Learnlets » Vale David Jonassen : A Sad Day in Ed Tech

Approximate Reading Time: 2 minutes

It’s curious how hearing of the passing of some people seems to hit hard, even if you’ve never met them
I never got the chance to meet David, but I think Ed Tech has lost someone important.

Learnlets » Vale David Jonassen.

This is from Clark Quinn’s Blog:

David Jonassen passed away on Sunday.  He had not only a big impact on the field of computers for learning, but also on learning itself.  And he was a truly nice person.

I had early on been a fan of his work, his writing on computers as cognitive tools was insightful. He resisted the notion of teaching computing, and instead saw computers as mind tools, enablers of thinking.  He was widely and rightly regarded as an influential innovator for this work.

I also regularly lauded his work on problem-solving. The one notion that really resonated was that the problems we give to kids in schools (and too often to adults in training) bear little resemblance to the problems they’ll face outside. He did deep work on problem-solving that more should pay attention to.  He demonstrated that you could get almost as good a performance on standard tests using meaningful problems, and you got much better results on problem-solving skills (21st century skills) as well.  I continue to apply his principles in my learning design strategies.

I had the opportunity to meet him face to face at a conference on learning in organizations.  While I was rapt in his presentation, somehow it didn’t work for the audience as a whole, a shame. Still, I had the opportunity to finally talk to him, and it was a real pleasure. He was humble, thoughtful, and really willing to engage.  I subsequently shared a stage with him when he presented virtually to a conference I was at live, and was thrilled to have him mention he was using my game design book in one of his classes.

He contributed greatly to my understanding, and to the field as a whole.  He will be missed.

Here’s another from Preston Parker

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Don’t Believe Everything You Read. REALLY. Stop It.

Approximate Reading Time: 3 minutes

I came across this today (Thanks to Jeremy Hunsinger):

Second, we have become painfully aware of how badly (or how little) some of our colleagues read. Articles are too often cited, by authors and by referees, as making the exact opposite of the argument they actually advanced. Long books are noted, with a wave of the rhetorical hand but without the mundane encumbrance of specific page or even chapter references; and highly relevant literatures, even in leading political science journals, are frequently ignored. We may have fallen victim to an occupational disease of editors, but we have often found ourselves moaning, “Doesn’t anybody read anymore?” It is cold comfort that this sloppiness extends well beyond political science. A recent study has shown that, even in “gold standard” medical research, articles that clearly refute earlier findings are frequently ignored, or even cited subsequently as supporting the conclusion they demolished.

So we advise our successors to maintain, and even expand, vigilance against jargon and murkiness; and we advise authors, referees, and readers generally to further and broaden the conversation, not least by reading seriously what has been, and is being, written.

Notes from the Editors, American Political Science Review, Vol. 106, No. 3 August 2012

Interesting that this would come to my attention just a few days after I had my own experience with exactly the kind of thing they are complaining about. I was working on a paper for an assignment in a course I am taking. (NOTE: This isn’t even for publication! It’s for an ASSIGNMENT.)

I spent the last 1 1/2 hours trying to track down a 1985 teacher education paper. There are 100’s of references to this article: I got a copy and read it, TWICE and could not find the thing everyone was referencing. Why? Turns out, all the citations I checked are citing THE WRONG PAPER. Ultimately, I found the paper that actually had the idea they are referencing. It ‘s not even the right year. Doesn’t anyone check the things they are citing to make sure it actually says what they are saying it says?

I try very hard to be honest in all I do, fully realizing that this actually puts me at a disadvantage most of the time. It irritates me no end, but I am not prepared to sell out my principals for greed. I come across people ALL THE TIME who have what to me is a frighteningly plastic definition of “white lie”. They will, of course tell you that they are also honest, while at the same time justifying their dishonest actions:

  • “It’s complicated.”
  • “Everyone else is doing it.”
  • “It ‘s the only way to get ahead.”
  • “It’s no big deal.”

and other bits of bullshit.

As far as I’m concerned, there is NO excuse for dishonesty (with the possible exception of saving someone else from genuine and serious harm). In the Academy, THERE IS NO EXCUSE. If you lie, even just a little, you forfeit ALL credibility.

