As an exercise in white space, I created a simple graphic to be a template for a Thought Journal. My children are young, so I continue keeping it simple. The idea here is to help them build meta-cognition skills for this learning experience.
I think it will work because it is meant to be a simple template for recording information that is easy to understand, but also reminds them of what is important. I focused on some symmetry, so I balanced the white space (Lohr , 2008, p. 274) and trapped space (Lohr , 2008, p. 273) among the elements so it'd not be confusing, so I feel the graphic is effective.
My wife critiqued but had no suggestions this time.
Sunday, April 5, 2015
Sunday, March 22, 2015
An exercise in organization
This week we researched the role of organization in design an instructional message. After reading and researching I again applied what I learned to developing a lesson to teach my family better relationships communication skills. My children are young and new to the world of psychology, so I continue keeping it simple. Again I wanted to focus on more of the "remedies." I thought it could be beneficial to explain this in an alternate way, using an organizational chart, but that could also serve as a sort of clear overview of both problems and solutions.
At first I had the graphic oriented portrait. Because I had so many concepts in the middle (problems and solutions) I decided to orient it landscape instead. I also thought it simply might look nicer. I added circles to try to help chunk the information (Lohr , 2008, p. 137) as well as the representation of the "problem words" that I had created previously, to be more visual and, consequently, more effective (Lohr , 2008, p. 149).
My wife critiqued it by saying the lines should have arrows (initially they did not). Because arrows strengthen relationships by showing cause and effect (Lohr , 2008, p. 146), I thought that was a great suggestion and the graphic now reflects that change.
Lohr, L. (2008). Creating graphics for learning and performance: Lessons in visual literacy (Second ed.). Upper Saddle River, N.J.: Merrill.
At first I had the graphic oriented portrait. Because I had so many concepts in the middle (problems and solutions) I decided to orient it landscape instead. I also thought it simply might look nicer. I added circles to try to help chunk the information (Lohr , 2008, p. 137) as well as the representation of the "problem words" that I had created previously, to be more visual and, consequently, more effective (Lohr , 2008, p. 149).
My wife critiqued it by saying the lines should have arrows (initially they did not). Because arrows strengthen relationships by showing cause and effect (Lohr , 2008, p. 146), I thought that was a great suggestion and the graphic now reflects that change.
Lohr, L. (2008). Creating graphics for learning and performance: Lessons in visual literacy (Second ed.). Upper Saddle River, N.J.: Merrill.
Wednesday, March 18, 2015
Modern Narrative Games
As Narrative games took a quantum leap forward with better graphics and the internet, MMORPG's (like World of Warcraft) came along. The social espect put them in a league of their own. I played one for a few years, but it was a bit too time-consuming. Because of the virtual world experience and the social aspect, for some people it's easy to lose track of time and enjoy them too much, moreso than "conventional" games.
I think that's the unique aspect that can add to education. A virtual world and social experience, albeit in a game context. Much can be done for learning with any of these three, and the combination is incredible. You can go places, experience things, build things, play, work with others, build relationships, talk and learn.... all in one. It is a remarkable combination. As technology continues to advance, this will advance as well, until we are doing this with holograms, substrate-independent type avatars, etc. It' worth understanding better now to lay the foundation for the tsunami to come.
I think that's the unique aspect that can add to education. A virtual world and social experience, albeit in a game context. Much can be done for learning with any of these three, and the combination is incredible. You can go places, experience things, build things, play, work with others, build relationships, talk and learn.... all in one. It is a remarkable combination. As technology continues to advance, this will advance as well, until we are doing this with holograms, substrate-independent type avatars, etc. It' worth understanding better now to lay the foundation for the tsunami to come.
Narrative Game: The Legend of Zela
For some reason, during a good decade of my life, I was in some sort of digital black hole in regards to video games, where I wasn't up on what was going on. I think it was high school years, where I was busy and played PC old games but had no console, and then went on a 2 year church mission and came home and was busy with school and girls for several years after :)
At any rate, there's this whole epoch of game history that I did not participate in. Sega, Nintendo and yes, Zelda. I've seen it but never played, till now. Fortunately I lived through early, primitive video games enough to smell the excitement that is Zelda, even today. It's enough action and RPG and story mixed in with puzzle to make me appreciate the puzzle. All puzzle, not my taste. And maybe there's a lesson here when using games for education: try including a variety when possible, because people (players) have different tastes. If an educational game is 100% puzzle, you've lost me. But if it's part puzzle, part RPG, part story-based etc. like Zelda.... ahhhhh.
At any rate, there's this whole epoch of game history that I did not participate in. Sega, Nintendo and yes, Zelda. I've seen it but never played, till now. Fortunately I lived through early, primitive video games enough to smell the excitement that is Zelda, even today. It's enough action and RPG and story mixed in with puzzle to make me appreciate the puzzle. All puzzle, not my taste. And maybe there's a lesson here when using games for education: try including a variety when possible, because people (players) have different tastes. If an educational game is 100% puzzle, you've lost me. But if it's part puzzle, part RPG, part story-based etc. like Zelda.... ahhhhh.
Tuesday, March 17, 2015
Peasant's Quest
I just played a game that came out when I was 9 year's old, Peasant's Quest. It bored me out of my mind for about 15-20 minutes until finally some big pig faced monster pounded me on the head and schmooshed me into the ground and the game ended. Wandering all around in the game forever was sort of neat for the first few minutes, in a retro, old school nostalgic way. But with little to do the simplicty was lost on me, especially because I don't really enjoy puzzle games - and because the whole point was to figure out what to do, it was a big puzzle. I'm so grateful games, like movies, have come so far!
Monday, March 16, 2015
Blender interactions: Week 3 of EDUCAUSE's MOOC #BlendKit2015
This last week was Week 3 of EDUCAUSE's BlendKit: Becoming a Blended Learning Designer MOOC. Its stated goal "is to provide facilitated assistance to faculty members and instructional designers in developing and designing blended courses through (1) a consideration of key issues related to blended learning and (2) practical step-by-step guidance in producing materials for a blended course (e.g., developing design documents, creating content pages, and receiving peer review feedback at one's own institution)." The option I am pursuing is the UCF/EDUCAUSE Certified Blended Learning Designer credential. This blog post is a reflection based on what I learned this week, woven in with a recap of my own notes to better learn the concepts.
The topic this week was Blended Assessments of Learning. It very well may be because I have been extremely pressed for time and perhaps rushed this week's learning, but I was a little disappointed. I felt like it was mostly a review on the basics of assessments, and not particularly focused on adapting assessments to blended learning environments as much as I had hoped. There was mention of authentic assessments, which I believe are in a big uptrend, but not mentioned so much in terms of blended learning and how that might look or work, but rather more about what authentic assessments are. I think there is incredible opportunity here to really explore how authentic assessments could be adapted and work when blended, as opposed to all online or all face to face.
Chapter 3 seemed to really get into the blended part of assessments toward the end with a checklist of preparing an assignment to be blended, and then a discussion on informal assessments. The one sentence summary is a good strategy, but I think more would be better. The video was much more informative, but the format makes it difficult for me to take notes like the reading does and I fear I didn't gather as much as I did the reading where I was able easily go back and re-read things..
Sunday, March 15, 2015
Four Horsemen project: reminder/inspiration
This week we researched the role of color in design an instructional message. After reading and researching I again applied what I learned to developing a lesson to teach my family better relationships communication skills. My children are young and new to the world of psychology, so I continue keeping it simple. This week I wanted to focus on more of the "remedies," something that my children can have present in their rooms to remind and inspire them. Lohr mentioned the fact that "color can attract and control attention"(2008, p. 266) and my first thought was "bingo."
We went to the movie Cinderella last night as a family, and I was very moved by the theme "have courage and be kind." It fit very well for this Four Horsemen project. I also remembered the "teaser" movie poster which was blue with a glass slipper. So I decided to borrow that, not minding it is Disney's since this will simply be used in the walls of my own home. I thought there were interesting things going on with color.
It seemed that there is so little going on in this image that text I would add must be symmetrical so as to not jump out looking awkward (Lohr, 2008, p. 274). In the same vein, I used the abundant white space to chunk and call attention to the text: if the text was larger and crowded, or competing with many other graphical elements, it would have been lost as a jumble (Lohr, 2008, p. 272). I made sure to use the same color (white) and to pick one that would contrast well with the background, and compliment the white that was already present around and in the shoe image.
My wife critiqued it by saying the text should be smaller (done now and fixed) and otherwise was happy. I'd love to hear more feedback.
Wednesday, March 11, 2015
Class in Second Life
One of the interesting things about Educational Games & Simulations class this semester is being in class synchronously via Second Life. Here is a screenshot from perspective of my avatar flying a shuttle. The interesting things about virtual worlds is how they can, to a degree, mirror real life experiences: flying a shuttle is more fun than walking or running around on two virtual legs. It also makes me more nervous because I don't want to "screw up."
