynamic environment.
  • Partnerships and alignment with business, labour, education, and training providers are key to ensuring synergy between education and skills training systems and Canada’s labour markets.
  • Access to accurate, relevant, and timely labour market and education data is essential to support Canadians to make smart career choices, as well as enable government and business to make evidence-based decisions in planning for the future.

 

Our schools used to be better than this.

Now we also seem to have sunk to the desire to do no more than create the next efficient underclass of workers.

Sigh.

Dewey warned about this nearly 100 years ago:

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. -John Dewey, 1916

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Stopping Boring Content with This List of Gamification Elements??? Try Again…..

Approximate Reading Time: 6 minutes

gamificationI came across this article today. It claims to know the 8 steps needed to “Stop Boring Content”.

I disagree.

They say:

1. Win Scenario – This is one of the most important ways to create a basic Gamified course. By defining the win scenario you define all of the course objectives in a clear way. How do you “beat” this unit? How do I “win” this course? This is a great learning method that allows you to convert the boring instructional design competency mapping to a fun “save the princess” game. Every fun game has objectives to it; beat this boss, collect these 5 artifacts. Do the same with your course, and tell your learners about it.

I say: This one I agree with, mostly. Depending on your audience, if you decide to inject some sort of game scenario like “save the princess” or what-have-you, and you don’t do it in a way that works for ALL your learners, you will disengage some of them. Remember, NOT everyone likes Mario (or whatever game you have decided is going to be your model).

You DO need to define the win scenario, but be very careful about how you skin it.

They say:

2. Story Line – This technique is another one of the most important steps to make your learning material Gamified. This should define the overall concept behind the course or training.  Typically this step should define an overarching story or consistent theme to situate the content in an interesting context or scenario for the learner. I love using case-based learning or problem-based learning models when defining a storyline.  Both of these are perfect to get your learner curious about the materials you are working with. The key element for your story line should be using actual elements within the job experience that your learners will face to define the story.  Situate it in on the job reality and you will gain engagement points from your learners.

I say: A story-line only works in SOME situations. Be VERY careful how you use this. For many people, a properly implemented gamified course will be hard enough for them to get their heads around. If you add a story-line on top of that you could easily push them over the edge. Also, if you aren’t as good a writer as you think you are and your story-line isn’t engaging for everyone in the class, then all you’ve done is switch one group of disengaged learners for a different one.

They Say:

3. Quests – These are your different units that tie into the overall storyline of the game. They are fantastic as they allow your learners to concentrate on specific tasks prior to relating back to the overall Storyline.  Try to avoid cheesy concepts and try to make them situated to the actual work environment while making them based on real things that the learner will need to know. These smaller chunks help to break up the tedium that sometimes occurs with some engaging challenges.

I say: I use quests in my courses and I DON’T use any story-line, so no, the quests aren’t units that tie into your story-line. Quests are the activities you ask your learners to complete. While I don’t use a narrative, I have taken quest types from a variety of games (mostly MMOs) and re-purposed them to fit the classroom context.Turns out, many of these have actually helped me to create and group activities in a way that is more coherent than what I had before. For example, it is common in seminar type courses to require students to write reflections and to comment on the reflections written by their class-mates. In MMOs, a “persuasion quest” is one where you convince an NPC of a certain position, using dialog.  In my class, I use this quest as my reflection quest. When another classmate responds to a post, that is a ‘talk-to’ quest, and when the original poster responds to that, it is a ‘defend quest’.

They Say:

4. Course Avatars – While going through the learning experience it’s helpful to have an avatar system that actually reflects the learners’ accomplishments.  Allowing your learner to design their own avatar allows your learners to create a more personal bond with the course.  After the design, however, the learner should see their leveling and badges reflected within their avatar icon. It may be surprising how important this can be to some learners.

I say: If you want, but the caution here is the same as it was for number 2. If you do this wrong, all you will end up doing is switching one set of disengaged learners for another.

They Say:

5. Points system – The point system should be used as a positive reinforcement model for moving the user through the course. If a learning objective is accomplished, award points should be granted. Also don’t be afraid to take away points (as long as they can be earned back) as this can also be a motivator.

I say: Yes, but this one is actually far more important than this. If all you are doing is translating your old-style marking guide onto a point system, then it is merely window dressing. It doesn’t matter how many points you decide to use. If the old version of your course had 6 assignments worth 5% each and your “new” version has 6 quests worth 1,000 XP each, and if the maximum XP in your course is now 20,000 XP, then ALL you’ve done is create more math for your students.

