What’s the opposite of anthropomorphism?

Approximate Reading Time: 3 minutes

Dog Ownership and Video Games – NYTimes.com.

Dog ownership is like a videogame…..

The characters are unremarkable. The setting is ordinary. The action is dull. But like all games, owning a dog is about the quiet magic of doing. The love comes from the doing.

Do you agree? I’m sure I don’t.

I think it’s a very superficial view of dog ownership, written by someone who does not appear to understand dogs – and may possibly be too urban to understand the natural world at all.
What’s the opposite of anthropomorphism?

How about:

machino-morphism: The representation of animate objects as machines.

I think this guy may suffer from that.

I think a lot of learning scientists suffer from that too.

Viewed as a video game, Dog Ownership is, to be honest, not a good one. The dog-walking mini-game can become particularly wearying after a while. Its objectives and collectibles are scatological. The controls — a leash that can, at higher levels of this game, be modified into a retractable version — are loose, imprecise, even unresponsive.

 

Your companion frequently fails to apprehend basic instructions. In what appears to be a software bug, he occasionally interprets obviously friendly neighbors as ferocious enemies. The dialogue, if you can call it that, is repetitive and mind dulling: “O.K.,” “Let’s go,” “C’mon,” “Hurry up!”

The photorealistic graphics, however, are jaw-dropping. On a summer day you might find yourself on Riverside Drive as leaves turn in the wind, and light shimmers on the Hudson.

When my wife first suggested more than six years ago that we get a dog, I was against the idea. I worked from home and had started a new gig writing for The New York Times. The time and effort involved in caring for a puppy, I thought, would distract from my Important New Job. We ended up with a dog in the house anyway.

He is an adorable, bright-eyed cairn terrier. We named him Wookiee. Like the most famous member of that space opera species, he grew up to become a furry, beloved co-pilot. And the very tedium I feared he would introduce into our lives ended up binding us together.

In that sense, pet ownership (or pet guardianship, to hand-wavingly use a politically correct phrase in a halfhearted effort to stave off a raft of letters) has more than a little in common with video games, which I write about regularly. Playing a video game, much like owning a dog (or caring for an infant, for that matter), can involve rote, mundane, even unpleasant tasks. These duties are carried out on behalf of an inarticulate companion. Doing the bidding of this putative sidekick turns out to be a strikingly effective method for creating intimacy.

Video games are verbs, to oversimplify an observation from the independent game designer Anna Anthropy. The best games do not plumb the interior depths of characters the way novels do, but they summon a different magic. The act, say, of holding hands for hours upon hours with Yorda, the princess in Fumito Ueda’s masterly Ico, leads the player to feel something for her that is not unlike the love a man has for his dog. Video games aren’t great with character, but they do companionship surprisingly well.

Over time it became apparent that my wife regarded our adopting a dog as akin to what gamers refer to as a tutorial — for a new game called Child Rearing, which can be viewed as a spiritual successor to Dog Ownership. (Though it should be said, based on their shocked delight when we had a daughter some years later, some of my Midwestern relatives interpreted Wookiee’s arrival as evidence of our tragic infertility.)

This summer my wife and I began a new round of Child Rearing. Compared with Dog Ownership, it is more challenging, involving and rewarding. It features many more hours of gameplay, not to mention much knottier moral quandaries and choices. I wrote this with our second daughter, who was 4 days old at the time, in the next room. She is predictably mesmerizing.

And yet there’s something in the purity and simplicity of Dog Ownership that makes it worth returning to, even when you’ve played the sequels. Sometimes Wookiee and I look at each other, heads cocked, unable to express our feelings for the other except through simple actions performed routinely, year upon year upon year: retracing the same blocks of our neighborhood each morning, playing fetch (shhhhh, illegally) in the park in the early evening, falling asleep with our sides touching, to warm ourselves in the air-conditioned night.

The characters are unremarkable. The setting is ordinary. The action is dull. But like all games, owning a dog is about the quiet magic of doing. The love comes from the doing.