Monday, March 9, 2015
Blender interactions: Week 2 of EDUCAUSE's MOOC #BlendKit2015
This last week was Week 2 of EDUCAUSE's BlendKit: Becoming a Blended Learning Designer MOOC. Its stated goal "is to provide facilitated assistance to faculty members and instructional designers in developing and designing blended courses through (1) a consideration of key issues related to blended learning and (2) practical step-by-step guidance in producing materials for a blended course (e.g., developing design documents, creating content pages, and receiving peer review feedback at one's own institution)." The option I am pursuing is the UCF/EDUCAUSE Certified Blended Learning Designer credential. This blog post is a reflection based on what I learned this week, woven in with a recap of my own notes to better learn the concepts.
My reaction must unfortunately be short this week because of time constraints. One of my favorite gems in the reading this week was that even if nothing else of a face to face lesson is blended to be online but uploading the syllabus and course materials, this can be advantageous to learners. While the reading here mentions that this can lead to learners better communicating feedback and opinions, I think that there are many other advantages tied in to constructivist, connectivist, self-discovery and other frameworks that aid learning, in addition to the learner data provided to the instructor that educational technology affords. Overall this was another excellent batch of learning about blended learning.
What makes a good game?
There's a lot that can be said, and has been said, about what makes a good game. After reviewing many different types of games and taking notes, I've compiled my own list that is true for me:
Good games have good instructions at the beginning, that aren't overly complex or long. They are best delivered briefly as part of gameplay.
Good games don't waste time making you wait while they slowly load credits, the game name, etc.
Good games have smooth, intuitive controls that are not awkward. Playing them and maneuvering the character (or whatever) is easy.
Good games typically have a point. Even if it's just a simple shooter, at least provide a backdrop story, even if it's just one line.
Good games have a combination of great graphics and sounds. These do not have to be complex: cute or interesting suffices.
Good games often give me a choice of what I can do, as much as it is possible with the game type,
Good games evoke emotions, especially fear and anxiety. Changes of modality (lighting, music, changes in mood) can help this.
Good games should give me rewards when I do well, like when killings monster or defeating a boss. Random, variable treasure seems best.
Good games often have varied experiences - there's several different things going on in the gameplay.
Good games often allow for a feeling of progressing: a map, h.p. bar for me and/or monsters, leveling up, etc..
Good games often permit customizing, such as inventory, character builds, etc.
Good games give me some surprises and novelty.
Good games give flow in that space like the story of the Three Little Bears: not too easy, not too hard, just right. They should be challenging and, for me, more difficult than not.
Good games have good instructions at the beginning, that aren't overly complex or long. They are best delivered briefly as part of gameplay.
Good games don't waste time making you wait while they slowly load credits, the game name, etc.
Good games have smooth, intuitive controls that are not awkward. Playing them and maneuvering the character (or whatever) is easy.
Good games typically have a point. Even if it's just a simple shooter, at least provide a backdrop story, even if it's just one line.
Good games have a combination of great graphics and sounds. These do not have to be complex: cute or interesting suffices.
Good games often give me a choice of what I can do, as much as it is possible with the game type,
Good games evoke emotions, especially fear and anxiety. Changes of modality (lighting, music, changes in mood) can help this.
Good games should give me rewards when I do well, like when killings monster or defeating a boss. Random, variable treasure seems best.
Good games often have varied experiences - there's several different things going on in the gameplay.
Good games often allow for a feeling of progressing: a map, h.p. bar for me and/or monsters, leveling up, etc..
Good games often permit customizing, such as inventory, character builds, etc.
Good games give me some surprises and novelty.
Good games give flow in that space like the story of the Three Little Bears: not too easy, not too hard, just right. They should be challenging and, for me, more difficult than not.
Sunday, March 8, 2015
Reflecting on card games, games of chance, and traditional board games
I just played some traditional games, which is fun when so much game time today takes place digitally with fancy graphics. They're not all somethign I like, and also I mostly dislike them in digital format. On the other hands, most of these games I really like in real life when playing with others. I think a lot of them are great for keeping the mind sharp, developing math type skills etc. although I struggle to envision incorporating these into instruction. It's something I will have to explore further.
Reflecting on Sim games
I just played Sim City: Flash. Sim games are one of my very most faroite types of games. Sim games have always struck me as having the best potential for being educational. It seems obvious: sim games require you to manage a simulation of real-life. That entails knowing and learning about what is being simulated, be it economics, engineering, social issues, military, history and so on. Civilization is an oft-quoted example, which I also love in my own life. In fact, I am typing this out in between turn while playing Civ5 :) My 13 year old son is sitting beside me. Games like this inevitably lead to conversations about history. We've sought out and watched documentaries about things from the game (Attila the Hun, Krakatoa the volcano, etc.)
Reflecting on Shoot'em Ups Asteroids & Galagon
Two childhood favorites! Was great to play these again. Thinking about them now, I wonder what value such games could have in term of learning? Definitely players cojld learn about physics, or maybe mechanics or things of that nature if built into the game. For example, a player may need to understand basic math or economics to upgrade or repair ships, etc. There is opportunity for tangential learning with these type of games.
Zork!: Interactive Fiction
When I was a kid I saw the cover-rt for the game Zork I and it was thrilled me because of its dungeonesque look. It's crazy that after all this time I've only but now played it for the first time. Although I've never played it before, the type of game is not new to me and I've played them my entire life.
It's really exciting to me that in a game like this we used words to describe the experience as if we really did something in real life and went somewhere. For example, I went down a path through a forest and to a canyon with a river and a cave etc. I can picture it, just like reading a story. It's a lot like (my beloved) Choose Your Own Adventure stories. Stories that are games and vice versa. What could be better than reading a story that is simultaneously play?
Angry Birds... now playable on this blog woohoo
Enjoy playing Angry Birds! ;) If this doesn't load in the space immediately below these words, check your version of Flash or just give it a minute... on some browsers it loads slower.
Four horsemen training: remedies graphic & the selection principle
This week we researched the selection principle, which is "the mind's tendency to pay attention to what is dominant in an image," (Lohr, 2008, p. 116). This includes the figure-ground distinction and three principles of effective instructional visuals: ""Concentrated" is the first of the three c's and refers to emphasizing key points in both graphics and text elements. "Concise" refers to reducing visual information to its most basic, core level for meaningful learning. "Concrete" refers to elements in the visual that make it easy to visualize." (Lohr, 2008, p. 102).
After reading and researching I again applied what I learned to developing a lesson to teach my family better relationships communication skills. My children are young and new to the world of psychology, so I continue keeping it simple. This week's work was interesting because I also tried to be more conscious of integrating it with previous weeks' designs, so I repeated motifs, fonts, colors (especially combining black, red AND blue because some of the pieces so far are black and red, and some are black and blue, which is tricky) and overall design.
The goal was to create a piece to introduce solutions, or remedies, to the problems that I will be teaching about (the "four horsemen"). Here, I concentrated on the problems by making them bold red, and concentrated on the solutions by bolding key words in their descriptions. The biggest challenge to be concise was in the descriptions, but after a lot of researching solutions and editing words and sentences down I felt comfortable that these paragraphs aren't verbose. To help make the overall message more concrete, I used an exciting call-to-action verb, "Fight," made it blue, and used an exclamation mark at the end of the phrase. I repeated a phrase in the same blue font as "Fight" at the bottom to reinforce the positive idea that the learners will do these proactive behaviors.
Finally, I added a blue border around the whole piece to better improve my figure/ground . Before I did, it felt very confusing to select between what is the graphic as a whole and what is the white space behind it on a white page such as this one in this blog post.I tested this with my wife, who had nothing to add, so hopefully I will get some critique from others.
Lohr, L. (2008). Creating graphics for learning and performance: Lessons in visual literacy (Second ed.). Upper Saddle River, N.J.: Merrill.
After reading and researching I again applied what I learned to developing a lesson to teach my family better relationships communication skills. My children are young and new to the world of psychology, so I continue keeping it simple. This week's work was interesting because I also tried to be more conscious of integrating it with previous weeks' designs, so I repeated motifs, fonts, colors (especially combining black, red AND blue because some of the pieces so far are black and red, and some are black and blue, which is tricky) and overall design.
The goal was to create a piece to introduce solutions, or remedies, to the problems that I will be teaching about (the "four horsemen"). Here, I concentrated on the problems by making them bold red, and concentrated on the solutions by bolding key words in their descriptions. The biggest challenge to be concise was in the descriptions, but after a lot of researching solutions and editing words and sentences down I felt comfortable that these paragraphs aren't verbose. To help make the overall message more concrete, I used an exciting call-to-action verb, "Fight," made it blue, and used an exclamation mark at the end of the phrase. I repeated a phrase in the same blue font as "Fight" at the bottom to reinforce the positive idea that the learners will do these proactive behaviors.
Finally, I added a blue border around the whole piece to better improve my figure/ground . Before I did, it felt very confusing to select between what is the graphic as a whole and what is the white space behind it on a white page such as this one in this blog post.I tested this with my wife, who had nothing to add, so hopefully I will get some critique from others.
