Looking for a beginner’s crash course in game making software and process? Games can be an excellent teaching resource, and game development is easier than ever. Whether you’re looking to develop your own teaching resources or run a game-making program for users, this course will give you the information you need to choose the most appropriate software development tool, structure your project, and accomplish your goals. Plain language, appropriate for absolute beginners, and practical illustrative examples will be used. Participants will receive practical basic exercises they can complete in open source software, as well as guides to advanced educational resources and available tutorials.
This is a blended format web course:
The course will be delivered as 4 separate live webinar lectures, one per week on Wednesday November 21 and then repeating Wednesdays, November 28, December 5 and December 12 at Noon Central time. You do not have to attend the live lectures in order to participate. The webinars will be recorded and distributed through the web course platform for asynchronous participation. The web course space will also contain the exercises and discussions for the course.
Learning Outcomes
Participants will be able to name five different software tools available to assist them or their users in creating games and interactive web content, as well as identify the required knowledge and skills to effectively use each program.
Participants will be able to effectively structure the development process of a game from brainstorming to launch.
Participants will be able to identify and articulate areas in which games can increase educational effectiveness and provide practical, desirable skills.
Who Should Attend
Library staff looking to develop educational games or run game making programs for users (including tween or teen users).
Instructors
Ruby Warren
Ruby Warren believes in the power of play, and that learning is a lot more effective when it’s interactive. She is the User Experience Librarian at the University of Manitoba Libraries, where she recently completed a research leave focused on educational game prototype development, and has been playing games from around the time she developed object permanence.
<Cost
LITA Member: $135
ALA Member: $195
Non-member: $260
Moodle and Webinar login info will be sent to registrants the week prior to the start date.
It will be eons before AI thinks with a limbic brain, let alone has consciousness
AI programmes themselves generate additional computer programming code to fine-tune their algorithms—without the need for an army of computer programmers. In AI speak, this is now often referred to as “machine learning”.
An AI programme “catastrophically forgets” the learnings from its first set of data and would have to be retrained from scratch with new data. The website futurism.com says a completely new set of algorithms would have to be written for a programme that has mastered face recognition, if it is now also expected to recognize emotions. Data on emotions would have to be manually relabelled and then fed into this completely different algorithm for the altered programme to have any use. The original facial recognition programme would have “catastrophically forgotten” the things it learnt about facial recognition as it takes on new code for recognizing emotions. According to the website, this is because computer programmes cannot understand the underlying logic that they have been coded with.
Irina Higgins, a senior researcher at Google DeepMind, has recently announced that she and her team have begun to crack the code on “catastrophic forgetting”.
As far as I am concerned, this limbic thinking is “catastrophic thinking” which is the only true antipode to AI’s “catastrophic forgetting”. It will be eons before AI thinks with a limbic brain, let alone has consciousness.
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Stephen Hawking warns artificial intelligence could end mankind
By Rory Cellan-JonesTechnology correspondent,2 December 2014
Preliminary Plan for Monday, Sept 10, 5:45 PM to 8 PM
Introduction – who are the students in this class. About myself: http://web.stcloudstate.edu/pmiltenoff/faculty Contact info, “embedded” librarian idea – I am available to help during the semester with research and papers
#FakeNews is a very timely and controversial issue. in 2-3 min choose your best source on this issue. 1. Mind the prevalence of resources in the 21st century 2. Mind the necessity to evaluate a) the veracity of your courses b) the quality of your sources (the fact that they are “true” does not mean that they are the best). Be prepared to name your source and defend its quality.
How do you determine your sources? How do you decide the reliability of your sources? Are you sure you can distinguish “good” from “bad?”
Compare this entry https://en.wikipedia.org/wiki/List_of_fake_news_websites
to this entry: https://docs.google.com/document/d/10eA5-mCZLSS4MQY5QGb5ewC3VAL6pLkT53V_81ZyitM/preview to understand the scope
Do you know any fact checking sites? Can you identify spot sponsored content? Do you understand syndication? What do you understand under “media literacy,” “news literacy,” “information literacy.” https://blog.stcloudstate.edu/ims/2017/03/28/fake-news-resources/
Why do we need to explore the “fake news” phenomenon? Do you find it relevant to your professional development?
