Showing posts with label education. Show all posts
Showing posts with label education. Show all posts

Saturday, January 3, 2009

Bits of Honey

This was another quiet week, but there appeared to be a flurry of activity around the start of the new year. Much of the discussion surrounded year-end summaries as well as predictions for 2009. Here are just a handful of topics that made it to the cyberwaves...

Education, Elearning & Virtual Worlds
STEM & Geeks
Technology - Computers, Companies & Products
Writing & Publishing
  • The value of author websites: "An author is no longer a disembodied face on the back of a book jacket." http://tinyurl.com/9m38kz
  • Recent publishing troubles got ya down? Try self-publishing. Here's a list of 25 tips to get you started: http://tinyurl.com/4z3wu8
And finally, this article in Friday's Telegraph (Jan. 2) borders on the ridiculous. A new primary school in the UK dropped the term "school" from its name. Why? Administrators believe that this term has negative connotations and prefers that the new structure to be known as a "place of learning." No matter what administrators call it, the name isn't what is important; rather, the key to making a school a positive place for learning revolves around the pedagogies that take place there. If the same, tired approaches are used, then calling it a place of learning does not make the lecture more exciting or unique.

Friday, January 2, 2009

Video Games - Are They the Solution?

In the current (January 1, 2009) issue of Scientific American, Larry Greenemeire ponders whether video games may be the solution to today's educational problems. According to Greenemeire, video games are popular with young people, and it is likely that the attraction to this form of entertainment will continue to grow. The author points to examples of successful educational game-like environments such as Chris Dede's River City project. Many educators, like Dede, contend that these multi-user virtual environments (MUVEs) support critical thinking skills and foster interest in science and math. Further, technology proponents suggest that students have different learning styles, and this diversity is not always taken into account in the physical classroom setting. Thus, Greenemeire highlights the claims that MUVEs present students with multiple ways of learning. While educators do not believe that video games will replace traditional education, Greenemeire does conclude that "research into the effectiveness of video games as learning tools indicates that classrooms of the future will certainly include a virtual component." However, a common theme presented throughout the literature on video games, virtual worlds, and education is that more empirical research is needed. Currently, there are more questions than answers when it comes to determining the learning outcomes associated with virtual environments.

It is worth mentioning that the ideas presented by Greenemeire are based on work that appears in a special online collection of Science - one that focuses on education and technology. [NOTE: Science is one of those access via subscription only publications. Many libraries pay for an online subscription to this publication, and patrons can access the full-text articles for free.]

Saturday, November 29, 2008

A Snapshot of SL Educators

In May 2008, the New Media Consortium (NMC) asked individuals on the Second Life Educators (SLED) discussion list to complete a survey about their experiences in the virtual world Second Life (SL). In 2007, 207 educators completed the survey; in 2008, the number increased to 358 - 64% of these respondents are affiliated with the NMC. The highlights from the 2008 survey are as follows:
  1. Educators are no longer merely exploring SL; instead, they are using this virtual world for teaching and learning purposes.
  2. The contact lists of these educators is growing.
  3. The 2008 respondents are more experienced in SL. Interestingly, a large proportion of the educators in SL are between the age of 36 and 55; few play console video games or engage in massively multiplayer online role playing games (MMORPGs). These individuals are watching less television as well.
  4. Educators want to learn how to create in SL - scripting, machinima, building things, etc.
  5. The majority of educators do not create an avatar that resembles their physical self.
  6. More than half of the respondents have more than one avatar.
  7. Positive experiences reported by the educators included meeting people and interactions with others.
  8. Griefers continue to be a problem in SL.
  9. Top activities these educators reported doing in SL include random wandering, attending events, and meeting new people, just to name a few.
Additional details about the educational activities in SL can be found in the 2008, as well as the 2007 reports.