Lohr, L. (2008). Creating graphics for learning and performance: Lessons in visual literacy (Second ed.). Upper Saddle River, N.J.: Merrill.
"Gamers Get Girls"
The infographic "Gamers Get Girls" (below) was certainly an interesting little collection of facts about how certain games (in this case, massively multiplayer online role-playing games) purportedly do an excellent match-making job. A few things that sort of blew me away, and my thoughts on them:
3/4 World of Warcraft (WoW) players date other WoW players. I wondered if it wasn't perhaps because they already date in real life, so therefore play there game together. But then as I read on, things got interesting.
On dating site Match.com, a man contacting 100 women can expect 1 reply back. Wow that is shockingly bad. I dug a little and discovered that the ratio of men/women is about 50/50, so apparently it's not from a lack of women. The women seem to simply not be responding, or to not be having some need(s) met. Meanwhile in WoW, about 40% of the women are attracted to another player. Hopefully these are single women because 15% of WoW players are single compared to 43% of the population in real life.
A few other little gems:
Uncertainty about whether a person likes you makes you interested in them... while if someone picks you on, say, Match.com, that uncertainty is gone. In other words, dating sites - in their earnest efforts to effectively and intelligently match people - ironically enough remove a key ingredient to real courtship, whereas virtual worlds don't.
Disinhibition effects make people honest online so people are less unlikely to confess and describe their feelings in an online game. I think a missing ingredient from the infographic here is that we may see the opposite happen in dating websites: honesty can be compromised by strutting like a peacock and putting one's best foot forward, because presenting oneself is a big part of the whole point. In online games like WoW, like real life, it's not, leaving only the benefit of a boost to honesty from that disinhibition effect.
The infographic also mentions that men approached by women during high-adrenaline tends to make them more attracted to the women. This intuitively makes sense, because men generally like to "do" things (sports, outdoors adventure, etc.). Online games and their virtual battles definitely provide this.
But I think there's a missed opportunity to take that last point further, which I'd love to see explored. In online games like WoW, men and women are doing something together that they both enjoy, and can socialize while doing it. Much like these situations in real life, bonds form. And this seems to be a great missed opportunity of dating websites. Many people don't like fantasy or sci-fi, the predominant genres of online games. If dating services could create online games that are more broad in appeal, perhaps there would be more women and men playing them... and therefore more hooking up. There's a lot of interesting things to say and explore about that, and doubtful the economics of this industry would go this direction, but it seems to be a missed opportunity and a better direction for more efficiently bring couples together.
And if all of this is the case for gaming and love, if virtual game worlds more effectively hook people up for love without trying, whereas carefully designed matchmaking services calculated for no other purpose fail... what does this say about games for education compared to traditional teaching models such as the lecture? Virtual worlds simulate a world that our minds are more naturally attuned to and motivated by than many of the articifical constructs contrived to (often unwillingly) put information into the minds of students.
What's obvious is if I were single and looking for love, I'd definitely pick a game.
3/4 World of Warcraft (WoW) players date other WoW players. I wondered if it wasn't perhaps because they already date in real life, so therefore play there game together. But then as I read on, things got interesting.
On dating site Match.com, a man contacting 100 women can expect 1 reply back. Wow that is shockingly bad. I dug a little and discovered that the ratio of men/women is about 50/50, so apparently it's not from a lack of women. The women seem to simply not be responding, or to not be having some need(s) met. Meanwhile in WoW, about 40% of the women are attracted to another player. Hopefully these are single women because 15% of WoW players are single compared to 43% of the population in real life.
A few other little gems:
Uncertainty about whether a person likes you makes you interested in them... while if someone picks you on, say, Match.com, that uncertainty is gone. In other words, dating sites - in their earnest efforts to effectively and intelligently match people - ironically enough remove a key ingredient to real courtship, whereas virtual worlds don't.
Disinhibition effects make people honest online so people are less unlikely to confess and describe their feelings in an online game. I think a missing ingredient from the infographic here is that we may see the opposite happen in dating websites: honesty can be compromised by strutting like a peacock and putting one's best foot forward, because presenting oneself is a big part of the whole point. In online games like WoW, like real life, it's not, leaving only the benefit of a boost to honesty from that disinhibition effect.
The infographic also mentions that men approached by women during high-adrenaline tends to make them more attracted to the women. This intuitively makes sense, because men generally like to "do" things (sports, outdoors adventure, etc.). Online games and their virtual battles definitely provide this.
But I think there's a missed opportunity to take that last point further, which I'd love to see explored. In online games like WoW, men and women are doing something together that they both enjoy, and can socialize while doing it. Much like these situations in real life, bonds form. And this seems to be a great missed opportunity of dating websites. Many people don't like fantasy or sci-fi, the predominant genres of online games. If dating services could create online games that are more broad in appeal, perhaps there would be more women and men playing them... and therefore more hooking up. There's a lot of interesting things to say and explore about that, and doubtful the economics of this industry would go this direction, but it seems to be a missed opportunity and a better direction for more efficiently bring couples together.
And if all of this is the case for gaming and love, if virtual game worlds more effectively hook people up for love without trying, whereas carefully designed matchmaking services calculated for no other purpose fail... what does this say about games for education compared to traditional teaching models such as the lecture? Virtual worlds simulate a world that our minds are more naturally attuned to and motivated by than many of the articifical constructs contrived to (often unwillingly) put information into the minds of students.
What's obvious is if I were single and looking for love, I'd definitely pick a game.
Monday, March 2, 2015
What will my blend be? Week 1 of EDUCAUSE's MOOC #BlendKit2015
This last week was Week 1 of EDUCAUSE's BlendKit: Becoming a Blended Learning Designer MOOC. Its stated goal "is to provide facilitated assistance to faculty members and instructional designers in developing and designing blended courses through (1) a consideration of key issues related to blended learning and (2) practical step-by-step guidance in producing materials for a blended course (e.g., developing design documents, creating content pages, and receiving peer review feedback at one's own institution)." The option I am pursuing is the UCF/EDUCAUSE Certified Blended Learning Designer credential. This blog post is a reflection based on what I learned this week, woven in with a recap of my own notes to better learn the concepts.
We just read a great chapter from the BlendKit Reader on Understanding Blended Learning. Blended Learning can address a variety of needs. It can help schools struggling with limited space, as well as facilitate faculty collaboration; it can provide new engagement opportunities for courses or provide transition between face-to-face and online learning; it allows for adaptive and differentiated learning; and for students it can combine convenience with real life social interactions.
If I didn't know better, personally I'd think that online, or partially online (blended) learning would be less effective than traditional face-to-face instruction. Fascinatingly, this seems not to be the case. A meta-analysis conducted by the U.S. Department of Education discovered that, "Students in online conditions performed modestly better, on average, than those learning the same material through traditional face-to-face instruction."
Additionally, "Instruction combining online and face-to-face elements had a larger advantage relative to pure face-to-face instruction than did purely online instruction." Student analytics provide a rich source of information about learners, where they struggle, where they do better or worse and so on. Online tools also can enhance engagement.
However, blended learning also has proven to frequently be complex, time-consuming and fairly difficult to implement (Anderson and Elloumi, 2004). McGee and Reis (2012) lay blame with the design process, specifically course objectives. This seems intuitive to me from an instructional design perspective: a cardinal rule of educational technology is to not use technology simply for technology's sake, but to let a good instructional design process (needs analysis and the rest) to inform the use of technology. It would seem that if this process is not carefully followed, then the why, when, where, and how of applying technology by creating or converting instruction to be blended can result in a mess. Ingredients of traditional and online learning include live events, self-paced learning, collaboration, assessment and support materials. When an ideal learning experience is established, these elements can be analyzed to determined which pieces may be delivered online without compromising facilitating learning. Much simply comes from experience. Start small and evolve the blended learning design process gradually (Singh and Reed, 2001).
Two case studies in this chapter were helpful. Probably my biggest takeaway here was the reminder of the importance of what often obstructs implementation of blended learning, ironically a couple of the most basics learning design principles: follow a good instructional design process and don't use technology just for the sake of technology, but let it address the needs discovered and objectives formulated.
#blendkit2015
Anderson, T. & Elloumi, F. (2004). Theory and practice of online learning. Athabasca: Athabasca University.
McGee, P. & Reis, A. (2012). Blended course design: A synthesis of best practices. Journal of Asynchronous Learning Networks, 16(4). Retrieved from http://sloanconsortium.org/jaln/v16n4/blended-course-design-synthesis-best-practices
Singh, H. & Reed, C. (2001). A white paper: achieving success with blended learning. Centra Software. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.114.821&rep=rep1&type=pdf
Sunday, March 1, 2015
CARP - Happy Talk!
Focusing this week completely on CARP (contrast, alignment, repetition and proximity), I created a learning-aid for my kids to use upon completion of our little family-training to teach better, more positive communication in our family (and with others). As described before, my children are young and new to the world of psychology, so I am keeping things simple.
Here's why I think it will work, following the guidelines of CARP:
Contrast - I created a white background as my primary way of making strong contrast. I also used blue and capital letters for the name of the checklist, so that it would pop out. I want them clear on what this is.