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Where I’ve Been Online (weekly: July 15-21)

Approximate Reading Time: 6 minutes

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

 20 Jul 12

HP Blogs – Knowing What Your Students Don’t Know – How InkSur… – The HP Blog Hub

In the course of doing this she confirmed what others have reported: Novices playing with simulations don’t always learn what the need to learn. There are gains, but the gains are not sufficient.

Enter the magic of great teaching and the power of real-time graphical polling. Students again explored the simulations, but this time during class in a conversational context with the instructor. Students asked questions (with diagrams and words) through InkSurvey; Dr. Gardner responded to the class in real time with questions that scaffolded their further exploration of the sims. She did not simply “tell them the answer”. The results are stunning.

For all six explorations, during this period of “guided play”, student achievement jumped again – and in most cases, more than the initial jump. Surprisingly, student understanding of the historically “most difficult topic” (2nd order underdamped response to a step change) saw a final average assessment score approaching 90%.

So the average scores across all six topics went from 45% (PRE) to 58% (after free play) to 78% (after guided play) – a remarkable finding that underscores the critically important role that guidance from the instructor serves, and how real-time graphical polling provides the feedback required to enable thoughtful scaffolding in real time.

Tags: learning simulations


Bill Gates: Getting schools into the game to engage students | Get Schooled

Check out the classroom of the future, Bill Gates’ style: Students are grouped according to skill set. One cluster huddles around a computer terminal, playing an educational game or working on a simulator. Another works with a human teacher getting direct instruction, while another gets a digital lesson delivered from their teacher’s avatar.

Last year, the foundation announced it would invest $20 million in a variety of teacher tools, including this and other technologies geared toward changing the way teachers teach and kids learn.

…there are lessons to be learned from the enthusiasm kids have when playing video games, including that winning can be a motivator and that students should be able to move to the next level when ready.

“We’re not saying the whole curriculum turns into this big game. We’re saying it’s an adjunct to a serious curriculum, ” he said.
….
Now the foundation is working with the Center for Game Science at the University of Washington on a free, online game called Refraction. As students play, their progress is visible to the teacher on his or her computer, allowing the educator to see instantly what concepts students understand.

The idea is that in coming years, there could be a digital mall full of low-cost or free online games teachers could download to use with the entire class or individual students.
……
Gates said states are now doing the “hard work” of implementing new evaluation systems, and in some cases not providing enough resources to ensure they are properly introduced. That includes retaining important elements such as student feedback and peer evaluators.

Tags: schools game students dgbl


#IsThisJournalism? Feature Interview with BitchslappedByLogic | OpenFile

Daedalus explained the process he used to try and answer the same questions asked by all professional journalists—the who, what, when, where, why and how of Monday night’s shooting.

“Another user first discovered an Instagram account containing some photos of the party,” Daedalus explained. “One of the labels was ‘HENNESSY BBQ’ or something like that. The pictures depicted a gathering of 50-100 people (visible, at least) on a house lawn. The photos were also tagged with the name of a major intersection nearby. Deduced that this must have been the party where it happened.”

From there Daedalus searched variants of the terms ‘bbq’, ‘hennessy’, ‘morningside’ and ‘party’. Eventually, he was able to locate the Twitter account of someone who had been tweeting about a Hennessy party” since early July. From there, he caught sight of a post by the same user tweeting at someone else in which he claimed that it was ‘his party’ on ‘dblock’ (Danzig St.).

As early police and news reports began to stream in, the social media wizard worked through the night. Describing his methodological process, he explained:

“A sample workflow (to try and identify the individuals) would have gone something like:

Search a term related to the event
Scour results page, identify people who are tweeting about it
For each person X who tweeted about the event, check all their tweets
Document any seemingly related findings
For all tweets on page, identify account Y who contacted X
Repeat process from step 3 for Y
Etc etc etc, repeat”

His approach, said Daedalus, is based on a philosophy that, “everything is text (searchable) and a link indicated a relationship (possibly between people, context dependent.)” These links, he says, are “surprisingly powerful.”

So powerful in fact, that Daedalus was able to correctly identify the host of the party, and many of the victims—including the two deceased.

