-
Update Post. Back In The Game!

Errrr … unintentional play on words there.
I’m using this post as a marker to create a line between the old and the new. The old – my blog that I started forever ago to attempt to coerce myself into starting my phd. The new – moving that blog to my current website, updating some of the dead links and images, and signalling my intention to return to the fray!
So … I’M BACK!!! LOL
OK, I’ve changed jobs and lifestyle commitments. As a result, I find myself thinking longingly about returning to my doctoral research. Every day I swim and the pool I swim in is quite deep at one end. I dive in and start my laps – but it’s that first dive that’s always the hardest, and feels deepest, and feels like the biggest commitment. That’s where I am right now – standing there staring at the blue water, seeing into its depths, and thinking about making the jump … academically speaking.
https://griffith.academia.edu/DavidSmeaton
One thing I’m proud of, and hopefully this helps provide the motivation needed to dive back in, is that my academia profile has been quite a success. My profile has 1000 followers (not bad for an academic website). My Minecraft paper has 800 people bookmarking it. I get a fair bit of daily traffic and views on my work. Not bad for a guy who hasn’t given a flying toss about academia for a decade. I do regret not staying in the academic circle, but I had kids, life, wife and had moved to a new country. Too many balls to juggle with a doctoral paper to write as well.
So, with all that said, I have made contact with my Uni again, I’ve spoken with my former supervisor and we are currently looking at thesis proposals and supervisor options. Once that’s all sorted, I can submit my application and I will be off and running.
My thesis will hopefully incorporate a lot of the stuff I’ve covered previously, allowing me to delve more deeply into the more important parts – particularly participatory culture and tacit learning. I really want to try and get a good look at how people learn so much without even trying. I call it the “Pokemon Effect” (Nintendo, don’t sue me!) where people learn just by playing and having fun. A really good example of this was when I used to play World of Tanks. Despite having almost zero knowledge of tanks beforehand, I’ve since learned about tank names, countries of origins, gun sizes and velocities, as well as a myriad of other (relatively useless) knowledge about tanks that is completely worthless outside the parameters of the game. But that’s not really the point, the point is that I learned it through play and fun. Now apply that idea to AI image modelling through flux and stable diffusion. Imagine applying that to 3D modeling, STL files and 3D printing. How about survival games like Project Zomboid. There’s a million ways we can look at how people become domain specific experts in certain field simply by playing a game, or buying a 3D printer or attempting to make yourself a digital girlfriend using AI. Then add to that the knowledge we acquire when we remix that and use our knowledge to create new things like youtube channels, music, fan animations, and etsy stores. We learn the skills of creation, narration, commerce, art, music theory and all of the skills we need to create, remix and share our knowledge.
There ya go, PhD in the bag! I can see myself in my fancy hat walking up to the stage to the applause of my peers.
Ok, it’s not that simple, but that’s the gist of it.
Stay tuned. Keep an eye on this space. Yadda yadda. I hope there’s much, much more to come!
Errrr … unintentional play on words there. I’m using this post as a marker to create a line between the old and the new. The old – my blog that I started forever ago to attempt to coerce myself into starting my phd. The new – moving that blog to my current website, updating some…
-
Teach Creativity, Not Memorization – R. Sternberg
https://www.scirp.org/reference/referencespapers?referenceid=248603
ABSTRACT: This research investigation focused upon whether creativity in project outcomes can be consistently measured through assessment tools, such as rubrics. Our case study research involved student-development of landscape design solutions for the Tennessee Williams Visitors Center. Junior and senior level undergraduates (N = 40) in landscape architecture design classes were assigned into equitable groups (n = 11) by an educational psychologist. Groups were subsequently assigned into either a literary narrative or abstract treatment classroom. We investigated whether student groups who were guided in their project development with abstract treatments were more likely to produce creative abstract design solutions when compared to those student groups who were guided with literary narrative interpretations. Final design solutions were presented before an audience and a panel of jurors (n = 9), who determined the outstanding project solutions through the use of a rubric, custom-designed to assess the project outcomes. Although our assumption was that the measurement of the creativity of groups’ designs would be consistent through the use of the rubric, we uncovered some discrepancies between rubric score sheets and jurors’ top choices. We subjected jurors’ score sheets and results to a thorough analysis, and four persistent themes emerged: 1) Most jurors did not fully understand the rubric’s use, including the difference between dichotomous categories and scored topics; 2) Jurors were in agreement that 6 of the 11 projects scored were outstanding submissions; 3) Jurors who had directly worked with a classroom were more likely to score that class’ groups higher; and 4) Most jurors, with the exception of two raters, scored the abstract treatment group projects as higher and more creative. We propose that while the rubric appeared to be effective in assessing creative solutions, a more thorough introduction to its use is warranted for jurors. More research is also needed as to whether prior interaction with student groups influences juror ratings.
https://www.scirp.org/reference/referencespapers?referenceid=248603 ABSTRACT: This research investigation focused upon whether creativity in project outcomes can be consistently measured through assessment tools, such as rubrics. Our case study research involved student-development of landscape design solutions for the Tennessee Williams Visitors Center. Junior and senior level undergraduates (N = 40) in landscape architecture design classes were assigned into equitable…
-
Teachers want access to more technology in the classroom
Teachers want access to more technology in the classroom
A nation wide survey conducted last year discovered that teachers want more technology in the classroom. Access to computers seems to be high and a lot of teachers are using websites, images and other media in their daily classroom routine. However the problem, according to the survey, is that teachers feel they don’t have access to the “right” kinds of technology.
The biggest barrier to technology, unsurprisingly, was budget constraints.
http://www-tc.pbs.org/about/media/about/cms_page_media/453/FETC-Why-Use-Tech.jpg
Teachers have their hearts in the right place. Most teachers cite ‘motivating students’ as their reason for wanting technology
What surprised me was that 943% of teachers believed that interactive whiteboards ‘enrich’ classroom education.
Teachers want access to more technology in the classroom A nation wide survey conducted last year discovered that teachers want more technology in the classroom. Access to computers seems to be high and a lot of teachers are using websites, images and other media in their daily classroom routine. However the problem, according to the…
-
The Digital Culture and “Peda-Socio” Transformation
The Digital Culture and “Peda-Socio” Transformation
The internet and computing (as technologies) are no longer tools, but have been integrated into human communication. They have become a part of the communication and is a part of meaning creation. Such technology is now more the environment than the tool.
Snyder asserts that young people are immersed in the digital age – where technology is the norm. Why then, she asks, are adults not learning from children how to integrate digital culture into schools? Data shows that 89% of students find school boring. A similar percentage are actively engaged in online communities.
The lure of online communities is the ability to create an identity and explore an online life with people from around the globe. Through imagination, young people are engaging in a “reality” where they are able to ask questions, foster social relations and develop knowledge.
Considering this reality of life outside the school, in which youth are actively and captivatingly engaged in social networks, creation, exploration, self empowerment and identity development, we begin to see that youth have both the motivation and the skills to connect and learn.
This is a motivation that is crucial to understanding and improving learning. Snyder claims that educators need to explore the implications for learning and digital citizenship which are beyond the classroom and school’s borders. This relates back to how young people see technology – as a part of the process of creating meaning.
The idea of studying technology in education (when technology is perceived as a learning device) is too limited. The growing importance of cyberspace reinforces the divide between schooling and society. Young people are creating new connections, networks and resources for learning that mirror 21st century life.
This is the thrust of Synder’s view – that technology has an integrated role in society. Following a constructivist theory framework, we are co-creating our realities together alongside technology.
Through this co-construction we give meaning to our realities, resulting in common language, symbols, values, behaviors, norms, and understanding. As learners, we make sense out of our world by analyzing and synthesizing our experiences in an attempt to give meaning. The elements that contribute to our sense making process are those parts of an event or experience with and through which we interact and act. In contemporary society, technology and media have become a part of this social interaction process.
Technology is changing our behaviour and perception, influencing the way we socially construct digital culture of meaning. We are shaping, and are shaped by, the technology we use.
The Digital Culture and “Peda-Socio” Transformation The internet and computing (as technologies) are no longer tools, but have been integrated into human communication. They have become a part of the communication and is a part of meaning creation. Such technology is now more the environment than the tool. Snyder asserts that young people are immersed…
-
Legend of Zelda – In Minecraft
Edit: Unfortunately I can’t post a direct link to the video (hello monetization!) so I’ll post a link to polygon.com’s article where the video is available.
This is one of the most amazing things I’ve ever seen done in Minecraft. Two friends, one a designer and one a programer, have decided to recreate the original Legend of Zelda within Minecraft. LoZ is, of course, a two dimensional game. But they have turned the game into a fully functional, 3 dimensional, exact replica of the LoZ map! While this is technically still a work in progress, the map is fantastic!
Let’s take a look at what the actual Nintendo Legend of Zelda map looks like.
And here’s a look at the in-game map showing an overview of the world.
That’s some serious dedication … and keep in mind that buildings, mountains, trees and other in-game objects are three dimensional!
The true beauty of this project is exploring the limits of what Minecraft can do, as well as the incredible ingenuity required to make everything work. On a smaller scale, this has some exciting implications in the classroom. Historical events, real cities and other places can be recreated and characters or historical figures can be programmed to interact with players as they explore the map. Puzzles, hidden treasures and monsters can all be included to make the game interactive, realistic or just more fun!
The guys behind this project have done an incredible job and it’s worth keeping an eye on the project to see how it turns out. Here’s a link to their website and reddit discussion thread:
https://zeldaminecraft.wordpress.com/
The Legend of Zelda (NES) adventure map progress- 100% vanilla/no mods and no skins required!
byu/senselesswander inMinecraft… it’s so exciting to see the iconic room with the old man and see the words “It’s dangerous to go alone. Take this!” appear on the screen.
Edit: Unfortunately I can’t post a direct link to the video (hello monetization!) so I’ll post a link to polygon.com’s article where the video is available. This is one of the most amazing things I’ve ever seen done in Minecraft. Two friends, one a designer and one a programer, have decided to recreate the original…
-
The battle over technology in schools
(Disclaimer, this post is more of a rant and less of an academic critique!) Every teacher has heard it hundreds of times – there’s this crazy rhetoric amongst school officials that “student to computer ratios” and “number of smart boards” are excellent metrics for evaluating how well a school has “incorporated” technology into the school environment. Yet, the reality inside classrooms is that the technology is rarely shared beyond ICT. English, math and science rarely use computers or labs. Smart boards are gathering dust in the corner of history classrooms. Teachers are too busy to rebuild their curriculum around technology and many are too afraid of technology to try and do more with it. Add to that the fact that technology breaks, becomes obsolete every two years and technical problems eat up valuable instruction time.
So it’s no surprise the European Commission has concluded 63% of 9 year old students are missing the digital equipment they need at school.
Between 50% and 80% of students in EU countries never use digital textbooks, exercise software, broadcasts/podcasts, simulations or learning games. Most teachers at primary and secondary level do not consider themselves as ‘digitally confident’ or able to teach digital skills effectively, and 70% would like more training in using ICTs. Pupils in Latvia, Lithuania and the Czech Republic are the most likely to have internet access at school (more than 90%), twice as much as in Greece and Croatia (around 45%).
Let’s be honest … this shouldn’t be a surprise. Currently teachers are severely undertrained for using computers or any technology in the classroom. Digital textbooks are few and far between, learning games are limited (too specific, too expensive, too outdated). Many teachers have no idea what a podcast is. Existing software is poorly used and rarely implemented. Technology is outdated and inadequately maintained. And I think that’s being quite generous! Decisions about technology in schools is being made by politicians and bureaucrats … and to make matters worse, there’s no consensus on what technology has value and how it can be applied in a standardised way across schools.
But to be fair, and taking a step back, this is not an easy problem to solve. By the time schools get around to agreeing on a strategy, the technology they are considering is already old. Teachers need to be trained and re-trained regularly. Technology needs to be maintained and updated every few months. Despite which, schools will still be years behind the cutting edge … while students are years ahead, already adept at using instagram, whatsapp, facebook and other new apps to communicate online.
However, one possible way forward is by looking closely at teachers. The teacher is the interface between the education system and the students. The teacher is the conduit. So it’s the responsibility of the education system to make sure teachers are able to do that job effectively. But how? Teacher training already has mandatory learning areas for would be teachers. They must learn about student welfare, learning methodologies, social justice, pedagogy and practice, and other areas that relate to effective teaching. Yet, very few universities have mandatory technology training for teachers – including how to use that technology in a classroom. And I’m not talking about smart boards. I’m talking about using Google groups as virtual classrooms. I’m talking about using iphone/android apps to communicate with students, record test scores, share resources. I’m talking about podcasting, documentary making, social media, RPG storylines and other technology areas being core parts of a teacher’s curriculum.