Alignment - I left (Lohr, 2008, p. 201) aligned everything, and aligned the four elements together with their check boxes in the center. I separated them from the title with a line. I also separated the Weekly Tally with a line and distance from the primary elements above it and devoted little space to it, since it will only be used once a week instead of daily.
Repetition - I repeated the boxes next to the four communication elements, and gave them all the same blue color to help identify them as the same thing. I repeated the four communication elements in capital letters, though being careful to use them sparingly to avoid difficulty in distinguishing words and sentences (Lohr, 2008, p. 204). I also broke the quote at top up in a way that the word "kindness" started a line each time it occurred in the quote, which helped repeat it and highlight its importance.
Proximity - I have four areas of Proximity: 1) title, 2) quote, 3) four elements with check boxes, & 4) weekly tally.
When running this by the family Boss, she said I'm missing a brief mention of what point scale to use for the check boxes (for example, 1-10). She said I also may need to simplify some words to better suit our learners. I figured they will recognize words from what we teach them, but they are so young that I will likely make that change.
Here's why I think it will work, following the guidelines of CARP:
Contrast - I created a white background as my primary way of making strong contrast. I also used blue and capital letters for the name of the checklist, so that it would pop out. I want them clear on what this is.
Alignment - I left (Lohr, 2008, p. 201) aligned everything, and aligned the four elements together with their check boxes in the center. I separated them from the title with a line. I also separated the Weekly Tally with a line and distance from the primary elements above it and devoted little space to it, since it will only be used once a week instead of daily.
Repetition - I repeated the boxes next to the four communication elements, and gave them all the same blue color to help identify them as the same thing. I repeated the four communication elements in capital letters, though being careful to use them sparingly to avoid difficulty in distinguishing words and sentences (Lohr, 2008, p. 204). I also broke the quote at top up in a way that the word "kindness" started a line each time it occurred in the quote, which helped repeat it and highlight its importance.
Proximity - I have four areas of Proximity: 1) title, 2) quote, 3) four elements with check boxes, & 4) weekly tally.
When running this by the family Boss, she said I'm missing a brief mention of what point scale to use for the check boxes (for example, 1-10). She said I also may need to simplify some words to better suit our learners. I figured they will recognize words from what we teach them, but they are so young that I will likely make that change.
Thursday, February 26, 2015
Relating to a short history of gamified education
Gamified education is near and dear to my heart because I believe in it and it needs to be fought for. Apropos at this point in time, as I write this, the word "gamified" is being tagged red by Blogger's spell-checker as an incorrect word. Seriously? By the way, what does right-clicking suggest instead? "Ramified." Ramified is apparently a more likely word than gamified. Something is wrong here....
After my last blog post, a trip down (game) memory-lane, I studied an infograph on the gamification of education by Knewton. There was a history of it and I'm thinking of how my own life has intersected with it. It begins with Carmen Sandiago in 1985 but where, oh where, is Oregon Trail? HUGE miss! To this day Oregon Trail is a small part of my life. I realize this every time I see a friend at work in his "You have died of dysentery" t-shirt.
The mid-90's sees virtual worlds come along. I remember MUDs but never got into them myself. In the late 90's Ultima Online and then Everquest (which I did play) came along and I'm surprised no specific mention goes out to those because of the big impact massively multiplayer online role-playing games MMORPG's have had on games, and which led to Second Life, which is completely a virtual world that can be used for learning... like my current class on Educational Games & Simulations :)
As we get into the last ten years, there's countless examples we could use and that have played a part of my life. The infograph tries to categorize big developments. One that I would love to see explored further is the convergence of gamified learning with citizen science for social good (for lack of a better way of phrasing it).
A great example of what I have in mind is fold.it. I am in love with the idea of fold.it, and we have explored it some in our family. Wikipedia gives an excellent explanation of it:
Foldit is an online puzzle video game about protein folding. The game is part of an experimental research project, and is developed by the University of Washington's Center for Game Science in collaboration with the UW Department of Biochemistry. The objective of the game is to fold the structure of selected proteins as well as possible, using various tools provided within the game. The highest scoring solutions are analysed by researchers, who determine whether or not there is a native structural configuration (or native state) that can be applied to the relevant proteins, in the "real world". Scientists can then use such solutions to solve "real-world" problems, by targeting and eradicating diseases, and creating biological innovations.
And what more could you ask for....?
After my last blog post, a trip down (game) memory-lane, I studied an infograph on the gamification of education by Knewton. There was a history of it and I'm thinking of how my own life has intersected with it. It begins with Carmen Sandiago in 1985 but where, oh where, is Oregon Trail? HUGE miss! To this day Oregon Trail is a small part of my life. I realize this every time I see a friend at work in his "You have died of dysentery" t-shirt.
Every time I died of dysentery, it really blew!
Mathblasters is accounted for on the timeline coming in around 1987 (did not know that!) and was a big part of my little boy's life. As was Civilization a big part of his and my life, getting started in 1991. One of the best games ever!The mid-90's sees virtual worlds come along. I remember MUDs but never got into them myself. In the late 90's Ultima Online and then Everquest (which I did play) came along and I'm surprised no specific mention goes out to those because of the big impact massively multiplayer online role-playing games MMORPG's have had on games, and which led to Second Life, which is completely a virtual world that can be used for learning... like my current class on Educational Games & Simulations :)
As we get into the last ten years, there's countless examples we could use and that have played a part of my life. The infograph tries to categorize big developments. One that I would love to see explored further is the convergence of gamified learning with citizen science for social good (for lack of a better way of phrasing it).
A great example of what I have in mind is fold.it. I am in love with the idea of fold.it, and we have explored it some in our family. Wikipedia gives an excellent explanation of it:
Foldit is an online puzzle video game about protein folding. The game is part of an experimental research project, and is developed by the University of Washington's Center for Game Science in collaboration with the UW Department of Biochemistry. The objective of the game is to fold the structure of selected proteins as well as possible, using various tools provided within the game. The highest scoring solutions are analysed by researchers, who determine whether or not there is a native structural configuration (or native state) that can be applied to the relevant proteins, in the "real world". Scientists can then use such solutions to solve "real-world" problems, by targeting and eradicating diseases, and creating biological innovations.
And what more could you ask for....?
Fold.it
Remembering games from my childhood
I watched a video called Pixel Pioneers: A Brief History of Graphics, Part One and it was interesting to learn how early graphics progressed and why, but especially it was interesting how early childhood memories and emotions were yanked up out of the deep recesses of my mind. I took notes while learning from this video and my notes follow the progression of games (as examples of their types of graphics) described.
Below are games I recognized and mostly also had strong feelings for. What is interesting is there were games I like and have played a lot, like Halo and Minecraft, and now looking at my complete notes I wrote nothing about those, but others I went on and on about. I think some of that is the bias toward early childhood memories.
Asteroids (Atari). In the video Asteroids was described as an example of vector graphics, and because of this they shapes are simple but have a charm to them. I always sort of thought that subconsciously - even when little, I didn't know "vector" (cleaner, less versatile) vs "raster" pixels (can't do smooth lines, but can do complexity = they dominated) but knew Asteroids shapes were cool and different.
Streetfighter (arcade)
that Mario race game
Halo (xbox)
Doom (PC)
Minecraft (PC/Xbox)
Pong (Atari)
Space Invaders (Atari) 1978, when it came out this was one of the few games we got when we first got an Atari in our home. Atari & Space Invaders, Asteroids etc. is one of my oldest memories!
Indy4
Boot Hill (Atari). When a cowboy dies it plays an 8-bit sound that it feels like I just heard this last weekend... but I hadn't heard it in over THIRTY YEARS.
Galaxian! I'd still play and enjoy this if I saw an arcade machine of it.
Pacman was so popular that it's like it's culturally ubiquitous. It came out in 1980 and in the video he talked about that by 1908, color graphics were the norm. Did not know that.
Spacewars (1977) was a game that made me a little afraid, like a good but scary sci-fi movie.
Dig Dug (1982) I loved Dig Dug so much, on my Commodore 64!
Super Speed Race - one of the pioneers of scrolling. I don't remember this game by this name but recognize it as being called Spy Hunter, which was awesome goodness at the arcade!Made me feel like James Bond.
Defender (1980) always felt like a "premium" game, like it was top of the line graphics and so smooth. It was such a fast game, it always gave me a rush. I loved the sound effects and graphics made it feel really sci-fi and futuristic.
Xevious (1982) was a long-time favorite of mine in arcades, and I mean long-time, like lasting me into high school or close to it! I cannot believe this game came out as early as 1982 because it was so complex and so utterly amazing to me. It had a blipping noise I liked a lot. I loved it so much. There are few arcade games I loved as much as this one.
Zaxxon (1984) - I don't remember which console I played this one but remember around the time we got it and its novelty and it was like, Wow, so incredible. It felt 3D and epitomized the amazing excitingness of a new game.
