game-based learning seems to be a misnomer, as the learning is not based on games, but enhanced by them. Commercial games are repurposed and modified to support curricular goals, as opposed to driving them. Of course, learning can and should also be based on games, as they are valid texts that can be studied in and of themselves, but it is important to see video games as elastic tools whose potential uses exceed their intended purpose.
My note: game-enhanced learning can be safely classified under “gamification”:
Gamification is defined as the process of applying game mechanics and game thinking to the real world to solve problems and engage users (Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199; Kapp, 2012).
More on the issue of gaming and gamification (including coding) in Scandinavian countries:
Regardless of the technology, what’s the most important lesson for students to learn?
Why do I need to use technology in my daily curriculum?
How are these tech tools enhancing what we’re doing?
What will the students do with these tools – during and after class?
Think Curriculum Enhancements, Not Technology Implementations
1) Learn How Students Are Using Technology at Home
2) Don’t Use Technology for the Sake of Using Technology
3) Focus on Just One Tech Implementation
4) Utilize the SAMR Model
TheSAMR model, developed by Dr. Ruben Puentedura, represents the stages of tech integration: Substitution, Augmentation, Modification and Redefinition. This model challenges us to assess and reflect on not only how we integrate technology into our curriculum, but also how we modify, redefine and transform our classrooms through its use.
5) Actively Seek Out Professional Development Opportunities
Younger students utilizing QR codes to add a challenging yet fun element to learning to spell.
Older students creating digital books or movies to demonstrate a deep understanding on a topic, rather than simply discussing or assessing it.
Video conferencing with other schools in your area or network to research, discuss, debate and develop potential solutions to globally significant problems.
Skyping with local leaders and guest speakers on specific topics such as coding or programming, networking and composing music.
Integrating technology into the classroom can be exhilarating, fun, and at times a little scary. That said, I’ve often found that teachers are hungry for more information, and welcome the chance to bring new ideas to the classroom.
In the end, if teachers and their administration are ready to embrace the messiness and the risks that sometimes come with technology, the reward is that your school’s curriculum – which must be strong to start – can truly be taken to the next level, and beyond. Otherwise, we’ll all be still left trying to figure out how an abacus works.
Since the emergence of easily accessible dynamic online mapping tools, there has been a drastic increase in geographic interest and awareness. Whether for personal, social, professional or academic uses, people are using Geographic Information System (GIS) technology to communicate information in a map format. Whether it’s using Google Earth to study urban change, or creating Google Map Mashups to deliver library resources, more and more members of society are turning to mapping programs for their visualization needs. With so many using GIS technology in their daily lives, library staff are now more than ever assisting library clients with their mapping queries.
This course will introduce students to a variety of mapping tools and GIS technologies such Google Earth and the creation of dynamic KML files; ArcGIS Online and webmap publishing; Google Fusion Tables and geocoding; and GIS fundamentals with geospatial data creation. Students will be able to apply their GIS skills in their reference work, in digitization projects, in webpages, in library instruction, and more. Through hands-on exercises, pre-recorded demonstrations and lectures, students will receive a thorough overview of mapping resources that will enhance and expose their library’s resources.
Discover some citizen mapping projects that you are interested inOR
Contribute your local knowledge to Google Map MakerANDShare with the class online
2. Google Earth Map
Please complete the tutorial and then create a map in Google Earth with the following components:
A written introduction to your project
At least five placemarks, embedded with html tags, and images, if possible.
Imported KML file(s) file format by GEarth, but other apps is using it. using notepad or MS Word, one can create KML file.
screen overlay, can be text, image, anything. legend. HTML code.
A screen overlay (i.e. a legend)
images from the library, Google is willing to buy them. citizen mapping. scanning and uploading.
geographical and societal awareness.
google street view – historical views
Google Earth Mapping
Submit online as a KML/KMZ file
I had the opportunity to experience a gizmo that can be used to display a variety of mapping projects, including citizen mapping:Science on a Sphere. It is a sphere on which you can project static maps or animations. The one I saw, in the National Oceanic and Atmospheric Administration’s facility on Ford Island in Honolulu, displayed animations showing the 2004 Indian Ocean tsunami and the 2011 tsunami in Japan, as well as airline flight paths, ocean currents, polar ice cap change over time, and many other types of geospatial data.