Friday, November 21, 2008

Adults - They Take Over Everything

Last night as I was trying to shift gears a bit from yesterday's youth and media use report, I picked up the latest issue (at least the latest one I've received) of The New Yorker. A piece by Joan Acocella - a dance and book reviewer for the magazine - just happened to be on the topic of overparenting (also known as helicopter parenting, hothouse parenting, or when I was growing up, spoiling). While this is not intended to be a scholarly review of parenting today's young people, the content does tie into many of the scholarly works on youth and technology. One vignette in particular near the end of the article illustrates my nagging concern about the integration of technology in the classroom simply for the sake of appeasing the alleged demands of tech-savvy youth.

Acocella highlights Carl HonorĂ©'s experience with his seven-year-old son. In this example, the son's art teacher told HonorĂ© that his son was a gifted artist. Because of this talent, HonorĂ© suggested to his son that he enroll in after school art classes. His son responded in the following manner: “I don’t want to go to class and have a teacher tell me what to do—I just want to draw. . . . Why do grown-ups have to take over everything?” To the son, the notion of moving his self-directed interest in art into a more formal educational setting was horrifying to him.

It is this type of reaction that supports research findings that young people want moderate technology use in the classroom. Studies show that students want to have face-to-face interactions with their teachers and to gain expertise from them. Therefore, are young people viewing the appropriation of entertainment technologies by educators as grown-ups taking over everything? It's certainly something to consider. If this is the case, then is there a way to use technology to foster the educational process without it taking it over?

Friday, November 14, 2008

Games, Other Media Forms, and Convergence

Games and other forms of media are converging. Sara de Freitas and Mark Griffiths (2008) review the literature on this trend to examine the ways games are converging with other media. These authors divide their discussion into three sections:
  1. Gaming and cinema;
  2. Gaming and the Internet; and
  3. Gaming and mobile devices.
The discussion begins with the convergence between games and films. Video sharing sites such as YouTube enable individuals to create the content. An emergent aspect of gaming, modding, Also, open-ended interactions are supported. While I question the interaction capabilities of YouTube and related sites (see Alex Juhasz's critique of YouTube for educational purposes here, here, and here for more information on this issue), de Freitas and her colleague contend that these two characteristics that are shared between games and the cinema are the links to educational uses of these resources. Machinima, which is becoming more widespread, is one example of the convergence between games and cinema. Gus Van Sant's movie, Elephant, is another in that he used a game-like filming of narrative to frame his story of the Columbine shooting.

Next, the authors note the convergence that's taking place between computer gaming and the Internet. This has trend has its roots in the early text-based worlds of MUDs and MOOs. In terms of educational possibilities associated with this movement, de Freitas and Griffiths claim that educational studies of digital games are in the nascent stages.

The final convergence category described by the authors is games and mobile devices, including mobile augmented reality (MAR). Mobile technologies are very popular, and some institutions are using mobile phones in particular to distribute course content. Further, work on technologies that will enable individuals to access virtual world such as Second Life via a mobile phone are underway. Based on this, it is likely that educators will soon be experimenting with the combination of course content delivery in SL via a mobile phone.

What do all three of these convergence trends have in common? According to de Freitas and her colleague, they place greater emphasis on the learner, provide more opportunities for horizontal learning (e.g., peer-to-peer learning per Wenger, 1998), and enable more social interaction among learners. This notion of learners as the producers of content (and not merely consumers) contradicts the thoughts of Jakob Nielsen (1993) who stated that users are not designers.

The study of games for educational purposes is relatively new. And, I would argue that even less work has been done to investigate the meaning of this convergence in terms of teaching and learning. This article by de Freitas and Griffiths provides a glimpse into this area of research that will hopefully expand rapidly, so educators will be able to take advantage of the possibilities associated with these blended virtual environments.

Tuesday, November 11, 2008

Serious Virtual Worlds

I've read a lot of Sara de Freitas' work (e.g., here and here), and I enjoy reviewing the reports she produces. They are thorough, insightful, and I always find that I learn something. Her latest report, "Serious Virtual Worlds" is no exception. In fact, it's one of the better pieces I've read recently on the topic of educational uses for virtual worlds. If you don't have time to read through this 52 page report, make time to peruse the tables that are integrated throughout the text.

