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Nils Peterson

Urgent Evoke » About the EVOKE game - 0 views

  • About the EVOKE game Posted by Alchemy on 27 Jan under Behind the scenes EVOKE is a ten-week crash course in changing the world. It is free to play and open to anyone, anywhere. The goal of the social network game is to help empower young people all over the world, and especially young people in Africa, to come up with creative solutions to our most urgent social problems. The game begins on March 3, 2010. Players can join the game at any time. On May 12th, 2010 the first season of the game will end, and successful participants will form the first graduating class of the EVOKE network. Players who successfully complete 10 game challenges will be able to claim their honors: Certified EVOKE Social Innovator – Class of 2010. Top players will also earn online mentorships with experienced social innovators and business leaders from around the world, seed funding for new ventures, and travel scholarships to share their vision for the future at the EVOKE Summit in Washington DC.
    • Nils Peterson
       
      Using gaming as a tool to build networked learning skills to solve real problems. Steps seem to include finding real resources on the web and bringing them back to enrich the game site. I found this from a TED talk by Jane McGonigal, Institute for the Future and game designer. Puts a new spin on the DML call for games. This project funded by World Bank
Matthew Tedder

A New School Teaches Students Through Videogames | Popular Science - 1 views

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    Nothing more powerfully engages students than video games. It's just be very difficult finding ways to exploit this for educational purposes without destroying that affect in the process. My own best idea on the holy grail of a truly addictive game useful for very general and comprehensive educational purposes is an RTS game from an FPS perspective beginning the neolithic times, in a persistent world. A student would begin as a primitive man and gradually work his way toward inventing all the technologies of the modern world in building his civilization. He'd invent each tool by learning the physics and usefulness of it. Then he could add it to the village he founds to expand it. The village and eventual civilization would be, along with its annals, would be a e-portfolio (why the world needs to be persistent, not starting fresh each time the student logs on--he must always be building upon the foundations already established). The student would design the economic system, etc. and his "subjects" would follow the rules he stipulates. He could trade with the villages of others for items he might need to get ahead but cannot produce them himself until he learns the principles behind the technology. The population might be given needs also for entertainment, thus poetry, etc. for a more pacified people. Many ideas can be added within this framework. It's a student's own world in which he can feel safe and for which he should develop more interest as it continue to operation even when he is offline (to increase engagement). And being multiplayer can also provide the social aspect and teamwork for shared goals.... like say, building a trading route and defending it from bandits, investing materials for construction of a dam and irrigation... etc. I have a basic design to build the infrastructure for this. There wouldn't by chance be any grants out there that might apply?
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    I really like this game idea. Seems like it would be a monster of an undertaking not just for the game engine itself, but more so for the content. Let me know if you get this one off the ground.
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    I realized while writing this that it would be difficult to for education professionals to understand this concept. I should have known Shirey would get it. After so much experience in software, one starts to see two personality types--those who design software from a philosophical perspective and those who do so from an immediate, practical point of view. The philosophicals enjoy designing and writing new kinds of software. They are also the kind of people who tend to enjoy RTS games. The immediates struggle trying to write software from scratch, except for where they understand some pre-known framework for writing software of the particular class. They are more often relegated to debugging and tweaking software. These people tend to prefer FPS games. Systems administrators tend to fall more into this category, as well. It's a good complement, I think. I design and they maintain. Philosophicals tend not to be such good maintainers. Immediates tend to make good systems administrators, too. What this all suggests to me is that the only way non-philosophicals (the particular type I mean--don't use the term too generally) are unlikely to "get" the concept until the can see and use it. I would love to be proven wrong. I designed a framework that I think would make building it not so difficult or time consuming. But yes, building content is a chore. Therefore, the way I designed the framework is to allow run-time additions and modifications. That is, you can start simple and gradually add content over time. I think this makes sense in any case because as knowledge changes, so should educational content. Educational methods may also evolve. So I think it is very important that the mechanism for adding and editing be as easy to use as possible. This is where you want the input of non-software engineers.....even non-gamers.
Matthew Tedder

