Theories of Games and Interaction for Design (5: 3 Queries)

Approximate Reading Time: 2 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 5

These are the readings for the week (Topics: Concepts in research papers; Theory driven game design):

  • Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H. (2008). A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics, 122(2), E305-E317.
  • Tate, R., Haritatos, J., & Cole, S. (2009). HopeLab’s Approach to Re-Mission. International Journal of Learning and Media; 1(1): 29-35.
  • Optional: Garza, M., Chamberlin, B., Gleason, J., Muise, A., & Gallagher, R. (2012). Year-End Review of Exergaming Research. (Annotated bibliography).  http://www.slideshare.net/nmsumediaproductions/year-in-exergames-research-review
  • GAME: Re-Mission www.re-mission.net

Question 1: [Week 5 KB dialog 1/3] How to review a serious game?

 Greg made a comment in his mediation about the Tate study results and the game review in Ritterfeld. He suggested that perhaps the Ritterfeld review was looking at the wrong things.

I have spent some time thinking about this too – namely, how do we reconcile the need for games to be fun with the need for a serious game to deliver on its objectives?

I have a review form that I’ve been working on for some time and I’m keen to hear what you think is missing?

Do you agree with the relative weightings for the various parts? How would you change them?

 

The template I used is the same one I used to do the osmosis game: http://minkhollow.ca/becker/doku.php?id=pf:game-reviews:osyosmosis

Question 2: [Week 5 KB dialog 2/3] How to do use testing on a low budget?

 The study and development process for Re-Mission was highly admirable. However, it would have taken a considerable budget, and many of us do not have access to those kinds of funds.

Is there a way to do broad user testing without the big budget? What would it look like? How could we incorporate that into a lower budget project?

Question 3: [Week 5 KB dialog 3/3] Where’s the proof that lectures work?

Serious game designers are often asked for proof that games are effective instructional technologies. While I agree such evidence is useful and important, I would like to know if there are studies testing the effectiveness of more traditional formats such as lectures.

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New Breed of Hunter Shoots, Eats and Writes – NYTimes.com

Approximate Reading Time: 3 minutes

Warning: this post may not be for everyone. It talks about hunting, and about raising animals for meat.

The NYT article in the link is about a book written by the so-called “new breed” of hunter. Nice try, but I don’t see anything new – with the possible exception of better marketing.

The claim is that they hunt for “adventure, communion with nature, physical activity, a love of process and acquired skill, and a desire for an intimate connection to one’s food.” I’ve lost count of how many times I’ve heard this from hunters. Do they have to memorize and recite this refrain when they apply for their hunting tags?

Shooting something from 50 yards away is NOT intimate.

All the other things you can get without killing anything. All of them.

via New Breed of Hunter Shoots, Eats and Writes – NYTimes.com.

I raise some of my own food – we live in an area that is marginally suitable for growing grass, so that food comes in the form of animals. We take care of our food from birth to death. We raise them, care for them, and for some of them, we ultimately eat them. This may seem hypocritical, but I’ve always had issues with hunting. I suppose that so long as you don’t damage the ecosystem AND that you make sure you use EVERY part of the thing you have killed, it might be OK. Maybe. But don’t give me any of that junk about communing with nature, or wanting to have ‘natural’ meat.

But DON’T tell me the meat is better. I’ve seen deer wandering the fields minutes after those fields have been sprayed with lord knows what. How’s that natural? You often have no way of knowing the age of the animal you just shot. Make no mistake, the way we treat most food animals in modern “agribusiness” is nothing short of monstrous, but hunting is often no less cruel.

 

How many hunters are skilled enough to drop their target first time, every time?

Don’t even get me started on hunting birds. Most wild birds barely have enough meat on them for a sandwich.

 

Every season we have people hunting on our neighbour’s lands. Every season we have people who come and park at the end of our driveway to watch the deer and moose. Our neighbour, who owns those lands has a right of course, but it’s hard to tell whether or not all the others have been invited to be there or are planning their next poaching expedition. We get a fair amount of that.

When we come across a vehicle we don’t recognize, we still go down and have a chat with them. We make sure they’ve been invited by our rancher neighbour. We also invite them to join us the next time we butcher. We even offer to let them KEEP some of what they kill. We can GUARANTEE that the animals are healthy and that the meat will be tender. We have never had a single one accept our offer. NOT ONE.