In case you’re interested the paper that everyone seems to be citing incorrectly is this one:

Katz, L. G., & Raths, J. D. (1985). A Framework for Research on Teacher Education Programs. Journal of Teacher Education, 36(6), 9-15. doi: 10.1177/002248718503600602.

The CLAIM is that this paper defines something called “The Goldilocks Principle”, which, according to Katz is  called the

“Goldilocks” problem of dissemination, namely, the idea that the use and adoption of ideas and concepts may be related to their “size.”

THIS quote comes from this paper:

Katz, L. G., & Raths, J. D. (1985). Dispositions as goals for teacher education. Teaching and Teacher Education, 1(4), 301-307. doi: 10.1016/0742-051x(85)90018-6.

None of the papers I looked at actually cite this paper.

I was unable to get a copy of the original source (I am still trying), but I am willing to trust the author when she says she said it herself in a previous publication, so the ORIGINAL source is this one:

Katz, L. G. (1984). Some Issues in the Dissemination of Child Development Knowledge. Newsletter of the Society for Research in Child Development(Fall).

By the way, being wrong is NOT the same as lying. It’s OK to be wrong. Lying is when you say something you KNOW is not true.

Not bothering to check does not make it OK. It makes it dishonest.

 

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Theories of Games and Interaction for Design (12: 3 Responses)

Approximate Reading Time: 6 minutes

These are public postings of my writings for the first course of the Graduate Certificate Program in Serious Game Design and Research at Michigan State University.

Each week, we are required to post three responses/reactions to queries posted by other members of the class in the previous week. These are mine.

I have paraphrased the queries to preserve my classmates’ privacy.

Please note: these posts are not intended as any kind of commentary on or assessment of the course I’m taking, or its instructor, OR of Michigan State University or the College of Communication Arts and Sciences, or the Department of Telecommunication, Information Studies and Media. They are solely my thoughts and reactions that stem from the readings.

Feel free to comment, disagree, or what have you.

Week 12

These are the readings we had last week (Topics: Serious game implementation challenges):

  • Ritterfeld et al. (2009) Ch 14 Kafai, Y. B. (2009). Serious games for girls? Considering gender in learning with digital games. In U. Ritterfeld, M. Cody, & P. Vorderer (Eds.). (2009). Serious games: Mechanisms and effects (pp. 221-235). New York: Routledge.
  • Van Eck, R. (under review). Bringing ‘discipline’ to the study of games and learning. Research challenge. Information Design Journal.
    • Optional: Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE Review, 41, 17-30.
    • Optional: Baranowski, T., Baranowski, J., Thompson, D. I., Buday, R., Jago, R., Griffith, M. J., et al. (2011). Video game play, child diet, and physical activity behavior change: A randomized clinical trial. American Journal of Preventive Medicine, 40, 33-38.
    • Optional Baranowski, T., Baranowski, J., Thompson, D. I., & Buday, R. (2011). Behavioral science in video games for children’s diet and physical activity change: Key research needs. Journal of Diabetes Science and Technology, 5, 229-233.

Response 1:[Week 12 KB dialog 1/3]  Is making a game a better learning experience than playing one?

What are your thoughts about the educational benefits of making games versus playing games? Could making a serious game about a subject be an even better educational activity than playing a serious game on that subject?

I don’t think it’s possible to answer this question definitively one way or the other. There are situations where playing a game would be a better way to learn and other situations where making a game would be a better way.

In general though, I’d say that if the thing you are trying to teach is very complex, then making a game is probably not the way to go. In order to make a game, you need to understand the thing you are trying to teach well, but that’s not enough. To make a game you also need to understand about game design – and if the subject or objective is a complex one (like, for example, ethical and moral issues surrounding gender reassignment), there is a tendency to get bogged down in the game design details and lose sight of the learning objectives. When working with complex subjects, I think the learners are likely to get more out of a well-designed game that sets up various scenarios and perspectives than they would from trying to design a game.

That having been said, I think there can be a lot of value in learning from building something. I think kids can learn lots from designing games to teach relatively straight-forward concepts (like basic geometry or nutrition), and they can certainly learn from designing games that deal with facts (like taxonomies, or states and capitals), but trying to design a game to deal with complex subjects adds another layer of complexity that is more likely to confuse the issue than to clarify it.