Turning Work into Play with Online Games | h+ Magazine - 0 views

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    This is about games to improve employee work.
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    This is about using online games to engage employees in work. This is very much the core of what I was talking about, except for education. For those more knowledgeable about software design: my thoughts so far were on using Google's V8 Javascript engine and a 3D engine, such as Ogre3D, perhaps wrapped by QT or SDL. The worlds would be managed on the server but code for each object type shipped to the clients and run, sychronized there. Everything would be an "object"--even a world itself (a container object). Each object would comprise of four code modules plus its media files (3D models, sounds, etc.): Affector -- this receives sensory input then filters and translates that to the object's internal properties. Intrinsor -- this is the object's behavioral programming. For example, it can be the functions of an espresso machine object or the AI and/or user-interface connector of an animate object, etc. Mitigator -- this is the code that controls the internal environment of any objects contained within this object. It mitigates the effects of contained objects to the affects of others. For example, a world object, a boat, a house, or a bag. The physics, weather, and such will depend on what they are contained within. The mitigator may also initiate effects to contained objects. Effector -- this provides the API for action attempts to the Intrinsor. It then filters and translates the action attempts to the objects actual action attempts that are read by this object's containor. (Yes--I mispelled some words above intentionally) This design provides a framework for a persistent world of decent individual performance. The V8 engine compiles to fast machine code (and caches). Only very minimal data need be communicated over the network. Objects can run in parallel precisely the same, so if a client fails the system continues. Updates of virtually any kind can be made on-the-fly without stopping the game. New object types will be relatively easy to b
Matthew Tedder

Learning the art of creating computer games can boot student skills - 0 views

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    Using the right tools, anyone can create 3D computer games starting in say 30 minutes or so. Try downloading and running Alice at http://alice.org/ to see what I mean. This article discusses the use of game creation for educational purposes. I think you could greatly expand upon this to include a very broad mix of different subject matter. It requires imagination but in making games, imagination is what it's all about.
Matthew Tedder

New York Launches Public School Curriculum Based on Playing Games | Popular Science - 0 views

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    hmm...
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    This just reminds me that finding a way to make addictive games also educational is a holy grail of software design.
Gary Brown

Top News - School of the Future: Lessons in failure - 0 views

  • School of the Future: Lessons in failure How Microsoft's and Philadelphia's innovative school became an example of what not to do By Meris Stansbury, Associate Editor   Primary Topic Channel:  Tech Leadership   Students at the School of the Future when it first opened in 2006. <script language=JavaScript src="http://rotator.adjuggler.com/servlet/ajrotator/173768/0/vj?z=eschool&dim=173789&pos=6&abr=$scriptiniframe"></script><noscript><a href="http://rotator.adjuggler.com/servlet/ajrotator/173768/0/cc?z=eschool&pos=6"><img src="http://rotator.adjuggler.com/servlet/ajrotator/173768/0/vc?z=eschool&dim=173789&pos=6&abr=$imginiframe" width="300" height="250" border="0"></a></noscript> Also of Interest Cheaper eBook reader challenges Kindle Carnegie Corporation: 'Do school differently' Former college QB battles video game maker Dueling curricula put copyright ed in spotlight Campus payroll project sees delays, more costs <script language=JavaScript src="http://rotator.adjuggler.com/servlet/ajrotator/324506/0/vj?z=eschool&dim=173789&pos=2&abr=$scriptiniframe"></script><noscript><a href="http://rotator.adjuggler.com/servlet/ajrotator/324506/0/cc?z=eschool&pos=2"><img src="http://rotator.adjuggler.com/servlet/ajrotator/324506/0/vc?z=eschool&dim=173789&pos=2&abr=$imginiframe" width="300" height="250" border="0"></a></noscript> When it opened its doors in 2006, Philadelphia's School of the Future (SOF) was touted as a high school that would revolutionize education: It would teach at-risk students critical 21st-century skills needed for college and the work force by emphasizing project-based learning, technology, and community involvement. But three years, three superintendents, four principals, and countless problems later, experts at a May 28 panel discussion hosted by the American Enterprise Institute (AEI) agreed: The Microsoft-inspired project has been a failure so far. Microsoft points to the school's rapid turnover in leadership as the key reason for this failure, but other observers question why the company did not take a more active role in translating its vision for the school into reality. Regardless of where the responsibility lies, the project's failure to date offers several cautionary lessons in school reform--and panelists wondered if the school could use these lessons to succeed in the future.
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    The discussion about Microsoft's Philadelphia School of the future, failing so far. (partial access to article only)
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    I highlight this as a model where faculty and their teaching beliefs appear not to have been addressed.
Theron DesRosier