So, seems to me, it is NOT about procuring clean meat for the table, like so many hunters claim. I suspect many of them would be far less interested if they had to look after the animals every single day – no matter the weather, in sickness and in health. I suspect that many of them couldn’t really look the animal in the eye, right up close, and then dispatch it by hand. THAT’s how you pay “the full karmic price” for your meal. Not with a gun.

I suspect many of them would be considerably less brave if they couldn’t stand behind a big lethal weapon.

It’s NOT easy to kill the animals we raise. Taking a life should NEVER be easy.

If if ever stops being hard for you to kill something – SEEK PROFESSIONAL HELP.

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What happens when free courses aren’t free? « The Next Bison: Social Computing and Culture

Approximate Reading Time: < 1 minute

What happens when free courses aren’t free? « The Next Bison: Social Computing and Culture.

Yup. She’s right. I would not have taken the gamification course if it had cost a little money.

But I am taking a ‘real’ course, for real money.

 

So what’ the difference? For one, there are real people with credentials and authority looking at the stuff I submit, not just peers. As a result, I expect to learn something more than I did in the Gamification course.

Another difference is that when I’m done the ‘real’ courses, I will have a new credential.

Another difference is that the class is small – about 12 people. I find this preferable to a class 80,000.

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Coursera Gamification Course, Assignment 3.

Approximate Reading Time: 5 minutes

I’m still playing along with the coursera course on Gamification. (See my initial reaction here, and my first assignment here).

This week we got our last assignment (out of three). This course only runs 6 weeks (August 27 – Oct. 8) so we are now finishing our second last week. Almost done.

Next week I’ll tell you what I got.

Our work consists of quizzes and short written assignments. I haven’t seen the final yet but I would imagine it is the same format as the quizzes, only longer.

Here’s the scenario this week:

Project Part III: Design Document

Now that you know the essential concepts about gamification and game design, it’s time to use them. For this final task, we ask you to bridge this gap as you meld creativity and structure to match peoples’ needs with technical feasibility and business realities.

You are approached by Cheyenne Kendrick, the CEO of Go Digital Press (GDP), a global publisher of electronic books for devices such as the Kindle, Nook, and iPad.  She knows you are one of the top experts on gamification, which she has heard can revolutionize publishing.  She asks you to present a proposal for a gamified system to take her business to the next level.

GDP concentrates on the trade segment of the book market, i.e. non-fiction publications that would traditionally appear in bookstores, rather than mass-market paperbacks. Approximately 50% of its titles are targeted at business professionals; 25% are educational resources on technical topics such as computer programming; and the remainder address a variety of different subjects.

As a pioneer in e-book publishing, GDP faces the challenge that many users, even in the U.S., do not yet own reader devices.  As of April 2012, only 21% of American adults reported that they had read an e-book in the past year, although those numbers are increasing rapidly.  Kendrick tells you that another concern is that the device manufacturers and their associated distribution platforms control the sales process, making it difficult for publishers such as GDP to obtain data or develop direct customer relationships.  On the positive side, an e-book is a flexible digital asset, which can offer interactive features beyond any physical book.  Kendrick asks you to propose a way to gamify the distribution or consumption of e-books, or both.

Provide a detailed description of your proposal, organized according to the design framework described in the lectures in Unit 7:

1.     Define business objectives
2.     Delineate target behaviors
3.     Describe your players
4.     Devise activity loops
5.     Don’t forget the fun!
6.     Deploy the appropriate tools

A summary of each concept is provided on the Gamification Design Framework page.

Format
: Maximum of 1500 words.  A normal answer will have descriptive text, and/or a set of bullet points, for each of the six sections of the design framework.


Here’s My answer:

Business Description:

  • eBook publisher
  • sells primarily trade books:
    • 50% business
    • 25% educational – IT
    • 25% other
  • not enough customers own eReaders
  • no direct access to sales data or customers because the distributor has that and won’t share

1. Define business objectives

  • increased distribution of eBooks & readers
  • increased consumption of eBooks

This can only be done by driving sales TO the distributor site, but we want to make that the last place the customer goes – after they have already decided they are going to buy the book. We want to keep them on our site as long as possible. We also want to convince them to buy more eBooks. We can highlight the features of the eReaders, but people are more likely to buy eReaders if there is a book that they want than they are to buy the eReader first and look for books after.

