Skip to main content

Home/ Gaming and the liberal arts/ Group items tagged students

Rss Feed Group items tagged

Ed Webb

Teaching Students How to Fail: Simulations as Tools of Explanation. Brent E. Sasley. 20... - 2 views

  • Instead of always teaching students how to succeed—as is the norm in higher education—it might also be useful to teach them about failure. Understanding failure (that is, why actors fail to reach common objectives in inter-group settings) gives students deeper insight into how to resolve global problems, and the conditions under which success can be achieved. This enhances student awareness of complexity in world affairs, including the nature of inter-group relations. Simulations are a good way to teach students about the possibility of failure, and how to learn from it, because they allow students to go through the learning process on their own. In this article I discuss how a simulation I ran on Middle Eastern politics can be used as an example of how to instruct students about failure as much as about success.
  •  
    Very cool idea. I need to snag a copy of the article, now.
  •  
    I'm an ISA member and will have a paper copy quite soon - I'll scan it for you.
Todd Bryant

Games don't Equal Academic Achievement - 20 views

  •  
    Makes a good point. There's a big difference between showing games help students learn, and finding games that match the much more narrow objectives of a class.
  • ...7 more comments...
  •  
    Sure... compare with reading a book, or doing an experiment. It takes contextualization and reflection, which can be done by a learner (autodictat) or school (pedagogy).
  •  
    It's also a higher level of learning that's difficult to quantify. Student A and B take History 101. Student A is given a book on US History after 1870. Gets test on same topic. If he read the book, does pretty well. Student B plays a history game, explains outcome, and compares with actual historical events. Certainly more impressive, but if given the standard 101 exam, would he do better? I think games are likely to get the short end of the stick with most standardized assessments.
  •  
    I don't know -- it has much to do with the way the prof articulates her objectives. For us (who use games regularly), we can/will shape our objectives at least somewhat around existing titles (just as others do so around existing texts), or augment those games with other content that they don't cover (as others do with inadequate texts). So it seems the issue is more about trying to articulate why games could be useful to *others*, who don't yet use them. Trying to persuade our colleagues to try games when they've been using texts with which they're familiar to accomplish pedagogical objectives they've been using for years is going to be hard, and that's where identifying games that more directly support traditional objectives becomes a boon.
  •  
    I wonder if we could develop a few talking points tying games to Bloom's taxonomy (updated version), making clear that like all pedagogical tools, games address some student needs better than others. And, of course, that not all games address the same type of developmental tasks, just as all texts, A/V materials, classroom techniques do not address the same tasks. The computer/radio analogy is a good one. Expecting computers and/or games to replace some other educational and entertainment resource is missing the point - they are their own thing.
  •  
    Ed, I feel like such a set of points might already exist and/or have been publicly expressed by game critics/designers, especially from the serious games side of things. But that shouldn't stop us from discussing whether they might be in need of update/reworking/extension. :) I'm interested -- could/should we try to look at some existing texts/posts and then come together in a conference call or something?
  •  
    I'm thinking something specific to liberal arts educators. We could brainstorm with an etherpad clone (e.g. ietherpad.com) or asynchronously via a google doc.
  •  
    Ed, would you object if I took that Bloom's approach in a forthcoming paper? "augment those games with other content that they don't cover (as others do with inadequate texts)" - nicely said, Brett.
  •  
    Go for it, Bryan. If you want to kick ideas around, let me know.
  •  
    Will certainly do.
Ed Webb

Virtual Worlds, Simulations, and Games for Education: A Unifying View - 2009 - ASTD - 0 views

  • It is more useful, and perhaps more complete, to see virtual worlds, games, and simulations as points along a continuum, all instances of highly interactive virtual environments (HIVEs).
  • The ease with which the children in the pool, the students in the virtual class, and the pilot in the flight simulator move from exploratory virtual-world behaviors to structured but simple games to taking on rigorous simulation challenges illustrates both the differences across these three instances and the connections that link them. It is only by building from open experimentation to increasingly rigorous rules, structures, and success criteria that children learn transferable water survival skills and pilots learn critical flying skills.
  • A virtual world will not suffice where a simulation is needed. The virtual world offers only context with no content; it contributes a set of tools that both enable and restrict the uses to which it may be put. An educational simulation may take place in a virtual world, but it still must be rigorously designed and implemented. Organizations routinely fail in their efforts to access the potential of virtual worlds when they believe that buying a virtual world means getting a simulation. Likewise, a game is not an educational simulation. Playing SimCity will not make someone a better mayor. Some players of, for instance, World of Warcraft may learn deep, transferable, even measurable leadership skills but not all players will. The game does not provide a structure for ensuring learning. Just because some players learn these skills playing the game, that does not mean either that most players are also learning these skills or that it should be adopted in a leadership development program. Conversely, a purely educational simulation may not be very much fun. The program may have the three-dimensional graphics and motion capture animations of a computer game, but the content may be frustrating. Specific competencies must be invoked, and students' assumptions about what the content should be, likely shaped by their experiences with games, will be challenged.
  • ...4 more annotations...
  • One example of the commonality across all HIVEs is the need for introductory structures. These asynchronous, self-paced levels or locations allow students to learn and demonstrate basic competencies in manipulation, navigation, and communication before moving on to the "real" exercise.
  • the need for communities around games and simulations
  • Virtual environments provide a natural way for people to learn by nurturing an instinctive progression from experiencing to playing to learning; instructors should encourage the shifting across experimentation, play, and practice in which students naturally engage. In fact, instructors can exploit that behavior by providing stages that accommodate each stage. Light games and self-paced introductory levels can be used to get students comfortable with basic concepts and the interface necessary to exist in the virtual world, and the complexity can be increased to encourage students to move on to play and practice stages.
  • While best practices in content structuring may be transferred from stand-alone educational simulations to virtual world-based simulations, metrics and learning objectives for the different contexts should be different. Learning objectives and assessments around games, for instance, should be focused on the engagement, exposure, and use of simple interfaces while those for educational simulations should measure the development of complex, transferrable skills.
  •  
    via @timbuckteeth
Brett Boessen