So, how do we do academic research? Let’s play another Kahoot: https://play.kahoot.it/#/k/5e09bb66-4d87-44a5-af21-c8f3d7ce23de
If you to structure this Kahoot, what are the questions, you will ask? What are the main steps in achieving successful research for your paper?
Research using social media
what is social media (examples). why is called SM? why is so popular? what makes it so popular?
use SM tools for your research and education:
– Determining your topic. How to?
Digg http://digg.com/, Reddit https://www.reddit.com/ , Quora https://www.quora.com
Facebook, Twitter – hashtags (class assignment 2-3 min to search)
LinkedIn Groups
YouTube and Slideshare (class assignment 2-3 min to search)
Flickr, Instagram, Pinterest for visual aids (like YouTube they are media repositories)
Embedded librarianship holds potential for immersive learning. Come learn how to promote your virtual world communities and the great work of educators in virtual worlds through networking. https://communityvirtuallibrary.wordpress.com/
Chris Luchs (SL: Abacus Capellini, WoW: Cheerwine)
What Can We Learn from the World of Warcraft?
Join us as we host a blended reality session featuring a live stream from the World of Warcraft (WoW) as we explore educational opportunities in a massive multiplayer online roleplaying game (MMORPG). We will have a YouTube live stream, a Discord channel for voice discussion, and an immersive event in WoW. Educators from the International Society for Technology in Education – Games and Simulations Network (ISTE G&SN) will host an immersive event & discuss learning in a multiuser virtual environment (MUVE).
Click Try for Free and download the Blizzard Launcher, which manages the download. You’ll need 52GB for the game. Create an account, select Sisters of Elune realm and create a troll if you are new to WoW and using a Free Trial account.
Location: In the World of Warcraft and for those who do not have the game, over a YouTube Live stream (available that day) and hosted after the event over https://www.youtube.com/user/gamesmooc/videos
Howard Gardner’s “Theory of Multiple Intelligences” explored through an Interactive, Immersive Experience in Second Life
Dr. Gardner has proposed 8 different types of intelligence, ranging from Interpersonal to Kinesthetic. Join us to discover your own most innate type. You may be surprised, like many of the teachers who have tried this challenge as part of our whole-brain training program.
This is a summary of various performance-based activities in Second Life and how performance studies can provide an insight into the experience of virtual worlds.
In his book, “Experience on Demand,” Jeremy Bailenson, the founding director of Stanford University’s Virtual Human Interaction Lab, writes, “No medium, of course can fully capture the subjective experience of another person, but by richly evoking a real-seeming, first-person experience, virtual reality does seem to promise to offer new, empathy-enhancing qualities.” Bailenson contrasts experiencing virtual reality with reading news accounts and watching documentaries. Those latter activities, he writes, require “a lot of imaginative work,” whereas virtual reality can “convey the feeling” of, say, a refugee camp’s environment, and the “smallness of the living quarters, the size of the camp.”
Caldwell—who used Google Expeditions to deliver a virtual reality experience set in the Holocaust—says that when his students first put on the goggles, they viewed them as a novelty. But within a minute or two, the students became quiet, absorbed in what they were seeing; they realized the “reality of the horror of what was in front of them.” Questions ensued.
Ron Berger, the Chief Academic Officer of EL Education, points to another factor schools should consider. He thinks virtual reality can be a powerful way to introduce kids to situations that require empathy or adopting different perspectives. However, he thinks no one tool or experience will bring results unless it is “nested in a broader framework of a vision and goals and relationships.”
