IM554 discussion on Game Based Learning
Here is the “literature”:
this link reflects my recommendations to the SCSU library, based on my research and my publication: http://scsu.mn/1F008Re
Here are also slideshare shows from conferences’ presentations on the topic:
Gaming and Gamification in Academic Settings
- Intro: why is it important to discuss this trend
- The fabric of the current K12 and higher ed students: Millennials and Gen Z
- The pedagogical theories and namely constructivism
- Csikszentmihalyi’s “flow” concept (being in the zone)
- active learning
- The general milieu of increasing technology presence, particularly of gaming environment
- The New Media Consortium and the Horizon Report
Discussion: Are the presented reasons sufficient to justify a profound restructure of curricula and learning spaces?
- Definition and delineation
- Serious Games
- Game-based learning
- Digital game-based learning
- Games versus gamification
- Simulations, the new technological trends such as human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR) (http://blog.stcloudstate.edu/ims/2017/02/22/virtual-augmented-mixed-reality/ )
Discussion: Is there a way to build a simpler but comprehensive structure/definition to encompass the process of gaming and gamification in education?
- Gaming and Gamification
Discussion: Which side are you on and why?
- Gaming and Gamification and BYOD (or BYOx)
- gaming consoles versus gaming over wi-fi
- gaming using mobile devices instead of consoles
- human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR) (http://blog.stcloudstate.edu/ims/2017/02/22/virtual-augmented-mixed-reality/ )
Discussion: do you see a trend to suggest that either one or the other will prevail? Convergence?
- Gaming in Education
- student motivation, student-centered learning, personalized learning
- continued practice, clear goals and immediate feedback
- project-based learning, Minecraft and SimCity EDU
- Gamification of learning versus learning with games
- organizations to promote gaming and gamification in education (p. 6 http://scsu.mn/1F008Re)
- the “chocolate-covered broccoli” problem
Discussion: why gaming and gamification is not accepted in a higher rate? what are the hurdles to enable greater faster acceptance? What do you think, you can do to accelerate this process?
- Gaming in an academic library
- why the academic library? sandbox for experimentation
- the connection between digital literacy and gaming and gamificiation
- Gilchrist and Zald’s model for instruction design through assessment
- the new type of library instruction:
in house versus out-of-the box games. Gamification of the process
Discussion: based on the example (http://web.stcloudstate.edu/pmiltenoff/bi/), how do you see transforming academic library services to meet the demands of 21st century education?
- Gaming, gamification and assessment (badges)
- inability of current assessments to evaluate games as part of the learning process
- “microcredentialing” through digital badges
- Mozilla Open Badges and Badgestack
Discussion: How do you see a transition from the traditional assessment to a new and more flexible academic assessment?
11 Ed Tech Trends to Watch in 2017
Five higher ed leaders analyze the hottest trends in education technology this year.
new forms of human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR).
combining AR/VR/MR with cognitive computing and artificial intelligence (AI) technologies (such as machine learning, deep learning, natural language processing and chatbots).
Some thought-provoking questions include:
- Will remote workers be able to be seen and interactedwith via their holograms (i.e., attending their meetings virtually)? What would this mean for remote learners?
- Will our smartphones increasingly allow us to see information overlaid on the real world? (Think Pokémon Go, but putting that sort of technology into a vast array of differentapplications, many of which could be educational in nature)
- How do/will these new forms of HCI impact how we design our learning spaces?
- Will students be able to pick their preferred learningsetting (i.e., studying by a brook or stream or in a virtualStarbucks-like atmosphere)?
- Will more devices/platforms be developed that combine the power of AI with VR/AR/MR-related experiences? For example, will students be able to issue a verbal question or command to be able to see and experience walking around ancient Rome?
- Will there be many new types of learning experiences,like what Microsoft was able to achieve in its collaboration with Case Western Reserve University [OH]? Its HoloLens product transforms the way human anatomy can be taught.
p. 22 Extensive costs for VR design and development drive the need for collaborative efforts.
Case Western Reserve University
, demonstrates a collaboration with the Cleveland Clinic and Microsoft to create active multi-dimensional learning using holography.
the development of more affordable high-quality virtual reality solutions.