Response 2:[Week 12 KB dialog 2/3] What is it that we’re doing here?

Ok, now that we’re 11 weeks into our Serious Game Design certificate program, I thought it would be fun to ask what it is that we’re actually doing.  What would you call it?

I ask because Van Eck begins his article by stating his preference for “game-based learning” as the term for what we’re doing, as opposed to “serious games” or “edutainment” or “gamification”.  So now Van Eck and Bogost have both made strong cases for why these titles matter.

Which title do you prefer?  Both in your places of work/study, and in talking to your friends?

I usually use the term ‘serious games’ – and unless I already know the people I’m talking to know what that is, I usually follow that with a matter-of-fact definition (games and game technology designed for purposes other than, or in addition to entertainment).

That’s the definition that Ben Sawyer uses. It covers a bunch of things that I think are excluded if you use DGBL, because not all serious games are about learning – not really.

If you look at Ben’s taxonomy (http://www.ieducate.eu/admin/upload_data/Pages/Documents/serious-games-taxonomy-2008_web.pdf), education is only one row of the table. Advergames are serious games too. We made one for a local company earlier this year. They make and sell ice cream, so the game we made is called “War of the Swirls” (http://minkhollowmedia.ca/doku.php?id=swirls) and I’d hate to try and justify the “learning” that happens in a game like this one. Then there’s something like PSDoom (http://www.cs.unm.edu/~dlchao/flake/doom/chi/chi.html). psDooM is a process monitor and manager for *nix systems. It could be considered a graphical interface to the ‘ps’, ‘renice’, and ‘kill’ commands. psDooM is based on XDoom, which is based on id Software’s ‘Doom’ (http://psdoom.sourceforge.net/) I would still call this a serious game, though it really isn’t about learning.

I have nothing against Rick Van Eck (I quite like him actually), but I have found that there is a tendency for people in Education to view their perspective as the only one there is in serious games. While I would say that all games are about learning to some extent, only some are about Education. Learning happens all the time – it’s one of our defining features as Homo sapiens. I view education as a proper subset of learning. Education is value laden and what counts as education is dependent on the society in which it takes place. Likewise, there is a tendency for Educators to see simulations as only those things with which they are familiar, namely simulations designed for education. It creates a distorted view of the field. It would be like assuming that you know all about canines because you know about poodles.

This perspective is a perfectly natural one, but it one I think we should be careful with. It’s as though each discipline is its own culture, and each one views the world its own way. It can be very fruitful to try looking at the world through other ‘cultures’:

  • for a computer scientist, everything is an algorithm.
  • to a musician, everything is a song.
  • to a writer, everything is a story.
  • to thespians, everything is a play.
  • to a film-maker, everything is a movie.
  • to a set designer, everything is a set.
  • to an educator, everything is a lesson.

Response 3: [Week 12 KB dialog 3/3] Model validation for DGBL

 

Does anyone understand the term model validation when used to understanding DGBL?

I can tell you what “model validation” means in the simulation community.

In simulation (and math), a model is a precise description of some system. In order to validate that model, we need to check our model against the original system to make sure the model matches the system. It’s almost a circular kind of process.

One of my hobbies is raising rabbits, and I have a particular interest in the genetics of coat colors. It is possible to describe coat color genetics using statistical models. I can write out a bunch of statistical equations that will describe (i.e. model) what happens when I breed to rabbits together, given I know something about how their phenotypes and genotypes relate to each other. Once I’ve done that, I can build a simulation of the model. A simulation is an implementation of the model I have made. In order to have some confidence that my model is correct, I need to run my simulation a whole bunch of times and check my results against what really happens in rabbits. The simulation has to agree with the real situation. This is how I validate my model. If it doesn’t, I have to back and find out what’s wrong with my model.

When creating DGBL models we try to describe how people learn from games, or how to design games the will help people learn. Doing this for any DGBL model is much harder than it is for coat color genetics because the original system is so complex that it’s impossible to include everything that’s important in your model. In other words, there is no way to make a model that is complete. If you can’t be sure your model is complete, it is that much harder to validate it. People try it anyways. I think it’s important to realize that ‘validation’ of a model like this is orders of magnitude less trustworthy than the validation of a scientific model.