De Freitas begins by stating the obvious: virtual worlds are popular. However, many of the claims made about the popularity of these environments are found in blog postings and other informal, and unvalidated outlets. Thus, it is difficult for educators to know which ones to select and for which contexts. The purpose of this report is to help policy makers and educators better understand virtual worlds. In addition, de Freitas hopes to shed light on the role learners play in these worlds.

Not only does de Freitas provide a nice literature review on the current state of virtual worlds, but she also provides case studies on five virtual worlds: 1) Active Worlds Educational Universe (AWEU), which was launched in 1997; 2) Project Wonderland, an open-source world; 3) Online Interactive Virtual Environment (OLIVE), a world used for training by the U.S. military and medical schools; 4) Second Life SciLands; and 5) Croquet, a world that has been described as "Alice in Wonderland-type" (p. 21). One thing to look out for is a shift from the name virtual worlds to immersive worlds. De Freitas seems to use these terms interchangeably, and she may be previewing a change in the way we refer to these worlds. [NOTE: She also used the term "immersive" in her 2007 report on game-based learning.]

In the section on "Working Worlds," de Freitas outlines five different categories of virtual worlds. They include the following: 1) role play worlds; 2) social worlds; 3) working worlds; 4) training worlds; and 5) mirror worlds. She also provides examples of each type of world (e.g., World of Warcraft is listed as a role play world, whereas Second Life (SL) is categorized as a social world) and notes the value of these worlds for learning and education.

One section of this report that is of particular interest to me is de Freitas' discussion on the blending between massively multiplayer games (MMOGs) and SL. A convergence between the two, according to de Freitas, is "quite possible" (p. 12). In fact, she highlights the use of Project Darkstar as Project Wonderland's underlying technology as an example of the convergence between the two. While there are scholars who claim that open-ended virtual worlds such as SL are not games (e.g., Bartle, 2004; Kelton, 2007; Oishi, 2007; Steinkuehler, 2008), there is not 100% agreement on this point. Virtual worlds and MMOGs are becoming more alike, and as a result, the game vs. not a game "debate" may be wasted energy. Instead, the more interesting point to examine may be why open-ended virtual worlds are becoming more game-like. Or, alternatively, the focus may be on why MMOGs are becoming more open-ended virtual environments.

Overall, virtual worlds place greater emphasis on the learner. Further, there are signs that physical world and virtual world experiences are beginning to blend. In the end, though, de Freitas contends that virtual worlds will not replace face-to-face interactions. Instead, these virtual spaces will supplement traditional approaches.

Saturday, October 18, 2008

Video Game Myths

Many scholars are excited about the potential of video games to promote learning, but Fran Blumberg, a professor of education at Fordham University, takes a more reserved position. In fact, she is skeptical about the educational benefits associated with video games. While she admits that individuals acquire certain skills when they play these games, she questions the impact this will have in school. Further, Blumberg doubts that the skills acquired in these virtual environments will transfer elsewhere. Part of her reservations regarding games stems from the fact that the individual is the one in control when playing video games. However, when these same games are appropriated for school settings, the teacher then becomes the one in control. In other words, video games + school/class = not fun.

Blumberg recently presented these findings at a conference, and despite the enthusiasm for video games, the audience members were not surprised by her conclusions. While Blumberg is less enthusiastic about the teaching and learning potential of video games than her peers, she has not totally discounted them. She simply believes that educators need to better understand them before declaring them the savior of education.

Friday, October 17, 2008

Darwin in SL

A group from the University of Cincinnati has developed a SL recreation of Darwin's research. This project is one part of the university's 2009 Darwin Sesquicentenial Celebration, which commemorates the 150th anniversary of Darwin's The Origin of the Species. Starting in January 2009, visitors to the SL Galapagos Islands will be able to retrace Darwin's steps and examine his research in a virtual venue.