I’ll get a lot of hate for this, but if teachers can’t use technology, they probably don’t belong in a modern classroom. The trend now is BYOT – bring your own technology – and if teachers don’t know how to utilise the technologies they have available to them, then they are doing a disservice to students. Step 1 is start with rebuilding teacher training courses at university. Step 2 is less reliance on gimmicky technologies and more reliance on curriculum writing that takes advantage of student skills, personal technologies (smart phones) and access to hardware (computers) and software (apps) that will help students to achieve their goals.
Today’s luddite test: How many teachers use dropbox or cloud storage for their teaching resources?
(Disclaimer, this post is more of a rant and less of an academic critique!) Every teacher has heard it hundreds of times – there’s this crazy rhetoric amongst school officials that “student to computer ratios” and “number of smart boards” are excellent metrics for evaluating how well a school has “incorporated” technology into the school…
-
Game based learning – with Paul Gee

If you don’t know who Paul Gee is (guru of game based learning!) or aren’t terribly familiar with his most recent works, there’s an excellent webinar called “Big G Game Based Learning”. Check out the webinar here:
http://home.edweb.net/big-g-game-based-learning/
Game-based learning should involve more than a game as a piece of software. It should involve designing what Arizona State University Professor James Paul Gee calls “Big G Games.” In the 50th webinar for the edWeb.net Game-Based Learning community, Gee discussed how Big G Games integrate a game as software with good interactional practices, good participatory structures, smart tools, and an emphasis on production and not just consumption. Often, out of school, such Big G Games involve what Gee has called “affinity spaces,” Internet spaces where people self-organize around a passion. Game-based learning leads naturally into a discussion of 21st Century learning and paradigm change for schools. View the webinar to find out how these “affinity spaces” are often part and parcel of even entertainment games today and how they create learning systems with properties that are quite different from schools as we currently know them.
If you don’t know who Paul Gee is (guru of game based learning!) or aren’t terribly familiar with his most recent works, there’s an excellent webinar called “Big G Game Based Learning”. Check out the webinar here: http://home.edweb.net/big-g-game-based-learning/ Game-based learning should involve more than a game as a piece of software. It should involve designing…
-
Minecraft – Constructive fun, regardless of educational value
Regardless of your views of education, learning, gaming, gamification, serious games or any other buzzword that is thrown around, games like Minecraft are proving themselves to win people over for their inherent “fun” factor and potential as a learning tool. Not everyone agrees that games can be useful for learning and sometimes that isn’t even the point that those of us who extol Minecraft’s virtues are trying to make.

One recent article considered how much fun Minecraft was and made the point that has no educational value, yet, still has value as a tool which promotes creativity. Again, that’s the whole point of Minecraft. Whether or not learning is directly implied, Minecraft is fun and has value that is (without a doubt) tangible. Minecraft is a creativity game that allows children to express their creative side through building and construction. It’s a cooperation game that encourages players to work together. It’s a planning game that forces participants to calculate what they need and how big things are going to get. It’s a challenging game that invites users to expand their horizons by building PCs, writing mods, participating in communities that develop Minecraft plugins. It’s an expressive game that inspires its fans to draw comics, paint pictures, write jokes and sing songs.
Minecraft is all of those things … and at the end of the day there’s no test. There’s no essay or assignment. There’s no teacher marking down grades on a rubric. There’s only fun … and through fun comes the learning.
When you play computer games you learn, whether you want to or not … and that’s a pretty good reason to play games!
*For the record: There is a Minecraft curriculum. Minecraft teachers write units and build curriculum around the game and teach it in their classrooms. But that’s not the point. Minecraft inspires people to play, and to learn, and to do amazing things. You don’t need a curriculum for that!
Regardless of your views of education, learning, gaming, gamification, serious games or any other buzzword that is thrown around, games like Minecraft are proving themselves to win people over for their inherent “fun” factor and potential as a learning tool. Not everyone agrees that games can be useful for learning and sometimes that isn’t even…
-
Project Zomboid

Before I start this post, I’m going to predict a regret to use such a large, vertical image. I bet it’s way too big (thus, impractical) for this page! LOL … Anyway, Project Zomboid is an alpha release game currently available through its website projectzomboid.com or on steam (http://store.steampowered.com/app/108600/). I’ve just started playing this game and, while I’m only doing beginner levels, I can see a lot of potential this game might have as a learning tool.
Wait … what? Zombie game? Learning tool?
Oh … yeah! Project Zomboid is a fun little isometric semi-open world based on Kentucky, USA. In the game you are the lone survivor (single player) in an apocalypse world overrun by the zombie hoard. Your job: survive. I’ve died … a lot! It’s awesome!
Where I see potential in this game links back to another post today about project based learning. Using a multiplayer server, it would be possible to set up situations where learners are forced to work together to survive. They would need to find shelter, amass a storage of food and weapons, fortify their safe house, explore the map and, of course, kill zombies. Even rationing out food, nails, weapons and jobs is a serious consideration. But it’s not as easy as it sounds. The game limits the player by making you scared when you see zombies (shooting accuracy lowers), fatigued when you run, injured when you carry heavy loads, hungry and tired. The player even becomes bored or depressed at night when there is little movement and nothing to do except wait until morning. While not ostensibly educational, it would be an amazing team building exercise. Players work together to survive. One player dies, they all start again!
Beyond the game, there are other opportunities to make custom maps, configure servers, make mods and participate in the community.
Game based learning requires thinking out of the box. Open world games like Kerbal Space Program and Minecraft have a more overtly educational nuance. However, that doesn’t mean first person shooters and zombie survival games can’t be educational too. The game isn’t the outcome it’s the medium. It’s just a matter of how you use it.
Before I start this post, I’m going to predict a regret to use such a large, vertical image. I bet it’s way too big (thus, impractical) for this page! LOL … Anyway, Project Zomboid is an alpha release game currently available through its website projectzomboid.com or on steam (http://store.steampowered.com/app/108600/). I’ve just started playing this game…
-
Even JK Rowling plays Minecraft
As a fun little follow up to a recent post about celebrities playing Minecraft, JK Rowling today tweeted that she’s working on a book but is distracted by other interests – including Minecraft. This, of course, caused a stir amongst the Minecraft fanbase. If I had to guess what Ms Rowling’s favourite activity is while she’s playing Minecraft, my guess would be … enchanting!
As a fun little follow up to a recent post about celebrities playing Minecraft, JK Rowling today tweeted that she’s working on a book but is distracted by other interests – including Minecraft. This, of course, caused a stir amongst the Minecraft fanbase. If I had to guess what Ms Rowling’s favourite activity is while…
-
Meshing GBL With PBL: Can It Work?

Meshing GBL With PBL: Can It Work?.
Project based learning is a thing … and it’s a good thing. PBL brings with it a more open, enquiry based mode of instruction that has benefits in modern classrooms.
So the question is how to leverage PBL and make it mesh with Game based learning (my favourite thing!)? Firstly, game based learning is about incentive. The idea is that the game is a motivating factor that can inspire and help students want to learn. The trick, as Randy Pausch would have been proud to identify, is to make students forget they are learning. When learning is the medium it is incredibly de-motivating and stigmatised. However when gaming is the medium, then learning happens in the background.
PBL is about teaching and assessing skill building within the context of the project. As the project develops, participants show learning through the way they adapt and advance towards the project’s goals. This is observable and, importantly for the teacher, assessable. While it’s an exciting idea, PBL is not yet commonly used in classrooms.
How, then, does GBL use PBL? The answer, according to edutopia, is through using games as collaborative problem solving tools. By presenting a problem within a gaming context, participants can collaborate, use critical thinking, communicate and show creativity. They can take risks to try and solve problems, then learn through their failures. Games are perfect for this because they create an environment where risk taking is safe and possible solutions can be tried again and again. In fact, this idea of repeating a problem until a solution is found is the very nature of gaming!
The most interesting area for me is games as the product of learning. Programming and coding are fields that are developing at an exponential rate. The entire “programming” field barely existed 20 years ago. Programming now spans areas such as computer games, websites, apps, software and a myriad of other areas. The future of programming is beyond our current scope of understanding. Programming and writing simple games is an excellent use of PBL and GBL as a way to teach programming. Writing games can be collaborative and require a diversity of skill sets (graphic design, coding, story writing, design, etc). Such project based learning is easily assessed using conventional rubrics and can be observed within a classroom as easily as the typical projects that teachers are using in classrooms now.
Another method of GBL meshing with PBL is using the often-cited elements of gamification. Projects can be given levels of achievement and mini-goals that have to be completed before moving on to the next goal. Goals can be selected based on their importance and some goals can be ignored if participants feel that it doesn’t meet their final objectives. Badges and other incentives can be used to motivate participants and reward incremental achievements.
Overall, if classrooms aren’t using PBL then they should be. Project based learning helps students develop real world skills and lets them test their abilities and take risks, as well as enhances collaboration and communication skills. The beauty of PBL is that areas within a project can be delegated to members of a group with particular skill sets. Some students are good organisers, some are artists, some are builders and some are thinkers. Each student can participate by contributing their best skills. GBL offers a great medium for PBL. Games can be the motivation for projects. Students can work together to try and infect the world with a Pandemic virus. Or they can make an iOS app. Through gaming, learners are presented with a fun and motivational way to learn … while they’re busy infecting the world with a lethal virus, or while they’re trying to replicate Flappy Bird, they’re learning.
Meshing GBL With PBL: Can It Work?. Project based learning is a thing … and it’s a good thing. PBL brings with it a more open, enquiry based mode of instruction that has benefits in modern classrooms. So the question is how to leverage PBL and make it mesh with Game based learning (my favourite…
-
Rappers Playing Minecraft
American rapper Waka Flocka Flame plays Minecraft on a popular server called Minecraft Universe. It’s inevitable that celebrities and their children are discovering the joy that is Minecraft. Even actors as big as Jack Black have been spotted wearing Minecraft tshirts in the wild. Ostensibly, this has little educational value, but promoting Minecraft using the “celebrity cred” draws more attention to the game and elevates its status as important and relevant. Hopefully, some of that coolness can overflow into education and we can benefit from it too!
American rapper Waka Flocka Flame plays Minecraft on a popular server called Minecraft Universe. It’s inevitable that celebrities and their children are discovering the joy that is Minecraft. Even actors as big as Jack Black have been spotted wearing Minecraft tshirts in the wild. Ostensibly, this has little educational value, but promoting Minecraft using the “celebrity…
-
Solid evidence that gaming improves perception and motor skills – and that skills are transferable!

Diagram from here: http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2871325/
Some excellent studies have shown the value gaming has in motor skills, perception and decision making. Dye, Shawn Green and Bavelier have spent a number of years continuously experimenting and improving on their research surrounding whether people’s ability to make decisions or perceive things is affected by games. The overwhelming result is that gaming does have a significant impact on certain skills. Of particular interest is the conclusion drawn that, from these experiments, the assumption can be made that skills learned during gaming are transferable … a critical issue in education and learning fields.
One area that is confirmed to be improved is the ability to pay attention (attentional capacity) during an activity. Gamers have a longer attention span and can focus better on a task and improved results (accuracy).
Most interestingly, the study didn’t just conclude that gaming improves visual attention skills. As a second experiment, participants were divided into groups to play two different games. One group played an ‘action game’ called Medal of Honor. The other group played Tetris. Both groups achieved better results on the tests than groups which didn’t play video games as a ‘training’ tool. Most interestingly, the participants who played Medal of Honor did better than the participants who played Tetris.
The study was able to conclude that 10 days of action game training is sufficient to increase visual attention capacities. Further, action video game playing pushes the limits of different areas of visual attention. The researchers argue that the nature of games and the inherent visual multitasking provides significant visual skill training.
http://www.nature.com/nature/journal/v423/n6939/full/nature01647.html (paywall article, sorry)
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2871325/
http://greenlab.psych.wisc.edu/documents/Perceptual-Learning-During-Action-Video-Game-Playing(Green-Li-Bavelier-2010).pdf
Diagram from here: http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2871325/ Some excellent studies have shown the value gaming has in motor skills, perception and decision making. Dye, Shawn Green and Bavelier have spent a number of years continuously experimenting and improving on their research surrounding whether people’s ability to make decisions or perceive things is affected by games. The overwhelming result…
-
Autcraft World Tour
Supporting Autistic learners in their own private (and inclusive) Minecraft server.