Turbo (1981) I remember at the arcade, tho I never loved cars/racing games
Hang-On (1985) was another racer that wasn't really my style, but I can recognize the 16 bit "super scaler" tech that Sega used, as mentioned in the video, was indeed a massive leap forward.
Space Harrier (1985) I also recognize... it's "into the screen" rail shooter style was cool, but that wasn't enough for me to ever like it because of its lack of other elements in the game. It always seemed dull and boring and disappointing to me.
Dragon's Lair (1983) ... OH. MY. GOSH. Dragon's Lair!!!! Like nothing else. I was enthralled like a spell cast on me by this game. I knew that this was one of the coolest things I would ever see in my life. Honestly, when I see it now, I still think it is cooler than pretty much every game out there... its beautiful cartoon graphics > ALL. I like how it's described as an interactive movie. As an unsophisticated kid I thought it was better than being in a movie. The video narrator says, "Too bad it wasn't much fun to play." Uh says who?! Apparently it's a non-minority opinion because these games went nowhere, which always left me wondering why, since obviously I thought it was the pinnacle of fun! I always felt sad I didn't get to play it enough because I couldn't find it in arcades much, or was too expensive.
Donkey Kong, Mario .... all games I appreciated but never got into at all.
I was asked to reflect on the experience I have with each game and graphic type, and put that list here, reflecting on a couple favorites, where I remember playing them, etc. The funny thing is, these were such powerful positive memories that I already began writing them down and connecting them with what I was seeing in the video before I even read those directions to do it (that were written below the video I was watching).
What I find interesting as I note what I am thinking and feeling about these games from my childhood is that it is predominantly FEELINGS that are coming out. It goes without saying there is something powerful here for connecting games with learning....
Below are games I recognized and mostly also had strong feelings for. What is interesting is there were games I like and have played a lot, like Halo and Minecraft, and now looking at my complete notes I wrote nothing about those, but others I went on and on about. I think some of that is the bias toward early childhood memories.
Asteroids (Atari). In the video Asteroids was described as an example of vector graphics, and because of this they shapes are simple but have a charm to them. I always sort of thought that subconsciously - even when little, I didn't know "vector" (cleaner, less versatile) vs "raster" pixels (can't do smooth lines, but can do complexity = they dominated) but knew Asteroids shapes were cool and different.
Streetfighter (arcade)
that Mario race game
Halo (xbox)
Doom (PC)
Minecraft (PC/Xbox)
Pong (Atari)
Space Invaders (Atari) 1978, when it came out this was one of the few games we got when we first got an Atari in our home. Atari & Space Invaders, Asteroids etc. is one of my oldest memories!
Indy4
Boot Hill (Atari). When a cowboy dies it plays an 8-bit sound that it feels like I just heard this last weekend... but I hadn't heard it in over THIRTY YEARS.
Galaxian! I'd still play and enjoy this if I saw an arcade machine of it.
Pacman was so popular that it's like it's culturally ubiquitous. It came out in 1980 and in the video he talked about that by 1908, color graphics were the norm. Did not know that.
Spacewars (1977) was a game that made me a little afraid, like a good but scary sci-fi movie.
Dig Dug (1982) I loved Dig Dug so much, on my Commodore 64!
Super Speed Race - one of the pioneers of scrolling. I don't remember this game by this name but recognize it as being called Spy Hunter, which was awesome goodness at the arcade!Made me feel like James Bond.
Defender (1980) always felt like a "premium" game, like it was top of the line graphics and so smooth. It was such a fast game, it always gave me a rush. I loved the sound effects and graphics made it feel really sci-fi and futuristic.
Xevious (1982) was a long-time favorite of mine in arcades, and I mean long-time, like lasting me into high school or close to it! I cannot believe this game came out as early as 1982 because it was so complex and so utterly amazing to me. It had a blipping noise I liked a lot. I loved it so much. There are few arcade games I loved as much as this one.
Zaxxon (1984) - I don't remember which console I played this one but remember around the time we got it and its novelty and it was like, Wow, so incredible. It felt 3D and epitomized the amazing excitingness of a new game.
Turbo (1981) I remember at the arcade, tho I never loved cars/racing games
Hang-On (1985) was another racer that wasn't really my style, but I can recognize the 16 bit "super scaler" tech that Sega used, as mentioned in the video, was indeed a massive leap forward.
Space Harrier (1985) I also recognize... it's "into the screen" rail shooter style was cool, but that wasn't enough for me to ever like it because of its lack of other elements in the game. It always seemed dull and boring and disappointing to me.
Dragon's Lair (1983) ... OH. MY. GOSH. Dragon's Lair!!!! Like nothing else. I was enthralled like a spell cast on me by this game. I knew that this was one of the coolest things I would ever see in my life. Honestly, when I see it now, I still think it is cooler than pretty much every game out there... its beautiful cartoon graphics > ALL. I like how it's described as an interactive movie. As an unsophisticated kid I thought it was better than being in a movie. The video narrator says, "Too bad it wasn't much fun to play." Uh says who?! Apparently it's a non-minority opinion because these games went nowhere, which always left me wondering why, since obviously I thought it was the pinnacle of fun! I always felt sad I didn't get to play it enough because I couldn't find it in arcades much, or was too expensive.
Donkey Kong, Mario .... all games I appreciated but never got into at all.
I was asked to reflect on the experience I have with each game and graphic type, and put that list here, reflecting on a couple favorites, where I remember playing them, etc. The funny thing is, these were such powerful positive memories that I already began writing them down and connecting them with what I was seeing in the video before I even read those directions to do it (that were written below the video I was watching).
What I find interesting as I note what I am thinking and feeling about these games from my childhood is that it is predominantly FEELINGS that are coming out. It goes without saying there is something powerful here for connecting games with learning....
Wednesday, February 25, 2015
Understanding Games
At madebypixelate, there is a great exercise on understanding games. Below are my notes of what I learned at the end of each of their four tutorials.
The takeaways for me are that despite the varying philosophies and definitions of games, this is a great framework for me to bundle together a workable understanding of games.
UNDERSTANDING GAMES:
EPISODE 1: (Rules) In this tutorial we played pong.
- Rules of the game define the possible actions of the players. Rules are unambiguous, intelligible and apply to all players.
- No game can be played without the interaction of the player.
- The outcome of a game has to be uncertain, otherwise it loses its appeal.
- Computer games simulate or change properties and processes of the real world.
- Rules & representation of a game are not independent but interact with each other.
EPISODE 2: (Motivation) In this tutorial we played bricks.
- Players require clear & immediate feedback to understand the relationship between action and outcome.
- Players require a clear goal so they can perform meaningful actions within the game.
- Conflict & competition are essential for the player's motivation.
- The challenges of a game should match the skills of the player. Neither too easy (boring), nor too difficult (frustrating).
EPISODE 3: (Learning) In this tutorial we played puzzles.
- Many computer games are playable without having to read the manual. Instead the player learns to play them through trial and error.
- The player performs actions within the game world and observes how these actions change the state of the game.
- The player forms a hypothesis about the meaning of an object or action on the basis of his or her studies.
- The player recognizes and learns fundamental patterns within the game and can apply these to different situations.
EPISODE 4: (Identification) In this tutorial we played tag.
- The game theme has an impact on how the game appeals to different kinds of people.
- The more abstract a game character, the more players will be able to identify with the character.
- The controls of a game character can be direct or indirect and have an impact on the relationship between player and character.
- Often the player can select between different characters, which facilitate different strategies to play the game.
The takeaways for me are that despite the varying philosophies and definitions of games, this is a great framework for me to bundle together a workable understanding of games.
UNDERSTANDING GAMES:
EPISODE 1: (Rules) In this tutorial we played pong.
- Rules of the game define the possible actions of the players. Rules are unambiguous, intelligible and apply to all players.
- No game can be played without the interaction of the player.
- The outcome of a game has to be uncertain, otherwise it loses its appeal.
- Computer games simulate or change properties and processes of the real world.
- Rules & representation of a game are not independent but interact with each other.
EPISODE 2: (Motivation) In this tutorial we played bricks.
- Players require clear & immediate feedback to understand the relationship between action and outcome.
- Players require a clear goal so they can perform meaningful actions within the game.
- Conflict & competition are essential for the player's motivation.
- The challenges of a game should match the skills of the player. Neither too easy (boring), nor too difficult (frustrating).
EPISODE 3: (Learning) In this tutorial we played puzzles.
- Many computer games are playable without having to read the manual. Instead the player learns to play them through trial and error.
- The player performs actions within the game world and observes how these actions change the state of the game.
- The player forms a hypothesis about the meaning of an object or action on the basis of his or her studies.
- The player recognizes and learns fundamental patterns within the game and can apply these to different situations.
EPISODE 4: (Identification) In this tutorial we played tag.
- The game theme has an impact on how the game appeals to different kinds of people.
- The more abstract a game character, the more players will be able to identify with the character.
- The controls of a game character can be direct or indirect and have an impact on the relationship between player and character.
- Often the player can select between different characters, which facilitate different strategies to play the game.
