Archive for the “information” Category

Clark Aldrich is one of the best writers around on the use of simulations/games in education – I picked up two of his books over the break and am looking forward to diving into them soon.

He keeps a great blog which is organised into useful, practical sections focussing on different areas of simulation design and development.

His most recent post is particularly relevant to some work I’m doing at the moment with the Nursing folk here – it’s a list of 15 questions for subject matter experts.

These are the first three:

  1. What situation that you experienced epitomized the subject matter? (This could be a real time meeting, or an event that took place over weeks, months, or years.) Were there multiple situations?
  2. What were your available options? At each moment, what could you have done in that situation, and what might a naive or inexperienced person done? What did you end up doing?
  3. Why would the naive approach fail? What would it not have taken into account?

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Well, after a fairly lengthy spell (hopefully) finishing off my Masters in Education (I.T in Education), I’m back.

I submitted my final assignment on Friday and now I just have to sit on the edge of my seat for a few weeks while “they” decide whether I’m worthy or not of the title. (Please, please God let it be so – Introduction to Research Methodology must have been invented by someone who really really hates students)

Anyways, as a dipping the toe back in the water kind of exercise, I’m just going to post a listing I put together a little while ago of all of the model packs, buildings, segments, characters and weapons available in the official First Person Shooter Creator (FPSC) model packs.

I have said a thing or two about this software previously (and it may well be that it turns out that you’re better off just using one of the many, freely available level editors that come with games these days) but in essence, it provides you with the drag and drop tools that you need to build a first person perspective 3d game.

My hope is to soon build something with an educational application. The Game Creators, the company behind this software, also produce a more complicated (and presumably more powerful) version called DarkBasic. (But one step at a time)

Anyways, if you’re interested, you can find a pdf file listing all the models provided up on Google Docs. (there is also a large user community who make a lot more). I mostly put it together to help me get a sense of what is in the game, to help with a possible game design.

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Galarneau, L. (2005) Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge. Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play . Vancouver, BC: DiGRA

I think I might have me a little gamelearner crush here – Lisa Galarneau has managed to make coherent all of the little half-finished thoughts and ideas that I’ve had fluttering around my mind and make a compelling argument not only that games are good for learning but also that you need to apply a sensible pedagogical approach if you want to make them work.

(Yeah well duh perhaps I guess to the second part but she offers up a few pretty good ideas as to directions to take and gaming aspects to focus on in the process which gave me a few a-ha moments (a-ha eureka, not a-ha take on me)

The focus of the paper is slightly more skewed towards simulations than the FPS genre (though these aren’t mutually exclusive) but it still seems rather helpful, given that it “examines the design of authentic learning experiences as a way of thinking about the appropriateness and unique potential of games and simulations in a range of educational and training settings.”

She gets that “Games and simulations are only as effective as the pedagogical approach that is employed in their design and development. Furthermore, their effectiveness must be measured against their learning objectives and methods selected vis a vis the needs of the resources learners. Unfortunately, this is not often the case”.

Galarneau sees drill-and-practice type games as having their place – “Wrapping “boring” content in a trivia or shoot-em-up game format might make materials that need to be memorized a bit easier to “swallow”. Likewise, repeated engagement with interactive drill-and-practice environments provides the repetition that may be needed for learners to memorize and retain certain types of content. Just as I have argued previously, “the first step towards constructing one’s one knowledge is being open to the experience of learning. An unmotivated learner is simply incapable of taking enough interest in something to engage in the process of construction”

She does feel generally however that games taking a more constructivist or connectivist approach to learning by providing authentic game/simulations which offer richer emotional experiences.

“So while part of the motivation may stem from novelty effects, competitive enjoyment or the stimulation younger generations have grown accustomed to, the best types of engagement stem from the learner’s enjoyment of a more effective learning experience, one that puts them in control and encourages active participation, exploration, reflection and the individual construction of meaning.”

Galarneau recognises that forming knowledge consists of more than the simple ability to recall facts, it’s about being able to apply those facts to new situations.

I devised a slightly dorky formula to express my understanding of the knowledge creation process a while back – {context (information + relevance) activity} + (past experiences) => meaning + reflection => knowledge.

=> should be taken there to mean leads to.

A learner who can recite every bone in the human body cannot necessarily diagnose a problem with a given bone, nor know how to splint one in an accident occurred. Even if taken through a number of steps necessary in splinting a bone, it’s unlikely that a person would do it correctly without having experienced it either first-hand or vicariously, by observing another person in the learning process Lave and Wenger refer to a ‘legitimate peripheral participation’ . “

I’m not 100% clear on whether seeing someone performing this task a few times on video would count or not – or perhaps even better as a 3d animation which they can rotate their view around – but this does suggest to me that using video cut scenes in a game (particularly the FPL could be an option – the 3d animation idea would be great but far beyond my current capabilities)

I’m also thinking (still) that an OHS game could be a good option for the second FPL prototype. (The first being based around language). It has simulation qualities including the ability to be hurt by workplace hazards although I’m not sure how to get the player to fix hazards (maybe they have an OHS magic wand?).

A game focussed on fire drill / evacuation procedures might be another idea worth contemplating.

Galarneau takes a relatively connectivist view of learning, which is an area that I’ve been interested in but haven’t found a lot out to date. She makes a pretty good fist of defining it.

Emerging ideas about learning are beginning to suggest that learning is the act of making knowledge tangible through action, or what George Siemens refers to as ‘forming connections’ between islands of knowledge

Given this definition of learning as connection-forming, then all learning must result from experience, for experience underlies the process of forming said connections. In this regard therefore, effective learning is a redundant statement. If one has learned, the experience has been effective. The question therefore becomes, how can we design experiences that allow learners to experiment with knowledge in context, encouraging them to form connections by experiencing a wide range of experiential possibilities around any given piece of information?”

I like virtually all of this but don’t accept that ALL learning would result from experience – if for no other reason than my personal dislike of blanket statements. There is no way that I can experience the First Fleet landing but I know they did it in 1788 (as far as it is possible to know these things)

I think that emphasising the importance of providing learners with experiences related to the content is a big thing though.

Galarneau suggests a general structure for such games:

“Place the learner firmly at the centre of the learning experience, encourage him or her to take an active role and make sure that the learning situation is not abstracted from reality, but is placed directly in a real-world context, either physically or virtually. This environment may or may not include other learners, or it may simulate the responses and behaviours of other individuals. Though some structure will be in place, the learner will not progress entirely linearly, as with traditional content, but will play in this environment, encountering both success and failure along the way. Failure may, in fact, be the most critical aspect of this play” (my emphasis)

The importance of failure is something I haven’t considered enough but I can see instantly how important it is – I hadn’t factored it into the Exploring the CEE game I’ve been designing (forever), which means that the the player’s options are limited to do it right or do nothing. I wonder how far we can take failure – in an FPL context it suggests that the character/player dies and has to begin again, if it was a third person perspective game this could be made quite spectacular but trickier perhaps for fpp – unless we used a cutscene animation which shifts to 3pp to show the player dying. (Or we could take a lighter, more humourous approach with a waaaap waaap waaaap waaaaaaaaaaaaaaaah type sound effect. )

Galarneau discusses the value of failure further:

“Roger Schank, among others, has championed the idea that failure is a critical component of learning. This is an area where games and simulations shine, affording a wide range of possibilities, or failure-states, given a wide range of player actions… The simulation is only limited by its designer’s intent or resources to play out a wide range of possibilities that contribute to a learner’s ability to recognise the patterns that emerge from his or her actions. As Schank explains, these failures can offer unexpected benefits when it comes to learning. ‘Simulations that evoke real emotions become real memories. A failure is a failure and whether in a simulation or a work experience, if it feels real, it helps us learn’ “

She identifies three important elements to any learning game – pedagogical elements, simulation elements and game elements. “Pedagogical elements wrap the other elements in a directed learning context, providing a theoretical basis, assessment and opportunities for reflection. Simulation elements refer to the components that make the simulation executable, be it a simple branching simulation or more complex game-like simulation. Game elements, on the other hand, refer to the aspects that are simply there to make a game fun: competition, reward, discovery etc.” Finding the balance between these three elements is the key.

Galarneau values the simulation elements highly, believing that they offer learners opportunities to “flex their capabilities. And in the process, they may also learn to be more flexible, handle greater ambiguity, manage resources and solve problems, all difficult to measure but easily recognisable abilities afforded us by play in physical and virtual environments”.

The discussion about experience and authenticity has given me half a thought about another potential game subject – still only half a thought mind you – which is for the building materials subject within the building design area over here. Making use of different materials in the buildings (wood/concrete/steel/etc) and putting them in different environments – the students need to discuss which materials are best suited to which spaces, perhaps through a multiplayer representation of the teacher who acts as some sort of gatekeeper?. We could also make use of soundeffects to represent walking through the respective spaces.

Something to chat to the teacher about anyways.

Galarneau finishes with a brief discussion of two simulation products that she was involved in producing – one for building/carpentry students Christchurch Polytechnic (and it’s so good to see a paper that includes VET) and one for mental health professionals. Both emphasise relevance to the learners day to day activities and having them actively involved in the decision making process of the activity. Galarneau does appear to support video/animation as a means of “legitimate peripheral participation”.

She also developed a branching simulation for the mental health professionals providing feedback on the outcomes of different techniques for scenarios with patients. She took on board the thoughts of George Siemens in this instance:

Connectivism is driven by the understanding that decisions are based on rapidly altering foundations. New information is continually being acquired. The ability to draw distinctions between important and unimportant information is vital. The ability to recognize when new information alters the landscape based on decisions made yesterday is also critical [12]“

How to put that in a game I’m not so sure but I agree with the concept.

One hugely significant benefit of both of these solutions is that they allow assessment to be built right into the experience. Educators and trainers can log learner progress though the resources in order to see what decisions they make, whether they improve over time and how long they take to achieve the tasks. This type of assessment is much more capable of evaluating learning than traditional summative assessment that generally only tests the ability to regurgitate information, often well out of context. “

She finishes with an observation that I feel is highly relevant to learning in a VET sector.

“Authentic learning experiences of the sort described in this paper are most relevant to situations where the learner needs not only to learn something, but also needs to learn to what contexts the information or knowledge is most relevant.”

Awesome, awesome paper.

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Fuchs, M. (2001) Expositur – A Virtual Knowledge Space (Theory). Retrieved May 25, 2008 from Syl.Eckermann website http://syl-eckermann.net/expositur/theory.html

I came across some additional information written by Mathias Fuchs about this project that raised a few more ideas worth quickly sharing.

Fuchs discusses the power and nature of games and how they approached the purpose of the project.

“Umberto Eco proposed to investigate certain works of literature as ludic machines. These texts would work as structural units, whose purpose is, to get the reader involved in a game of words. The activity of reading would therefore resemble the process of playing a game – as opposed to the more teleological task of understanding a story. It seems that computer games, too, can be understood either as narrative devices or as ludic machines”

“Ludites state that the act of playing the game is an activity which is often driven by joyful improvisation. Especially when the elements of chance and vertigo… are predominant in a game, there is no need for a narration. Throwing the dices or going on a roundabout are such games. New media in general and computer games in particular inherited the twofold nature of games. They contain narrative aspects and ludic aspects at the same time.”

“When we started working on a computer game about Viennese museums we visited many museums and tried to find out what a museum-goer is actually doing. Does he learn about a scientific field? Is he led by a narration? Does he randomly drift through halls and have his eyes wonder around amongst miraculous objects? Does the visitor always want to keep a sense of orientation? What is the potential use of loosing  orientation? Is predictability the death of the marvel?”

A few quick responses – I’d say that narration and play aren’t mutually exclusive and narration offers motivation to progress through the game by bringing greater emotional connection. (Not always of course)
I like the term “joyful improvisation” – it seems to embody the concept of “play”

“Even though the virtual museum “Expositur” tells about objects and processes, even though there is a semantic framework and an underlying logic structure our knowledge space leaves ample room for alternative readings, it encourages the user to define their private paths away from the main roads. It requires the visitor to set up his personal speed, pace and rhythm for the access to information, for contemplation and for sheer surprise”

Contemplation/reflection is also something I haven’t thought much about yet – this I guess slots well into constructivist approaches (as do large chunks of this project even though I choose to associate it more with cognitivist theory given the deliberate designing of information to be more processable. )

On the homepage of this section of this website is a nice summation of the intent of this project:

fuchs-eckermann: ‘We are looking for something which Friedrich Nietzsche labelled “Gay Science”, ["Fröhliche Wissenschaft"] a mode of experiencing knowledge in a joyful as well as thoughtful manner. Nietzsche thought that you can only come across important insights if you discover them when “dancing”. And that’s precisely what the users of our computer game have to do. They have to move in order to find out facts, they have to dive and swim to get deep into certain areas of knowledge and they have to dance around to discover unexpected aspects of a topic.’

Following this methodology, the user of the virtual museum has to jump into a water zone in order to hear about the extinction of an ancient fish once populating the Danube River. The user has to operate triggers and barriers to learn about the dangers of machinery provided by the Technical Museum. Or he/she has to walk to down a spiral staircase to reach the hall of Sigmund Freud’s subconsciousness ["Die Traumdeutung"]

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I’ve spent a good part of the day exploring the fascinating Fuchs-Eckermann project (more on this soon) and I know it’s been good because it’s brought up a number of questions that I think are going to be important to address in the First Person Learner (FPL) project.

Some of these can already be found in the project proposal I posted here the other day but it’s good to have all of these in the one place. (By the way, if you have a good answer to any of these questions, your input is most welcome :)

What are the possible users of FPS/FPP games in VET learning? (Or rather, training based on developing foundation skills – including language learning)

How can different educational approaches be applied to FPS learning games? – primarily behaviourist, cognitivist and constructivist

Do I want to develop games for gamers or for people who don’t normally play these games?
If it is the latter, how do I ensure that these games are accessible to these people?

What is the end purpose of these games? (Depends on the educational approach being applied to some extent):

  • Reinforcing material covered elsewhere (in class or online)
  • Presenting new content in a fun or engaging way
  • Developing problem solving skills
  • Using scenarios to illustrate concepts/knowledge
  • Presenting information in a more memorable/understandable way

Where is the point where the knowledge/skill require to play the game is secondary and 100% of the player’s attention is on the activity? (Depends on the player?)

Can the games be broken up into 5min (or less) digestible chunks like web/casual games?
A series of puzzles which increase in complexity and have high replayability (and the capability to drop in to the level that you left the game at previously)

How can the space, appearance, sound, movement through and emotion (e.g joy or fear) of the game environment be used to enhance the meaning of the content and experiences?
(Like a big bright space with grassy floor vs a dark narrow trail bordered by lava pits)

What do we lose by making the playing experience fairly directive and linear – rather than having a broad info space that the learner can choose their own path in and focus mostly (or only) on the content that they are interested in. [This may be another project entirely - I probably just want to focus for now on the directed, scaffolding type VET learning]

Is decision making/collaboration still possible in a more directed style FP Learner?

Should this be targetted (initially at least) at learners who are already comfortable with the conventions and controls of FPS gaming?
Who are these people and what are they (generally) studying?
(Can I get CURVE – our research unit – to include some questions about gaming habits in their next student survey?)

What kind of structured tasks or knowledge are appropriate to development into an FPL game?
ESL (consider English of the Dead)? Business and I.T? Spraypainting? AIE? Media? Flex.Ed?

What is the anatomy of an FPS game? How does it differ from 3rd PP and virtual world games and what are the relative advantages?

(How) can FPS games be educational?

What impact might game violence or destruction of objects have on the learning experience?

In what circumstances might game violence or object destruction be appropriate in a learning activity?

Do single player and multiplayer games support different educational approaches?

To what extent does the level of realistic representation of the learners environment affect their engagement with the game? (Uncanny valley + Understanding Comics)

What makes a game enjoyable and what makes a player want to play a game repeatedly?

What kinds of interactions can there be between multiplayer users exploring the same knowledge space?

Can players in a multiplayer environment communicate asynchronously as well as synchronously – leaving notes or tips for those who follow?

How do the limitations of the game building software/environment impact on design decisions?

Does the size of the screen that the game is played on affect the user’s sense of being lost/nauseous if the screen content is overly complex/busy (P.85 Fuchs & Eckermann)

What motivates a player in a game?

What kinds of information/data content and experiences/activities can be used in an FPP/FPS game?:

  • Video
  • 3D models
  • Audio
  • Photographs/Graphic images
  • Text
  • Conversations (with other players or Non Player Characters)
  • ?
  • ??

Now clearly I’d rather be at the point in this exercise where I have answers to a lot of these questions but it still feels like progress.

I think the question about casual games is more important than it looks.

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Second Life Cable Network

While we’re looking at Croquet here for our work in virtual worlds in learning, there is a lot happening in education in Second Life that is worth investigating. Earlier this year an extensive conference was held there called Best Practices in Education and thanks to the kind folk at the Second Life Cable Network, you can see the better part of 12 hours worth of conference talks given by educators on the virtual world education cutting edge.

Some of the topics covered include:

  • An observational survey of educational institutions in the virtual world of Second Life
  • Student engagement in  Second Life
  • Two Years of Introducing Educators to Second Life in 60 Minutes, or: Tips for Dinosaur Wrangling
  • Fostering meaningful and productive relationships in a virtual reality environment
  • Creating a community of practice and searchable database of learning objects in Second Life – The SaLamander Project
  • Drawing on Second Life Experiences to Enrich the First Life

The Tips for Dinosaur Wrangling talk looks particularly interesting here as a starting point as getting institutional support to get these things set up (and past the firewall/security issues) is currently our first and biggest hurdle.

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This is an interesting video about the possible future of media and experience that I found on Jenny Weight from RMIT’s blog. It looks at where communication has come from, where the Internet is taking it and then goes on to hypothesise about how virtual worlds might be able to represent more and more of reality and what this means for our understanding of it.

It also reminds me a little of this movie, though doesn’t get quite so detailed in it’s examination of the possible evolution of the media in general and how information and knowledge might be managed. (Click on image to view video)

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