Berger says virtual reality experiences have to be accompanied by work beforehand and follow-up afterwards. Kids, he says, need to be reflective and think critically.
immersion experiences like virtual reality should be “embedded in positive” adult and peer relationships. He adds that ideally, there’s also a resulting action where kids do something productive with the information they’ve learned, to help their own growth and to help others. He mentions an example where students interviewed local immigrants and refugees, then wrote the stories they heard. They published the stories in a book, and the profits went to legal fees for local refugees.
saving virtual reality for “very special experiences,” keeping it “relatively short” and not getting students dizzy or disoriented. A report Bailenson co-authored for Common Sense Media highlights the research that has—and has not—explored the effects of virtual reality on children. It states that the “potentially negative outcomes of VR include impacts on children’s sensory systems and vision, aggression, and unhealthy amounts of escapism and distraction from the physical world.”
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The Brain Science Is In: Students’ Emotional Needs Matter
What the neuro-, cognitive, and behavioral research says about social-emotional learning
Teachers, like parents, have always understood that children’s learning and growth do not occur in a vacuum, but instead at the messy intersection of academic, social, and emotional development.
• Malleability: Genes are not destiny. Our developing brains are largely shaped by our environments and relationships—a process that continues into adulthood.
• Context: Family, relationships, and lived experiences shape the physiological structure of our brains over time. Healthy amounts of challenge and adversity promote growth, but toxic stress takes a toll on the connections between the hemispheres of our brain.
• Continuum: While we’ve become familiar with the exponential development of the brain for young children, it continues throughout life. The explosion of brain growth into adolescence and early adulthood, in particular, requires putting serious work into much more intentional approaches to supporting that development than is common today.
A whopping 60 percent of parents are worried about the VR’s health effects, according to a new study from Common Sense Media, while others hope the emerging technology will have profound educational benefits because of its highly-engaging nature.
Jim Steyer, founder of Common Sense Media https://www.commonsense.org/education/
Stanford researchers partnered with Common Sense Media, which has done extensive research on children’s media use, to examine the impact of VR on children. Their report includes a national survey of 12,148 adults, 3,613 of whom were parents.
the study notes that 21 percent of households with children already have a VR device and 13 percent are planning to get one, Common Sense found that many parents are scared of exposing their children to such intense experiences.
Bailenson, founder of Stanford’s Virtual Human Interaction Lab, acknowledged the long term effects of VR on developing brains remain unknown. But short term impacts can include dizziness, headache and eye strain. https://vhil.stanford.edu/projects/
While 62 percent of parents surveyed believe that VR can provide educational experiences, only 22 percent reported their child actually used VR for learning. The vast majority play games.
VR also has the potential to encourage empathy among small children, experts say, because it builds bonds with virtual characters and settings, though parents surveyed by Common Sense remain skeptical.
use storytelling to shape students’ learning experience, create connections across content areas
brain research suggests when students have an opportunity to retrieve information, rehearse, interleave concepts, and make connections, this promotes memory making and forgetting is less likely to occur.
Setting cell phone expectations early is key to accessing the learning potential of these devices and minimizing the distraction factor.Liz Kolb September 11, 2017
Ten is now the average age when children receive their first cell phones
develop a positive mobile mental health in the first weeks of school by discussing their ideas on cell phone use, setting up a stoplight management system, and establishing a class contract
What do you like to do on your cell phone and why? (If they don’t have one, what would they like to do?)
What are the most popular apps and websites you use?
What do you think are inappropriate ways that cell phones have been used?
What is poor cell phone etiquette? Why?
How can cell phones help you learn?
How can cell phones distract from your learning?
How do you feel about your cell phone and the activities you do on your phone?
What should teachers know about your cell phone use that you worry we do not understand?
Do you know how to use your cell phone to gather information, to collaborate on academic projects, to evaluate websites?
How can we work together to create a positive mobile mental health?
Using a Stoplight Management Approach
Post a red button on the classroom door:the cell phone parking lot. Post a yellow button on the classroom door
Post a green button on the classroom door
Establishing a Class Contract: Ask them to brainstorm consequences and write them into a class contract.