The Great Backyard Bird Count actually starts today and runs through Monday, February 16th. At a minimum, it only requires 15 minutes of observation on any or all the days: http://gbbc.birdcount.org/
Happy Cow is a site well-known to many vegetarians/vegans for finding restaurants which I’ve used when travelling. Users can submit reviews and/or restaurants that they’d like profiled (although the site reserves the right to approve or not the listing).http://www.happycow.net/search.html
One of the impediments to citizen mapping is the line-of-sight cell tower limitations of mobile phones, or the wifi requirements for other mobile devices. Citizen mapping in urban and suburban environments is well-served by mobile devices, but what about natural areas, dense leaf cover, or extreme topography? Even if obtaining absolute mapping coordinates isn’t the issue, much crowdsourcing assumes an ability to connect back to a central data repository (e.g., a web database, ‘the cloud’). Equipment that can interact with GPS satellites and support data capture is typically expensive and generally requires proprietary software.
wq(https://wq.io/) is a framework that is ‘device first’ and ‘offline-enabled’. It attempts to leverage several open source technologies to build an entire mobile solution that can support citizen science data collection work, and then synchronize with a central repository once the device (and operator) return to an area served by cellular or wifi networks.
I’m stretching here, so if I get stuff wrong, please don’t yell. Still, I’ll take a pass at generally describing the framework and its related technology stack.
Finally, wq extends several other open source technologies to enable synchronizing between a central data repository and multiple mobile devices in the hands of citizen mappers. Lastly, wq employs a set of tools to more easily build and distribute customized mapping apps that can be served from Apple’s app store, Google Play, etc.
What wq intends is to allow highly specialized citizen science/citizen mapping apps to be more easily and quickly built, based upon a solid collection of aligned F/OSS tools. Ideally, an app can spin up quickly to respond to a particular need (e.g., a pipeline spill), or a specialized audience (the run up to a public comment period for a development project), or even something like a high school field trip or higher ed service learning project.
Some examples of citizen mapping projects already built upon wq are here:
Georeferencing (geocoding – data, geo referencing – image)
historical air maps or photos are much more useful when they are georeferenced.
Photos from different year is difficult to lay over one another without referencing. the only reference might be the river. usually reference the four corners, but sometimes river. Using GIS program to determine the longitute/latitude for each corner. sometimes only farmland and it is impossible
\three areas that generally get neglected in school: architecture, animation and game design.
students create their own games using these concepts. They may choose from several programming platforms, including Beta, Kandu, Flowlab, Unity, Atmosphir, Gamestar Mechanic and Game Maker. Some of these require knowledge of coding; others are almost purely visual.
Last year at G4C Nick Fortugno threw some controversy into the conversation about Minecraft by suggesting Minecraft was not a game but a toy. The proposed panel extends that conversation by asking what is the Minecraft experience, can it be defined or categorised and what as game designers and exponents can we take from understanding its zeitgeist and the impact it has had on the serious gaming landscape?
In 2012/23 at both GLS and G4C many presenters made jokes about including the obligatory Minecraft slide and for very good reasons. Minecraft is arguably a game of immense impact. It has been embraced as part of learning programs focussing on seemingly disparate areas from digital citizenship, history, coding and the maker movement. It is probably the first game brought into the classroom by teachers to leverage the out of school groundswell of existing player excitement. It’s impact is multi generational and perhaps more global than any game before it. The fan base and user community/ies are strong and well supported and exemplar of the potential Jim Gee describes for Big G game. This panel proposes to leverage that Big G space in the lead up to Games for Change 2014 and to honor the voices of its players.
Minecraft has been variously described as a game, toy sandpit, learning space, creative environment, virtual world, and game-infused service. But what really are the affordances of this blocky 16 bit program and how can we even begin to define its value to learning? Enter the Minecraft Experience, a global crowdsourced program managed by Bron Stuckey of The Massively Minecraft Project. People engaging in Minecraft activities about the globe are being invited to describe Minecraft in all its contexts and adaptations. The categories for these experiences will emerge from the crowd sourced content as members contribute thoughts, media, resources and questions to build the __Minecraft Experience__ evidence base.
This panel of notable speakers has been drawn together to answer provocative questions about Minecraft’s success and define its relationship to and impact on learning. The panelists have been chosen to represent play in many contexts formal education, informal learning, self-organised learning, schools and non-school contexts. They include game designers, educators, researchers, learners and parents who have each had a personal and professional experience of this and many other games.
Panelists take a position on the Minecraft experience and use the resources provided by members of the project to inform, support and evidence their case.
How are players, educators and researchers invited to contribute?
project wiki to prod, poke, stimulate and support crowd sourced content and dialog
live youth speakers on the panel
social media and wiki activity in lead-up using selected #minecraftproject
video inclusions of educators, parents, kids/youth arguments, evidence and questions
promotion of youth media pieces from existing YouTube etc to support and stimulate various provocative dialogs
livestream of the panel to global contributors with live feedback and questions.