2. Delineate target behaviors

(be specific; what are the win states; how will we measure)

  1. Increase traffic to GDP website ( .5 or better DAU/MAU)
  2. Increase talk about available eBook titles (good virality)
  3. Increase landing on eBook descriptions (pages) (volume of activity)
  4. Increase sales of eBooks

3. Describe your players

Trade books are basically educational (i.e. people buy them to learn something), but they are not designed for use in a classroom, although they are often used there. This means that the people who buy these books are looking to learn something about the subject of that book.

Let’s concentrate on the 2 main demographics:

  1. corporate professionals
  2. educators who need to know about IT

These are people who are probably college educated and also motivated to learn from these books. We’ll assume that these are people who are reasonably technologically savvy; but for some reason they don’t own an eReader, or they don’t buy eBooks. I can personally relate to this. I DO own an eReader, but prefer to buy trade books as physical books.

So it seems to me, *I* am the kind of customer we are targeting. The goal is to convince me to buy trade eBooks instead of paper ones. This can be done by:

  1. making me more familiar with what’s available
  2. demonstrating how easy it is to search inside a book (this is a common reason why people buy paper instead of eBooks)

4. Devise activity loops

This will include a variety of activities that are spread between the GDP website and the eBooks themselves. They will include a considerable amount of cross-referencing between the two “locations”. People can, of course read their eBooks on their computers so they can access both simultaneously to make gameplay seamless.

eBook sales can be increased by demonstrating that it is just as easy to use an eBook as a paper one. Some of the activities in the gamified site are geared towards helping people become more familiar with how to use eBooks.

We can also boost sales by creating value added found only in the eBook versions.

Rewards will include those that come from creating a community for social sharing and creating connections. They will also include the more typical PBL: players can earn points that can be traded for coupons towards eBooks. In this context it makes sense to use points that can be used as currency to trade for coupons that give players $off on eBooks.

Activities include:

  1. Book review (earn points)
  2. Rate a book (earn points)
  3. Treasure Hunt:
    1. On the website:
      1. find N books in a particular topic
      2. be the first to …
      3. various clues and challenges
    2. INSIDE the eBooks: (Easter Eggs)
      1. answers to clues given in the treasure hunt
      2. be the firs to find the …..
      3. find the key (hidden code) to unlock a mini-game on the site
  4. Become an “expert”
    1. comes from purchasing N books in a topic/category
    2. from answering questions about that topic/category on the site
  5. Book Club
    1. done asynchronously, using the social applications
    2. could offer those books at a discount to book club memners
    3. there are several featured books each week
    4. people can discuss the book
  6. Form “guilds” based on purchases, wish lists
    1. suggested guilds to join based on your lists
    2. get registered users to report which books they bought (Because GDP doesn’t have access to sales data)
  7. Occasional contests
  8. Meet the author (online – only for people who purchase eBooks)

5. Don’t forget the fun!

The visual appearance is important. Because the target audience are mostly professionals, the site should be fun and lively but not juvenile.

  • each registered user may choose an avatar from among:
    • various bookish characters (owls, professors, …)
    • various literary / professional  characters
    • various others
  • players can
    • issue challenges on the social board
    • create lists (top 10 books on gamification)
    • discuss books
    • post lists

6. Deploy the appropriate tools

This system would become the new GDP website. Since the device manufacturers control the actual sales, the only places where GDP has control are on their own website and inside the eBooks. Thus the “home base” for the game will be the website, but play can be distributed across the site and all of the eBooks sold by GDP.

GDP can offer updates to existing eBooks containing the new content so as not to drive anyone away. People who already own the eBook can play too. All they need to do is update their book.

The distributor will have to agree to accept coupons earned in the game. IF done well enough, the distributor will also want to get in on the fun, but the “price” will be access to their data.

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Where I’ve Been Online (Weekly: to Sept. 29)

Approximate Reading Time: 2 minutes

~ A record of places on the web I want to remember ~

  • Course Builder is our experimental first step in the world of online education. It packages the software and technology we used to build our Power Searching with Google online course. We hope you will use it to create your own online courses, whether they’re for 10 students or 100,000 students. You might want to create anything from an entire high school or university offering to a short how-to course on your favorite topic. Course Builder contains software and instructions for presenting your course material, which can include lessons, student activities, and assessments. It also contains instructions for using other Google products to create a course community and to evaluate the effectiveness of your course. To use Course Builder, you should have some technical skills at the level of a web master. In particular, you should have some familiarity with HTML and JavaScript.

    tags: google coursebuilder coursedesign onlinelearning MOOC tools course

  • www.wwnorton.com/write is open to all readers of Norton composition books-and to anyone who wants to be a better writer or researcher.