Supporting Autistic learners in their own private (and inclusive) Minecraft server.
-
Helping Children With Autism – Using Minecraft
I think this story is best left to tell itself. This story happened on a Minecraft server built for people with Autism to find a safe place to play Minecraft and interact with people who understand them.
Angela was on call when a young boy with autism — who I’ll call Tim — came up to her for help. Tim’s friend had recently committed suicide, and it was clear he was shaken and upset. Within minutes of talking, Angela understood that Tim didn’t have a family he felt comfortable talking to. Running through her own mental checklist, Angela suggested that, if comfortable, he should seek out and talk to a guidance counselor or school therapist. But Angela knew Tim needed help right away. “You need to find some help but how can I help you right now? How can we help release all this that you’re feeling?” she asked.
Tim asked Angela if she’d help him build a memorial for his friend and the two began constructing: Tim built a cross out of some stone blocks; Angela planted flowers. Later, Tim fashioned a sign, which he hung on the stone cross. “You will never see the stars if your head is always down,” it read. Angela invited some of the nearby children to see what Tim had built. One by one they offered up their support, taking turns embracing him. The next day, Tim confessed that Angela’s support had helped him feel better about his friend. Tears in her eyes, Angela watched as Tim disappeared from view, heading off to build or join a quest.
Or maybe he simply logged off.
Autcraft, upon its inception, found itself in the spotlight. Administrators received hundreds of emails a day from parents who wanted a safe place for their kids with autism and Asperger’s to play Minecraft and interact with others.
It’s likely, without citing research-based evidence, that children with disabilities might seek out computer games an online worlds as a way to help them interact with the real world. Games like Minecraft become a conduit where the game becomes the purpose for such groups to be formed. Players don’t feel threatened by face to face interaction, but can instead use their avatar as a mask. Servers like Autcraft also provide safety from bullying and administrators are trained to help players deal with problems in their real lives.
While not overtly educational, there’s a lot of learning happening. Children with difficulties socialising can learn how to be part of a community, participate in events and talk to others. Whether those skills can transcend the gaming world and help children in their real life interactions is something worth further research.
http://www.buzzfeed.com/charliewarzel/this-minecraft-community-is-saving-the-lives-of-children-wit#.mkkQmJLX2P
I think this story is best left to tell itself. This story happened on a Minecraft server built for people with Autism to find a safe place to play Minecraft and interact with people who understand them. Angela was on call when a young boy with autism — who I’ll call Tim — came up…
-
Minecraft is fun
The kids know …
The kids know …
-
Minecraft: The cornerstone of future education?

Why the indie success should continue to be used as a learning tool in schools.
A lot has been mentioned about Minecraft’s benefit in learning. However it’s rare to hear about Minecraft and learning from a students’ point of view. Students are starting to see the potential of combining their love of gaming and the opportunity to learn in a way which is both motivating and relevant. What does the future hold for games like Minecraft? Is it possible that Minecraft will one day be a part of the common core, or government mandated national curriculum?
http://planetivy.com/gaming/43886/minecraft-the-cornerstone-of-future-education/
Why the indie success should continue to be used as a learning tool in schools. A lot has been mentioned about Minecraft’s benefit in learning. However it’s rare to hear about Minecraft and learning from a students’ point of view. Students are starting to see the potential of combining their love of gaming and the…
-
About the Massively @ jokaydia Guild
About the Massively @ jokaydia Guild.
Massively Minecraft is a kid-friendy (and parent friendly) community with private whitelisted servers for kids to play on. The premise is to give them a safe place to play, as well as providing an opportunity to develop digital skills, explore creativity and develop good online habits and social skills.
The group has been around for about 3 years and boasts a thousand members. Players can progress up the guild’s ranks by taking on tasks and achieving the awards. Doing so gives players increased responsibilities and privileges, while at the same time improving the player’s community skills.
About the Massively @ jokaydia Guild. Massively Minecraft is a kid-friendy (and parent friendly) community with private whitelisted servers for kids to play on. The premise is to give them a safe place to play, as well as providing an opportunity to develop digital skills, explore creativity and develop good online habits and social skills.…
-
Steam Workshop :: MinerFriends – Minecraft
Steam Workshop :: MinerFriends – Minecraft.
What could be more fun than combining two great games: Minecraft and Skyrim. This is a very fun mod that allows Minecraft styling to Skyrim, modifying the game so that certain elements look like they are directly out of Minecraft.
Not a difficult mod to install, but it looks like lots of fun!
Get modding!
Steam Workshop :: MinerFriends – Minecraft. What could be more fun than combining two great games: Minecraft and Skyrim. This is a very fun mod that allows Minecraft styling to Skyrim, modifying the game so that certain elements look like they are directly out of Minecraft. Not a difficult mod to install, but it looks…
-
Middle School Minecraft | Imagine the possibilities…
Middle School Minecraft | Imagine the possibilities….
-
Toxicity In Gaming
http://youtu.be/cOIZXxB1nlI
Great video looking at toxicity in gaming.
Edit: Video now gone from youtube. Sorry about that.
http://youtu.be/cOIZXxB1nlI Great video looking at toxicity in gaming. Edit: Video now gone from youtube. Sorry about that.
-
The Triforce of Gamer Knowledge
http://www.youtube.com/watch?v=yNZeMKZRIZ4
The Triforce of Gamer Knowledge
Computer games are fun and gaming is an important aspect of digital culture. The best part about computer games is that when we play, we learn!
This video was made as part of my Masters in Education studies at Griffith University, Queensland, Australia.
Full references, citations and the supporting paper can be found here:
http://griffith.academia.edu/DavidSmeaton
Contact me or learn more about my other videos, studies and academic writing.
about.me/davidsmeaton
davidsmeaton.wordpress.comhttp://www.youtube.com/watch?v=yNZeMKZRIZ4 The Triforce of Gamer Knowledge Computer games are fun and gaming is an important aspect of digital culture. The best part about computer games is that when we play, we learn! This video was made as part of my Masters in Education studies at Griffith University, Queensland, Australia. Full references, citations and the supporting…
-
The Triforce of Gamer Knowledge – Infographic
This is the abridged version of the Triforce of Gamer Knowledge, developed and created by me.
-
Creating is Learning: Building skills and knowledge through Minecraft
http://www.youtube.com/watch?v=vFuULAE6RfU
Creating is Learning: Building skills and knowledge through Minecraft.
Computer games are fun and gaming is an important aspect of digital culture. The best part about computer games is that when we play, we learn!
This video was made as part of my Masters in Education studies at Griffith University, Queensland, Australia.
Full references, citations and the supporting paper can be found here:
http://griffith.academia.edu/DavidSmeaton
Contact me or learn more about my other videos, studies and academic writing.
about.me/davidsmeaton
davidsmeaton.wordpress.comThanks to Notch and Mojang for making such an excellent game. Thanks also to the Minecraft community (particularly /r/minecraft) and the people who have developed original content that I used in my video.
http://www.youtube.com/watch?v=vFuULAE6RfU Creating is Learning: Building skills and knowledge through Minecraft. Computer games are fun and gaming is an important aspect of digital culture. The best part about computer games is that when we play, we learn! This video was made as part of my Masters in Education studies at Griffith University, Queensland, Australia. Full references,…
-
Can a kid make a Minecraft server?
Can a kid make a Minecraft server?
I think there’s plenty of evidence that kids, even as young as 11, are capable of making and running their own Minecraft server.
Perhaps running a server sounds easy, but it’s not quite so simple. It’s obviously easier if you go the “paid” hosting route, which does it all for you. But what about hosting on your own computer? Well, that requires some learning, as one 11 year old boy discovered.
In the pursuit of making his own server, one boy learned about IP addresses, port forwarding and technical issues that are related to computers and hosting a game server. A lot of valuable skills are learned through the process of ‘figuring it out’. As well, he learned really useful problem solving skills when he was forced to find solutions to unexpected problems.
This is a good example of learning “Beyond the Game”. The game itself is merely the stimulus for further learning (such as computers, internet networking, etc). Broader knowledge is acquired, as are skills related to computers, hardware or problem solving.
Gamers learn a lot, and an 11 year old boy who built his own server, is a good example of that!
Can a kid make a Minecraft server? I think there’s plenty of evidence that kids, even as young as 11, are capable of making and running their own Minecraft server. Perhaps running a server sounds easy, but it’s not quite so simple. It’s obviously easier if you go the “paid” hosting route, which does it…
-
Dilbert on Gamification
I like this comic. It shows, I think, how gamification is misunderstood. People often criticise gamification for just being about awards and badges. However they fail to understand how a “game layer” can motivate people when implemented well.
Just adding badges and awards is meaningless. They have to be designed to make a participant feel motivated.
I like this comic. It shows, I think, how gamification is misunderstood. People often criticise gamification for just being about awards and badges. However they fail to understand how a “game layer” can motivate people when implemented well. Just adding badges and awards is meaningless. They have to be designed to make a participant feel…
-
A People’s History Of The FPS
FPS (first person shooters) is the financial bread and butter of computer game makers. As well, FPS is a benchmark of gaming’s evolution. Despite the industry’s over-saturation of FPS games, some high paced shooters stand out as literal “game changers”.
In the early days of the FPS gold rush, Myst (and sequel Raven) was billed as the game that would define the genre. Instead a rough hack and slash shooter called Doom (released a few months later). Doom followed in the style of the legendary Wolfenstein 3D and became the biggest selling game in the world.
Most importantly, Doom was a highly moddable game. This lends credibility to my own theories about user created content. Because Doom was able to be modified, users could create new versions of the game by remixing other ideas into the Doom style of game. Some good examples are Ghostbusters, Batman and the amazing Aliens mod.
Following the history of first person shooters gives a valuable insight into the way games have evolved. The success of games doesn’t only depend on the game’s quality, content and gameplay. Games which are able to be modified by the user, remixed and shared are games that have more potential to spark gamers’ interests. To me, that’s a crucial element – whether by design or inadvertently, games which can be user-modified are more likely to achieve greater success and longevity.
The rest of the “People’s History of the FPS” is available here:
Part 2 – http://www.rockpapershotgun.com/2012/09/20/a-peoples-history-part-2-the-mod/
Part 3 – http://www.rockpapershotgun.com/2012/09/21/a-peoples-history-of-the-fps-part-3-the-postmod/
Game designers please note – game modability is the key to gaming success.
Teachers please note – when students are modding games, they’re learning!
A People’s History Of The FPS FPS (first person shooters) is the financial bread and butter of computer game makers. As well, FPS is a benchmark of gaming’s evolution. Despite the industry’s over-saturation of FPS games, some high paced shooters stand out as literal “game changers”. In the early days of the FPS gold rush,…
-
Persuasive Games: Exploitationware
Persuasive Games: Exploitationware
Ian Bogost’s vitriolic attack on gamification, in my opinion, is somewhat scathing and unwarranted. His premise is that gamification focuses too much on the game layer of points and systems used to attract and motivate – rather than focusing on the actual game itself. Bogost’s contention is how gamification is able to be used by advertising and companies to manipulate people. He refers to gamification as ‘exploitationware’ in an attempt to use rhetoric and word-smithing to position gamification as, well, evil.
My contention with Bogost’s view is that he’s looking for reasons to hate gamification and the tenets it supports. While a game layer over the real world may not be everyone’s cup of tea, there’s definitely merit to the idea – as well as historical precedent to justify it.
Let’s talk about classroom learning for a moment. A teacher decides that she needs to motivate students to learn more. This is every teacher’s desire. So the teacher decides to use sticker systems, stamps and candy. The teacher also offers rewards to students who perform well … this is gamification! The idea of giving students stickers (10 stickers and you get a reward) is no different to frequent flyer miles, no different to 10+1 coffee coupons. Stamps and points are the same. Giving prizes for reading 10 books in a semester is another reward system. Adding a game layer to the real world has been a trend for over 50 years. It’s a method to motivate participants and provide incentive to play the game. Often, that game is for profit (fly the same airline, rather than their competitors, and you get benefits).
When we look at the history of using games in education, the game itself is rarely the motivation – the reward of winning, prizes, status and other symbols are the reason we play. Numerous studies have shown that education based computer games are a failure because they don’t motivate students to keep playing. This is something “dark lord” Game Zichermann has stated on numerous occasions; the best games are not games made by educators.