Tertiary21: 21st Century Assessment: The University of Farmville - 0 views

  • Carnegie Mellon University Professor Jesse Schell's talk on the future of gaming is thought provoking. It gives some interesting insights into what educational assessment might look like by mid 21st Century.
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    An interesting perspective on the future of assessment using the analogy of game design.
Gary Brown

News: Different Paths to Full Professor - Inside Higher Ed - 1 views

  • Ohio State is embarking on discussions on how to change the way professors are evaluated for promotion to full professor. University officials argue that, as in tenure reviews, research appears to be the dominant factor at that stage, despite official policies to weigh teaching and service as well.
  • The concept in play would end the myth that candidates for full professor (and maybe, someday, candidates for tenure) should be great in everything. Why? Because most professors aren't great at everything.
  • Once research eminence is verified, teaching and service must be found only to be "adequate."
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  • This approach is insidiously harmful," Alutto said. "First, it generates cynicism among productive faculty, as they realize the 'game' being played. Second, it frustrates productive faculty who contribute to their disciplines and the university in unique and powerful ways other than -- or in addition to -- traditional research. Third, it flies in the face of everything we know about the need for a balanced portfolio of skills to achieve institutional success."
  • Measuring impact is always difficult, particularly when it comes to teaching and service," he said. "But it can be done if we focus on the significance of these activities as it extends beyond our own institution -- just as we expect such broad effects with traditional scholarship. Thus, indicators of impact on other institutions, recognition by professional associations, broad adoption of teaching materials (textbooks, software, etc.) by other institutions, evidence of effects on policy formulation and so on -- all these are appropriate independent indicators of effectiveness."
  • Gerber said, the idea of "counting" such contributions in faculty evaluations is an embrace of Ernest Boyer's ideas about "the scholarship of teaching," ideas that have had much more influence outside research universities than within them.
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    Reconsidering SoTL at Ohio State
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    Responding to this portion: This approach is insidiously harmful," Alutto said. "First, it generates cynicism among productive faculty, as they realize the 'game' being played. Second, it frustrates productive faculty who contribute to their disciplines and the university in unique and powerful ways other than -- or in addition to -- traditional research. Third, it flies in the face of everything we know about the need for a balanced portfolio of skills to achieve institutional success." How does OAI navigate these real concerns / hurdles with our program assessment efforts? If we convince/force leadership to "value" teaching and SoTL but it carries little or no weight in terms of promotion and tenure (I give you Carol Anelli, for example), then don't we become part of that "game"?
Nils Peterson

YouTube - Jane McGonigal: Gaming can make a better world - 0 views

shared by Nils Peterson on 18 Mar 10 - Cached
  • Gaming can make a better world
    • Nils Peterson
       
      See also UrgentEvoke.com the game she describes in this TED talk and also Jumo.com a social site for problem solving. Are these a collection of resources pointing at a new contextualized learning genre. UrgentEvoke "credentials" is top players (as top players).
Matthew Tedder

Researchers Mod Unreal Tournament to Teach Science | SciTechBits - Interesting Bits of ... - 0 views

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    The holy grail of education, at least for software designers, remains a highly addictive game that teaches effectively, at its core.
Nils Peterson

THEN: Journal - 0 views

shared by Nils Peterson on 18 Nov 09 - Cached
  • Fourth, an observation: Schools tend to pose problems to students in the form of puzzles far more than in the form of games. This can result in students being taught to think that there is an answer to every question, a solution to every problem. There is an endless array of secrets that others know and you don’t. When students leave school they frequently find that problems in the “real world” tend not to have “once and for all” solutions. Many problems seem to have no solution at all. People create problems themselves and solve problems created by others. They begin to think in terms of strategies for coping with their problems, strategies that serve their ends but can be expected to conflict with other people’s goals. Therefore a puzzle-based education might not prepare people for life after school as well as a game-based education might.
    • Nils Peterson
       
      posted as a response to the HASTAC conversation, it is an interesting exploration of a dichotomy -- puzzles (closed-ended problems) vs games (open-ended problems) and the impact on learning on using one vs the other
Nils Peterson

