Where I’ve Been This Week (weekly)

Approximate Reading Time: 3 minutes

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

 

  • So, as an instructional designer, part of my job is to make things clear and easy to understand, right?

    Well, it turns out that’s not necessarily the best option.

    tags: e-learning learning errors being_wrong

  • As an early investor in social gaming, I’m often speaking on panels to audiences of gamers, investors, and game company execs. At one such event — the Future of Media conference hosted by Stanford’s Graduate School of Business — the opening question was why gaming is relevant to people who are not gamers. The panelists — folks from IGN, Activision, GaiKai, and Riot Games as well as myself — gave some interesting reasons for why non-gamers should care about the game market:

    tags: games gamification social_gaming gamers

  • Chocolate-covered broccoli. That’s what designers of educational games call digital products that drape dull academic instruction in the superficially appealing disguise of a game. Instead of placing the fun of discovery and mastery at the heart of the game, these imposters use the trappings of games “as a sugar coating” for their otherwise unappetizing content, note Jacob Habgood and Shaaron Ainsworth.

    The two researchers, from the University of Nottingham in England, recently decided to find out whether children could detect such subterfuge, and whether they benefited more from lessons that masquerade as games—or from games that make learning an end in itself.

    tags: gamification motivation games-in-learning

  • In his wonderful essay on Alan Perlis’ 1961 Sloan School lecture, Michael Mateas points out that Perlis explicitly saw programming as a medium.

    Here Perlis makes it clear that programming is a medium, in fact the medium peculiarly suited for describing processes, and as such, a fundamental component of cultural literacy, and a fundamental skill required of new media practitioners and theorists.

    I’ve always loved the idea of programming as a form of expression, and most CS departments used to teach different paradigms of programming as different ways of thinking about problems. Google searching, you’ll find that “Computation/programming as an expressive medium” is being taught out there — but not to computer scientists. Film students, digital media theorists, even social scientists are being taught about programming as a medium. But for the most part, not computer scientists.

    tags: mark_guzdial programming computing education blog

  • Wow, no one saw this coming. The University of Florida announced this past week that it was dropping its computer science department, which will allow it to save about $1.7 million. The school is eliminating all funding for teaching assistants in computer science, cutting the graduate and research programs entirely, and moving the tattered remnants into other departments.

    tags: computer_science via:packrati.us university science

  • If you’re involved in the startup community or even just follow Hacker News, there’s a pretty good chance that you’ve heard about “lean startups” or the “lean startup method.” In his bestselling book, The Lean Startup, Eric Ries outlines a framework for small, innovative teams to more efficiently find product/market fit for new products. At its core is a focus on evaluating product design decisions based on user data gathered from scientific experiments. Eric argues that by making “validated learning” your key goal, you shortcut your time to building a wildly successful mass market product.

    tags: games business startup game_design

  • From the outside, evolution sometimes seems fairly obvious: Finch beaks got bigger to crack harder nuts, dolphins and sharks developed shapes that let them move smoothly through the water. A peek under the skin and into the genes, however, can yield surprises. Pygmies have just gotten such a close look. And being short–their most obvious feature–may actually be a sort of evolutionary side effect: What they really needed were genes that confer resistance to disease, and those same genes happened to disrupt growth.

    tags: matter chronicle higher genetics pygmies disease_resistance

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Dr. Seuss’ Yertle The Turtle Banned At One Canadian School | The Mary Sue

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via Dr. Seuss’ Yertle The Turtle Banned At One Canadian School | The Mary Sue.

“I know up on top you are seeing great sights, but down here on the bottom, we too should have rights,”

is causing problems.
Really.
Really?!

Shouldn’t be especially surprising. When I was still tenured faculty at the University of Calgary, my Dean went ballistic because I had posted “The Emperor’s New Suit” on my website (the link is to the original page I had – now living in exile on my own domain). I was actually called in to a disciplinary meeting where they threatened me if I didn’t remove it immediately.
If Hans Christian Anderson poses a threat, then Dr. Seuss is surely right over the top.

Wait’ll they get wind of The Sneeches and Other Stories.

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Learnlets » Kapp’s Gamification for Learning and Instruction

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Clark Quinn has written a well considered review of a new book on Gamification. It’s nice to see more people getting past all the superficial gamification hype. There’s some good stuff here.

Learnlets » Kapp’s Gamification for Learning and Instruction.

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Where I’ve Been This Week (weekly)

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Question of the Day: What is the most important ” ingredient” to create and sell a successful educative video game????