Tags: interview searching internet


What’s the Best Way to Practice Project Based Learning? | MindShift

Project Based Learning can mean different things to different people, and can be practiced in a variety of ways. For educators who want to dive in, the good news is that a rich trove of resources are available.

Tags: project based learning education


The Trouble With Online Education – NYTimes.com

A truly memorable college class, even a large one, is a collaboration between teacher and students. It’s a one-time-only event. Learning at its best is a collective enterprise, something we’ve known since Socrates. You can get knowledge from an Internet course if you’re highly motivated to learn. But in real courses the students and teachers come together and create an immediate and vital community of learning. A real course creates intellectual joy, at least in some. I don’t think an Internet course ever will. Internet learning promises to make intellectual life more sterile and abstract than it already is — and also, for teachers and for students alike, far more lonely.

Tags: online online education education nytimes


18 Jul 12

Consortium of Colleges Takes Online Education to New Level – NYTimes.com

As part of a seismic shift in online learning that is reshaping higher education, Coursera, a year-old company founded by two Stanford University computer scientists, will announce on Tuesday that a dozen major research universities are joining the venture. In the fall, Coursera will offer 100 or more free massive open online courses, or MOOCs, that are expected to draw millions of students and adult learners globally.
Schoolbook

News, data and conversation about education in New York.


Even before the expansion, Daphne Koller and Andrew Ng, the founders of Coursera, said it had registered 680,000 students in 43 courses with its original partners, Michigan, Princeton, Stanford and the University of Pennsylvania.

Now, the partners will include the California Institute of Technology; Duke University; the Georgia Institute of Technology; Johns Hopkins University; Rice University; the University of California, San Francisco; the University of Illinois, Urbana-Champaign; the University of Washington; and the University of Virginia, where the debate over online education was cited in last’s month’s ousting — quickly overturned — of its president, Teresa A. Sullivan. Foreign partners include the University of Edinburgh in Scotland, the University of Toronto and EPF Lausanne, a technical university in Switzerland.

Tags: online education colleges


17 Jul 12

Does Our Current Education System Support Innovation? | MindShift

My own takeaway from the workshop is the tremendous importance of breaking the “technology silos” in schools. We need fewer technology plans, and more learning plans that incorporate technology. We need fewer technology projects, and more projects in civics, biology, and language arts that use technology to develop interests, skills, and domain understanding. We need fewer technology coaches, and more learning coaches with a rich understanding of the full range of tools available to support student learning. We need fewer efforts to measure technology adoption and usage, and more efforts to measure whether technology adoption and usage is leading to better learning in schools.

Tags: current education system support innovation


  • In light of this dynamic, two critical questions need to be asked and provisionally answered when integrating technology into education. The first question, while obvious at first glance, isn’t always fully articulated: “What are the educational goals of technology integration?”

    The second question is equally important and often more elusive: “Do the current systems and processes support the integrative and innovative goals?”


Leadership in Technology is Really Leadership in Learning – EdTech Researcher – Education Week

My own takeaway from the workshop is the tremendous importance of breaking the “technology silos” in schools. We need fewer technology plans, and more learning plans that incorporate technology. We need fewer technology projects, and more projects in civics, biology, and language arts that use technology to develop interests, skills, and domain understanding. We need fewer technology coaches, and more learning coaches with a rich understanding of the full range of tools available to support student learning. We need fewer efforts to measure technology adoption and usage, and more efforts to measure whether technology adoption and usage is leading to better learning in schools.

Tags: leadership technology learning edtech education


15 Jul 12

What’s So Great About Schools in Finland? | MindShift

Finland has been hailed for exemplifying the ideal model of a thriving, innovative education system that prioritizes the most important stakeholders: students.

International and American media are fascinated by the Scandinavian country’s approach to designing the education system. The fact that Finland manages to score among the top three countries on the PISA survey is a tribute to its success, and worth following closely, observers say.

So what makes the Finland story so compelling?

Tags: schools finland education


14 Jul 12

Teach with Portals

Valve recently began collaborating with educators to develop game-related teaching tools that revolve around STEM (science, technology, engineering and math) education. We’ve created Teach With Portals as a destination for this partnership, providing free content and game design tools, as well as an interactive community for exchanging lessons and experiences.