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Theories of Games and Interaction for Design (11: 3 Queries)

Approximate Reading Time: 3 minutes

These are public postings of my writings for the first course of the Graduate Certificate Program in Serious Game Design and Research at Michigan State University.

Each week, we are also required to post three questions for the rest of the class. These are mine.

Please note: these posts are not intended as any kind of commentary on or assessment of the course I’m taking, or its instructor, OR of Michigan State University or the College of Communication Arts and Sciences, or the Department of Telecommunication, Information Studies and Media. They are solely my thoughts and reactions that stem from the readings.

Feel free to comment, disagree, or what have you.

Week 11

These are the readings for the week (Topics: Serious game implementation challenges):

  • Ritterfeld et al. (2009) Ch 14 Kafai, Y. B. (2009). Serious games for girls? Considering gender in learning with digital games. In U. Ritterfeld, M. Cody, & P. Vorderer (Eds.). (2009). Serious games: Mechanisms and effects (pp. 221-235). New York: Routledge.
  • Van Eck, R. (under review). Bringing ‘discipline’ to the study of games and learning. Research challenge. Information Design Journal.
    • Optional: Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE Review, 41, 17-30.
    • Optional: Baranowski, T., Baranowski, J., Thompson, D. I., Buday, R., Jago, R., Griffith, M. J., et al. (2011). Video game play, child diet, and physical activity behavior change: A randomized clinical trial. American Journal of Preventive Medicine, 40, 33-38.
    • Optional Baranowski, T., Baranowski, J., Thompson, D. I., & Buday, R. (2011). Behavioral science in video games for children’s diet and physical activity change: Key research needs. Journal of Diabetes Science and Technology, 5, 229-233.

Question1: [Week 11 KB Q 1/3] Does DGBL cover all serious games?

Rick Van Eck has put all serious games under the umbrella term ‘DGBL’, but I don’t think I agree. The terms he has used are:

Game Studies, Serious Games, Video Game Studies, Game-Based Learning. I’d be interested in hearing your definitions for these terms. I’ll add mine at the end of the week (as usual, I’m pretty opinionated on this).

Question2: [Week 11 KB Q 2/3] Is it appropriate to make educational games for girls?

I don’t like fighting. As a result, there are a whole pile of video games that I don’t really like playing. I’ve always thought of shooters and fighting games as the low-hanging fruit of game design. It’s fairly easy to do.

When I watched Avatar for the first time I thought the Navi’s connectedness with their planet had some really interesting possibilities for how to do a final conflict/challenge. When it became clear that the final challenge was simply going to be another epic war battle, I was sooo disappointed. It was all so utterly predictable. (I still like the film, it just could have been so much more).

I see videogames that require me to fight someone or something much the same way. Even Pokémon makes you battle, though for some reason the violence in Mario seems OK to me. I’ve never really known if I feel this way because I am a girl, or because I am German, or because I am a pacifist. Whatever the reason, I would be irritated if I had to play a game for school that required fighting. With the same token though, I’d be equally irritated if I had to play a game where I had to buy stuff, or dress up, or do anything I saw as particularly ‘girlish’.

There’s a part of me that thinks it is just as bad to make games for girls as it is to make games for boys – at least so long as the game is one that both (all?) genders will have to play, as happens in educational games. What about GLBT games? Can we do that? Should we? If we are going to make a game to be used in a formal educational setting, should we not be trying to figure out how to do that in a way that is gender-neutral?

Question3: [Week 11 KB Q 3/3] Is public interest in games the same as acceptance?

Rick Van Eck says we have largely overcome the stigma that games = play = frivolous. Have we though? Or have we just exchanged a general suspicion of anything “fun” for something more subtle but no less impervious?

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Theories of Games and Interaction for Design (11: 3 Responses)

Approximate Reading Time: 6 minutes

These are public postings of my writings for the first course of the Graduate Certificate Program in Serious Game Design and Research at Michigan State University.

Each week, we are required to post three responses/reactions to queries posted by other members of the class in the previous week. These are mine.

I have paraphrased the queries to preserve my classmates’ privacy.

Please note: these posts are not intended as any kind of commentary on or assessment of the course I’m taking, or its instructor, OR of Michigan State University or the College of Communication Arts and Sciences, or the Department of Telecommunication, Information Studies and Media. They are solely my thoughts and reactions that stem from the readings.