Approximate Reading Time: 3 minutes

This is a discussion that recently started on one of the LinkedIn lists I’m on. It’s a really good question, but one without a simple answer.
Suggested answers have included:

  • There isn’t one thing – games are complex.
  • Must be fit for purpose.
  • Must be engaging.
  • Appropriate interface design.
  • Must be addictive (this one I don’t agree with AT ALL – it implies an approach to design that misses the point. Besides, I suspect that ‘addiction’ is rather a dirty word in education and is best avoided))
  • Immediate feedback.
  • Comprehensive integrated instruction (although this is about as fuzzy a term as “good” – and nearly as hard to measure).
  • Cover a complete lesson (at least). I don’t think all games need this. Actually, I KNOW that not all games need this. There remains a place for short-form, single concept games. Short-form, single concept (and even, yes… drill and practise games) are a great way to soften people up to the idea of using games in class.
  • Must address different learning styles (again, I’m not sure I really agree with the whole “learning styles” movement – at least not in the way it is usually embodied.)

Here’s my response:

ViPER
When dealing with a game intended for use in formal settings (schools, etc.) there are a few external things that are crucial:

  1. explicit ties to the curriculum
  2. assessments (ingame or otherwise) that align with accepted practices
  3. teacher support (about the game, how to use it, lesson plans, etc.)

As much as it pains me to say, I would even go so far as to say these things are more important to the “success” of a game (i.e. selling it) than whether or not the game itself is any good.

 

It is really (REALLY) important to remember that edugames are targeted at two, often very different audiences:

  1. The people who will be playing the game (and hopefully learning from it.
  2. The people who make the decisions about whether or not to buy / use this game.

The first group care more about whether or not it’s a good game. The second, about whether it will fit into the curriculum.

There’s an old adage (about spacecraft design) that goes “A bad design with a good presentation is doomed eventually, but a good design with a bad presentation is doomed immediately.”

This applies to games too. If a game is to be taken up in formal settings it has to have the elements that will make it possible to ‘drop’ it into an existing (albeit largely broken) system.

This applies to games too. If a game is to be taken up in formal settings it has to have the elements that will make it possible to ‘drop’ it into an existing (albeit largely broken) system. Whether we like it or not, most schools need to justify time spent in class by highlighting an activity’s relevance to the official standards. Teachers need to be able to get information out of the game that they can easily translate into assessments for reports and administrators. Finally, most teachers have neither the time nor the experience to develop lesson plans using games. They do not have time to play the game and figure out how best to use it. They need ‘canned lessons’, at least in the beginning.
That’s not to say the the game must contain all these things; I am saying that these things must be included as part of the materials that come with the game.

Without this, even most good edugames (take note – there are precious few of those) won’t get a second look.

 

Changing the educational system is going to be accomplished in small steps, not landslides.

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Where I’ve Been This Week (weekly)

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WHAT!? Computer Literacy should be MORE than learning to use your iPad?

Approximate Reading Time: 2 minutes

Programming vs. “Technology” April 9, 2012, 8:00 am By Robert Talbert

Dumbing Down : Stager-to-Go. Friday, April 6, 2012 By Gary Stager

When Luerhmann coined the term, “computer literacy,” he intended it to mean computer programming the intellectual pursuit of agency over the computer and a means for solving problems.

Don’t believe me? Read this 1980 paper transcribed from a 1972 talk.

Things sped downhill when we removed “computing” from our lexicon and replaced it with “technology” (like a Pez dispenser or Thermos). We quickly degraded that meaningless term, technology, further by modifying it with IT and ICT. Once computing was officially erased from the education of young people, teachers could focus on keyboarding, chatting, looking stuff up, labeling the parts of the computer and making PowerPoint presentations about topics you don’t care about for an audience you will never meet. […]

What kids do get to do with computers tends to be trivial and inservice of the educational status quo. Gone are the days when educational computing conference programs were home to the most progressive thinkers and revolutionary ideas in education. Teachers were considered thought leaders and scholars who were required to write peer-reviewed papers in order to present at such events. Today one merely has to promise 75 quick and easy things to do in 37 minutes with the hottest product being peddled to schools. Another popular topic is incessantly about how your colleagues won’t or can’t use the latest fad.

I hadn’t thought about this this way before. I used to teach a “Computer Literacy” course. I first taught it in 1982 and taught it quite regularly until about 2000. We used to do several weeks on programming. My department, like so many others, ultimately removed that part. Part of the reason was that non-majors hated it and couldn’t see why it was useful. I suspect another part of the reason is that “IT guys” consider themselves the Elite and really don’t like it when someone else knows what they know.

The first ‘excuse’ could have been addressed by letting the students work on more interesting problems. This is a perpetual problem in CS – many of them just don’t understand what might be interesting to someone who isn’t an Über-geek. For that matter, many of them don’t understand what might be interesting to their own students either (hence the decline in student numbers).

That same problem could also have been addressed by explaining why learning to program can be useful even if you will never need to write a program.

These days, everyone should know how to program. Everyone. But ESPECIALLY the teachers.

 

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Where I’ve Been This Week (weekly)

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