Now, I concede that Bogost is concerned with how gamification is used to monetize (and profit from) participants. It’s a somewhat persuasive methodology. However it’s inevitable that private industries will jump on the gamification bandwagon. Business, and advertisers, are always early adopters of new ideas. If you want to know what works, look at what private companies are doing!
Rather than investing in positioning “serious games” and “persuasive games” and “gamification” against each other, I wish that Bogost would consider that games and game methodologies (including gamification) can all be applied to education with considerable benefits. All of us who are pushing for change in education are on the same team.
I’d rather we spent our time focusing on what’s good for kids in schools. It doesn’t matter if you hate the word ‘gamification’. What matters is that the ideas can be applied to learning.
Dedicating a few thousand words to rhetoric is a waste of words.
Persuasive Games: Exploitationware Ian Bogost’s vitriolic attack on gamification, in my opinion, is somewhat scathing and unwarranted. His premise is that gamification focuses too much on the game layer of points and systems used to attract and motivate – rather than focusing on the actual game itself. Bogost’s contention is how gamification is able to…
-
The game that can give you 10 extra years of life – Jane McGonigal
-
Why gamers don’t learn more – Jonas Linderoth
*Apologies for this article not having a PDF link. The link was removed (or is broken). If readers would like a copy of the paper, please add a comment and I’ll make a copy available.
Linderoth writes a critique focusing on James Gee’s book “What video games have to teach us about learning and literacy” and concludes that good games do not necessarily facilitate good learning. This critique draws heavily on the Ecological approach developed by J. & E. Gibson. The ecological approach focuses on the idea of learning being a process of differentiation and distinction, not enrichment (as other learning theories would suggest).
As such, Linderoth positions games as a “perception-action” cycle. In a game, the player explores the environment and develops a perception of that environment. Based on that, the player takes action and then returns to perceiving changes and acting again. The player makes an exploratory act (to yield knowledge) and the performatory act (an action with expected results).
Since, Linderoth states, that games have built in markers and that the game’s design facilitates the perception-action style. The game has numerous affordances which guide the player and don’t require learning how to differentiate. The case study used to prove this theory is observation of two players (a boy and a woman) playing LEGO Indiana Jones on a Playstation 3 console.
While I agree, to an extent, that there is some exploratory and performatory action within many game models, not all games fit within the rigid boundaries he has described. Many games, to my reasoning, are experimental. Games such as Minecraft (minecraft.net) are both experimental and exploratory.
Where Linderoth’s ideas fall short are the supposition that learning isn’t necessary. He claims that a player can easily distinguish between the pale background of a game facade and the shiny items that the player can interact with. However this is a very specific style of game which, Linderoth should have noted, is aimed at a young audience (one of the participants in his study was 8 years old). This kind of guided differentiation is essential for younger learners. These rules can be applied to more mature games, but as many other experts note that if a game’s obstacles are too simple, the game is not challenging and, thus, boring to play. Obvious affordances such as shiny objects are too overt for most games.
Rather than focusing on differentiation, it’s important to apply experiential learning and tacit knowledge to games. Players learn by trial and error, doing so gives them experience related to that game (which can sometimes be applied to other games). Through repetition the player acquires tacit knowledge of the game mechanics (how to play) and game world (information). They apply that knowledge to new situations (experimentation) to see if the learning they’ve already acquired can be applied to new situations. If not, they adapt and experiment further.
While Linderoth raises some good points, I can’t agree with the conclusion (especially based on such a limited observation) that gamers don’t learn through games. Gee, Ito, boyd, Seely Brown (and numerous other academics) have provided enormous data supporting learning within games.
Try applying Linderoth’s theories to World of Warcraft or even Minecraft … the results would be far from compelling. Besides, the contributors to WoW’s 95,000 page wiki might disagree that gamers don’t learn.
*Apologies for this article not having a PDF link. The link was removed (or is broken). If readers would like a copy of the paper, please add a comment and I’ll make a copy available. Linderoth writes a critique focusing on James Gee’s book “What video games have to teach us about learning and literacy”…
-
The Pleasure Revolution: Why Games Will Lead the Way – Jesse Schell
I like Jesse Schell. He’s smart, he’s nuts and he’s a little abrasive. These are all good qualities of a person who desires to change the way we think.
I like Jesse Schell. He’s smart, he’s nuts and he’s a little abrasive. These are all good qualities of a person who desires to change the way we think.
-
“This Game Sucks”: How to Improve the Gamification of Education
“This Game Sucks”: How to Improve the Gamification of Education
Sarah Smith-Robbins looks at the idea of gamification and how it’s being applied to education.
Gamification is the application of game mechanics such as points, badges, and levels to non-game processes. Through the use of gamification techniques businesses (and potentially education) can motivate people to participate in the games that are being devised. This idea isn’t new. Education has been using points, status and achievements for a century. Private industry has used elements of gamification as well. Mileage cards, shopping stamps and coupon systems are all a form of gamification.
The problem, according to Smith-Robbins, is that that education is not very good at using game systems to motivate students. Part of the problem is that the game isn’t fully understood by those who are playing (ie students).
A game has three elements – a goal, obstacles, and is either collaborative or competitive. A goal is the win condition – the outcomes required to end the game. The obstacles are challenges of various difficulty the participant needs to overcome. Obstacles are a good thing because, as we all know, a game that’s too easy is no fun. Finally games are cooperative (beating the game by working together) or competitive (beating the other players).
Education, if it’s a game, isn’t using these elements very well. Is the goal “learning” or is the goal “getting a job”? What are the obstacles: critical thinking skills or getting past assessment (by any means necessary, including cheating)? Is education collaborative (working together to acquire knowledge) or competitive (fighting for better jobs and more money)?
If the game of education can’t be changed, then it can be improved by making the game clearer to the players (students). To quote the article:
- Make goals clear, and explain how the course, major, or degree prepares learners to achieve those goals. Ensure that students align on the goals and want to achieve them.
- Spend as much time in class and on the syllabus covering the importance of the learning goals as is spent explaining the grading system of the class.
- When writing assignment descriptions, include a “How you can use this in the future” section.
- Make progress transparent to each learner. Grades and assignment completion are not the only ways to measure progress toward achieving the goals.
- Give students a way to track their progress on each learning goal of the class. An online checklist that students fill out on their own can help them stay on track.
- Create commodities for desired behavior. For example, hand out poker chips to students who contribute in class; a student who cashes in ten poker chips earns a “Top Contributor” badge.
- Add peer voting to class activities such as discussions and online forums. Allowing students to identify the contributions that they see as valuable will highlight good models for other students to follow, as well as provide positive feedback to the contributing student.
- Think about your own game play. Reflection can reveal insights into innovations that can be leveraged in education.
- Consider the game apps on your phone or iPad. How do you decide which to play and which to ditch? What makes a game “fun” to play?
- Ask students which games they play and how they learned to play them. Talking about how we learn can help students improve their own techniques.
“This Game Sucks”: How to Improve the Gamification of Education Sarah Smith-Robbins looks at the idea of gamification and how it’s being applied to education. Gamification is the application of game mechanics such as points, badges, and levels to non-game processes. Through the use of gamification techniques businesses (and potentially education) can motivate people to…
- Make goals clear, and explain how the course, major, or degree prepares learners to achieve those goals. Ensure that students align on the goals and want to achieve them.
-
A New Culture Of Learning
John Seely Brown is quickly becoming a bit of an academic rolemodel for me. The ideas he presents are in step with my own thinking. My research is going to look closely at his works and apply some of his theories directly to gaming – particularly Minecraft. Brown and Thomas’ book is an exploration on learning in the digital environment. Arc-of-LIfe Learning – Brown begins his exploration by looking at some examples of learning. A few case studies are used as an illustration of how learning has been achieved beyond educational institutes. Kids and adults have shown that they are learning through interaction, discovery and having fun.
Briefly, A New Culture Of Learning begins with some discussion about culture and how culture shifts due to technology’s influence. Traditional ideas (such as the classroom) are a mechanist approach where learning is a series of steps to be mastered. The focus is on the end result, the product, not the process of learning. This view is obsolete and, according to the book, a more environmental view (including digital networks) should be taken. These learning environments promote a more organic learning process. The crux of this book is the very idea that technology has created an avenue for a new culture of learning to develop; a more environmental, holistic learning approach with technology as an ingrained part of that learning.
To achieve this goal, there must be change. The infrastructure of the internet has grown exponentially faster than any technology advances before it. The biggest realisation is that culture has changed from static (information as a one way street) to a participatory medium. Information shifts and changes as we interact with it, share it and remix it across the internet. We participate and interact with knowledge in a way that has never been possible before.
The result is a new way of learning. Through play and imagination we can change how we think of the learning process. No more memorising. Instead, information absorption through the process of engaging with information and the world around us. Playing is a powerful learning tool.
Enter here the collective. I like this word … collective. It’s not community, it’s not collaboration. It’s more like bees in a hive. There’s a certain busy buzziness and “many as one” feeling to the word. The collective is a way to describe how we interact as online groups. The focus is on original content. Through peer-to-peer learning we can share and compare information and learn from each other. Skills and talents are unleashed as a kind of peer amplifier. From this emerges a collective in which we share knowledge and produce original content. Creating and moulding information.
There’s no middle or core in a collective, and collectives improve with size and diversity (they scale well). participation doesn’t mean contribution but can be as simple as following a conversation, liking a blog post or “lurking” in a group that is creating something interesting. Collectives are innovative.
Indwelling
When a gamer plays a game hundreds of times they become familiar with the practices and ideas and processes of the game. It becomes engrained. The same happens with any form of action that is repeated continuously. This is referred to as indwelling – where a practice or idea becomes second nature. It’s an adaptive process, meaning that the habits learned are flexible and responsive to change. This relates to the notion of tacit knowledge, which comes from a lifetime of experience doing something which has become second nature. It’s knowledge that wasn’t explicitly learned, but has been acquired.
People who play games or spend time online are indwellers. They develop vast amounts of knowledge an information.
Gamer Disposition
As well as indwelling, gamers have a “gamer disposition”. This disposition is using resources and experimenting to find solutions to problems inside a game – such as a way to complete a task. However gamer disposition isn’t always about the most efficient way of completing a task. Sometimes gamers look for the most unique way, or elaborate way. Having solved the task already, they might repeat the task to complete it differently. Sophisticated solutions are often preferred over routine ones.
Gamer disposition characteristics are
- Keep an eye on the bottom line – gamers like to improve. They like to be evaluated and compared to other gamers.
- Understand the power of diversity – games require teamwork, so teams have a mix of talents and abilities. Gamers don’t think about how good they are but think about how good the group is and their role as part of that group.
- Thrive on change – games aren’t static. If they were, gamers would lose interest quickly. The seek out change.
- See learning as fun – this is a key characteristic. Games require learning and gamers love to learn the rules or systems involved in a game. As well, they love to solve puzzles and overcome obstacles (a core tenet of gaming). They convert knowledge into action.
- Live on the edge – gamers seek out alternative methods or strategies for completing tasks. They aren’t satisfied with mundane solutions, but try to find elaborate ways of finishing tasks. They desire to push the boundaries in order to discover something that deepens their understanding of the game.
Finally, Seely Brown and Thomas put together their thoughts in the form of knowing, making and playing. Experts know everything about their given topic. The understand the ‘what’ their topic is about. They don’t just know information, but they have a deep understanding (often through practice) of their area of knowledge. By doing something, such as hands-on activities, people are making. Building, creating content and making connections gives meaning to content and information. They are learning by doing. Finally, is the importance of play. The idea of ‘playing’ is a recurring theme in Seely Brown’s work. Through play we are able to discover and experiment, fail and test outcomes. It’s problem solving, or as Seely Brown explains it, riddling one’s way through a problem.
The world, they say, is constantly changing. This represents a state of flux which is a good thing. Flux inspires the challenge to learn and acquire knowledge. Through the many ideas brought together in the book (indwelling, playing to learn, collectives and imagination) the internet – and gaming – creates a space where new culture emerges. It’s a culture of collective inquiry that harnesses information and transforms it into something we can play and experiment with. This environment is a place which demands imagination because “where imaginations play, learning happens”.
Note: Due to time constrains, this is an abridged review and doesn’t encompass the entirety of the book.