Feel free to comment, disagree, or what have you.

Week 11

These are the readings we had last week (Topics: Games for social change; Theories of persuasion; Culture):

  • Oinas-Kukkonen, H., & Harjumaa, M. (2008). A systematic framework for designing and evaluating persuasive systems. Paper presented at the The 3rd International Conference on Persuasive Technology (Persuasive ’08), Oulu, Finland.
  • Atkin, C.K. (1994). Designing persuasive health messages. In L. Sechrest, T.E. Backer, E.M. Rodgers, T.F. Campbell, & M.L. Grady (Eds.), Effective Dissemination of Clinical and Health Information. Rockville, MD: U. S. Dept. of Health and Human Services. (AHCPR Pub. No. 95-0015).
  • Abraham, C., & Michie, S. (2008). A taxonomy of behavior change techniques used in interventions. Health Psychology, 27, 379-387.
  • Bogost, I. (2011). Persuasive Games: Exploitationware. Gamasutra, May 3. http://www.gamasutra.com/view/feature/134735/persuasive_games_exploitationware.php
  • Optional: Khaled, R., Barr, R., Biddle, R., Fischer, R., & Noble, J. (2009). Game design strategies for collectivist persuasion. Paper presented at the Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games (Sandbox ’09), New Orleans, LA.
  • Game: Dr. Transplant www.doctortransplant.org
  • Game: Sweatshop www.playsweatshop.com
  • Game: Harpooned harpooned.org
  • Dr. Transplant www.doctortransplant.org Sweatshop http://www.playsweatshop.com

Response 1:[Week 11 KB dialog 1/3]  Other uses of “gamification”

 

In his 2011 Gamasutra article, Bogost rails against the term “gamification” and its common uses as “exploitationware” in commercial marketing. I wonder what he thinks of Lee Sheldon’s course-gamification approach, which incorporates more fundamental game mechanics (not just points & superficial rewards) ? Would he recommend that Sheldon use a different term, to avoid lending respectability to the more insidious forms of “gamification”? Can you think of a better term for Sheldon’s approach?

I suspect that this is the term that’s going to stick, like it or not. The terminology battles will probably continue for many years to come. We still have debates that break out regularly on the serious games lists about whether or not Serious Games is the right term. Here too, like it or not, this is the term that the corporate world and those in performance improvement recognize and use. At some point it no longer matters whether or not you like the term, or even if you think the term is appropriate.

It was only a few years ago that engineering associations were suing computer science departments for their use of the term ‘Software Engineering’ (SENG). Engineers were of the opinion that they were the only ones who should be allowed to use the word ‘engineer’ and that anyone who was not a ring-bearing engineer should not be allowed to use the term (or teach it I suppose). For my part, I have very little respect for most of the people who call themselves software engineers (the academics anyways), and software engineering isn’t really about engineering OR software, for that matter. (Computer Science isn’t a science either, just in case you were wondering). However, at some point we should just acknowledge that this is what this thing is called.

I think many of the things we are now classifying as gamification aren’t really new at all. I got gold stars on my stuff in grade 1, and we had Bristol boards with all our names on it posted in the classroom where everyone could see who did stuff (and who didn’t). That’s the same as badges and leaderboards.

Depending on how you use them, points (by whatever name) can be the same as ‘regular’ grades. Unless you do more than exchange percent for points, you’re not doing anything except skinning. In a course I taught this summer you needed 200 points for a full score, but it was possible to earn over 400 because there were a bunch of different things they could do. Extra ‘spilled’ over in to the non-gamified parts of the course, so much like in a game, the more you did, the better your score.

 

Response 2:[Week 11 KB dialog 2/3] Is there a fundamental difference between digital games and other games?

I’ve heard something similar to this question come up in a few dialogues throughout the semester, and it has stuck in the back of my mind.  Now, coming off the NASAGA conference where people are using all sorts of games for serious purposes (digital, mobile, board, card, alternate reality, simulation, geo-caching), I come back to this question.

What is lost in turning a non-digital game into a digital one?  Is there a fundamental divide that cannot be crossed?