EVOKE -- When spider webs unite, they can tie up a lion | A World Bank Blog on ICT use ... - 2 views

  • Question 4 – What happens when you bring 10,000 players together in an open innovation platform? A lot!  There have been many highlights these past 14 days and below are some of the more outstanding unexpected outcomes of how the game has taken on a life of its own
    • Nils Peterson
       
      So the game context mediated some peer-to-peer learning around authentic problems
Theron DesRosier

Participatory Learning and the New Humanities: An Interview with Cathy Davidson | Acade... - 0 views

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    "Participatory Learning includes the ways in which new technologies enable learners (of any age) to contribute in diverse ways to individual and shared learning goals. Through games, wikis, blogs, virtual environments, social network sites, cell phones, mobile devices, and other digital platforms, learners can participate in virtual communities where they share ideas, comment upon one another's projects, and plan, design, advance, implement, or simply discuss their goals and ideas together. Participatory learners come together to aggregate their ideas and experiences in a way that makes the whole ultimately greater than the sum of the parts."
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    Theron helped me keep up with developments at HASTAC by socially sharing this bookmark and excerpt in the CTLT and Friends Group. I add this comment to acknowledge his contribution to my ongoing professional development. The comment function also gives me a link (perma?) to his bookmark.
Theron DesRosier

While Supplies Last ... Get Yours Today! ~ Stephen's Web ~ by Stephen Downes - 1 views

  • The Chronicle ridicules the idea of corporations granting degrees, but universities should take note. When their funding falls through the floorboards, corporations will be quick to jump into the credentialing game. They won't, though, think of professors as high-paid talent. Teaching staff, like hamburger-flippers, will be disposable, because the real power is in the degree-granting monopoly, not the hoarding (or delivery) of knowledge.
Gary Brown

Changing Higher Education: An Interview with Lloyd Armstrong, USC « Higher Ed... - 1 views

  • There are obviously real concerns that outcomes measures are measuring the right outcomes.   However, those expressing those concerns seldom are ready to jump in to try to figure out how to measure what they think is important – a position that is ultimately untenable
  • Learning outcomes risk changing the rules of the game by actually looking at learning itself, rather than using the surrogates of wealth, history, and research.  Since we have considerable data that show that these surrogates do not correlate particularly well with learning outcomes (see e.g. Derek Bok’s Our Underachieving Colleges),
  •  As Bok pointed out, to improve learning outcomes, the faculty would have to learn to teach in new ways.  Most academic leaders would prefer not to get into a game that would require that kind of change!  In fact, at this point I believe that the real, critical, disruptive innovation in higher education is transparent learning outcomes measures.  Such measures are likely to enable the innovations discussed in the first question to transform from sustaining to disruptive.
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    another executive source, but notes the critical underpinning reason we NEED to do our work.
Kimberly Green

Would You Like Credit With That Internship? - Students - The Chronicle of Higher Education - 0 views

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    Students pay tuition to work for free ... unpaid internships are growing in this down economy, favoring the wealthy who can afford them. But internships are generally valuable for students, administrators say. The complementary courses involve journals, essays, oral presentations, or work portfolios. Independent studies lean toward academics. Companies often see academic credit as substitute compensation that qualifies interns as legally unpaid trainees and keeps them on their colleges' liability insurance. Advertisements specify: "Candidates must be able to receive academic credit." That makes some campus officials bristle. "What they're saying is holding the institution hostage," says Kathy L. Sims, director of career services at the University of California at Los Angeles. Employers don't know colleges' academic standards, she says. "It's really not their call whether their experience is creditworthy." Colleges have dealt with that quandary in various ways. Some, especially those with traditions of experiential learning, vet and monitor internships, enrolling students in courses designed to complement their real-world work. Others let professors sponsor independent studies based on internships. More and more have devised some form of noncredit recognition to try to satisfy employers without altering academic philosophies or making students pay tuition to work free. At Bates College, the game is up. "We're quite adamant about our refusal to play along," says James W. Hughes, a professor of economics. As chairman of the department eight years ago, he got dozens of calls from students, parents, and employers asking for credit for unpaid internships, mainly in the financial industry. "Why is it that we have to evaluate this experience," he says, "just so some multibillion-dollar bank can avoid paying $7.50 an hour?" But the law is vague, and arguably antiquated. In the for-profit sector, guidelines for legally unpaid internships come from a 1947 U
Gary Brown