Addendum: Apologies to readers of this blog who might have been mislead by any statements in this blog that have been poorly attributed; particularly the last comment “where imaginations play, learning happens”. When I wrote this book review, I didn’t use quotation marks around this statement, which implied that I had said it myself. This is not the case. I had simply forgotten to attribute it correctly. I have quoted other points from the book itself, but failed to quote this one (and also mis-quoted the authors by saying ‘imagination plays’ instead of ‘imaginations play’). This was unintentional. For a full reading of the twitter discussion that followed from a failure to correctly attribute a quote, see the pingback in comments below.
A New Culture Of Learning John Seely Brown is quickly becoming a bit of an academic rolemodel for me. The ideas he presents are in step with my own thinking. My research is going to look closely at his works and apply some of his theories directly to gaming – particularly Minecraft. Brown and Thomas’…
-
Three Papers by Jesper Juul
Three Papers by Jesper Juul – A brief synopsis of his recent works relating to computer game design.
*Note, all of the papers below are available for free from the Jesper Juul’s website (linked above).
Paper 1 – Zero-Player Games
Juul’s analysis of gaming looks closely at the players themselves and how player is defined. Importantly, the paper shows that there’s a distinction between games and gamers, and also, that games do not require a player (the player-centric model).
Zero-player games are games which require no significant human interaction for the game to be played. These are divided into four categories:
- Setup only games – games where the player starts the game and observes (without interaction) the remainder of the game.
- Games played by AIs – simply, games where the computer (AI) assumes the role of the player.
- Solved games – Games played by computers with the purpose of solving it – such as figuring out guaranteed winning moves, etc.
- Hypothetical games – non implemented games designed to describe or examine a question.
By understanding how games can be played without a player, paradoxically, the player can be more easily understood. Juul concludes with five distinct player traits:
- Players have continued agency
- Players as humans
- Players as temporal beings
- Players as having intentionality
- Players as having aesthetic preferences
Juul’s paper shows that a distinction can be made between game (artifact) and games (the activity). As well, it gives a strong rebuttal to the dominance of the player-centric model, since it doesn’t actually centre on players and overlooks their aesthetic preferences.
Paper 2 – Easy to use and incredibly difficult: On the mythical border between interface and gameplay
Interface and game play are seen, by many as Juul suggests, as vastly different. He argues that there’s no distinct border between the two. Interface is the tools (software and hardware) used to affect the game state. Gameplay is the core activity of the game.
The analysis focuses on defining the two elements and understanding how they have been used in game design. Importantly, Juul looks closely at the relationship between interface and gameplay, then compares their realisation in various games.
He concludes that gameplay is usually a simple premise or idea made challenging by the interface. The purpose of games is to be fun. Doing so often requires challenging the user. There’s a lot of fluidity between interface and gameplay. Because games are entertaining they are not always designed to be efficient. Intentionally adding inefficient elements to the gameplay or interface increases difficulty. This is a desired effect.
Most importantly, games provide an opportunity for the gamer to improve certain skills.
Blizzard uses the term skill differentiation to describe how requiring a range of skills allows a player to grow: a real time strategy game can have “twitch” skills, multitasking, strategic thinking, understanding of economy, knowledge of a map, and so on, as skill differentiators.
This means that difficulties of interface or gameplay simply become a skills hurdle for players to jump. The gameplay and interface in games is often blurred and, as games become more innovating, is redefined.
Paper 3 – The Fear of Failing? The many meanings of difficulty in video games
The role of failure in games is interesting and important to consider. Juul explores two important questions regarding failure.
- What is the role of failure in games?
- Do players prefer games where they do not feel responsible for failing?
There are two approaches to looking at “winning” in games.
- Goal oriented – where the focus is on winning, which should be made as easy as possible
- Aesthetic perspective – where there should be a reasonable combination of challenge and variation
Added to that are the methods of punishing players for failure.
- Energy punishment – loss of energy, usually leading to life punishment
- Life punishment – losing a “life”, usually bringing the player closer to game termination
- Game termination – ending the game, forcing the player to start from the beginning
- Setback punishment – making the player “replay” the game from a certain point
When a player fails, they might attribute the failure to three possible causes.
- Personal – personal traits, skills or disposition (eg. I didn’t move fast enough)
- Entity – the characteristics such as the game elements (eg. The enemy in game is too powerful)
- Circumstance – luck, chance or other transient causes (eg. My fingers slipped off the controller)
Juul developed an empirical study, based on an earlier study by Malone in 1982, to test how players responded to different punishments (energy punishment and life punishment). The study concluded that players prefer to feel personally responsible for failure when they play a game. When players failed, then succeeded, they gave a higher rating for the game, reflecting that they felt more satisfied. This is in comparison to players who didn’t fail at all and players who failed too often (both groups gave less positive reviews of the game).
From the overall analysis, four observations were made about games and failure.
- The player does not want to fail (feels sad, inadequate)
- Failing makes the player reconsider their strategy (making the game more interesting)
- Winning provides gratification
- Winning without failing leads to dissatisfaction
This is an interesting outcome. Gamers want games to be difficult. While they hope to win, gamers will fail and feel personally responsible. Once they’ve reviewed their strategy and tried again, they will eventually win. The gamer feels gratification and is satisfied with the game.
Failure in games creates a sense of depth. Failure forces the player to re-evaluate strategies and practice their skills. Doing so reflects improvement and success (overcoming adversity).
A game should be neither too easy, nor too hard. Failure adds content!
Three Papers by Jesper Juul – A brief synopsis of his recent works relating to computer game design. *Note, all of the papers below are available for free from the Jesper Juul’s website (linked above). Paper 1 – Zero-Player Games Juul’s analysis of gaming looks closely at the players themselves and how player is defined. Importantly,…
-
Why I Blog
Lupton’s short explanation of why she blogs is worth a read. Not only is blogging immediate and personal, but it breaks down academic walls which act to keep society and academia apart. I like the notion that academic though need not always be so formal, which is an attitude many academics (but few academic institutions) are embracing.
Mostly I agree with her assertion that it’s important to keep our writing away from academic paywalls. This is very high on the list of my pet-peeves – paying for scholarly works. While google scholar, academia.edu and other sites are helping to remove paywalls, too many sites are still profiteering from paid access to academic writing.
I own my writing. It’s mine. As I progress through my studies towards completing my doctorate, I intend to make all my work free for anyone to read and share. This is the way the internet works and academia needs to get with the program
Why I Blog Lupton’s short explanation of why she blogs is worth a read. Not only is blogging immediate and personal, but it breaks down academic walls which act to keep society and academia apart. I like the notion that academic though need not always be so formal, which is an attitude many academics (but…
-
High Score Education – Games, not school, are teaching kids to think.
High Score Education – Games, not school, are teaching kids to think.
Although somewhat dated, this short article by James Gee touches on some important elements of gaming and learning. The education system still pushes a “memorize and test” philosophy. Gee laments that children are not learning to think, they’re learning to memorise … and good students aren’t good at thinking they’re just good at “doing school”.
This is a very valid concern. Gee believes that games are an agent of mental training. That children aren’t meant to be memorising.
Learning isn’t about memorizing isolated facts. It’s about connecting and manipulating them.
I like that. It’s a very succinct way of describing what should be our relationship with information. This is exactly what the internet can do – provide an environment where we manipulate information by mixing, sharing and remixing between collectives online.
Gee states that the secret of video gaming’s success isn’t the games themselves or the 3D graphics, but the underlying architecture of the game. Each level is incrementally more difficult, pushing the gamer further and further beyond their abilities. This is the ‘regime of competence principal’. The game is just difficult enough to simultaneously provide pleasure and frustration for the player. It’s hard enough to be challenging, but through effort the player can be rewarded by winning the game.
Games also incorporate expertise. Gamers become masters of a game, but are then forced to adapt and evolve as the game becomes more complex.
As Gee notes, kids often say that playing games doesn’t feel like learning. They’re focused on playing. Again and again, educational experts push this point. Learning must become a secondary objective to having fun. When students are focused on having fun they forget that they’re also learning.
High Score Education – Games, not school, are teaching kids to think. Although somewhat dated, this short article by James Gee touches on some important elements of gaming and learning. The education system still pushes a “memorize and test” philosophy. Gee laments that children are not learning to think, they’re learning to memorise … and…
-
Assessing Higher Order Thinking in Video Games
Assessing Higher Order Thinking in Video Games
In his paper Assessing Higher Order Thinking In Video Games, John Rice draws the conclusion that educational computer games, such as Revolution, which was developed by MIT’s Media Lab (the game itself will be discussed in a future post).
With the increased global interest in gaming, educators are looking more closely at how computer games can be used in the classroom. Teachers seem to prefer edutainment style games which offer a “drill and kill” style of repetition practice. There is a wide spectrum of games being used (some ostensibly educational, some commercial but with educational potential) and amongst those games levels of “thinking skill” are required. Some games require only lower order thinking (drill and kill) while other games are more immersive, offering the ability for players to use higher order thinking skills. Rice refers to these as cognitive virtual interactive environments (VIEs).
The benefit of cognitive VIEs is to address the higher levels of Bloom’s Taxonomy – particularly application, analysis, synthesis and evaluation. VIEs are virtual (three dimensional) environments which require extensive interaction (reading, clicking, manipulating the environment). Most often, MMORPGs are the best representation of VIEs. Games such as World of Warcraft, Sims, Civilization can be considered examples which fit the genre.
While still being ‘edutainment’ Rice has developed a series of qualifiers, in the form of a rubric, which ascertain whether a game has the elements required to challenge higher order thinking skills.
The qualifiers, 20 in total, are scored and graded according to a viability scale.
Rice concludes that a game which scores 15 or more is “highly probable” to encourage higher order thinking skills in users. He concludes that VIEs are a viable as educational tools as long as they can be judged as having the ability to challenge higher order thinking skills. He is particularly impressed with “Revolution” and asserts it to be a high quality educational tool.
In reading this paper I’ve drawn some interesting conclusions myself. First is a criticism of Rice’s approach. While I agree that interactive gaming (particularly virtual environments) show enormous potential as learning tools, I cannot help but be alarmed that Rice’s approach to assessing such games is too prescriptive. The rubric is neither practical nor logical within the context of gaming. Computer games, and the culture created by them, shift constantly and are subject to trends which cannot be predicted. A game like Minecraft, arguably a teaching tool with enormous potential, scores poorly on such a rubric.
The generic codes and conventions of computer games are not static. They fluctuate and with each technology leap, there will be a noticeable shift in computer game standards. The games of today were inconceivable just 5 years ago. Computer games 5 years from now are equally difficult to predict.
While it’s important to recognise the value of gaming in modern culture and education, we must resist the temptation to rigidly define game boundaries.
Assessing Higher Order Thinking in Video Games In his paper Assessing Higher Order Thinking In Video Games, John Rice draws the conclusion that educational computer games, such as Revolution, which was developed by MIT’s Media Lab (the game itself will be discussed in a future post). With the increased global interest in gaming, educators are…
-
Summarising Evgeny Morozov

Seriously, the whole “technology doomsday” angle has been done since the printing press … call me an idealist but from a person as smart as he seems to be, it would be nice to hear something a little less cliched and more constructive than just inciting moral panic.
Seriously, the whole “technology doomsday” angle has been done since the printing press … call me an idealist but from a person as smart as he seems to be, it would be nice to hear something a little less cliched and more constructive than just inciting moral panic.
-
Teachers want access to more technology in the classroom
Teachers want access to more technology in the classroom
A nation wide survey conducted last year discovered that teachers want more technology in the classroom. Access to computers seems to be high and a lot of teachers are using websites, images and other media in their daily classroom routine.
However the problem, according to the survey, is that teachers feel they don’t have access to the “right” kinds of technology. The biggest barrier to technology, unsurprisingly, was budget constraints.
Teachers have their hearts in the right place. Most teachers cite ‘motivating students’ as their reason for wanting more technology in the classroom.
What surprised me was that 943% of teachers believed that interactive whiteboards ‘enrich’ classroom education. I understand the limitations of classroom technology and also the often low levels of training teachers have in using technology in the classroom. Particularly, teachers aren’t always well versed in areas like the internet and social media. However, I cannot fathom why interactive whiteboards (a 20+ year old technology) is still desired in a classroom environment. I had access to them over 10 years ago and nobody in my school was interested in using them. Their application, quite honestly, is limited.
Overcoming budget is an understandable problem. One idea might be to apply a BYOT (bring your own technology) attitude. Allowing students to bring mobile devices to class – and use them directly for learning – will help raise motivation levels. Also, students are more likely to enjoy using computers (internet and social media) than they are using interactive whiteboards.
Teachers should start moving towards a more participatory methodology for learning. Provide students with the basic ideas or questions and let them use the resources that they’re comfortable with (online environments) and it might be surprising what they can produce.