I think that there actually is a fundamental difference. I make a distinction though between computer-mediated games and ‘pure’ digital games. Computer mediated games are those that have previous real life (analog) versions – like solitaire or chess. Computerizing these games does not change them in any fundamental way. Computer Solitaire is still solitaire. It is, however, much harder to cheat in the digital version than in the analog version. There are other difference too, but they mostly have to do with housekeeping. I can play computer solitaire for hours, but I have no interest in playing with real cards. I am interested in the ‘essence’ of solitaire if you will, and have no interest in trying to keep piles tidy, or shuffling, or even keeping score.

When we look at ‘pure’ computer games, the difference is profound. These are games that have no analog counterpart, and it includes everything from games like Tetris to MMOs.  Many of these do have origins in analog games, but WoW is not just a digitized version of something like Warhammer. They are quite different.

This is from my book, and outlines some of the ways that things change when you go digital:

 

Table 3-1: Digital vs Non-Digital Simulations and Games
  Digital Analog
  Digital Simulations and Games (ALL) Board & Card Games Analog Simulation Games Analog Role-Playing Games Live Action Role-Play (including cosplay)
Model of Original System Painstakingly and precisely defined Many details taken for granted and never made explicit
Rule Enforcement hard-coded uses ‘honor system’ on the fly
Rule Structures Pre-determined Negotiable
Roles accurate placement into context Imagined, personally mediated Determined by game rules Imagined, personally mediated
Environment Dynamic – same for all players Static – unchanging Combined static physical artifacts (boards & pieces) AND imagined Imagined:
personalized
Environment Resolution dynamic static
physical
relatively static relatively static Individually mediated
Game Objects can be autonomous either inert or mechanical imagined ( can include props)
Game Interaction (what people can do with / to the game) consistent across all instantiations of the game consistent only if the rules are followed each instantiation can be different
Participants there need only be one human participant All participants are human

 

Response 3: [Week 11 KB dialog 3/3] Repeats

Dr. Transplant reminds me of several games I have played. Particularly an iOS game called Restaurant Story. The premise is to make food, sell it to people and collect money. Then you can upgrade your restaurant so more people can eat at it, you can cook more food and serve different types. This style of game has been duplicated again and again. I wonder, and since we can not play it yet, does Dr. Transplant teach us anything or is it something to take our minds off whatever we do in live. The information on the website talks about finding your local organ donate registry and etc. but is any of the included or conveyed in game? Will playing puzzles and upgrading your hospital make you any more likely to achieve any serious games goals?

I think you’ve hit on an important point. This basic scenario also sounds like Diner Dash and a host of other simplistic resource management games. I wonder why people make these kinds of games. Is it because they are easy to design, or do they really not understand what it is about a game that makes it a valuable learning experience? Is it games they don’t understand, or instructional design? Both?

There are still a lot of classroom teachers who think ‘Jeopardy’ qualifies as a game in the same way as Black and White or Rollercoaster Typhoon. Jeopardy may be a fun way to skin a drill exercise, but I would not call it a game in the same sense as the other two. I think Jeopardy has a place, as do Bingo games and others. Some things need to be memorized, and if wrapping them in a game makes them a little more fun, then that might not be a bad thing.

However, the idea that you can create 3 or 4 templates (like make stuff, sell it to customers, collect money, and buy more supplies to make more stuff) passes for actual game design is misguided. Personally, I’d like to see these kinds of games placed in their own category. If the content in the game can easily be converted to a worksheet, then I’d say it is not a game in the same way as a game where the learning goals are actually integral to the game itself. These are much harder to make, but I think they have the potential to deliver a much more powerful message.

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Here’s a Devastating Account of the Crap Women in the Games Business Have to Deal With. In 2012.

Approximate Reading Time: 2 minutes

Here’s a Devastating Account of the Crap Women in the Games Business Have to Deal With. In 2012..

http://alivetinyworld.com/2012/11/27/too-many-reasons-why/

There’s a certain amount of this that happens in science too, though we should really note the point made by one of the commenters:

To be fair, it goes both ways. I have a male friend who is a nurse and he deals with some shit from the women he works with that you wouldn’t believe. And then the guys give him shit for it, too. In high school I worked two jobs, one with dogs, one with children. I had some of the worst gay bashing slurs hurled my way, even by people who knew I worked there with my girlfriend. And you’d better believe that any time anything over 10 lbs needed to be lifted, I was expected to just do it without being asked. But god forbid I didn’t hold the door for one of them.