Views: The White Noise of Accountability - Inside Higher Ed - 2 views

  • We don’t really know what we are saying
  • “In education, accountability usually means holding colleges accountable for the learning outcomes produced.” One hopes Burck Smith, whose paper containing this sentence was delivered at an American Enterprise Institute conference last November, held a firm tongue-in-cheek with the core phrase.
  • Our adventure through these questions is designed as a prodding to all who use the term to tell us what they are talking about before they otherwise simply echo the white noise.
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  • when our students attend three or four schools, the subject of these sentences is considerably weakened in terms of what happens to those students.
  • Who or what is one accountable to?
  • For what?
  • Why that particular “what” -- and not another “what”?
  • To what extent is the relationship reciprocal? Are there rewards and/or sanctions inherent in the relationship? How continuous is the relationship?
  • In the Socratic moral universe, one is simultaneously witness and judge. The Greek syneidesis (“conscience” and “consciousness”) means to know something with, so to know oneself with oneself becomes an obligation of institutions and systems -- to themselves.
  • Obligation becomes self-reflexive.
  • There are no external authorities here. We offer, we accept, we provide evidence, we judge. There is nothing wrong with this: it is indispensable, reflective self-knowledge. And provided we judge without excuses, we hold to this Socratic moral framework. As Peter Ewell has noted, the information produced under this rubric, particularly in the matter of student learning, is “part of our accountability to ourselves.”
  • But is this “accountability” as the rhetoric of higher education uses the white noise -- or something else?
  • in response to shrill calls for “accountability,” U.S. higher education has placed all its eggs in the Socratic basket, but in a way that leaves the basket half-empty. It functions as the witness, providing enormous amounts of information, but does not judge that information.
  • Every single “best practice” cited by Aldeman and Carey is subject to measurement: labor market histories of graduates, ratios of resource commitment to various student outcomes, proportion of students in learning communities or taking capstone courses, publicly-posted NSSE results, undergraduate research participation, space utilization rates, licensing income, faculty patents, volume of non-institutional visitors to art exhibits, etc. etc. There’s nothing wrong with any of these, but they all wind up as measurements, each at a different concentric circle of putatively engaged acceptees of a unilateral contract to provide evidence. By the time one plows through Aldeman and Carey’s banquet, one is measuring everything that moves -- and even some things that don’t.
  • Sorry, but basic capacity facts mean that consumers cannot vote with their feet in higher education.
  • If we glossed the Socratic notion on provision-of-information, the purpose is self-improvement, not comparison. The market approach to accountability implicitly seeks to beat Socrates by holding that I cannot serve as both witness and judge of my own actions unless the behavior of others is also on the table. The self shrinks: others define the reference points. “Accountability” is about comparison and competition, and an institution’s obligations are only to collect and make public those metrics that allow comparison and competition. As for who judges the competition, we have a range of amorphous publics and imagined authorities.
  • There are no formal agreements here: this is not a contract, it is not a warranty, it is not a regulatory relationship. It isn’t even an issue of becoming a Socratic self-witness and judge. It is, instead, a case in which one set of parties, concentrated in places of power, asks another set of parties, diffuse and diverse, “to disclose more and more about academic results,” with the second set of parties responding in their own terms and formulations. The environment itself determines behavior.
  • Ewell is right about the rules of the information game in this environment: when the provider is the institution, it will shape information “to look as good as possible, regardless of the underlying performance.”
  • U.S. News & World Report’s rankings
  • The messengers become self-appointed arbiters of performance, establishing themselves as the second party to which institutions and aggregates of institutions become “accountable.” Can we honestly say that the implicit obligation of feeding these arbiters constitutes “accountability”?
  • But if the issue is student learning, there is nothing wrong with -- and a good deal to be said for -- posting public examples of comprehensive examinations, summative projects, capstone course papers, etc. within the information environment, and doing so irrespective of anyone requesting such evidence of the distribution of knowledge and skills. Yes, institutions will pick what makes them look good, but if the public products resemble AAC&U’s “Our Students’ Best Work” project, they set off peer pressure for self-improvement and very concrete disclosure. The other prominent media messengers simply don’t engage in constructive communication of this type.
  • Ironically, a “market” in the loudest voices, the flashiest media productions, and the weightiest panels of glitterati has emerged to declare judgment on institutional performance in an age when student behavior has diluted the very notion of an “institution” of higher education. The best we can say is that this environment casts nothing but fog over the specific relationships, responsibilities, and obligations that should be inherent in something we call “accountability.” Perhaps it is about time that we defined these components and their interactions with persuasive clarity. I hope that this essay will invite readers to do so.
  • Clifford Adelman is senior associate at the Institute for Higher Education Policy. The analysis and opinions expressed in this essay are those of the author, and do not necessarily represent the positions or opinions of the institute, nor should any such representation be inferred.
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    Perhaps the most important piece I've read recently. Yes must be our answer to Adelman's last challenge: It is time for us to disseminate what and why we do what we do.
Gary Brown