Video Games & Learning
"Video Games & Learning" is a fantastic little video by Daniel Floyd, who works with game designer James Portnow. The entire style of the video - fun, funny, entertaining but educational - accentuates the point they're trying to make: media (or, topic at hand, video games) can iclude learning at no cost to the fun factor. Here's some notes I jotted down to sort of summarize what was presented:
There's a huge chasm between educational and entertainment games, that's been made into two different industries: video games and the "edutainment"industries. Both sides gave up something: education gave up fun, entertainment gave up ability to benefit their audience.
So how do we make games fun without crazy costs?
Answer:
People best absorb or assimilate information they are interested in, rather than being forced to learn. The problem with the "education" approach is it tries to make interesting a topic that we just don't care about.
Enter tangential learning: Self-educating, not learning by being taught, but learning by being exposed to things in a context in which they're already engaged in. Take, for example, the movie 300. Not "educational" yet now everyone knows who Leonidas is and it got discussion going. People were exposed to something they didn't even know they were interested in... some googled 300 and ended up reading a Wikipedia article on the Battle of Thermopylae, etc. Call of Duty fans deciding to learn about WWII; Guitar Hero fans learning more about music and genres of music previously unknown to them...
How to do this in games (without automatically always defaulting to history retelling):
- setting up a reference in the game story: a name, a place etc. from real life that gamers become curious about
- to highlight which elements are not fantasy but based in real-life 1) make everything referential (takes lots of effort and planning) 2) highlight names 3) information or quotations during loading screens 4) objects in game that are clearly referential that gives clues others are as well 5) in-game index like Civ's Civilopedia. What if, instead, games linked in-game to Wikipedia. Properly implemented, these things can add to the depth of the game without being something the players feel they *have* to do... enhancing the play experience without getting in the way of the fun.
Games should be fun. But many game designers are missing out on an opportunity to enrich players' lives, too; to extend engagement with the game product at very little additional cost.
King Leonidas? Why yes, he's so cool and that beard... I just had to devour his Wikipedia article!
Sunday, February 22, 2015
ACEing Four Horsemen
This week I focused on the ACE, PAT & CARP models for a more effective learning visual design process. After reading and researching I again applied what I learned to developing a lesson to teach my family on better relationships communication. My children are young and new to the world of psychology, so I am keeping it simple.
I created the graphic below to introduce the entire lesson to them, sort of like the cover to a book. Per the ACE process, I did not yet have a larger instructional design to inform this design so I went with what I felt would be a good general introduction. I think it will work because I've kept things fairly simple with minimal graphics - an explicit part of the "P" that Lohr (2008, p. 80) describes in Principles, and I'm not using any more "big words" than absolutely necessary. Yet I also think it's still interesting overall. I am in the love with the idea of CARP (contrast, alignment, repetition, proximity) (Lohr, 2008, p. 84) so I tried to incorporate it into the design: Black, white and red all contrast well (& the red calls out the urgency of the action verb/call-to-action "stop"); everything is lined up, or aligned; I repeated the horse motif as well as the same style of their accompanying descriptors, as I did the black words above and below the stop sign shape; and I maintained appropriate proximity of similar elements.
To evaluate, my wife suggested the whole stop sign shape that originally was not present in the graphic. This was as close to a usability testing as I will get at present. I will make further changes based on any additional feedback I receive.
I created the graphic below to introduce the entire lesson to them, sort of like the cover to a book. Per the ACE process, I did not yet have a larger instructional design to inform this design so I went with what I felt would be a good general introduction. I think it will work because I've kept things fairly simple with minimal graphics - an explicit part of the "P" that Lohr (2008, p. 80) describes in Principles, and I'm not using any more "big words" than absolutely necessary. Yet I also think it's still interesting overall. I am in the love with the idea of CARP (contrast, alignment, repetition, proximity) (Lohr, 2008, p. 84) so I tried to incorporate it into the design: Black, white and red all contrast well (& the red calls out the urgency of the action verb/call-to-action "stop"); everything is lined up, or aligned; I repeated the horse motif as well as the same style of their accompanying descriptors, as I did the black words above and below the stop sign shape; and I maintained appropriate proximity of similar elements.
To evaluate, my wife suggested the whole stop sign shape that originally was not present in the graphic. This was as close to a usability testing as I will get at present. I will make further changes based on any additional feedback I receive.
Thursday, February 19, 2015
"Saving the world"... with games
As a TED junkie I was surprised that this Jane McGonigal talk slipped by me!: Gaming can make a better world. Jane begins making the case that games can indeed make a better world by saying that a large number of people play games, a LOT ... globally 3 billion hours per week. Why? Much of it is an escape and goes like this:
In GAME LIFE we often
Achieve more; successful
Become the best versions of ourselves
Help at others a moment's notice
Tenacious tackling problems, getting up after failure and trying again.
For example: in World of Warcraft there's
1) Epic, important, urgent and inspiring world-saving missions - no sitting around, there's always something specific and important to be done.
2) Perfectly matched with your current level in the game, so you care capable of being successful. They never give you a challenge that you can't achieve. But it is on the verge of what you're capable of.
3) Tons of collaborators ready to help you and be helped by you.
4) Loads of positive feedback.
In REAL LIFE we often
Feel overcome, overwhelmed
Feel anxious, maybe depressed, frustrated or cynical.
We never have these feelings when we're playing games, they just don't exist in games.
How often in our daily life do we get the things listed above that are in World of Warcraft? So games = an escape from real life
We get better at what we spend (lots & lots) of time on. We can achieve mastery of skills. Jane believes that by spending so much time in games we are "evolving to be a more collaborative and hearty species." We are achieving mastery of specific skills. What are they? Jane proposed four:
GAMES MAKE US EXTRAORDINARILY GOOD AT...
1) Urgent Optimism - "the desire to act immediately to tackle an obstacle, combined with the belief that we have a reasonable hope of success"... extreme self-motivation. Gamers believe "it is always worth trying, and trying now. Gamers don't sit around."
2) Epic Meaning - "Gamers love to be attached to awe-inspiring missions to human planetary-scale stories." (I'm unsure what skill this is that Jane is arguing for)
3) Creating a Social Fabric - Gaming builds skills cooperation and bonds of trust ("we trust that they will spend their time with us, that they will play by the same rules, value the same goal, they'll stay with the game until it's over.")
4) Blissful Productivity - We are happy working hard when it is meaningful work. "And gamers are willing to work hard all the time, if they're given the right work."
Jane says that gamers are "super-empowered, hopeful individuals" who believe that they are individually capable of changing the world... but that the world they try to change is a virtual one, not a real one. And we should therefore make the real world more like a game. Jane creates games that people can play that accomplish good and are meaningful in a "real life" sort of way. And disappointingly by the way, when I googled her games, all of the news and articles go back to the date this TED talk was recorded... 2010. Perhaps they haven't taken off as much as she'd like? But the goal is good, and in my opinion is simply the same thing that I love but in another wrapper: educational games.
Really that's what this talk was about. Educational games are an awesome alternative to "entertainment-only" games because we're motivated to do something good. I would say the same about many citizen science projects. And there are some great reasons that she has researched as to why this is, and what it leads to. Other reasons games are great motivators align, also, with much of how researchers understand motivation work today. Great games have varieties of motivational elements. Jane listed some and there are others and no matter what they are or what package they come in, I heartily agree that they may as well be put to good use to teach us, our children, and help us all make the world a better place.
In GAME LIFE we often
Achieve more; successful
Become the best versions of ourselves
Help at others a moment's notice
Tenacious tackling problems, getting up after failure and trying again.
For example: in World of Warcraft there's
1) Epic, important, urgent and inspiring world-saving missions - no sitting around, there's always something specific and important to be done.
2) Perfectly matched with your current level in the game, so you care capable of being successful. They never give you a challenge that you can't achieve. But it is on the verge of what you're capable of.
3) Tons of collaborators ready to help you and be helped by you.
4) Loads of positive feedback.
In REAL LIFE we often
Feel overcome, overwhelmed
Feel anxious, maybe depressed, frustrated or cynical.
We never have these feelings when we're playing games, they just don't exist in games.
How often in our daily life do we get the things listed above that are in World of Warcraft? So games = an escape from real life
(portrait of a gamer during an "epic win" .... love it! This is the window to a soul at the very moment that SO MUCH GOOD is going on inside of)
We get better at what we spend (lots & lots) of time on. We can achieve mastery of skills. Jane believes that by spending so much time in games we are "evolving to be a more collaborative and hearty species." We are achieving mastery of specific skills. What are they? Jane proposed four:
GAMES MAKE US EXTRAORDINARILY GOOD AT...
1) Urgent Optimism - "the desire to act immediately to tackle an obstacle, combined with the belief that we have a reasonable hope of success"... extreme self-motivation. Gamers believe "it is always worth trying, and trying now. Gamers don't sit around."
2) Epic Meaning - "Gamers love to be attached to awe-inspiring missions to human planetary-scale stories." (I'm unsure what skill this is that Jane is arguing for)
3) Creating a Social Fabric - Gaming builds skills cooperation and bonds of trust ("we trust that they will spend their time with us, that they will play by the same rules, value the same goal, they'll stay with the game until it's over.")