Welcome to the new, free educational collection of puzzles and teacher-created content from Valve’s best-selling game, Portal 2, an engaging 3D puzzle-solving game. Based on Valve’s technology, the Portal 2 Puzzle Maker takes place in an environment with realistic physics – a playground rich with opportunities for educational fun.

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Googlography 101: Searching on the Net

Approximate Reading Time: 2 minutes

For the last decade or so I’ve been saying that searching and sorting are going to be key skills (and that these are things we really need to concentrate on in CS Education).

For about as long, I’ve also thought that most people don’t really know how to search.

Here’s a very short primer. It’s amazing what you can find (and find out) if you are good at searching and assessing.

We need a new name for this skill: Googlography? Journalology?

#IsThisJournalism? Feature Interview with BitchslappedByLogic | OpenFile.

Here’s how it’s done:

Daedalus explained the process he used to try and answer the same questions asked by all professional journalists—the who, what, when, where, why and how of Tuesday night’s shooting.

“Another user first discovered an Instagram account containing some photos of the party,” Daedalus explained. “One of the labels was ‘HENNESSY BBQ’ or something like that. The pictures depicted a gathering of 50-100 people (visible, at least) on a house lawn. The photos were also tagged with the name of a major intersection nearby. Deduced that this must have been the party where it happened.”

From there Daedalus searched variants of the terms ‘bbq’, ‘hennessy’, ‘morningside’ and ‘party’. Eventually, he was able to locate the Twitter account of someone who had been tweeting about a Hennessy party” since early July. From there, he caught sight of a post by the same user tweeting at someone else in which he claimed that it was ‘his party’ on ‘dblock’ (Danzig St.).

As early police and news reports began to stream in, the social media wizard worked through the night. Describing his methodological process, he explained:

“A sample workflow (to try and identify the individuals) would have gone something like:

  • Search a term related to the event
  • Scour results page, identify people who are tweeting about it
  • For each person X who tweeted about the event, check all their tweets
  • Document any seemingly related findings
  • For all tweets on page, identify account Y who contacted X
  • Repeat process from step 3 for Y
  • Etc etc etc, repeat”

His approach, said Daedalus, is based on a philosophy that, “everything is text (searchable) and a link indicated a relationship (possibly between people, context dependent.)” These links, he says, are “surprisingly powerful.”

So powerful in fact, that Daedalus was able to correctly identify the host of the party, and many of the victims—including the two deceased.

 

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Being Programmed: The 33 Digital Skills Every 21st Century Teacher should Have

Approximate Reading Time: 4 minutes

Educational Technology and Mobile Learning: The 33 Digital Skills Every 21st Century Teacher should Have.

I’ve been teaching an EdTech course the last few weeks and we had our last class on Friday. I spent some time reading from Douglas Rushkoff’s book, “Program or Be Programmed“. The entire book is about how important it is to learn programming. Today, this article (link above) lands in my inbox. It claims to lay out the “The 33 Digital Skills Every 21st Century Teacher should Have”. They’re not bad. I might even agree with most of them – except of course that every last one could be combined into one single skill: Use current tools to teach effectively. As cheerless as that is, that’s not even the most disturbing part.

What is so deeply disturbing is not what’s there, but what’s NOT. Note how many times the following words appear:

  • use [19]
  • create [7]
  • understand [1]
  • write [0]
  • program [0]
  • code [0]

This article is encouraging teachers to become even more entrenched as mere users than they already are now. The article says almost nothing about actually understanding any of this technology. The sad (and dangerous) truth is that the vast majority of people who write these articles – usually with the best of intentions – have really no idea how any of the tools in which they claim expertise work. Here’s the list:

The 21st century teacher should be able to :