Reacting to the Past - 4 views

Agreed. That last, Bryan, can be an excellent way to draw non-"gamer" folks into game principles and design, too. This looks cool; passing it along to my historian colleague.

games simulation role play pedagogy

Bryan Alexander

Learning the art of creating computer games can boot student skills - 2 views

  •  
    Computer games have a broad appeal that transcends gender, culture, age and socioeconomic status. Now, computer scientists think that creating computer games, rather than just playing them could boost students' critical and creative thinking skills as well as broaden their participation in computing." id="metasummary
  •  
    I totally agree. But from my experience having students write interactive fiction in a senior seminar, this is a very time- and resource-intensive way to impart those skills. Not sure it is doable as part of a broader course. Perhaps a full course in game design is yet another thing to add to the stack of basic literacies in the general curriculum...
  •  
    Perhaps thinner and/or lighter projects would work better. Thinner: spread the work even further across a class. Individual projects ->groups, groups ->whole class. Lighter: even easier to use tools. Inform is pretty easy, though...
Ed Webb

Do Role-Playing Simulations Generate Measurable and Meaningful Outcomes? A Simulation's... - 2 views

  • Role-playing simulations are frequently claimed to be effective pedagogical tools in the teaching of international relations (IR); however, there is a surprising lack of empirical evidence on their classroom utility. The assessment of simulations remains mostly anecdotal, and some recent research has found little to no statistically significant improvements in quantitative measures of academic performance among students who participated in them [for example, International Studies Perspectives (2006), vol. 7, pp. 395; International Studies Perspectives (2008), vol. 9, pp. 75–89]. Scant research has been conducted on how role-playing simulations might affect students' perceptions of the instructor's teaching. This paper investigates whether a simulation had statistically significant effect on students' exam scores in an IR course or on student teaching evaluation scores.
Lisa Spiro

Gaming Area - New Student Center - Campus Life - Carthage College - 0 views

  •  
    Interactive Gaming Area planned for Carthage's new student center
Bryan Alexander

Statecraft sim - 2 views

  •  
    "Dr. Keller: I designed the simulation with two main goals in mind. First, it had to be an effective teaching tool. I wanted to take abstract concepts and theories that my students often had difficulty grasping, and make these vivid and clearly understandable. I wanted students to personally experience the challenges and complexities of world politics-to get off the sidelines and become players. Although the countries, domestic factions, and global issues in Statecraft are fictional, they have been carefully designed to provide maximum insight into parallel real-world dilemmas: as students grapple with the Orion slavery issue, the threat posed by the melting Ice Mountain, and the temptation to seize Sapphire Island's vast resources they come to understand the security dilemma, the collective action problem, two-level games, the challenges of cooperation under anarchy, and many other constructs not as theoretical concepts but as visceral truths that permeate their conversations with classmates, friends, and parents, and may even keep them up at night."
  •  
    I like the concept of Statecraft, and took an early look at them. But boy, I wish they would stop spamming up my inbox with invitations to lunch etc. Quite pushy.
  •  
    That's weird. Are they aggressively courting players for other purposes, or pushing ads?
Bryan Alexander

New game "Honor Bound" sweeps Trinity's campus : Trinitonian - 1 views

  •  
    Trinitonian | March 23rd, 2012 - 8:44 am Senior's communications honors thesis pits students against each other with a $500 prize on the line by Maddie Rau Today marks the launch date of "Honor Bound," a Trinity campus game theory project created by senior Laura Schluckebier.
  •  
    Love it! Glad to hear a student group could put together a project like this. Does anyone know someone at Trinity who was involved? I'd love to be introduced and talk to them a bit about pedagogical aspects.
Bryan Alexander

U. of Utah to Help Students Publish Video Games - Wired Campus - The Chronicle of Highe... - 0 views

  •  
    Many universities offer programs that teach video-game design, but the University of Utah has taken the unusual step of creating a company to help its students bring their electronic amusements to market. The company, Utah Game Forge, opened in May and just released its first game, Heroes of Hat!
Bryan Alexander