Perhaps the problem in modern education is that we’re too focused on telling students what tools they can use to solve problems (such as learning, knowledge acquisition and skills building). Instead, let them choose their own tools. Why can’t a pyramid be modeled in Minecraft? Why can’t student presentations be done via youtube?
The best part is that teachers don’t even have to think of tools that students might choose. Students will do that! Technology? Not a problem, students will use the technology they have and whatever they’re comfortable with. Teenagers are happy to work when doing so on their own terms. Whatever students are studying, just give them core ideas and let them figure out the rest. Study after study proves that student will work when they work for themselves.
Motivation goes up. Creativity goes up. Original content and content creation goes up … all without the teacher lifting a finger.
Win!
Teachers want access to more technology in the classroom A nation wide survey conducted last year discovered that teachers want more technology in the classroom. Access to computers seems to be high and a lot of teachers are using websites, images and other media in their daily classroom routine. However the problem, according to the…
-
Shut Up and Write The Book!
Sometimes we focus so much on coming up with ideas, or thinking about what to write, or spend too much time making sure there’s academic value in what we’re doing … but sometimes we just have to stop messing around and just write!
Good philosophy and some nice tips for getting the writing flowing. For my own writing I’ve realised that I don’t do enough and that I’m not happy with my writing style. From now on I’m going to try and write more. I want to make my writing simple and approachable – none of this academic quasi-smartass mumbo jumbo.
Shut Up and Write The Book! Sometimes we focus so much on coming up with ideas, or thinking about what to write, or spend too much time making sure there’s academic value in what we’re doing … but sometimes we just have to stop messing around and just write! Good philosophy and some nice tips…
-
More Fun Writing Than Playing: The Critical Videogame Blogosphere as Emerging Approach to Knowledge Creation
Blogging has risen as a powerful form of community on the internet. I’m writing a research blog at this very minute. You’re reading these words and, as such, we are both part of the research or academic or education communities. Maybe all of them, maybe a mix, maybe just one. But that’s how you found me, through your interest in research relating to education.
The blogosphere is an umbrella term for those who write blogs and consider themselves a part of the blogging community. Within that community are categories of blogs such as ‘tech blogs’ or ‘news blogs’ or ‘education blogs’.
Abraham, in talking about blogging, identifies the community mindset relating to bloggers. They have a kind of collective knowledge or extended mind which is a way of thinking beyond the individual human idea of knowledge.
This is an interesting notion. An analogy could be suggested (by me) that the way we think is becoming less individual and more collective – like a hive. The community pools its knowledge and uses that as to become a self-perceived community of experts. This community perceives itself to be creative and productive, as if providing something to the wider internet. Indeed there is an apparent relationship between expert bloggers (who are positioned as game critics) and their readers. The blog acts as an intermediary for the ideas of their authors.
The community that bloggers are part of is an imagined community; all communities (excluding small face-to-face villages) are imagined. Such communities are distinguished by the style in which they are imagined. Any perceived falsity or “genuineness” is irrelevant.
I’m mostly interested in Abraham’s notion that bloggers are a form of knowledge creation. While they might compete within their community for prestige or to become elite, game bloggers are working together to create a community. That community creates a kind of collective knowledge through a distributed network of overlapping ‘extended minds’. This is an exciting notion as it has implications on social networking and other communities such as web forums. If bloggers (working on independent blogs as part of a game blogosphere) are creating knowledge then this idea can be applied to other areas and communities – especially those with a closer and more collaborative mindset.
I also like the assertion that through the action of repetition (practice) one can become an expert without any formal acknowledgement.
An expert is someone widely recognized as a reliable source of technique or skill whose faculty for judging or deciding rightly, justly, or wisely is accorded authority and status by their peers or the public in a specific well-distinguished domain.
An expert isn’t a person with a PhD, it’s a person who has achieved domain-specific knowledge through the repeated act of writing about that topic over a period of time. This puts anybody with domain-specific knowledge into the realm of expert. Even more interesting is the realisation that expert no longer has to be a embodied as a person. Wikipedia, a collective resource, is recognised for being an expert source – an aggregation of many points of view. Collective knowledge. Extended minds.
When did the definition of an expert change? When did it become acceptable to cite wikipedia as a source? When did an anonymous blogger become an expert? The redefinition of expertise changes the way we see knowledge and knowledge creation,
More Fun Writing Than Playing: The Critical Videogame Blogosphere as Emerging Approach to Knowledge Creation Blogging has risen as a powerful form of community on the internet. I’m writing a research blog at this very minute. You’re reading these words and, as such, we are both part of the research or academic or education communities.…
-
Does Game Based Learning Work?
Does Game Based Learning Work? Short answer: Yes. Blunt’s analysis of three studies draws together enough empirical data to suggest that there is a correlation between gaming and test scores.
The idea of the study was simply to discover whether COTS (commercial, off-the shelf) games facilitate improved learning in a classroom environment. The results strongly suggest that there’s benefits to combining gaming and learning. Blunt used a theoretical framework which considered multiple concepts:
- ARCS (attention, relevance, confidence, satisfaction). This model identifies four areas in which learning is broken into parts. The theory is that students require motivation as well as practical examples of how a system works (which the students can use to help their understanding).
- Good Video Game Design. Of particular importance is the computer game’s quality. The game must have rules (restrictions and generic codes), goals & objectives, be challenging and be engaging.
Blunt conducted three separate studies at a university level. All of the subjects were business related – business, economics, management. Each subject had a corresponding COTS computer game which fit the curriculum. As a study control, the subjects that were chosen had two or more class groups. One group was allowed to play computer games as a part of the curriculum, the other class (which was learning exactly the same content) didn’t have access to a computer game – ie it was a standard class. At the end of the course, students were given standardised tests.
The results were very encouraging. The classes which included computer games had a much higher average score and more “A” level results than classes without the games. Also, classes with computer games had no students fail the course, while the other classes had a number of fails. The results also considered other matrices such as gender and ethnicity. Overall, computer games seemed to have almost no discernible affect on gender or ethnicity. The only other significant factor was age. Students under 40 years of age performed significantly better with computer games. Students over 41 didn’t benefit from using computer games in class.
Blunt concludes that his results are significant, however the problem he is trying to address is the lack of empirical data which can be used to prove a causal-comparative relationship between computer games and learning.
Simulations. We have plenty of empirical studies about simulations over the last 25 years. We know simulations work. We know simulations improve performance. We know simulations improve learning. Yet, I challenge anyone to show me a literature review of empirical studies about game- based learning. There are none. We are charging head-long into game-based learning without knowing if it works or not. We need studies. – Dr J. Cannon-Bowers
Does Game Based Learning Work? Short answer: Yes. Blunt’s analysis of three studies draws together enough empirical data to suggest that there is a correlation between gaming and test scores. The idea of the study was simply to discover whether COTS (commercial, off-the shelf) games facilitate improved learning in a classroom environment. The results strongly suggest…
-
GAMING RHYTHMS: PLAY AND COUNTERPLAY FROM THE SITUATED TO THE GLOBAL
GAMING RHYTHMS: PLAY AND COUNTERPLAY FROM THE SITUATED TO THE GLOBAL
-
Seth Priebatsch: The game layer on top of the world
-
Jesse Schell: When games invade real life
Apologies for the video issues. For some reason, this video is really difficult to grab.
Edit: found on youtube
Apologies for the video issues. For some reason, this video is really difficult to grab. Edit: found on youtube
-
Teenagers and their sleepless lives
Teenagers and their sleepless lives
While the BBC has done a good job of surveying wider opinions regarding teens and technology, they’ve fallen short by focusing on the views of kids who are well educated, mature and responsible.
I don’t know how many 14 year old would use the word ‘hierarchy’ in a conversational setting, but I get the feeling that the BBC is putting quite a positive spin on teens and their technology.
Don’t get me wrong, the overall view of youth and technology should be positive … but not all teens use their tech toys in a positive way. there’s a lot of negative sides to the use of tech as well.
It’d be good if the BBC’s thoughts on the issue were more well rounded.
Teenagers and their sleepless lives While the BBC has done a good job of surveying wider opinions regarding teens and technology, they’ve fallen short by focusing on the views of kids who are well educated, mature and responsible. I don’t know how many 14 year old would use the word ‘hierarchy’ in a conversational setting,…
-
Larry Lessig: Laws that choke creativity
-
An anthropological introduction to YouTube
-
No End to Magical Thinking When It Comes to High-Tech Schooling – Larry Cuban
No End to Magical Thinking When It Comes to High-Tech Schooling – Larry Cuban
It irks me that so many people are positioning themselves as tech-pocolyptics … bemoaning the view that technology is the cause of our problems and that money is being wasted trying to make schools technology hubs.
Cuban’s blog, while usually interesting, takes a view that technology is being wrongly viewed as a ‘magic bullet’ to solve all of educations problems. Cuban has asserted, mistakenly, that “many fantasize” about the notion of technology replacing teachers.
Humans are, by our very nature, social creatures. The internet is redefining the way people interact, no doubt, but not isolating people like some would suggest. The internet is creating a space, a new literacy, where people can interact in larger, less structured groups.
Teachers will be replaced by devices and robots? The idea is ludicrous. It’s even more ludicrous to suggest that many fantasize about it. There will always be teachers. Perhaps we will call them mentors or guides. But they will be educators and their space will change as new technologies emerge (which is a good thing, since education has been static for over a century). So on one hand Cuban can generalise that there’s a desire for teachers to become redundant, but educators will always have a place in society – it’s just that their role might be redefined – which is long overdue.
Cuban’s critique on Mitra’s TED talk and his ambitions for cloud learning is also unwarranted. Cuban is also quick to point out the perceived failure of the OLPC (one laptop per child) program. He alludes to Mitra’s inevitable failure as well.
Failure is not a bad thing. As an eminent academic once said to me “fail early, fail often”. This is a way of learning through experimentation. OLPC was doomed to failure but that’s not the point. Mitra’s cloud schooling in India will never be a success, but that’s not important either. What’s important is that these people are pushing at the edges of learning and technology and finding ways of making it work.
Ask any scientist how often they fail compared to how often they succeed. Why are we so afraid of failure?
While I agree that education has a tendency to shoehorn technology in the classroom and hope it’s a success. But there needs to be a differentiation between the politics of “student / computer ratios” and educational innovators who are trying to find solutions in an ever shifting technology landscape. Wasting millions of dollars on interactive whiteboards (which every teacher hates) is completely different to funding experimental programs to test ideas involving new technologies.
The OLPC concept started before smart phones, before raspberri pi, before a laptop was an accessible technology. Right now it looks antiquated but the idea was revolutionary.
Cuban would prefer that taxpayers, parents and politicians be assuaged.
I’d like to finish with a quote by Mitra himself, since he was the target of Cuban’s rant.
I said schools as we know them now, they’re obsolete. I’m not saying they’re broken. It’s quite fashionable to say that the education system’s broken. It’s not broken. It’s wonderfully constructed. It’s just that we don’t need it anymore. It’s outdated.
I think this is the most important rebuttal to Cuban’s thinking. Education and politics continues to drag its heels looking for “magic bullets” perhaps, but instituting no real change. While we defer to parents and politicians for fiscal accountability, kids sit in classrooms that they hate while being bombarded with an education they loathe.
I may not be as eloquent as Mr Cuban. However it’s easy to criticise without actually offering a productive way forward. I’m tired of deferring decision making to parents and politicians who have no clue about technology and no actual interest (beyond re-election promises) in fixing problems.
The longer we allow people to hold technology back, the worse the problem gets.
‘Bottom dollar’ thinking is stifling creativity and innovation. Politics and political point scoring are wasting money. Teaching mindsets are 19th century … and children are the ones suffering.
No End to Magical Thinking When It Comes to High-Tech Schooling – Larry Cuban It irks me that so many people are positioning themselves as tech-pocolyptics … bemoaning the view that technology is the cause of our problems and that money is being wasted trying to make schools technology hubs. Cuban’s blog, while usually interesting,…
-
Eric Kandel: Creativity, Your Brain, and the Aha! Moment
-
Reinventing The Gatekeeper
-
The 10,000 hour to success – myth busted!
The 10,000 hour to success – myth busted!
Malcolm Gladwell’s “Outliers” certainly hit a chord with educators and academics with his claim, based on empirical research, that 10 000 hours of study would elevate a person to virtuoso levels of skill.
Interestingly, the study upon which his claim is based makes no such claim.