    tags: writing tool Word plugin

  • Day two of NBC’s Education Nation summit highlighted the potential for video games to tailor material to a student’s individual level and allow teachers to track student progress. But while games can provide valuable information about how students learn, there is still little evidence that video games positively impact student achievement. And many teachers are skeptical about incorporating games in the classroom, even if it means students would be more invested in lessons. During a Monday panel on gaming in the classroom, educators brought up some of their main concerns with the emerging technology. Todd Beard, a K-12 technology teacher in Flint, Mich., said his students have trouble transferring skills they learn playing educational games in class to paper-based tests. While his students may appear to master skills during a video game, they forget it when they’re taking an assessment later. Beard tells his students, “It’s the same thing, you just did that,’” he said. He believes his students aren’t as invested in tests because they aren’t as fun as the games. “I feel like they’re learning [skills], but I have to prove that on an assessment,” Beard added.

    tags: education video games educators

Posted from Diigo. The rest of my favorite links are here.

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Theories of Games and Interaction for Design (4: 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 4

These are the readings for the week:

  • Van Eck, R. (2008). Building Artificially Intelligent Learning Games Intelligent Information Technologies: Concepts, Methodologies, Tools, and Applications (pp. 793-825): IGI Global.
  • Hattie, J., & Timperley, H. (2007). The power of feedback. Review of Educational Research, 77, 81-112.
  • Bogost, I. (2008). The rhetoric of video games. In K. Salen (Eds.), The ecology of games: Connecting youth, games, and learning (pp. 117-140). Cambridge, MA: The MIT Press.

These are the Games:

My Questions

1. (from last week’s reflection on Ritterfeld Ch. 5) Is there anything in Gee’s Principles that hasn’t already been identified by others as general properties of effective instruction?

Forgive me for the length of this question, but I really struggle with the language that Dr. Gee uses in his writing.

I have been teaching for over 30 years, as well as having spent considerable time and effort studying formal education, and yet I still find I have to read, and RE-read Dr. Gee’s chapter to try and figure what it says and how I can use it. I’m still not sure I have a clear picture of what he’s saying. I have attempted to re-write them in plain English. Feel free to argue if you disagree with my translation.

Gee’s properties of good games include:

  1. The ability to use the rules to accomplish personally meaningful goals. Isn’t pursuing meaningful goals essential for engagement in all of education?
  2. Microcontol that facilitates “embodied intimacy” or a reach of power and vision. I have no idea what this means that is different from what the other “principles” say.
  3. All the right conditions for experiential learning. Isn’t that like saying it’s good because it does things right?
  4. The ability to find and use affordances (things the game lets you do) that are well matched to effectivities (things you know how to do).  Isn’t this just ZPD?
  5. The ability to use the models to generalize learning. This is self-evident. All digital games are simulations, and all simulations are implementations of models.
  6. Player-enacted stories or trajectories. This just means the same as Narrative.

2. What are some concrete examples of Cognitive and Constructivist learning objectives?

This week’s lecture explained several different approaches to the design of learning objectives. The first one: behavioral learning objectives, included some concrete examples of what they might look like and how mastery could be measured. Can you think of some concrete examples of either cognitive or constructivist learning objectives? Include ways we might determine whether or not these objectives had been met.

It doesn’t even have to come from videogames – non-game examples would be fine. I’m trying to get a sense for what these would look like, and how they can tie into formal curricula.

3. How would educational game design change if we flipped Bloom’s?

Van Eck’s chapter this week reminded me of how useful Bloom’s Taxonomy still is, even after all these years.

This image is typical of how we normally perceive Bloom’s

 

Back in May I came across this article that got me thinking: Flip This: Bloom’s Taxonomy Should Start with Creating

This article asks if we should be looking at Bloom’s the other way around, and rather than thinking we need to begin with Knowledge, maybe we should be starting with Creating.

So my question is: Would our perspective on designing educational games change if we looked at it from this perspective, and if so, how?

 

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Theories of Games and Interaction for Design (4: 3 Responses)

Approximate Reading Time: 5 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 4

These are the readings we had last week:

  • Ch. 6, Prensky, M. (2001). Digital game-based learning. New York: Mcgraw-Hill.
    • 6: Digital Game-Based Learning: Why and How it Works
  • Ch. 4, 5, Gee, J. P. (2007). Good video games + good learning: Collected essays on video games, learning and literacy. New York: Peter Lang
    • 4: Good Video Games, The Human Mind, and Good Learning
    • 5: Learning about Learning from a Videogame (Rise of Nations)

These are the Games:

Response 1: Is there an in-game solution to fix Osy Osmosis?