Web Site Lets Students Bet on What Grades They'll Earn - Wired Campus - The Chronicle o... - 0 views

shared by Gary Brown on 11 Aug 10 - Cached
  • Students can make a small bet on how well they'll do in a course, with a starting limit of $25 on how much they can earn. The students contribute a chunk of the money, and Ultrinsic puts up the rest. If they make the grade, they win it all.
  • In 2009, they piloted the idea with a different model that put students in the same course in direct competition with each other. Last year, about 600 students from the University of Pennsylvania and New York University, the first two campuses where the company's most recent iteration became available, made wagers on Ultrinsic.
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    Betting on the perception that school is a game.....
Nils Peterson

The Web Is Dead. Long Live the Internet | Magazine - 0 views

shared by Nils Peterson on 18 Aug 10 - Cached
  • Milner sounds more like a traditional media mogul than a Web entrepreneur. But that’s exactly the point. If we’re moving away from the open Web, it’s at least in part because of the rising dominance of businesspeople more inclined to think in the all-or-nothing terms of traditional media than in the come-one-come-all collectivist utopianism of the Web. This is not just natural maturation but in many ways the result of a competing idea — one that rejects the Web’s ethic, technology, and business models. The control the Web took from the vertically integrated, top-down media world can, with a little rethinking of the nature and the use of the Internet, be taken back. This development — a familiar historical march, both feudal and corporate, in which the less powerful are sapped of their reason for being by the better resourced, organized, and efficient — is perhaps the rudest shock possible to the leveled, porous, low-barrier-to-entry ethos of the Internet Age. After all, this is a battle that seemed fought and won — not just toppling newspapers and music labels but also AOL and Prodigy and anyone who built a business on the idea that a curated experience would beat out the flexibility and freedom of the Web.
    • Nils Peterson
       
      An interesting perspective, goes along with another piece I diigoed in Educause Review that was exploring the turning of the tide against EduPunk. What is problematic with the graphic at the lead of this article is that it does not account for the volume of traffic, its all scaled to 100%. So while web's market share is falling as a percent of total packets, and video market share is growing, its not clear that web use (esp for tasks related to learning) is declining.
  • You wake up and check your email on your bedside iPad — that’s one app. During breakfast you browse Facebook, Twitter, and The New York Times — three more apps. On the way to the office, you listen to a podcast on your smartphone. Another app. At work, you scroll through RSS feeds in a reader and have Skype and IM conversations. More apps. At the end of the day, you come home, make dinner while listening to Pandora, play some games on Xbox Live, and watch a movie on Netflix’s streaming service. You’ve spent the day on the Internet — but not on the Web. And you are not alone.
  • This is not a trivial distinction. Over the past few years, one of the most important shifts in the digital world has been the move from the wide-open Web to semiclosed platforms that use the Internet for transport but not the browser for display.
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  • A decade ago, the ascent of the Web browser as the center of the computing world appeared inevitable. It seemed just a matter of time before the Web replaced PC application software
  • But there has always been an alternative path, one that saw the Web as a worthy tool but not the whole toolkit. In 1997, Wired published a now-infamous “Push!” cover story, which suggested that it was time to “kiss your browser goodbye.”
  • “Sure, we’ll always have Web pages. We still have postcards and telegrams, don’t we? But the center of interactive media — increasingly, the center of gravity of all media — is moving to a post-HTML environment,” we promised nearly a decade and half ago. The examples of the time were a bit silly — a “3-D furry-muckers VR space” and “headlines sent to a pager” — but the point was altogether prescient: a glimpse of the machine-to-machine future that would be less about browsing and more about getting.
    • Nils Peterson
       
