minecraft

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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.com

Thanks 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.

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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!

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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.

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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.

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The qualifiers, 20 in total, are scored and graded according to a viability scale.

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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.

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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.

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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?

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