What you need to do is change how points are mapped onto final grades. For example:
A perfect score in my course is 1,000 XP (it keeps the math simple), BUT if the players did everything they *could* do for points, and if they got full points for everything, they’d end up with 1,500 XP. That means, they have choices. THIS is KEY to a gamified course design.

You’d be surprised how many students keep submitting quests even AFTER they have a “perfect score”. THAT’s the power of gamification done right.

They Say:

6. Leveling – Leveling is a great way to provide your learners with a method of keeping track of how they are doing within a course or learning environment. It lets your users know how they are doing within the learning environment. More importantly if you are working with a great budget and can use a sophisticated development platform (Unity comes to mind) combined with TinCan (xAPI) you can use leveling to give your learner cooler abilities or unlock new learning adventures (not to mention the awesome analytics you can get on the back end).

I say: I like levels, but don’t get carried away making them too complex unless you have an automated way to keep track of things.

They Say:

7. Badging – Signifies a visual reward for accomplishment.  This could be based upon leveling/points or used as a rewards system.  Badging for its own sake should be avoided other than to get the student used to the concept. Badging could be used to keep motivation within the course. After completing a quest a badge could be awarded. Badges should be displayed somehow within the course avatar and should be used in conjunction with leveling.

I love to give my learners something that they can use those hard earned learning levels towards. At the end of the day most learners should be intrinsically motivated however, winning a free vacation for the most points collected or the highest level attained is a great extrinsic reward that may motivate me just a little more.

I say: I have not used badges. My students have never said they miss them. Badges can be great, but here too – it needs to be authentic. I went to a conference some years ago that had gamified their conference registration / scheduling system. I got badges for the lamest things – like registering. EVERYONE who registered (which was, everyone going to the conference) “won” this badge, so it was meaningless. I felt no sense of accomplishment for most of the badges I had “earned”. Eventually, I ended up avoiding doing things because I didn’t want to get another one of those dumb badges.

They Say:

8. Learner Urgency- The game needs to develop some sort of buy-in mechanism that acts as a motivating element as well as creating a sense of urgency to complete tasks.  We don’t want the learners to be too stressed, however, we do want to make something that motivates them to finish the tasks at hand. Leaderboard updates, time limits on tasks, or my favorite method; Give rewards for levels or points accomplishments (these work).

I say: Let’s turn this around to be Instructor Urgency. Fast turn-around of marking / assessment is essential if a gamified course design is to be successful. In a regular semester course I mark at least twice a week, and preferably before each class. Fast feedback encourages students to complete tasks. Be very careful with leaderboards. This sort of competition can seriously backfire, AND in many cases, it will be against school policies to let students know each others’ marks. There are ways to do this, but just because YOU find competition motivating and like to see your name at the top of a leaderboard, doesn’t mean that everyone else does. Think about the people at the bottom of the board. How do you suppose they feel?

On the other hand, offering rewards or bonuses for things is usually effective. You’d be surprised at the difference in attitude when you offer a point bonus for getting something in on time versus a penalty for handing it in late. Mathematically, it’s exactly the same thing. The first one feels better, and is FAR more motivating.

 

In my next post, I’ll give you my list.

 

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Web Round-Up (July 14 2014)

Approximate Reading Time: < 1 minute

“The human brain is capable of 1016 processes per second, which makes it far more powerful than any computer currently in existence. But that doesn’t mean our brains don’t have major limitations. The lowly calculator can do math thousands of times better than we can, and our memories are often less than useless — plus, we’re subject to cognitive biases, those annoying glitches in our thinking that cause us to make questionable decisions and reach erroneous conclusions. Here are a dozen of the most common and pernicious cognitive biases that you need to know about. “

tags:psychology, bias, cognition, behavior

“Scholars have long debated whether playing violent video games can produce antisocial behaviors in players. Evidence has been mixed, at best, and often controversial. And youth violence has been steadily declining for decades in the United States despite the widespread proliferation of video games. A new study may help us understand why we’re not seeing antisocial behaviors in-game translate to the real world. Rather than making players consider aggressive acts, such games may actually nudge them to think more morally.”

tags:video games indieweb games morality Trouble in River City

Gamification of Education: A Review of Literature - Springer <

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