      While the mode is different, does that mean that the independent creation of content and the peer-communities go away because the browser does? Perhaps, because the app is a mechanism to monetize and control content and interaction.
Nils Peterson

Half an Hour: Open Source Assessment - 0 views

  • When posed the question in Winnipeg regarding what I thought the ideal open online course would look like, my eventual response was that it would not look like a course at all, just the assessment.
    • Nils Peterson
       
      I remembered this Downes post on the way back from HASTAC. It is some of the roots of our Spectrum I think.
  • The reasoning was this: were students given the opportunity to attempt the assessment, without the requirement that they sit through lectures or otherwise proprietary forms of learning, then they would create their own learning resources.
  • In Holland I encountered a person from an organization that does nothing but test students. This is the sort of thing I long ago predicted (in my 1998 Future of Online Learning) so I wasn't that surprised. But when I pressed the discussion the gulf between different models of assessment became apparent.Designers of learning resources, for example, have only the vaguest of indication of what will be on the test. They have a general idea of the subject area and recommendations for reading resources. Why not list the exact questions, I asked? Because they would just memorize the answers, I was told. I was unsure how this varied from the current system, except for the amount of stuff that must be memorized.
    • Nils Peterson
       
      assumes a test as the form of assessment, rather than something more open ended.
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  • As I think about it, I realize that what we have in assessment is now an exact analogy to what we have in software or learning content. We have proprietary tests or examinations, the content of which is held to be secret by the publishers. You cannot share the contents of these tests (at least, not openly). Only specially licensed institutions can offer the tests. The tests cost money.
    • Nils Peterson
       
      See our Where are you on the spectrum, Assessment is locked vs open
  • Without a public examination of the questions, how can we be sure they are reliable? We are forced to rely on 'peer reviews' or similar closed and expert-based evaluation mechanisms.
  • there is the question of who is doing the assessing. Again, the people (or machines) that grade the assessments work in secret. It is expert-based, which creates a resource bottleneck. The criteria they use are not always apparent (and there is no shortage of literature pointing to the randomness of the grading). There is an analogy here with peer-review processes (as compared to recommender system processes)
  • What constitutes achievement in a field? What constitutes, for example, 'being a physicist'?
  • This is a reductive theory of assessment. It is the theory that the assessment of a big thing can be reduced to the assessment of a set of (necessary and sufficient) little things. It is a standards-based theory of assessment. It suggests that we can measure accomplishment by testing for accomplishment of a predefined set of learning objectives.Left to its own devices, though, an open system of assessment is more likely to become non-reductive and non-standards based. Even if we consider the mastery of a subject or field of study to consist of the accomplishment of smaller components, there will be no widespread agreement on what those components are, much less how to measure them or how to test for them.Consequently, instead of very specific forms of evaluation, intended to measure particular competences, a wide variety of assessment methods will be devised. Assessment in such an environment might not even be subject-related. We won't think of, say, a person who has mastered 'physics'. Rather, we might say that they 'know how to use a scanning electron microscope' or 'developed a foundational idea'.
  • We are certainly familiar with the use of recognition, rather than measurement, as a means of evaluating achievement. Ludwig Wittgenstein is 'recognized' as a great philosopher, for example. He didn't pass a series of tests to prove this. Mahatma Gandhi is 'recognized' as a great leader.
  • The concept of the portfolio is drawn from the artistic community and will typically be applied in cases where the accomplishments are creative and content-based. In other disciplines, where the accomplishments resemble more the development of skills rather than of creations, accomplishments will resemble more the completion of tasks, like 'quests' or 'levels' in online games, say.Eventually, over time, a person will accumulate a 'profile' (much as described in 'Resource Profiles').
  • In other cases, the evaluation of achievement will resemble more a reputation system. Through some combination of inputs, from a more or less define community, a person may achieve a composite score called a 'reputation'. This will vary from community to community.
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    Fine piece, transformative. "were students given the opportunity to attempt the assessment, without the requirement that they sit through lectures or otherwise proprietary forms of learning, then they would create their own learning resources."
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