Maybe we can generalize this a bit. I’d LOVE for the conversation to come around to how far (FAR) too many people are just downright ignorant, rude, and juvenile. This includes men, women, and everyone else.

 

Yes, there are particular indignities that women routinely have to put up with, but there’s a little voice in my head that always pipes up at times like these. It reminds me that almost every last one of those a@$holes HAD A MOM. What was she doing when this kid was growing up? If she let her sons get away with being jerks, and told her daughters not to stand up for themselves, then maybe, just maybe, SHE should shoulder some of the responsibility in this.

p.s. There is NO SUCH THING as “boys will be boys”. This is simply an excuse for letting kids be jerks. In the same way, “well, you know how catty girls can be” is also an excuse for letting girls get away with being mean. Neither should be acceptable. Ever.

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CS2013 Ironman Draft Available « Computing Education Blog

Approximate Reading Time: < 1 minute

The Ironman Draft of the next ACM/IEEE CS Curricula is out.

CS2013 Ironman Draft Available « Computing Education Blog.

We are happy to announce the availability of the ACM/IEEE-CS Computer Science Curricula 2013 – Ironman v0.8 draft. The draft is available at the CS2013 website (http://cs2013.org) or directly at:
http://cs2013.org/ironman-draft/cs2013-ironman-v0.8.pdf

The Ironman v0.8 draft contains the complete CS2013 Body of Knowledge, fully revised based on comments from the previously released CS2013 Strawman draft. We are now calling on the computing community to submit exemplars of courses and curricula to better connect the CS2013 Body of Knowledge to real, existing approaches representing diverse and innovative ways to teach computer science.

CALL FOR EXEMPLARS
The CS2013 Curriculum Steering Committee is seeking exemplars of courses and curricula from the broader community. This open process will better connect the CS2013 Body of Knowledge to real, existing approaches representing diverse and innovative ways to teach computer science. In computer-science terms, the topics and learning outcomes in the Body of Knowledge represent a “specification”, whereas a curriculum is an “implementation” and a course is part of a curriculum. The CS2013 Ironman v1.0 draft (the penultimate CS2013 draft) will be released in early 2013, containing an initial set of such course/curriculum exemplars.

Including exemplars as part of the CS2013 effort is a new idea not present in previous versions of the ACM/IEEE-CS Computer Science Curriculum guidelines. The steering committee believes they will provide greater value than stylized model courses that do not directly describe actual experience. Submitting an exemplar is your opportunity to present a successful approach to teaching computer science in a way that will prove useful to educators working to adopt the CS2013 guidelines.

Information on how to contribute course/curriculum exemplars is available at the CS2013 website (http://cs2013.org) or directly at:
http://cs2013.org/exemplars.html

 

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Where I’ve Been Online (to Nov. 17)

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  • The availability of new types of data on doctorates, the significant changes in doctoral education known to have occurred in the past 25 years, and the close of the 20th century make this a good time to reexamine the long-term trends in U.S. doctoral education. NSF’s Division of Science Resources Statistics commissioned this report to explore these trends and to make the results available to the public. Cosponsors of the report are the National Institutes of Health, the National Endowment for Humanities, the U.S. Department of Education, the U.S. Department of Agriculture, and the National Aeronautics and Space Administration.

    tags: nsf pdf doctorates phd 20th-century

  • What is Game Balance Concepts? What is this blog? This is the second summer I’ve decided to run a free online course on the topic of game design. Last summer was a general course that covered all areas on a very general level; you can find it at http://gamedesignconcepts.wordpress.com This summer, I’m diving deeper into the narrower topic of game balance. The topic was covered in a single lesson last year, but I think it deserves better treatment, so this year I’m looking at balance in depth. You can view a free intro video here that covers the course topics in more detail. (Update: due to technical difficulties with the courseware site, this was not viewable for a brief period. The issues have been resolved and everyone should now be able to create an account, view the video and download the syllabus. Thanks to everyone for reporting it and for being patient while I worked with supercoolschool.com to resolve this!)

    tags: game balance concepts ian-schreiber

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