Who could benefit from joining this project and attending the G4C 2014 panel session?
Educators seeking to understand Minecraft’s value to learning
Programs seeking to adapt Minecraft as part of a program of impact or change.
Game designers seeking to build in its wake
Anyone wanting to consider issues of fidelity, adaptation, constructionism, popular culture, and impact in gaming.
Please excuse duplication but I’m trying to get this to as many people as possible.
There are two courses in the M1/M2 years in our medical college that are extraordinarily large. In many schools it’s called the “Doctoring” course. Our university uses Blackboard as our LMS, but as there is no real search mechanism in Blackboard, the content is hard to organize and locate. I’ve been trying to think of good options for this type of course and have come up with iTunesU and Moodle with search installed and turned on.
Do any of you have other options you might recommend?
Max Anderson, MLIS
Instructional Designer, Undergraduate Medical Education
UIC College of Medicine
150 College of Medicine West
1819 W. Polk St. (M/C 785)
Chicago, IL 60612-7332
Google Course Builder is free but you do need a bit of html/coding knowledge to get things looking right.
Post an update when you find your solution!
Docebo? It is really daunting for online teaching, got me frustrated, but very good for your needs. Or you could Just put them on GDrive in folders and link them to any website (or LMS) that has an embedded discussion forum (G Groups, any LMS Discussion forum).
Edtech and TESOL, M.A.
Educational Technology Specialist and Head of English Department
Google Apps and Moodle Administrator (http://www.learn.djis.edu.sa )
From: Miltenoff, Plamen Sent: Wednesday, November 20, 2013 4:09 PM To: ‘firstname.lastname@example.org’; ‘email@example.com’ Cc: Oyedele, Adesegun Subject: virtual worlds and simulations
Apologies for any cross posting…
Following a request from fellow faculty at SCSU, I am interested in learning more about any possibilities for using virtual worlds and simulations opportunities [in the MnSCU system] for teaching and learning purposes.
The last I remember was a rather messy divorce between academia and Second Life (the latter accusing an educational institution of harboring SL hackers). Around that time, MnSCU dropped their SL support.
Does anybody have an idea where faculty can get low-cost if not free access to virtual worlds? Any alternatives for other simulation exercises?
Any info/feedback will be deeply appreciated.
After Frustrations in Second Life, Colleges Look to New Virtual Worlds. February 14, 2010
From:firstname.lastname@example.org [mailto:email@example.com] On Behalf Of Brock Dubbels Sent: Wednesday, November 20, 2013 4:29 PM To: Oyedele, Adesegun Cc: Miltenoff, Plamen; Gaming and Simulations Subject: Re: virtual worlds and simulations
That is fairly general
what constitutes programming skill is not just coding, but learning icon-driven actions and logic in a menu
for example, Sketch Up is free. You still have to learn how to use the interface.
there is drag and drop game software, but this is not necessarily a share simulation
From: Kalyvaki, Maria [mailto:Maria.Kalyvaki2@smsu.edu] Sent: Wednesday, November 20, 2013 4:26 PM To: Miltenoff, Plamen Subject: RE: virtual worlds and simulations
I received this email today and I am happy that someone is interested on Second Life. The second life platform and some other virtual worlds are free to use. Depends what are your expectations there that may increase the cost of using the virtual world. I am using some of those virtual worlds and my previous school Texas Tech University was using SL for a course.
Let me know how could I help you with the virtual worlds.
From: Jane McKinley [mailto:Jane.McKinley@riverland.edu] Sent: Thursday, November 21, 2013 11:09 AM To: Miltenoff, Plamen Cc: Jone Tiffany; Pamm Tranby; Dan Harber Subject: Virtual worlds
To introduce myself I am the coordinator/ specialist for our real life allied health simulation center at Riverland Community College. Dan Harber passed your message on to me. I have been actively working in SL since 2008. My goal in SL was to do simulation for nursing education. I remember when MnSCU had the island. I tried contacting the lead person at St. Paul College about building a hospital on the island for nursing that would be open to all MN programs, but never could get a response back.
Yes, SL did take the education fees away for a while but they are now back. Second Life is free in of itself, it is finding islands with educational simulations that takes time to explore, but many are free and open to the public. I do have a list of islands that may be of interest to you. They are all health related, but there are science islands such as Genome Island. Matter of fact there is a talk that will be out there tonight about how to do research and conduct fair experiments at 7:00 our time.