  1. Create and edit digital audio
  2. Use Social bookmarking to share resources with and between learners
  3. Use blogs and wikis to create online platforms for students
  4. Exploit digital images for classroom use
  5. Use video content to engage students
  6. Use infographics to visually stimulate students
  7. Use Social networking sites to connect with colleagues and grow professionally
  8. Create and deliver asynchronous presentations and training sessions
  9. Compile a digital e-portfolio for their own development
  10. Have a knowledge about online security
  11. be able to detect plagiarized works in students assignments
  12. Create screen capture videos and tutorials
  13. Curate web content for classroom learning
  14. Use and provide students with task management tools to organize their work and plan their learning
  15. Use polling software to create a real-time survey in class
  16. Understand issues related to copyright and fair use of online materials
  17. Exploit  computer games for pedagogical purposes
  18. Use digital assessment tools to create quizzes
  19. Use of collaborative tools for text construction and editing
  20. Find and evaluate authentic web based content
  21. Use of mobile devices like tablets
  22. Identify online resources that are safe for students browsing
  23. Use digital tools for time management purposes
  24. Learn about the different ways to use YouTube in your classroom
  25. Use note taking tools to share interesting content with your students
  26. Annotate web pages and highlight parts of text to share with your class
  27. Use of online graphic organizers and printables
  28. Use of online sticky notes to capture interesting ideas
  29. Use of screen casting tools to create and share tutorials
  30. Exploit group text messaging tools for collaborative project work
  31. Conduct an effective search query with the minimum time possible
  32. Conduct A Research Paper Using Digital Tools
  33. Use file sharing tools to share docs and files with students online

When I was an undergrad, learning how to program was the only way to really get involved in the evolving digital world. That’s no longer true, but learning to program is more important now than it was 35 years ago.

 

To quote Rushkoff, By learning to program, we

“came to understand what programming is, how programmers make decisions, and how those decisions influence the ways the software and its users function. For us, as the mysteries of computers became the science of programming, many other mysteries seemed to vanish as well. For the person who understands code, the whole world reveals itself as a series of decisions made by planners and designers for how the rest of us should live. Not just computers, but everything from the way streets are organized in a town to the way election rules are tilted for a purpose (vote for any three candidates) begin to look like what they are: sets of rules developed to promote certain outcomes. Once the biases become apparent, everything becomes possible. The world and its many arbitrary systems can be hacked.” [p.134]

What was once a transparent tool, has become so obfuscated by interfaces and ‘helpers’ under the guise of “user friendliness” that most users no longer have any idea how the actions they request are actually carried out.

Remember how the computer refereed to the ‘user’ in Tron with both fear and reverence? That was because they KNEW how to control the machine. The original storyline was written 30 years ago when you had to be a programmer to use a computer.

These days, most users know as much about how the software works as a medieval peasant knew about disease. Re-booting your machine, whether it be a PC or a cellphone has become the same sort of action as blood-letting. Sometimes, it fixes the problem, but if it does, it is complete magic.

If you think that those peasants were at the mercy of the aristocracy of the day (who were, by and large, the only people with an education), it is nothing compared to today. Only today’s aristocracy aren’t the programmers – they are those who run the software companies.

Because of the wonders of modern technology though, every person with access to a computer has the option of being more than a peasant. The choice is up to you.

BEWARE:

There are only two industries that refer to their customers as ‘users’.  (Edward Tufte)

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Search Engine Complexity Illustrated! (only not quite)

Approximate Reading Time: < 1 minute

Search Engine Complexity Illustrated!.

A student in a class I’m teaching put this under my nose yesterday.

Thanks L.B.!

I’ve seen this before and thought it was quite good. It is, of course a gross oversimplification. Google is quite secretive about how it does searches (they have long been on the leading edge of how to do this), but I think having a better understanding of how to do searches is essential if one is to be literate.

I used to teach a 3rd year data architecture course and actually devoted an entire lecture to “How to Search using Google”. The class invariably started off rolling their collective eyes, and by the time I got 15 minutes in, most were frantically writing down notes.

Since then the situation has become even worse because search engines like Google now tailor their searchs specifically for you. This means you are going to find more of what you like, but it also means you are going to find FEWER things that just might broaden your mind.