Gladwell’s theory is too generalised to be applied to the real world and a number of good arguments have been made to refute his claims. Firstly, virtuoso level skills are dependent on the area being studied. Memorization tasks only take a few hundred hours to achieve mastery levels. And sport, which puts physical strain on the body, doesn’t allow for the level of practice that are possible in other areas (such as music).
If a person practices for 90 minutes a day, they reach the golden number of 10 000 within 20 years. However that level of practice may not be intense enough to increase skills significantly enough to be considered virtuoso. 3 hours of practice a day, attaining 10 000 hours in 10 years, is more likely to result in mastery.
Numerous other factors, such as motivation, also contribute to one’s ability to become a master of their art. Also, not everyone is suitable (physically or intellectually) for any task. My short self would never be able to become a basketball virtuoso in 10 000 hours!
However, there’s no need to throw out the baby with the bathwater. Gladwell’s 10 000 hours theory is really just a way to grab people’s attention. 10 000 hours sounds more precise than ‘lots and lots of practice’ … which is what Gladwell is actually saying!
The 10,000 hour to success – myth busted! Malcolm Gladwell’s “Outliers” certainly hit a chord with educators and academics with his claim, based on empirical research, that 10 000 hours of study would elevate a person to virtuoso levels of skill. Interestingly, the study upon which his claim is based makes no such claim. Gladwell’s theory…
-
Is Minecraft the Ultimate Educational Tool?
The answer, in short, is yet … but not in the classroom … and don’t say “education”.
The answer, in short, is yet … but not in the classroom … and don’t say “education”.
-
Teach Creativity, Not Memorization
Teach Creativity, Not Memorization
Sternberg’s analysis of the importance of creativity has become seminal reading for those interested in the implications of creativity and learning. Creativity, according to Sternberg, is under utilised and students need to ‘mobilize’ their creativity.
The main area of consideration, he states, is how university and the corporate world values creativity. The qualities of creativity which are so coveted are not taught in schools. The education system focuses on memorisation which is setting students up for failure.
To promote creativity in the classroom, students need to be encouraged to define and redefine problems that they encounter. This includes things like projects, assignments and presentations. If students make a mistake, they can solve the problem to fix the error or start again if their approach was a mistake. This is all valuable learning for students as they strive to develop judgement. As such, it’s more important for students to learn what questions to ask, and how to ask them, rather than just learning the answers.
Additionally, another crucial element of creativity is selling one’s creative ideas. Ideas have value and students need to learn how to sell those ideas to others.
Having too much knowledge can also be a hindrance to creativity. Knowledge is beneficial but can also entrench thinking and attitudes. Considering this, the learning process can be a two way sharing opportunity. Teachers can share knowledge that students don’t have. Conversely, students have flexibility, precisely because they have less knowledge, and can use that flexibility to open avenues of creative process.
Creativity requires perseverance. Traditionally, creative thinking has encountered obstacles caused by resistance from others. Creative thinking, which lacks structure and discipline, often brings disappointment and disillusionment. There are a lot of grey areas and ambiguity. Creative though can be sporadic, non-linear and takes time to develop. Promoting creative though also means fostering self-efficacy. Steinberg suggests that creative thinking requires measured risk-taking, along with perseverance. By defying norms and producing ideas, creative thinking can result in innovation which is trend setting and respected by others.
By helping students find something they love, or having them demonstrate their talents or ability, they’re more likely to act creatively. It doesn’t matter what their focus area is, just that they love the activity and feel a sense of importance but without a need for immediate rewards.
“Students develop creativity not when they are told to but when they are shown how.”
Investing in Creativity – R. Sternberg and T. Lubart
The paper on teaching creativity stems from earlier works by Sternberg in which he takes a more analytical and psychological approach to looking at creativity. Sternberg surmised in 1996 when he wrote the paper “Investing in Creativity” that not research had been conducted regarding creativity. It had been neglected as a research topic. Numerous contributors are cited as to why creativity was ignored; partly because of the ambiguity of what creativity actually meant and mostly because there were no rigid methods to study or measure creativity.
Creativity is the ability to produce work that is both novel and appropriate. It’s a broad topic that has implications on both an individual and societal level. Individually, creativity is useful for problem solving. Societally, creativity can lead to new scientific findings, art movements, innovations and social programs.
In the 1950s creativity research increased and a few learning institutes were founded to look specifically at creativity from a psychological perspective. Intelligence, naturally, attracts more interest and research than intelligence. However, Sternberg argues that creativity is just as important as intelligence.
It is through creativity that we can cope with significant challenges in our environments in novel and appropriate ways. Indeed, given the rate at which the world is changing, the importance of creativity to our lives is likely to increase.
Even now there are few organisations specifically focusing on creativity. Two such journals exist: The Journal of Creative Behavior and the Creative Research Journal. The former is mostly non-empirical, with a focus on how to improve creativity rather than the study of it. The latter, which has a research focus, has been published since 1988. The conclusion here, made by Sternberg, is that creativity is not an area that readily lends itself to scientific study.
An early approach called the psychodynamic approach took the view that creativity arises from tension between conscious reality and unconscious drives. The Freudian theory was that artists used creativity as a way to express their unconscious desires.
The problem is, as noted earlier, that creativity is hard to define and observe. Methods have been tried to scale creativity and measure it in a scientific way. One such method is Guilford’s “divergent thinking” tasks called the Unusual Uses test. The test required asking participants to think of as many uses as they could for a common object. They were tested on a creative scale.
Where tests and definitions fell short were in the disparity between “Creativity” (big c) by famous artists or eminent thinkers, compared to “creativity” (little c) on an every day level. One related research paper proposed that creativity is, essentially, ordinary cognitive processes hielding extraordinary results – – referring to studies of eminent creators and lab research.
A more social-personality approach focuses on variables such as personality, motivation and sociocultural environments as creative sources. Studies comparing creative samples in eminent “Creativity” and everyday “creativity” have yielded identification of common, relevant traits: independent judgement, self-confidence, attraction to complexity,, aesthetic orientation and risk taking. Along with Maslow’s observations about creativity, there’s definitely a link between creativity and motivation. Specifically, intrinsic motivation affects creative output. This has relevance to confluence theory – that creativity is a confluence of task motivation, domain relevant knowledge and abilities, as well as creativity-relevant skills. This forms the basis of a model for creative problem solving.
Sternberg’s own research identifies the importance of personality for creative functioning. Creativity requires a willingness to overcome obstacles, take risks, tolerate ambiguity and self-efficacy. All of which are traits mentioned earlier in the paper with relation to creative obstacles. Sternberg, too, asserts the importance of intrinsic motivation for creative work – that creative people love what they do and are less focused on rewards. Finally, he recognises the need for an environment which is supportive of creative ideas.
In this paper Sternberg has established the importance of creativity, despite the lack of research on the topic, as well as obstacles to creative output. He considers a variety of definitions and concludes that creativity is a vaild field of study. Using confluence theories offer a methodology to study creativity which allows for experimental testing.
Sternberg is an advocate of creativity as a method of promoting learning and critical thinking. While it’s an under-developed field of research, creativity (and particularly motivation) is a desired skill in the buisness world and plays an important role in learning.
Teach Creativity, Not Memorization Sternberg’s analysis of the importance of creativity has become seminal reading for those interested in the implications of creativity and learning. Creativity, according to Sternberg, is under utilised and students need to ‘mobilize’ their creativity. The main area of consideration, he states, is how university and the corporate world values creativity.…
-
Gaming Can Make a Better World – Jane McGonigal
While Gladwell’s notion that ‘10,000 hours makes a virtuoso’ has been debunked, there’s definitely potential behind the idea that gamers can become virtuosos. Gaming needs to be recognised as a valid intellectual output and can make a genuine contribution to making a better world.
While Gladwell’s notion that ‘10,000 hours makes a virtuoso’ has been debunked, there’s definitely potential behind the idea that gamers can become virtuosos. Gaming needs to be recognised as a valid intellectual output and can make a genuine contribution to making a better world.
-
Link thread – Stuff Worth Reading
Some interesting links I want to keep track of, but don’t have time to write about:
- Gamification in the classroom
- Edge.org
- Uncreative Writing: Redefining Language and Authorship in the Digital Age
- From Fear to Facebook
- Minecraft in Education – From Minecon 2012
And some stats for my own studies:
- YouTube Stats Page – some very cool stats here!
- /r/minecraft Stats
Some interesting links I want to keep track of, but don’t have time to write about: Gamification in the classroom Edge.org Uncreative Writing: Redefining Language and Authorship in the Digital Age From Fear to Facebook Minecraft in Education – From Minecon 2012 And some stats for my own studies: YouTube Stats Page – some very cool…
-
To Save Everything, Click Here
To Save Everything, Click Here
Morozov’s new book warns of how too much reliance on the internet as a ‘solution’ is counter productive to what the internet was designed to achieve.
In this interview with The Guardian, Morozov talks about the perils of technology and how it limits democracy, promotes authoritarianism and removes choice and innovation.
What is the role of technology in our lives? Do we want it to do the thinking for us by obviating problem solving? Or are technologies there to enhance our problem solving? Morozov’s view is that there’s a very real danger that over-reliance on technology to automate thinking makes us dumb. Moreover, he questions the roles of Facebook and Google as controllers of thinking and innovation, by not scrutinising such companies closely enough.
If Twitter, he argues, promotes people and sites which support twitter, then they’re following a business model rather than a model of net-neutrality. This is where users should be more critical of what they consume and what they believe, Morozov asserts.
Overall, Morozov pushes for more independent thought and less reliance on internet sound bites and click throughs. The internet is more about marketing, advertising and dominance.
While his concerns are valid, I disagree with his assertion that groups like TED are a failure because it’s not “deep”. While depth is (obviously) desired, there’s also a need to appeal to viewers in a consumable way. If TED talks were nuclear physics, then the audience would be limited and TED would be less successful. Instead, TED seems to me to be striving towards getting ideas out there and gaining interest. It’s a starting point for many people to begin digging further and finding the ‘depth’ that Morozov desires.
Like TOR networks, perhaps learning can be thought of in stages: entry node, middle node, exit node. TED is an entry node and, thus, it’s interesting and consumable without being too deep. Middle node learning would take place via scientific forums, wikis and academic readings (via Google Scholar).
None the less, I’ll try and acquire a copy of Morozov’s book. It looks like a good read.
To Save Everything, Click Here Morozov’s new book warns of how too much reliance on the internet as a ‘solution’ is counter productive to what the internet was designed to achieve. In this interview with The Guardian, Morozov talks about the perils of technology and how it limits democracy, promotes authoritarianism and removes choice and…
-
Education as a dying and outdated system – M. Pireddu
Education as a dying and outdated system – M. Pireddu Pireddu’s discussion about education is a timely and relevant critique. Computers have chanced the social landscape and the world in which students are immersed.
Pireddu talks about the death of education in terms of the rise of technology. From the perspective of constantly evolving technology, Pireddu discusses areas such as social learning and participatory learning. The paper also talks about the battle between technology as a tool and technology as an environment. Finally Pireddu gives a definition and overview of what he calls ‘convergence culture’ and how youth culture has positioned itself as an early adopter of technology.
Education and new media – New technologies have always been used to enrich education. Starting with the literacy, the printing press, television and now computers, technology has had a central position in education. However with the emergence of the internet, technology is able to transform education by no longer being a part of the educational environment. Traditionally technology has always been the tool of education and now it has the ability to become the environment of learning – particularly online learning and virtual learning. These kinds of areas have validity when considering the potential for experiential learning. This change echoes the shift in technology’s position in people’s personal lives. There’s now a dichotomy between the technology in the classroom and personal technology. Technology at school is still entrenched within centuries old Taylorism models of “one size fits all” learning. While at home, people interact with technology in a way which is less structured and more fluid.
Such a move towards a more technology and communication driven environment changes the way in which we acquire knowledge. Instead of needing to memorise, learners can focus on researching and skills such as analysis, critical thinking and creation of original content. A shift in paradigm from knowledgable to knowledge-abled.
Media literacies – Pireddu introduces the idea of convergence culture – how the internet has converged all forms of media and a flow of media across different platforms. Society, culture and technology are all connected by convergence, greatly reducing the cost of creating and sharing digital content. Evidence cited by Pireddu suggests strongly that younger generations are enormously engrossed in convergence culture, producing vast amounts of original content, as well as participating, sharing and discussing content online. Through social networks, information is now consumed and shared, mashed-up and remixed. Websites, social networks, gaming and mobile media technologies have become fixtures of youth culture. Young people are embracing the internet and making it their own.