I have been lucky to find someone with the same goals as I have. Her name is Jone Tiffany. She is a professor at Bethel University in the nursing program. In the last 4 years we have built an island for nursing education. This consists of a hospital, clinic, office building, classrooms and a library. We also built a simulation center. (Although I accidently removed the floor and some walls in it. Our builder is getting it back together.) There is such a shortage of real mental health and public health sites that a second island is being purchased to meet this request. On that island we are going to build an inner city, urban and rural communities. This will be geared towards meeting those requests. Our law enforcement program at Riverland has voiced an interest in SL with being able to set up virtual crime scenes which could be staged anywhere on the two islands. With the catastrophic natural events and terrorist activities that have occurred recently we will replicate these same communities on the other side of the island only it will be the aftermath of a hurricane and tornado, or flooding. On the other side we could stage the aftermath of a bombing such as what happened in Boston. Victims could transported to the hospital ED. Law enforcement could do an investigation.
We have also been working with the University of Wisconsin, Osh Kosh. They have a plane crash simulation and what we call a grunge house that students go into to see what the living conditions are like for those who live in poverty and what could be done about it.
Since I am not faculty I cannot take our students out to SL, but Jone has had well over 100 of her students in there doing various assignments. She is taking more out this semester. They have done such things as family health assessments and diabetes assessment and have to create a plan of care. She has done lectures out there. So the students come out with their avatars and sit in a classroom. This is a way distant learning can be done but yet be engaged with the students. The beauty of SL is that you can be creative. Since the island is called Nightingale Isle, some of the builds are designed with that theme in mind. Such as the classrooms, they are tiered up a mountain and look like the remains of a bombed out church from the Crimean War, it is one of our favorite spots. We also have an area open on the island for support groups to meet. About 5 years ago Riverland did do a congestive heart failure simulation with another hospital in SL. That faculty person unfortunately has left so we have not been able to continue it, but the students loved it. We did the same scenario with Jones students in the sim center we have and again the students loved it.
The island is private but anyone is welcome to use it. We do this so that we know and can control who is on the island. All that is needed is to let Jone or I know who you are, where are you from (institution), and what is your avatar name. We will friend you in SL and invite you to join the group, then you have access to the island. Both Jone and I are always eager to share what all goes on out there (as you can tell by this e-mail). There is so much potential of what can be done. We have been lucky to be able to hire the builder who builds for the Mayo Clinic. Their islands are next to ours. She replicated the Gonda Building including the million dollar plus chandeliers.
I can send you the list of the health care related islands, there are about 40 of them. I also copied Jone, she can give you more information on what goes into owning an island. We have had our ups and downs with this endeavor but believe in it so much that we have persevered and have a beautiful island to show for it.
Let me if you want to talk more.
Jane (aka Tessa Finesmith-avatar name)
Jane McKinley, RN
College Lab Specialist -Riverland Center for Simulation Learning
From: Jeremy Nienow [mailto:JNienow@inverhills.mnscu.edu] Sent: Thursday, November 21, 2013 10:11 AM To: Miltenoff, Plamen Cc: Sue Dion Subject: Teaching in virtual worlds
A friend here at IHCC sent me your request for information on teaching in low-cost virtual environments.
I like to think of myself on the cusp of gamification and I have a strong background in gaming in general (being a white male in my 30s).
Anyway – almost every MMORPG (Massive Multi-online role playing game) today is set up on a Free to Play platform for its inhabitance.
There are maybe a dozen of these out there right now from Dungeon and Dragons online, to Tera, to Neverwinter Nights…etc.
Its free to download, no subscription fee (like there used to be) and its free to play – how they get the money is they make game items and cool aspects of the game cost money…people pay for the privilege of leveling faster.
So – you could easily have all your students download the game (provided they all have a suitable system and internet access), make an avatar, start in the same place – and teach right from there.
I have thought of doing this for an all online class before, but wanted to wait till I was tenured.
Jeremy L. Nienow, PhD., RPA
Inver Hills Community College
P.S. Landon Pirius (sp?) who was once at IHCC and now I believe is at North Hennepin maybe… wrote his PhD on teaching in online environments and used World of Warcraft.
From: Gary Abernethy [mailto:Gary.Abernethy@minneapolis.edu] Sent: Thursday, November 21, 2013 8:46 AM To: Miltenoff, Plamen Subject: Re: [technology] virtual worlds and simulations
The below are current options I am aware of for VW and SIM . You may also want to take a look at Kuda, in Google code, I worked at SRI when we developed this tool. I am interested in collaboration in this area.