AR game developed by theSalzburg University of Applied Sciences [Austria] (http://www.fh-salzburg.ac.at/en
/) that teaches about sustainability, the environment and living green.
Whether using AR for a gamified course or to acclimate new students to campus, the trend will continue into 2017.
More on VR in this IMS bloghttp://blog.stcloudstate.edu/ims?s=virtual+reality
Future Trends Forum with Special Guest Paul Signorelli
February 23, 2:00 – 3:00pm (EST)
Future Trends Forum hosted by Bryan Alexander will address the most powerful forces of change in academia. The founder of the online blog Future Trends in Technology and Education has begun this weekly forum to enliven the discussion around the pressing issues at the cross roads of education and technology through weekly online video chat conversations where practitioners in the field can contribute and share their most recent experiences.
Paul Signorelli, co-author of Workplace Learning & Leadership with Lori Reed, helps clients and colleagues explore, foster, and document innovations in learning to produce concrete results. He also is heavily engaged in supporting team-building and communities of collaboration. As a San Francisco-based writer, trainer, instructional designer, and consultant, he designs and facilitates learning opportunities for a variety of clients, helps others become familiar with e-learning, social media, MOOCs, mobile technology, innovations in learning spaces, and community partnerships (onsite and online) to creatively facilitate positive change within organizations. He has served on advisory boards/expert panels for the New Media Consortium Horizon Project documenting educational technology trends and challenges since 2010; remains active locally and nationally in the Association for Talent Development (formerly the American Society for Training & Development); and facilitates webinars for the American Library Association and other learning organizations. His most recent work remains focused on connectivist MOOCs (massive open online courses) and building sustainable onsite and online communities and partnerships. Signorelli earned an MLIS through the University of North Texas (with an emphasis on online learning) and an M.A. in Arts Administration at Golden Gate University (San Francisco); blogs at http://buildingcreativebridges.wordpress.com; and can be reached at firstname.lastname@example.org.
First-time users: upon entering the room, click “Allow” to the Flash prompt requesting access to your webcam. (Chrome users may need to click Allow a second time).
Note: The Shindig app currently only supports interacting with the featured speakers through text. To fully enjoy the Shindig experience and be enabled to ask video chat questions of the speaker or video chat privately with other participants, please log in from a computer with webcam and microphone capabilities.
more on Bryan Alexander in this IMS blog
Wearable Technologies Conference in München
http://www.com-magazin.de/news/smart-wearables/wearable-technologies-conference-in-muenchen-1193078.htmlOcean temperature, body temperature, ski in the air, activity trackers, blinkcam, VR goggles, smart gloves
WT | Wearable Technologies Conference 2017 EUROPE
more on wearables in this IMS blog
White House staffers are using this self-destructing messages app to gossip in private — here’s how it works
more on social media in this IMS blog
Videos in the classroom: fast and easy.
Feb. 10, 10-10:45PM. MC 205. attendees cap is 5.
List of other instruction sessions available here: http://blog.stcloudstate.edu/ims/free-tech-instruction/
more on video editing in this IMS blog
Ijcsis, J. of C. S., Suryani, M., Ghani, J., & Suryani, M. (2016). IMPACT OF SOCIAL MEDIA ON CLOSED COMMUNITY BY CONSIDERING OPINION MINING. International Journal of Computer Science and Information Security
(11), 944–954. Last retrieved Feburary 6, 2017 from https://www.academia.edu/30936284/IMPACT_OF_SOCIAL_MEDIA_ON_CLOSED_COMMUNITY_BY_CONSIDERING_OPINION_MINING
Mining social media has its potential to extract actionable patterns that can be beneficial for business, users, and consumers. Opinion mining from social media can be a faster and less expensive alternative to traditional survey and polling, on which many sustainability researches are based.
Crowd Capital Theory.
ex-post facto design
format-wise – poorly written
. No proofreading by the authors, but also by the peer-previewers.