This has lead to the development of a more participatory culture. Through creation and expression, people feel important and connect to others through common interests. The focus has shifted from knowledge acquisition to participation in collaborative problem solving, distributing knowledge, sharing and discussing. The knowledge itself is no longer the focus, but how that knowledge is used, shared, mixed and mashed and then redistributed.
Teachers might argue that such technologies are disruptive, when students are tweeting or updating their status on Facebook. Yet, students are more likely to be interacting with knowledge in new and innovative ways. If the education system cannot adapt to students’ needs, in terms of their preferred methods of using technology and consuming information, then education will continue to be chaotic and antiquated.
Toward a new learning potential – The role of education is to prepare students for society. Yet how can education be successful when the system itself is not up-to-date with the changing world. This begs to ask whether schools are still relevant . Technology has reached a stage where it can increase and evolve at an exponential rate. Yet education systems, bogged down by bureaucracy, languish and are reactionary in terms of technology. Students are already redefining their own learning and new learning methods are emerging daily. Learners are moving toward less rigid and organic learning styles that are at odds with the Taylorism model. Through social networking, students prefer to cooperate and participate in information sharing. As technology obstacles are removed, it becomes easier and easier for students to network on a global scale, working as a collective to build knowledge. The shift is away from formal learning and towards a amateursed process of collaboration.
Learning is no longer about teachers disseminating information to students. Learning is about communities. New medias and technology will create even more learning communities in what has been described as anti-teaching – creating of learning environments where students are empowered to ask the questions and find the answers themselves.
Education as a dying and outdated system – M. Pireddu Pireddu’s discussion about education is a timely and relevant critique. Computers have chanced the social landscape and the world in which students are immersed. Pireddu talks about the death of education in terms of the rise of technology. From the perspective of constantly evolving technology,…
-
Findings from the Teaching, Learning, and Computing Survey: Is Larry Cuban Right?
Findings from the Teaching, Learning, and Computing Survey: Is Larry Cuban Right?
Note: This article links directly to a PDF file.
Becker attempts to review Cuban’s initial findings that computers are largely incompatible with classroom teaching. His data, 16 years after Cuban’s initial study, asserts that there are conditions under which the likelihood of computer usage can dramatically increase.
However, I was unable to agree with Becker’s views. He did find Cuban’s assertions to still be correct. Becker claimed, though, that computer usage could improve. My issue with this finding that there were too many caveats required to satisfy Becker’s claims. He stated that a classroom needed at least 5 computers and all students needed an average amount of technical skill. As well, the teacher needs to be highly proficient in using constructionist teaching pedagogy.
While this may not be too difficult to accomplish, there are too many “ifs” to be satisfied. If the computers are fully functional and all software is up-to-date. If teachers have time to write a computer based curriculum. If time within the curriculum permits computer usage (as all teachers know, computer-based tasks take longer). If the teacher is skilled in developing curriculum that can maximise learning using computers.
Once all those “ifs” can be satisfied, then perhaps computers can make a dramatic difference in classroom education. However it’s still a case of shoehorning computers into classrooms.
Findings from the Teaching, Learning, and Computing Survey: Is Larry Cuban Right? Note: This article links directly to a PDF file. Becker attempts to review Cuban’s initial findings that computers are largely incompatible with classroom teaching. His data, 16 years after Cuban’s initial study, asserts that there are conditions under which the likelihood of computer…
-
EDUpunk
Are you edu punk? Edupunk (2008-2011) is an approach to teaching and learning practices that result from a do it yourself (DIY) attitude. The New York Times defines it as “an approach to teaching that avoids mainstream tools like PowerPoint and Blackboard, and instead aims to bring the rebellious attitude and D.I.Y. ethos of ’70s bands like The Clash to the classroom.” Many instructional applications can be described as DIY education or Edupunk.
The term was first used on May 25, 2008 by Jim Groom in his blog, and covered less than a week later in the Chronicle of Higher Education. Stephen Downes, an online education theorist and an editor for the International Journal of Instructional Technology and Distance Learning, noted that “the concept of Edupunk has totally caught wind, spreading through the blogosphere like wildfire”.
Are you edu punk? Edupunk (2008-2011) is an approach to teaching and learning practices that result from a do it yourself (DIY) attitude. The New York Times defines it as “an approach to teaching that avoids mainstream tools like PowerPoint and Blackboard, and instead aims to bring the rebellious attitude and D.I.Y. ethos of ’70s…
-
Singularity University
What we know about computing and technology is doubling at an exponential rate. The computer that required a warehouse now fits in our pocket. In 25 years that computer will fit into a single blood cell. In 7-8 doublings, solar power efficiency can go from a few percent to 100%. It’s incredible to know that in 20 years from how the technological advance will be beyond our current comprehension. Computers will be molecular and organic.
The singularity university, backed by nasa and google, is an exciting project that looks at technologies and helps drive the exponential changes in our ever increasing computerised society.
More on the Singularity University:
http://singularityu.org/
http://www.singularityweblog.com/ray-kurzweil-pbs-immortality/ – Ray Kurzweil talks in detail about SU and technology
Singularity University What we know about computing and technology is doubling at an exponential rate. The computer that required a warehouse now fits in our pocket. In 25 years that computer will fit into a single blood cell. In 7-8 doublings, solar power efficiency can go from a few percent to 100%. It’s incredible to…
-
Books on the wish list …
This isn’t a begging thread, this is a memory thread. I’ve got a lot of books that I’d like to read. I’ll make threads like this to keep track of books that are on my radar.
This isn’t a begging thread, this is a memory thread. I’ve got a lot of books that I’d like to read. I’ll make threads like this to keep track of books that are on my radar.
-
Academic Assholes
A bit of fun to point a finger at academia itself. the growing fame of the blog thesiswhisperer.com is making itself heard via the unorthodox ramblings of an academic on the edge of the system. a worthwhile read considering the entrenched attitudes undermining academic thought.
http://www.chrisbigum.com/wp/2013/03/04/of-whisperers-skunks-and-lemmings
In a follow-up to that is a blog post from one of my lecturers, Chris talks about the thesiswhisperer.com blogger (whom he met at a speech), skunks and lemmings. Skunks are projects that are undertaken by universities as an experiment and are often doomed to fail. These ‘fail early, fail often’ projects are doomed to extinction as universities take a lemmings approach to adopting new ideas.
The thesiswhisperer.com and Chris’ blog are radical and refreshing.
Academic Assholes A bit of fun to point a finger at academia itself. the growing fame of the blog thesiswhisperer.com is making itself heard via the unorthodox ramblings of an academic on the edge of the system. a worthwhile read considering the entrenched attitudes undermining academic thought. http://www.chrisbigum.com/wp/2013/03/04/of-whisperers-skunks-and-lemmings In a follow-up to that is a…
-
Computers in Education: A Brief History By Andrew Molnar
Computers in Education: A Brief History By Andrew Molnar
Who needs to remember anything when you can just google it? A paradigm shift has occurred which is moving learners from memorising facts to developing higher order thinking and problem solving skills. This is the cognitive approach and is useful considering our strengths and weaknesses in relation to processing information.
Learning has also, historically, changed from learning for many to learning for all; from learning controlled by schools to learning through media such as TV, radio and internet. With the invention of computers, learners were able to (for the first time) take control of their own education through self-paced learning and immediate feedback.
The most interesting part of this paper was the discussion of the constructivist approach.
The Constructivist approach viewed learning as a reconstruction of knowledge. Papert asserted that learning is more effective when the learner actually constructs a meaningful product. In building computer-driven LEGO constructions, the student learns to define a problem and the tacit practical problem-solving skills needed to solve it. Papert has tried to move education from “computer literacy,” an appreciation of computing, to “computer fluency,” the application of computers to solve real problems.
This approach is worth researching further. Minecraft definitely has a connection to LEGO and construction. Read more about the constructivist approach and see whether it has practical connections to gaming and Minecraft.
Computers have been able to create visual metaphors for abstract concepts (turbulence) or complex ideas (fractals). Increasingly, computers are required to teach concepts that are beyond human capability. Computer visualisation also restructures our way of thinking about a problem, allowing focus on higher level thinking skills because the idea (as represented by the computer’s GUI) is easier to understand and process.
Added to this is the invent of virtual reality, which allows users to develop experiential knowledge in an artificial environments. With the popularisation of distance education, people can obtain post graduate degrees in flexible formats.
While quite dated, Molnar’s history of computers is interesting. He raises a few good points about the exponential learning which is created with each new step in technology.
Computers in Education: A Brief History By Andrew Molnar Who needs to remember anything when you can just google it? A paradigm shift has occurred which is moving learners from memorising facts to developing higher order thinking and problem solving skills. This is the cognitive approach and is useful considering our strengths and weaknesses in…
-
TED Talk – Sugata Mitra – Build a school in the cloud
Mitra talks about the history of education and the change required to transform schools from knowledge based to skills based. He asserts that the education system is obsolete and, infact, knowledge is obsolete. He wants to help students learn independently of schools.
Mitra talks about the history of education and the change required to transform schools from knowledge based to skills based. He asserts that the education system is obsolete and, infact, knowledge is obsolete. He wants to help students learn independently of schools.
-
The Research Kitchen
A part of my coursework, I’ve joined a small wiki to help with my studies and research. The research kitchen is a space to collaborate and discuss research ideas with other Griffith people.
The Research Kitchen A part of my coursework, I’ve joined a small wiki to help with my studies and research. The research kitchen is a space to collaborate and discuss research ideas with other Griffith people.
-
Open Learning And Rethinking Academia
Open Learning And Rethinking Academia
In the old days, being relevant was writing academic papers. Today, if people can’t find you on the internet, if they’re not talking about you in Rwanda, you’re irrelevant.
Discussion about reinventing education and academia. Instead of just writing papers, people need to use social media, networks and tap into the knowledge out there in the street. The internet is a resource for connecting, funding and finding others with common interest and similar fields. Using communities, movements can be created that aim to resolve problems or find innovative ways to look at old issues. The focus is on learning … not education.
An interesting idea is that of practice over theory – playing with ideas and exploring, rather than theorising. Innovation is no longer expensive and limited to elite, wealthy organisations. Anyone can be innovative.
How can I take the ideas of Minecraft and education, find some ideas I can play with and practice and see what kind of outcomes I can achieve? How can I use Minecraft to be innovative?
Open Learning And Rethinking Academia In the old days, being relevant was writing academic papers. Today, if people can’t find you on the internet, if they’re not talking about you in Rwanda, you’re irrelevant. Discussion about reinventing education and academia. Instead of just writing papers, people need to use social media, networks and tap into…
-
Students : Game AI vs Traditional AI « #AltDevBlogADay
http://altdevblogaday.com/2011/07/11/students-game-ai-vs-traditional-ai/
-
Ed/ITLib Digital Library → The Educated Blogger: Using Weblogs to Promote Literacy in the Classroom
http://www.editlib.org/INDEX.CFM?fuseaction=Reader.ViewFullText&paper_id=5680
-
Should we “gamify” education? – – Macleans OnCampus
http://oncampus.macleans.ca/education/2011/06/03/should-we-gamify-education/
-
Dan Pink on the surprising science of motivation | Video on TED.com
http://www.ted.com/talks/dan_pink_on_motivation.html
-
Seth Priebatsch: The game layer on top of the world | Video on TED.com
http://www.ted.com/talks/lang/eng/seth_priebatsch_the_game_layer_on_top_of_the_world.html
-
Richard Baraniuk on open-source learning | Video on TED.com
http://www.ted.com/talks/lang/eng/richard_baraniuk_on_open_source_learning.html
-
The Art of Game Design | Jesse Schell | Author Bio
http://artofgamedesign.com/bio/
-
YouTube – Dan Pink – Drive
http://www.youtube.com/watch?v=_mG-hhWL_ug
-
jesse schell – design outside the box – video & transcript
http://www.realtimetranscription.com/showcase/DICE2010/JesseSchell/index.php
-
The seven tricks everyone can learn from game designers | VentureBeat
http://venturebeat.com/2011/03/30/the-seven-ideas-everyone-can-learn-from-game-designers/
-
Beyond Gamification: 7 Core Concepts to Create Compelling Products: Web 2.0 Expo San Francisco 2011 – Co-produced by O’Reilly Media & UBM TechWeb, March 28 – 31, 2011, San Francisco
http://www.web2expo.com/webexsf2011/public/schedule/detail/19296