 

Fortunately, I’m not the only one who thinks this could be bad. Check out A Million Short

Imagine a search engine that threw out the web’s top one million sites and then searched what was left. Sounds insane, right? But that’s exactly what Million Short purports to do and the results are, well, interesting.

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The Designer’s Notebook Now on Facebook

Approximate Reading Time: < 1 minute

The Designer’s Notebook.

Ernest Adams has created a FaceBook page that includes links to all of the Gamasutra Designer’s Notebook articles.

 

Very Cool. Cool, cool, cool.

 

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Where I’ve Been Online (weekly: July 1-7)

Approximate Reading Time: 2 minutes

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

04 Jul 12

ihobo: Does Overjustification Hurt Games?

Concern about gamification has brought about a healthy discussion about its limits – but have we really understood the extent to which games themselves are already subject to a stifling of free play by explicit rewards like Achievements?

In psychology, the overjustification effect refers to situations in which offering an explicit incentive – money or prizes – reduces a person’s intrinsic motivation to perform a task. The earliest demonstrations of this effect were Mark Lepper and Richard Nisbett’s experiments on children aged 3 to 5 years, who had been showing an intrinsic interest in drawing. They divided the kids into three groups: in the first, a “good player” ribbon was offered for drawing. In the second, the ribbon was also awarded but it was not announced in advance. The third group was a control. Watching the children later, they observed that when playing freely the first group was significantly less interested in drawing, while the other groups behaviour did not change. They concluded that expecting rewards undermines intrinsic motivation in activities that were previously enjoyable.


02 Jul 12

‘Man-sheep-dog’: inter-species social skills | Neuroanthropology

Paul, the lead author, interviewed sheepdog trialer Damian Wilson about his interactions with his dog, a border collie named Yandarra Whiskey. Damian and Whiskey gave Paul a demonstration of the techniques used in sheepdog competitions as they together tried to move a mob of three sheep. In a competition in New South Wales, a trainer and dog have to move three sheep who have never been herded through a difficult obstacle course, and the trainer loses points if he (or, less frequently, she) breaks from a slow, measured pace walking the course. The rules mean that the dog itself must be trained until it anticipates the sheep’s reactions, and understands, on some level, what dog and trainer, together, are trying to accomplish. Although the trialer may give commands, the dog, too, is a kind of expert.


01 Jul 12

Insert coin: a look back at our favorite classic arcade games | Ars Technica

You kids today don’t know what real gaming is. You talk about your Call of Honors and Gears of Halos like it was spun gold coming straight from God’s butt. Back in our day, there were real games… inventive, crazy, hard games that charged a quarter for each play and made you stand up in front of a giant wooden cabinet as you played. And we had to walk fifteen miles in the snow to play ’em. Uphill! Both ways!

Wait! Come back here, you whippersnappers. This is important. You’re going to sit here and you’re going to let us regale you with tales and videos of what made the golden age of arcades so special, or so help me I will throw that WiiStation 360 of yours right out the window, dagnabbit.


30 Jun 12

Vischeck: Home

Vischeck simulates colorblind vision.
Daltonize corrects images for colorblind viewers.
Vischecked images on a cube

How do babies see the world? Visit TinyEyes.

Other sites worth visiting:
Treatment Eating Disorder Center
Plan your next adventure with Authentic Italy

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

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Is the Structure of Current Schooling in Conflict with Video Games?

Approximate Reading Time: 6 minutes

Memento Mori | Virtual World Learning and Whyvillle.

The G4C Rant (Games for Change) has become quite a thing, at least for those who follow such things. Memento Mori comes from this year’s.

How can/do games promote learning? and What role might games play in the classroom?

Dr. Fowler suggests that maybe part of the reason that getting games into classrooms is so difficult is that the classrooms themselves, along with the curricula, and the system as a whole is structured for a different medium – a linear one. It could even be said that the entire formal education system from university down to kindergarten is structured around books and lectures – both inherently linear things.

Perhaps even worse,could it be we bending the medium of the videogame to conform to the linear sensibilities of the currently dominant medium?

Hmmmmm.

 

The entire post by James M. Bower, PhD is repeated below:

Continue reading

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