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  • Archive for January, 2008

    Aesthetics & anthropology of games & virtual worlds

    Tuesday, January 22nd, 2008

    Two highly-regarded books on games and virtual worlds have been released into the public domain. If you are at all serious about research and development of educational games, then you should have these on your bookshelf (or at least a folder on your hard drive):

    If you do begin to read these books, for leisure or scholarship, please share your impressions, comments, and critiques.

    Game communities as communities of learning.

    Monday, January 21st, 2008

    I was playing World of Warcraft with a group of friends and we decided to try and kill a difficult enemy that we had never managed to beat before. The Mac version has a built-in video capture function, so I started recording our attempts so we could have a “home video” of sorts if we actually managed to win. My roommate was in the group and he started capturing a feed on his machine. Since I had two camera angles I fired up Final Cut Pro and started cutting them together to make them look nice. While I was at it I started adding comments that explained what we were doing and why, so that other members of our guild could see how we’d done it. When I was about halfway through I had an epiphany. I remembered an assignment I had in Dr. Potter’s class last semester:

    Using Camtasia or another video capture software, make a video that teaches the viewer how to perform a moderately complex skill with a computer program.

    The video I made would have satisfied the requirements of that assignment. But that wasn’t what I had set out to do; I was just participating in the community and wasn’t thinking about school at all. These sorts of videos are actually fairly common in the WoW community (though I do think mine is one of the few that uses more than one angle, and I think I did a darn good job overall compared to a lot of them that are out there).

    The video itself can be seen here:

    (more…)

    Can knowledge and skills from games be transferred?

    Monday, January 21st, 2008

    One of the most pressing questions for educators who explore the possibilities of digital games for teaching and learning is whether knowledge and skills learned “in game” can be transferred to external contexts. A recent incident in North Carolina provides anecdotal evidence that the answer is, “Yes, knowledge and skills learned ‘in game’ are transferable.”

    A recent post on the America’s Army community pages details an incident where a frequent player of the online game was able to apply his knowledge and skills to a real-life critical incident:

    A longtime America’s Army player became a first responder at a tragic car accident last November by employing life saving techniques he learned by playing the America’s Army game. Twenty-eight year old Paxton Galvanek was able to evaluate and treat the victims at the scene. Paxton credited the combat medic training he completed in the popular America’s Army online PC game with teaching him the critical skills he needed to react appropriately in this crisis situation. This is the second time an America’s Army player has reported successfully using medical skills learned through playing the game to respond in a life-threatening situation.

    The rest of the story can be found here.

    Of course, this is a single, anecdotal incident that requires more thorough analysis from a learning science perspective. Nevertheless, it is an intriguing story that should provide impetus for further investigation.

    The ReDistricting Game

    Thursday, January 17th, 2008

    One of the requirements for my class on digital game-based learning (DGBL) is to have teams of students storyboard a game design. Part of the analysis process involves scanning the environment to see what titles currently exist that either serve a similar purpose or achieve similar goals. The ReDistricting Game should definitely be one game for folks to examine.

    What impresses me about the game (at least on face validity) is the content, design, and ancillary features to support creation and maintenance of a community through dialouge. The content focuses around the principles and effects of redistricting on the electoral process. By providing this content in a game format, it appears the designers have succeeded in balancing fun and learning - a very difficult task as we are discovering on class. The visual design appears appropriate given the game is delivered through the browser, which certainly placed restrictions on graphical elements. Finally, although this portion does not look to be as successful as it should, the game has a forum by which players and other interested parties can carry on conversations and discussions about the game. Overall, the game pulls together three important aspects critical in game design for education - content, interface/interaction design, and communication channels.

    The ReDistricting Game was created by the USC Game Innovation Lab, what looks to be a very impressive operation.

     
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    move+play+learn explores emerging media and methods relevant to scholars and designers in education, human-computer interaction, communications, and engineering.More...