Academic English does not recognize “get” and “put.” Sometimes, the ideas are not presented clearly. In-text citations need work: e.g. p. 946 “Andrews in 2012 said that may researchers indicate that the info…”; instead of “According to Andrews (2012), numerous researchers indicate the possibility of social network information to be used as a tool for spying.” Similarly, on page 947: ” (Saxton et al., 2012)” must be “Saxton et al., (2012)”
Verbs are missing: e.g. p. 946 “A case study on effect of social networking sites in emergency departments for patient care.”
p. 953 “in all these study” – adjective / subject disagreement.
content-wise, the article also presents ad-hod information, rather then clearly structured and delinted conclusions: e.g., on page p. 947, the authors announce as the goal of this study ” to investigate the role of “social networks” in creating a positive or negative impact on the social, behavioral and educational aspics of our community.”
None of the three links to the surveys are functional:e.g.,https://docs.google.com/forms/d/1yzVo2SL85iqr7CVRGDZ1bUGKzZPQOo4bBD42
more on social media in this IMS blog
Netflix and HBO launch virtual reality apps on Google Play
More on on VR in this IMS blog
5 ways virtual reality is being used in education right now
October 17th, 2016
Stansbury, M. (2016, October 17). 5 ways virtual reality is being used in education right now. Retrieved January 26, 2017, from http://www.eschoolnews.com/2016/10/17/5-ways-virtual-reality-used-education-right-now/
A new survey from Extreme Networks
aimed to answer this question by polling nearly 350 schools within higher ed and K-12. According to the results, 23 percent of respondents have tested VR, while 77 percent have not (40 percent of schools polled still aren’t sure if they’ll use the technology in the future). Meaning that although virtual reality has an important and growing role in education, it may take several years to get all institutions on board.
The survey notes that one challenge to implementation is that nearly two-thirds of schools are “somewhat or not sure” their IT infrastructure can currently support VR technology.
Respondents also had concerns about the lack of VR content available, as well as a lack of student resources, with 43 percent of respondents saying that VR is too expensive or difficult to implement. However, one respondent is taking this approach to providing VR to students at low or no cost: “We are putting out a call for old smartphone donations in our [community for those] who no longer need them. With the donations, we’re making sets of Google Cardboard and phones to create traveling VR stations for classes in all of our buildings.”
1. For new research: According to the Wall Street Journal
, Professor Jeremy Bailenson, founding director of the Virtual Reality Human Interaction Lab at Stanford University, is using a state-of-the-art “haptic” floor of aeronautic metal that vibrates and moves to stimulate the physical world for research on how VR has the potential to change the way users feel and behave. For example, spending time flying around the world like Superman in virtual reality has been shown to increase participants’ altruistic actions outside of the lab. There may also be implications for confronting racism, sexism, and aiding in empathy and humanitarian efforts
, says Bailenson. (see more in about empathy and VR
in this IMS blog: http://blog.stcloudstate.edu/ims/2015/11/18/immersive-journalism/
2. For coding and 3D design:
a class on virtual reality that gives students the opportunity to design their own interactive world, work with 3D audio and experiment with immersive technology through a combination of hands-on learning and case studies. Also, the University of Georgia is offering similar classes where students design and explore applications for VR.
3. For anatomy and dissection:
4. For engagement: A whopping 68 percent of survey respondents said the major benefit of using VR in education is to excite students about the subject matter. 39 percent said it’s great for encouraging creativity.
July 26th, 2016
Sixty percent of surveyed teachers said they would like virtual reality to become a part of their students’ learning experience, according to the study from Samsung Electronics America, Inc. and GfK.
Virtual reality helping Calif. students overcome learning barriers | eSchool News. (2016, June). Retrieved January 26, 2017, from http://www.eschoolnews.com/2016/06/21/virtual-reality-helping-calif-students-overcome-learning-barriers/
more on VR in education in this IMS blog
TwistedWave for Education
TwistedWave is an audio recording and editing tool that is included in Next Vista’s list of recommended tools. Through TwistedWave you can create and edit spoken audio recordings from scratch. Your completed tracks can be exported to Google Drive and SoundCloud.
more on audio recordings in this IMS blog: