Archive of ‘gaming’ category

Minecraft: Games and Gamification

The Minecraft Experience Panel Presentation Games for Change NYC April 24th 2014

http://www.minecraftexperience.net/G4C2014+Panel

Extended Description:

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.

http://www.stevehargadon.com/2014/04/learning-revolution-conference-schedule.html

http://www.connectsafely.org/teacher-teaching-minecraft-looks-like/

http://www.pearltrees.com/#/N-f=1_10785583&N-fa=3358517&N-p=105030132&N-play=0&N-s=1_10785583&N-u=1_372724

http://gamesandimpact.org/members/bronst/activity/friends/

How Social Media & Game Mechanics Can Motivate Students

How Social Media & Game Mechanics Can Motivate Students

http://mashable.com/2011/05/26/social-media-games-education/

Social media and online games have the potential to convey 21st century skills that aren’t necessarily part of school curricula — things like time management, leadership, teamwork and creative problem solving that will prepare teens for success in college and beyond.

 

trends in technology for educators

Campus Technology, a leading periodical in the use of technology in education, lists for consideration the 2014 technology trends for education:
http://online.qmags.com/CPT0114?sessionID=C7111775BEF0C4C4395CA1903&cid=2335187&eid=18574#pg7&mode1
  1. Mobile Platforms and Bring Your Own Device (BYOD)
  2. Adaptive Learning (personalization of online learning)
  3. Big Data (predictive analysis)
  4. Flipped Classroom
  5. Badges and Gamification (assessment and evaluation)
  6. iPADs and Other Tablets (mobile devices)
  7. Learning Management Systems (on SCSU campus – D2L)
The Journal
http://online.qmags.com/TJL1213?sessionID=636697C7BEEE44D50F47CB83E&cid=2410461&eid=18560#pg15&mode1
has a similar list:
  1. BYOD (it is a trend going up)
  2. Social Media as a Teaching and Learning Tool ( trend going up))
  3. Digital Badges (split vote, some of the experts expect to see the us of badges and gamification as soon as in 2014, some think, it will take longer time to adopt)
  4. Open Educational Resources (split vote, while the future of OER is recognized, the initial investment needed, will take time)
  5. Desktop Computers (it is a trend going down; every market shows a decline in the purchase of desktop computers)
  6. iPADs: (trend going up)
  7. ePortfolios (trend going down)
  8. Learning Management Systems, on SCSU campus – D2L (split vote). LMS is useful for flipped classroom, hybrid and online education uses CMS, but gradual consolidation stifles competition
  9. Learning Analytics, Common Core (trend going up)
  10. Game-Based Learning (split vote), but the gaming industry is still not to the point to create engaging educational games
Regarding computer operating systems (OS):
  1. Windows (trend going down)
  2. Apple / Mac OS X (split vote)
  3. iOS (iPhone, iPAD etc) (trend going up)
  4. Android (trend going up)
The materials in these two articles are consistent with other reports as reflected in our IMS blog:
https://blog.stcloudstate.edu/ims/2014/01/10/mega-trends-in-technology/
IMS offers an extensive numbers of instructional sessions on social media, D2L and other educational technologies:
https://blog.stcloudstate.edu/ims/2014/01/12/technology-instruction-sessions-for-spring-2014-on-scsu-campus-available/
Please consider registering for any of the sessions and/or request sessions customized to you classes and needs: http://lrts.stcloudstate.edu/library/general/ims/default.asp
Please email us with any other suggestions, ideas and requests regarding instructional technology and instructional design at: ims@stcloudstate.edu
Follow us:
Twitter: @scsutechinstruc #techinstruct
Blog: https://blog.stcloudstate.edu/ims
Pinterest: http://www.pinterest.com/scsutechnology/scsu-technology-instruction/
Instagram: http://instagram.com/scsutechinstruct 

Language and technology: easy, social and fun

I Can Haz Spanish Lessons: Cat Pictures Now Have A Purpose

http://www.npr.org/blogs/alltechconsidered/2013/11/26/247337248/i-can-haz-spanish-lessons-cat-pictures-now-have-a-purpose?utm_content=socialflow&utm_campaign=nprfacebook&utm_source=npr&utm_medium=facebook
Memrise:
is available for desktop:
http://www.memrise.com/home/

and mobile devices:
https://itunes.apple.com/app/id635966718?mt=8&&referrer=click%3Dc72a6e66-7cfc-45f1-8dc8-6d2836149cc3

realted:

The Language Shift
http://blogs.edweek.org/edweek/global_learning/2013/09/the_language_shift.html

also from the IMS blog entry
https://blog.stcloudstate.edu/ims/2013/12/03/integrating-web-2-0-across-the-curriculum/
please have the following sources for language, foreign language and ESL studies:
http://quizlet.com/
https://www.mystickies.com/
http://www.eslvideo.com/
http://www.fuzzmail.org/
http://www.voxswap.com/  The social network for learning languages
http://livemocha.com/

 

How Technology Wires the Learning Brain

How Technology Wires the Learning Brain

http://blogs.kqed.org/mindshift/2011/02/how-technology-wires-the-learning-brain/

“It’s a matter of finding balance,” he said. “Upgrade the technology skills of older ‘digital immigrants,’ and help young kids improve social skills.”

On one hand, we’re trained not to think deeply about subjects when we text quick snippets, Tweet short thoughts,
On the other hand, technology trains the brain to be nimble and to process new ideas quickly. We become more open to new ideas, and communicate more freely and frequently.