One ofmy assignments was to review one of the games included as examples in this course. I chose Osy Osmosis, and my review can be found here. Several of the questions from last week came out of this review. This is one of them.

If we want players to discover the concepts we are trying to teach, it is important to make sure that the actions in the game are tied to the things we want them to learn.

Here’s one way this could have been done that creates a closer connection between the learning goals and the game goals. It doesn’t require huge changes in the design of the game either – it is primarily a change in the narrative.

Osy is a one-celled organism who needs to gather sufficient nutrients to be able to survive long enough to reproduce. Instead of chasing stars, she searches for food. Now she is a little like a virtual pet, and the goal of collecting something makes sense.

The win now becomes her splitting into two or reproducing in whatever fashion you choose. We can also use the same storyline to give her new / different strengths as the game progresses through the levels.

It also allows us to integrate the properties of osmosis into the game without it simply being a “learning pop-up”:

Her skin is permeable, and as we all know (hint, hint) the “First law of Osmosis” states that the fluids on two sides of a permeable membrane always try to be in balance.

We can decrease the concentration inside Osy by making her bigger, and increase it by making her smaller.  We can also add or remove particles.

After spending more time with the game, I do think they have jumped in too far along the understanding of the process so the notion of  “solute-bound water” and “free water” confuses things. I think it would have been better to stick to a simpler explanation, at least at the start. One of the real challenges when introducing a new subject is what to reveal, and what to gloss over. Part of the art of teaching is knowing what to leave out (and when to put it back in).

The relationship of the ‘bits’ and the other particles is not clear. Visually, the entire background is water, so having free water that moves around doesn’t seem to fit. They’d have been better off using the color or shade to indicate concentration. As it is, the space-like background with its darker areas and lighter clouds doesn’t seem to mean anything – which further confuses things.

Response 2: Is More Choice Always Better?

No.

Too much choice often interferes with learning; just like creating a simulated environment that is too real becomes counter-productive, especially with novices. Giving the learner too many things to think about too soon makes it much harder for them to navigate their way through to the destination you want them to find. There’s even a theory of choice overload: “The choice overload hypothesis states that an increase in the number of options to choose from may lead to adverse consequences such as a decrease in the motivation to choose or the satisfaction with the finally chosen option.” (Benjamin Scheibehenne, Rainer Greifeneder, & Peter M. Todd, 2010)

On the other hand, insufficient choice is also a problem. Clearly there is a sweet spot for how much choice to offer at any given moment, but I suspect the right amount will depend not only on what it is you are trying to teach, but also on who your learners are, and what they already know. Even worse, it is unlikely that your target audience will be uniform enough to allow you to set up exactly the right amount of choice in any serious game or other learning application.

 

Benjamin Scheibehenne, Rainer Greifeneder, & Peter M. Todd. (2010). Can There Ever Be Too Many Options? A Meta?Analytic Review of Choice Overload. Journal of Consumer Research, 37(3), 409-425.

 

Response 3: How seriously do educators take Behavioral Learning these days?

This question intrigues me for several reasons:

1. I have a farm with a lot of animals, and I have been raising, training, and working with dogs for nearly 30 years.

2. I have seen the popular trend in formal education move away from behavioral learning, not always for reasons other than “it’s the way things are done now”.

3. I have 3 grown children and have developed some of my own ideas about the value of behavioral learning over the years.

First off, I will say that I see far more classical training going on in formal education that most are willing to admit. Simple stimulus-reward training still happens for a great variety of administrative tasks associated with formal schooling, all the time. Just watch freshman students working their way through the first few days of school – line-ups, do things this way rather than that, etc. You can’t tell me there isn’t a great deal of classical training going on here.

That having been said, there is nothing wrong with classical training per se, and I would say that there are still a great many applications. Take learning to swim, for example (or learning to ride a horse, or drive a car, etc.). These physical tasks benefit from simple stimulus-response training, and in fact, certain kinds of skills are harder to learn if you over think things (fighter pilots, for example).

Certain kinds of rote learning (like multiplication tables) benefit from simple behavioral approaches.

I think behavioral training becomes problematic when it is used in inappropriate places and for inappropriate purposes. It is important to remember though that not all learning is about higher order thinking and problem solving. The trick is knowing enough about the thing you are teaching to have a good idea of what kind of approach is likely to work the best.

p.s. I’m always temped to giggle when teachers and other academics talk about the “clickers” they use in classrooms – because I always picture the clickers I have for my dogs and the kind of training that uses those clickers. There are benefits to this kind of training too, and while we would probably get in trouble for using the kinds of clickers they use for dogs (or horses, or dolphins,…) in a classroom, the principle still has applications.

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Theories of Games and Interaction for Design (4: On Game Studies, Scholarly Authority, and Interdisciplinarity )

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.

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 4

These are the readings for the week:

  • Van Eck, R. (2008). Building Artificially Intelligent Learning Games Intelligent Information Technologies: Concepts, Methodologies, Tools, and Applications (pp. 793-825): IGI Global.
  • Hattie, J., & Timperley, H. (2007). The power of feedback. Review of Educational Research, 77, 81-112.
  • Bogost, I. (2008). The rhetoric of video games. In K. Salen (Eds.), The ecology of games: Connecting youth, games, and learning (pp. 117-140). Cambridge, MA: The MIT Press.

These are the Games:

While reading (slogging?) through Rick Van Eck’s chapter this week, a number of things struck me. First, it is long, but it is also written in clear, plain language, making it quite easy to read and understand. The claims and arguments are thoroughly supported by foundational research in several fields, and that makes it a valuable resource for those of us who are still finding our way through the literature. Want to know how games tie in to established educational understandings? Van Eck pays homage to those upon whose knowledge he builds in true scholarly fashion. Kudos to Dr. Van Eck for recognizing those foundations and for drawing clear paths from their work to his. I was doing similar work on my dissertation at about the same time that Van Eck’s chapter was published, so this is an area with which I am familiar and I found much to agree with. I also used the prior work of people like Gagné, Jonassen, Merrill, Lave, Vygotsky, and others. When I was doing my work, my supervisor impressed upon me the importance of supporting my claims with solid, primary sources. Any time I made a claim of any sort, she would immediately respond with, “Says who?!” Her insistence on my doing this helped me to lay out very clearly the new work that was mine and also to identify just how my new work added to the existing body of knowledge.

Isaac Newton is claimed to have said, “If I have seen further it is by standing on ye shoulders of Giants”. Clearly, there is a long and venerable tradition of paying homage to prior work, but is this changing?

“(S)cholarly authority was conferred upon those works that were well published by a respected publisher. It also could be inferred by a scholar’s institutional affiliation (Yale or Harvard Universities vs. Acme State University). My father got his Ph.D. from Yale and had that implicit authority the rest of his professional life. Authority was also conferred by the hurdles jumped by the scholar, as seen in degrees and tenure status. And scholarly authority could accrue over time, by the number of references made to a scholar’s work by other authors, thinkers, and writers — as well as by the other authors, thinkers, and writers that a scholar referenced. Fundamentally, scholarly authority was about exclusivity in a world of scarce resources.” (Jensen, 2007)

Today, scholarly authority can be built through Google and user popularity (“likes”). The relative merits of Web 3.0 models aside, how does this apply to a new discipline that is still establishing its scholars? Is it still important to discuss the ancestry of ideas, or is it acceptable to cite only recent work, or work primarily in your field?

One of the challenges I faced when I did my own writing was that work outside of my discipline was not seen to be as valuable as work published inside, even if it was more relevant or timely. Game studies in general, and the educational games in particular are fields of study that come from a number of distinct disciplines, and with that come different styles of scholarship.

Some scholars, like Jim Gee seem do not cite foundational work in their writings, yet their work is still viewed as weighty and seminal to the field. Indeed, Gee rarely cites any works more than 10 years old, unless they are from his original field, namely, linguistics. I’ve always found it odd that so much of his work has to do with education, learning theories, and instructional design, yet so little of that body of work is referenced. Does it matter? Should it?

References and Further Resources:

Bullock, R. (2005 – 2012). The Norton Field Guide to Writing   Retrieved from http://www.wwnorton.com/college/english/write/fieldguide/

Jensen, M. (2007). The New Metrics of Scholarly Authority. The Chronicle Review, 53(41), B6.

Blog Post on Questioning Academic Authority: Learning 101, Liam McIvor Martin, August, 2009 http://virtualteachingassistant.com/blog/mind-shift/questioning-academic-authority/

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