4) Blissful Productivity - We are happy working hard when it is meaningful work. "And gamers are willing to work hard all the time, if they're given the right work."
(Games make us good at these things, according to Jane McGonigal)
Jane says that gamers are "super-empowered, hopeful individuals" who believe that they are individually capable of changing the world... but that the world they try to change is a virtual one, not a real one. And we should therefore make the real world more like a game. Jane creates games that people can play that accomplish good and are meaningful in a "real life" sort of way. And disappointingly by the way, when I googled her games, all of the news and articles go back to the date this TED talk was recorded... 2010. Perhaps they haven't taken off as much as she'd like? But the goal is good, and in my opinion is simply the same thing that I love but in another wrapper: educational games.
Really that's what this talk was about. Educational games are an awesome alternative to "entertainment-only" games because we're motivated to do something good. I would say the same about many citizen science projects. And there are some great reasons that she has researched as to why this is, and what it leads to. Other reasons games are great motivators align, also, with much of how researchers understand motivation work today. Great games have varieties of motivational elements. Jane listed some and there are others and no matter what they are or what package they come in, I heartily agree that they may as well be put to good use to teach us, our children, and help us all make the world a better place.
Sunday, February 15, 2015
Shapes
This week the focus was shapes while learning more about graphic design for learning. I found it easier and less information than last week's typography - in fact, a bit too spare - but still useful. I created a slide for a peer at my work that incorporated thoughtful shapes as detailed by Lohr in my textbook.
Specifically, I liked the idea that I should consider more careful the purpose, or role, shapes play (e.g. focus attention, imply harmony, show unity or processes etc.). They are not simply haphazard eye-candy. I loved learning more about the idea of information zones. This is what I tried to focus on when I created this slide (below).
In this slide/image, I created an information zone for the text starting with, "Technical Analysis Trading Room" using a blue rectangle. The rectangle separates and calls it out ("focusing attention," page 252) that important information, and creates another less formal information zone immediately below because the area ends up also being boxed into the same shape. A third information zone of the same shape lies below as a footer with white background, which I used to show unity since without this it would be a jumbled mess, difficult for the eye to sort out. Lohr described information zones on page 249 and I think these effectively organize the information in this manner because they divide everything up neatly without being confusing. All of these I created as rectangular, which seemed to fit the rectangular shape theme of the slide.
Our students are older adults and I know they like to be a bit entertained in their education, so I created this accordingly. Interestingly, when I showed this to a couple peers they loved it, although they thought students may not recognize the instructor (whose face this it, albeit with blue skin and different hair) which I am undecided about changing at this point.
Lohr, L. (2008). Creating graphics for learning and performance: Lessons in visual literacy (Second ed.). Upper Saddle River, N.J.: Merrill.
Specifically, I liked the idea that I should consider more careful the purpose, or role, shapes play (e.g. focus attention, imply harmony, show unity or processes etc.). They are not simply haphazard eye-candy. I loved learning more about the idea of information zones. This is what I tried to focus on when I created this slide (below).
In this slide/image, I created an information zone for the text starting with, "Technical Analysis Trading Room" using a blue rectangle. The rectangle separates and calls it out ("focusing attention," page 252) that important information, and creates another less formal information zone immediately below because the area ends up also being boxed into the same shape. A third information zone of the same shape lies below as a footer with white background, which I used to show unity since without this it would be a jumbled mess, difficult for the eye to sort out. Lohr described information zones on page 249 and I think these effectively organize the information in this manner because they divide everything up neatly without being confusing. All of these I created as rectangular, which seemed to fit the rectangular shape theme of the slide.
Our students are older adults and I know they like to be a bit entertained in their education, so I created this accordingly. Interestingly, when I showed this to a couple peers they loved it, although they thought students may not recognize the instructor (whose face this it, albeit with blue skin and different hair) which I am undecided about changing at this point.
Lohr, L. (2008). Creating graphics for learning and performance: Lessons in visual literacy (Second ed.). Upper Saddle River, N.J.: Merrill.
Tuesday, February 10, 2015
The seductive side of video games
I just read a great article written back in 2011, but most of the principles it discusses are still very current with our understanding of the brain and what makes us tick. In The Seduction Secrets of Video Game Designers, Guardian editor Keith Stuart summarizes some of the ways video games tie into our intrinsic desires and motives. Taking notes of important things helps me learn, which is the purpose of this blog and blog post, so I'll give here a re-cap of my notes (some is verbatim, but again it's notes for my own learning) from the article with some of my own thoughts sprinkled throughout.
Games are fun because they teach us interesting things and they do it in a way that our brains prefer – taught through systems and puzzles. Effective teaching and learning encourages failure. In game theory, this is often spoken of as the 'magic circle': you enter into a realm where the rules of the real world don't apply – and typically being judged on success and failure is part of the real world. People need to feel free to try things and to learn without being judged or penalized.
The most successful games are the ones that provide us with interesting tools such as weapons or magic (or even angry birds) and allow us time to experiment with them. Stuart uses the game Portal 2 as an example and I observed this but a few days ago as my children played this game. When starting, players get to "play" absent adversaries in a smaller constrained space, simply to learn basics before progressing on into the game. The game Halo works the same way. It is an "acquire, test, master" model that is now central to games. There is room to experiment and to figure things out through intuition. On the other hand, learning is often frustrating in the real world because you don't always get to go at the pace you want to go and often don't immediately see the application of what you're doing.
Games offer autonomy, to have control and power that most of us don't have most of the time, that's liberatingly godlike (which gets noticed byt he game, which often we lack in real life as well). This helps players define their own play. There's an emphasis on the pleasure of choosing and planning. We've moved quite dramatically away from the action games of the 80s and 90s, where the primary mode of engagement was reaction to events. Shooters still have this core of fast, reactive action, but a game such as Crysis 2 is also about approaching a situation, making a solid plan and then defining the template for this reactive mode, depending on your preferred play style. It involves curiosity. Behavioral economist George Loewenstein said, "Curiosity is the act of wanting a thing without knowing what it is." We find something narcotic in the sense of tension and the resolution. There's a lot of that in video games. Failure can provide this because if failure is players' own fault, it's just another indicator of the player's agency in the world. This can also simply be fun, interesting... when urban driving game Burnout was released, the design team immediately realized that players loved crashing the cars because of the breathtakingly realistic destruction animations, so for the sequel, they added a mode that encouraged and rewarded dramatic collisions – it was a massive success.
The best studios are also designing their titles around established reward systems. A good game will have the expected progression at the end of each level, but it will also provide surprise rewards halfway through. It's a principle that's based on workplace psychology. One of the best ways to reward employees is to enhance predictable annual bonuses with little treats added in every now and again – buying all your staff an iPod, for example. It keeps people much more motivated. In a game, you're essentially pressing the same buttons and doing the same things over and over again, so you need those elements of the unexpected to stay compelled.
Stories are becoming important to games - and again, these are stories you don't simply watch but that you interact with and control, which amps the story power. There's much to be said about the power of stories which I'd like to write more about later. Narrative games have their own version of Hollywood's three-act structure, designed to keep us utterly hooked. A shorter final act is often used to give a sense of acceleration towards climax. It's all about communicating the player's position on the arc, so they have a strong motivation to keep playing. Opening levels also tend to be brief, because this flatters us into thinking we're making quick progress.
This reminds me of when people tell stories about their greatest game moments, they often revolve around nearly dying. In games, what's really special for people is not, 'I killed the bad guy and I was perfect', it's, 'I nearly died, but I just managed to kill the bad guy.' This has definitely been my own experience. It's a rush. It's a social moment, retelling it "with the guys" and laughing about it. It's a storytelling moment either in that context or alone as a fond memory where I was the star in an adventure story - the type that are unrealistic and the good guy always wins vs. unreasonable odds and situations. The social aspect alone is an important one to many games today and is a large field of study itself.
Another important part of games is disproportionate feedback, in which players are hugely rewarded for achieving very simple tasks. In many games, when an enemy is shot, they don't just collapse to the floor, they explode into chunks. In casual puzzles, titles such as Zuma and Peggle, a completed level is accompanied by pixelated firework displays, sparkling rainbows and messages declaring: "Ultra Extreme Fever". These contrasting forms of graphical over-elaboration aren't just there for window-dressing, they're a charm offensive on the brain's pleasure centers: you're good, you're a success – you're powerful. Doesn't this really just harness much of what positive psychology has taught us and really expanded upon in the last couple decades? Disproportionate feedback is an endorphin come-on.
In summary, Stuart's article said, "That loop of agency, learning and disproportionate feedback is at the heart of something very important. And very, very seductive."
Sunday, February 8, 2015
Typography: four words that express their own meaning beyond simple letters
After spending time learning more about the role of typography in learning this week, I've participated in an activity to design words to express their meaning. I really love typography. And I especially loved researching and learning more about it this week.