 

virtual worlds, simulation, gamification

From: Miltenoff, Plamen
Sent: Wednesday, November 20, 2013 4:09 PM
To: ‘technology@lists.mnscu.edu’; ‘edgamesandsims@lists.mnscu.edu’
Cc: Oyedele, Adesegun
Subject: virtual worlds and simulations

Good afternoon

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.

Plamen

 

After Frustrations in Second Life, Colleges Look to New Virtual Worlds. February 14, 2010

http://chronicle.com/article/After-Frustrations-in-Second/64137/

—–Original Message—–
From: Weber, James E.
Sent: Wednesday, November 20, 2013 5:41 PM
To: Miltenoff, Plamen Subject: RE: virtual worlds and simulations

Hi Plamen:

I don’t use virtual worlds, but I do use a couple of simulations…

I use http://www.glo-bus.com/ extensively in my strategy class.  It is a primary integrating mechanism for this capstone class.

I also use http://erpsim.hec.ca/en because it uses and illustrates SAP and process management.

http://www.goventure.net/ is one I have been looking into.  Seems more flexible…

Best,

Jim

From: brock.dubbels@gmail.com [mailto:brock.dubbels@gmail.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

Hi,

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.

With appreciation,

Maria

 

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

Hi Plamen,

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

Riverland Community College

Austin, MN 55912

jane.mckinley@riverland.edu

507-433-0551 (office)

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

Hello,

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.

Best,

Jeremy L. Nienow, PhD., RPA
Anthropology Faculty

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

Plamen,

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.

Hope the info helps

https://www.activeworlds.com/index.html

http://www.opencobalt.org/

http://opensimulator.org/wiki/Main_Page

http://metaverse.sourceforge.net/

http://stable.kuda.googlecode.com

Gary Abernethy

Director of  eLearning

Academic Affairs

Minneapolis Community and Technical College  |  1501 Hennepin Avenue S.  |  Minneapolis, MN 55403

Phone 612-200-5579

Gary.Abernethy@minneapolis.edu | http://www.minneapolis.edu

From: John OBrien [mailto:John.OBrien@so.mnscu.edu]
Sent: Wednesday, November 20, 2013 11:37 PM
To: Miltenoff, Plamen
Subject: RE: virtual worlds and simulations

I doubt this is so helpful, but maybe:  http://wiki.secondlife.com/wiki/SLED

Finland Eyes Programming Classes for Elementary School Students

http://mashable.com/2013/11/16/finland-tech-education-schools/?utm_cid=mash-prod-email-topstories&utm_emailalert=daily&utm_source=newsletter&utm_medium=email&utm_campaign=daily

Finland Eyes Programming Classes for Elementary School Students

————————–

Beyond Mindcraft: Games That Inspire Building and Exploration

http://blogs.kqed.org/mindshift/2013/11/beyond-minecraft-games-that-inspire-building-and-exploration/

1. Garry’s Mod 

garryscreenshotGarry’s Mod (GMod) is a sandbox game like Minecraft but instead of building and exploring, students use a fun physics engine that simulates things like gravity and mass. They also use a virtual toy box of assets from Valve Software’s popular games. The tool is a step up in complexity from the elegant simplicity of Minecraft, but with Garry’s Mod,students are exposed to physics concepts while having madcap fun.

2. Kerbal Space Program

kerbal_screenshotKerbal Space Program has a robust physics engine too, but it’s more focused than Garry’s Mod. Players purchase rocket parts, put them together, and then see if they can get a ship into orbit, to one of two moons, or even to another planet. These aren’t easy tasks, so play is focused on trial and error testing, and, like Minecraft, seeking help from the community is part of a successful strategy.

3. Sound Shapes 

soundshapes_screenshotSound Shapes is a visually stunning platform puzzle game set to a rich musical soundscape. Even better: students can create and share their own levels – like interactive sheet music — using sounds and objects unlocked by playing the platform game. It’s an accessible entry point into musical composition as well as game design, and provides an experience that builds on the creativity of Minecraft while offering something wholly unique for music lovers.

4. DIY

DIYFor creative kids who want to get their hands dirty, check out DIY, a site where students can find things to build, instructions for how to build them, and ways to share their creations with others. All projects are aligned to 50 skills that run the gamut from outdoors to indoors, and feature various challenges to complete and cool badges to earn and display.

5. STENYCIL

screen568x568Computer programming is a great next step for students who love to mod Minecraft or toy around with the redstone resource (which simulates basic logic and circuitry). One solid entry-level tool is Stencyl, a game creation program focused on codeless, cross-platform game making. By snapping blocks of code together, students can create games that can be published and played on a variety of platforms including mobile phones.

6. CODECADEMY

Screen Shot 2013-11-18 at 3.31.05 PMCodecademy is a web-based, self-paced site that teaches actual industry-standard languages like PHP, Javascript, Python, Ruby, HTML, and CSS. While students don’t create publishable games like they would in Stencyl, their learning is purpose-driven and contextualized, e.g. JavaScript for web development or Ruby for app development. And students do get to see their code’s output directly onscreen.

Minecraft has introduced a lot of youth to games as well as the critical thinking, problem solving, and creation skills necessary for self-motivated learning. The games and sites on this list have the potential to extend that learning, providing fresh outlets for self-expression in the digital world and beyond.

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