Deadline approaches for students to complete "Agent of Change" - 0 views

  •  
    "Last month, students received an email from CSUN President Dianne F. Harrison, Ph.D. requiring completion of "Agent of Change," an online education course that provides information about sexual violence and provides opportunities to practice skills for preventing sexual violence, or have a hold placed on their Fall 2015 registration."
Bryan Alexander

Putting a human face on science storytelling - 1 views

  •  
    "These are middle schoolers building mobile, place-based games with ARIS, taking advantage of the game editor's powerful new re-design and one science educator's trust in letting his students demonstrate what and how they learn."
  •  
    Very cool. I appreciate that he takes the time in the video interview to lay out how one could take a more standard pedagogical model - his "5E" model (which I had not heard of before) - and augment/alter parts of it to incorporate the new technological elements he's interested in having his students explore.
Ed Webb

Simulation - 3 views

  •  
    First of several posts by students playing Peacemaker as a way of thinking about the Israeli-Palestinian peace process.
  • ...1 more comment...
  •  
    Are these from that Army College down the road from you guys?
  •  
    These are students in my Int'l Politics of the Middle East Class: https://www.google.com/reader/bundle/user/02949324672354748984/bundle/IntPolMidEast Shalom's Conflict Resolution class also recently did an exercise with Peacemaker, and will shortly be invited to comment on this series of blog posts.
  •  
    Oh great!
Bryan Alexander

Bringing new life to a 'dead' language | News Center | Wake Forest University - 0 views

  •  
    Published: April 19, 2013 Role-playing game energizes Latin class Choose your character, write spells, map the dungeon and move up levels. It sounds like Dungeons and Dragons, but it's not. It's Latin class. Each student plays a hero from Graeco-Roman myth with a backstory, personality and actions determined largely by the student.
Rebecca Davis

Xenos | Learning Games Network - 2 views

  •  
    Xenos-ISLE is an open-source language learning portal - an online universe where people can gather and practice using a second language in natural and authentic ways through game play. Students are free to roam the world, chat and communicate with those they meet along the way.
  •  
    names mean stranger in Greek
  •  
    Which is nice - it's neither the target language (English) nor the students' original tongue (Spanish). So it emphasizes strangeness equally.
Lisa Spiro

Game Builds Student Empathy | National News | United States | Epoch Times - 3 views

  •  
    "Davidson met Dr. Kurt Squire, associate professor at the UW-Madison School of Education and director of the Games Learning Society Initiative, and they wrote a grant proposal to the Bill & Melinda Gates Foundation. They were soon awarded funds for the project. The team is developing two kinds of games. One is to cultivate attention and the other to cultivate empathy, kindness, and pro-social behavior. Davidson said that ¬attention is a building block for learning. "If you can learn to focus your attention more skillfully and concentrate, that will have ripple effects on all kinds of learning," he said."
Lisa Spiro

Globaloria.org - 2 views

shared by Lisa Spiro on 01 Feb 12 - Cached
  •  
    games made by students
Lisa Spiro

The E-Book Sector | Inside Higher Ed - 1 views

  •  
    "Online for-profits such as American Public University System and the University of Phoenix have for years strategically steered students toward e-textbooks in an attempt to shave costs and ensure a more reliable delivery method that, in the context of online education, might seem to make more sense."
Brett Boessen

Press Start to Continue: Toward a New Video Game Studies | HASTAC - 3 views

  • being a gamer is less an inherent attribute—either you are or you aren’t—than it is a malleable description of practices that change throughout one’s lifetime, whether from “hardcore” to “casual,” single-player to “social,” or genre to genre
  • one could argue that part of the origin story of game studies was the struggle to establish the idea that games are not narratives--that they were a radically "new" textuality, but this just delayed the needful discussions of how games related to the inherited media ecology, how they used narrative, music, video, etc. to new effects
  • students tend not to be "well-played," on an analogy to "well-read," but knowledgeable in one or a few genres
  • ...5 more annotations...
  • what about our students' physical abilities and skill sets? How does skill play into their experiences of games?
  • Can or should one philosophize about a medium one has not embraced to the point of design?  I vote:  no.
  • In an academic paper, I don't think that I would feel legitimate in citing something from a designer. It doesn't feel credible, even though the designer may be someone like Ron Gilbert
  • a senior-level seminar in “Digital Games and Culture”
  • Betty Hayes and I have been teaching an undergrad games studies course uniting new media reading/writing, academic readings across disciplines, and gameplay across genres for two years now
  •  
    HASTAC has started a forum (a blog post with lots o' comments) to discuss video game studies.
Bryan Alexander

Media - Social Studies - Play | Wolfsonian-FIU Freedom - 0 views

  •  
    Spin is designed to promote student reflection on the power of words and images by creating and altering meaning in a fictional narrative. This fast-paced, small group storytelling game provides students the experience of "spinning" a story in different directions to convey diverse storylines or viewpoints-much like it occurs in print, broadcast, and digital media today.
1 - 20 of 57 Next › Last »
Showing 20 items per page