These words fit with a inter-personal communications unit of instruction I am developing for my children. They're younger children, and not sophisticated in terms of the topic. As such, these words should be helpful to help them understand their meaning, because they are colorful and graphical, like pictures or cartoons. Instead of simply being text representing a word, they convey other meanings. As Lohr describes in our textbook, "Instructional typography is defined as the art and science of using individual letters, words, and passages of text to convey an instructional message." (page 242)
For example, criticism is red like anger or spilled blood; the word looks aggressive and pointed, with even an arrow to point blame. It's not bold or capitalized because it's more sly, possibly back-handed.
Defensiveness is puffed up high, like raised hackles or pride, and large to be defensive so no aggression gets by. Alternating crenels epitomize the defense of a castle. It doesn't shirk, it doesn't stand down, so it's capitalized. The close tracking (as opposed to kerning, which on page 231 Lohr defines as space between individual characters and I realized is different than the uniform character spacing which is tracking) indicates closed-in ranks. And black gives nothing away, not revealing its hand.
Contempt is green like poison. It unsubtly oozes and drips with inflicted pain. It's often not measured or even-handed, so it's is up and down, and like criticism, it stabs and lashes out ... but in sort of a rounded frowny way that underpins its sad malevolence.
Finally, Stonewall represents exactly what it is: walling others off. It's a specific type of defensiveness, not expansive like our other general example defensiveness, but rather small, compact, because it wishes to be invisible and absolutely not interacted with.
In summary, I tried to be conscious of cueing emphasis by using variety in a way that was not all "bold". Lohr describes how cueing can be confusing if used too much (page 242). These words are not meant to be used together in the same sentence so it can be difficult to assess how it is not all bold and attention-grabbing, but still, my attempt was to not let each one be big or all caps shouting or the like. For example, criticism is more subtle. Stonewall is diminutive. In fact, as a user test I asked someone if the words were overly competing one with another and I was told "no" without any other critique, so I kept the image as is. I am satisfied the words each do a decent job conveying more meaning to my children-students than if the words were simply expressed in plain text, that each conveys an instructional message to help them understand the meaning of the word that is greater than if the words were simply plain letters.
These words fit with a inter-personal communications unit of instruction I am developing for my children. They're younger children, and not sophisticated in terms of the topic. As such, these words should be helpful to help them understand their meaning, because they are colorful and graphical, like pictures or cartoons. Instead of simply being text representing a word, they convey other meanings. As Lohr describes in our textbook, "Instructional typography is defined as the art and science of using individual letters, words, and passages of text to convey an instructional message." (page 242)
For example, criticism is red like anger or spilled blood; the word looks aggressive and pointed, with even an arrow to point blame. It's not bold or capitalized because it's more sly, possibly back-handed.
Defensiveness is puffed up high, like raised hackles or pride, and large to be defensive so no aggression gets by. Alternating crenels epitomize the defense of a castle. It doesn't shirk, it doesn't stand down, so it's capitalized. The close tracking (as opposed to kerning, which on page 231 Lohr defines as space between individual characters and I realized is different than the uniform character spacing which is tracking) indicates closed-in ranks. And black gives nothing away, not revealing its hand.
Contempt is green like poison. It unsubtly oozes and drips with inflicted pain. It's often not measured or even-handed, so it's is up and down, and like criticism, it stabs and lashes out ... but in sort of a rounded frowny way that underpins its sad malevolence.
Finally, Stonewall represents exactly what it is: walling others off. It's a specific type of defensiveness, not expansive like our other general example defensiveness, but rather small, compact, because it wishes to be invisible and absolutely not interacted with.
In summary, I tried to be conscious of cueing emphasis by using variety in a way that was not all "bold". Lohr describes how cueing can be confusing if used too much (page 242). These words are not meant to be used together in the same sentence so it can be difficult to assess how it is not all bold and attention-grabbing, but still, my attempt was to not let each one be big or all caps shouting or the like. For example, criticism is more subtle. Stonewall is diminutive. In fact, as a user test I asked someone if the words were overly competing one with another and I was told "no" without any other critique, so I kept the image as is. I am satisfied the words each do a decent job conveying more meaning to my children-students than if the words were simply expressed in plain text, that each conveys an instructional message to help them understand the meaning of the word that is greater than if the words were simply plain letters.
Lohr, L. (2008). Creating graphics for learning and performance: Lessons in visual literacy (Second ed.). Upper Saddle River, N.J.: Merrill.
Friday, February 6, 2015
A thought & notes on Tom Chatfield: 7 ways video games engage the brain
Because of smartphones, today almost everyone plays games. Think about how mechanics used in games can be applied to influence our children and students, from home chores/rewards to teaching Sunday School. That’s what this talk is about. Importantly though, we’d not focus on pure behaviorism (think rats pressing levers for food) which can be manipulative, nor on too many extrinsic rewards that can extinguish intrinsic motivation. There’s others in the popular media who talk about that if you want to learn more – I’d recommend Daniel Pink (TED talk here) & Kevin Werbach.
LESSONS FROM GAMES
Video games can motivate & transfix us like nothing else we’ve invented has ever done before. How? Intense emotional rewards, both individual & collective. If we look at what’s going on inside someone’s head when they’re being engaged there’s two different processes: wanting (like ambition and drive), & liking (fun and affection and delight). Combined they form an intense engagement, E.g. flying on a dragon in a game feels powerful *and* it’s beautiful and pleasurable.
Most interesting is what you can measure with it – which is everything, everything the player has done. Far more detail on people than, say, websites. This allows something special to happen in games: the Reward Schedule. This is looking at what millions of people have done & calculating & calibrating the rate, intensity, type etc. of rewards that keep them engaged.
For example: Go & get a certain number of items, like 15 pies, which you can get by opening a box after killing a certain little pie monster. This would typically be boring but games make it incredibly compelling by using a combination of probability & data.
So if we want to engage someone in the process of finding pies we want to make sure it’s not too easy nor too difficult. What to do? Look at a million, a hundred million, people opening boxes for pies & you work out that if you make the pie rate about 25%, that’s neither frustrating nor too easy, keeping people engaged. It’s not all you do. There’s 15 pies – a thousand would be boring. 15 is pretty optimal number. Between 5-20 is a good number to keep people going. But we don’t just have pies in the boxes. 100% of the time when the box is opened there’s a little reward in there that keeps people progressing & engaged. In adventuring games it’s a little bit of in-game currency, a little bit of experience. But we don’t do just that, there’ll be loads of other items of varying quality and excitement: 10% chance you get a pretty good item, a 0.1% chance (low to keep the value, to keep it special) you get an absolutely awesome item. Each probability is carefully calibrated to the item.
Also we say, “How many monsters? Fill the entire world with a billion monsters?” No, we want one or two monsters on the screen at any given time so I’m drawn on – not too easy, not too difficult. All this is very powerful, but we are in virtual reality so we can do some rather amazing things. We notice, seeing all these people opening boxes, that when people get to about 13 out of 15 pies that their perception shifts, they start to get a bit bored, a bit testy. They’re not rationale about probability, this game’s not fair, it’s not giving me my last two pies, I’m going to give up. If those were real boxes there’s not much we could do but in a game we can say, well, when you get to 13 pies you’ve got a 75% chance, keep you engaged, look at what people do: adjust the world to match their expectations.
The point is we evolved to be satisfied by the world in particular ways over tens of hundreds of thousands of years; we found certain things stimulating & as very intelligent civilized beings we’re enormously stimulated by problem solving and learning. But now we can reverse engineer that and build worlds that expressly tick our evolutionary boxes…
7 WAYS TO USE THESE LESSONS FROM GAMES, OUTSIDE OF GAMES
1) Experience bars measuring progress: Don’t grade people incrementally in little bits and pieces, but give them one profile/character/avatar that’s constantly progressing in tiny increments and everything comes towards that and they own that as it goes along.
2) Multiple long & short term aims: Give lots of tasks. E.g. Do 10 of these questions, but another task is going to 20 classes on time, and another is collaborating with other people, another task is to show you’re working 5 times, another is to hit a particular target…. You break things down into collaborated slices & people can *choose* and do it in parallel to keep engaged that you can use to point them toward individual beneficial activities.
3) Reward effort: Games are great at this. Every time you do something you get credit, you get a credit for trying. You don’t punish failure. You reward every little bit of effort. Gold, credit etc – minute reinforcement.
4) Rapid, frequent, clear feedback: Looking at major issues today (global warming, etc.) it’s very hard for people to learn if they cannot link consequences to actions. Consequences distant in time and space. Hard to learn to feel a lesson. But if you can model things for people, that they can manipulate and play and feedback comes then they can learn a lesson and understand.
5) An element of uncertainty: The neurological gold mine. A known reward excites people but what really gets them going is the uncertain reward, they didn’t know whether they would get it or not. The right level of uncertainty, the 25% chance. This lights the brain up.
6) Windows of enhanced attention: Memory: There are moments when someone is more likely to remember. Confidence – game playing and reward structures make people braver, more willing to take risks, more willing to take on difficulty, harder to discourage.
7) Other people: In reward terms doing stuff with others is greater than “money” etc.
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