Monday, November 12, 2012

Video Presentation for Gamification Conference


Gamification Video Final from Marc Boese on Vimeo.

Please allow time for the video to load. Also, it does look better if you follow the link to Vimeo.

Video Presentation on Gamification: Annotated Bibliography
Chen, L., Chen, T., & Liu, H. (2010). Perception of Young Adults on Online Games: Implications for Higher Education. Turkish Online Journal Of Educational Technology - TOJET, 9(3), 76-84.
                        This research study looked to identify the perceptions of young adults on the implementation of game-based learning in higher education. The study was a Q-method study for quantitative analysis of subjective data. The sample of the study was 30 young adults from 19-25 years of age. 20 were males while 10 were females. Half of the respondents were gamers and half were non-gamers. Respondents were asked to express their opinions of online gaming. The results of this study indicated that most of the students were philosophically opposed to online gaming, yet some indicated that online games have some benefits.
                        The question raised from this study is if higher education should turn its back on this emerging media? This study exposed weaknesses in game design and the alignment of game material to assessment criteria. What I took from this study is that game goals should match learning objectives and students should have more input with game designers. Attention should also be paid to narrative storylines, characters and graphics to be accepted by a diverse student population.
Ebner, M. & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: an example from civil engineering. Computers and Education, 49(3), 873–890.
                        The objective of this study was to gain insight on the potential of online games to contribute to student learning in higher education. An online game was used for a Master’s level lecture series involving 121 seventh semester students. The method of measurement used was a pre-post test with an experimental control group with questionnaires and online evaluation. The results of the study indicated that the minimum learning requirements were met with both traditional and game-based methods.
The conclusion of this study indicated that, while the minimum requirements were met with both methods, the students experienced more enjoyment with the game-based method than those that did not play the game. Simple usability within the game design was essential for students to focus on the learning material presented through the game. The use of computers evoked students’ curiosity to play the game. Once students were playing the game the internet-based tool led to an unconscious process of incidental learning. 
Harrison, B., & Roberts, D. L. (2011, June). Using sequential observations to model and predict player behavior. In Proceedings of the 6th International Conference on Foundations of Digital Games (pp. 91-98). ACM.
                        This study observed game players’ motivation to predict what players would do in a game by examining data from former players in similar situations. The study tested 100 characters from the game World of Warcraft. The researchers developed an algorithm to gauge the tendencies of characters to acquire achievements. The results provided accurate prediction of what players would do within the game.
                        The implications of this study provide insight into how players react to in-game situations. Looking at player motivation in a popular game like World of Warcraft moves game developers closer to be able to create a personalized user experience. One of the challenges of educational game developers is to create tasks, challenges, and goals that mirror the success of popular games. What elements do developers need to tap into to drive educational game to succeed?
O'Donovan, Siobhan (2012) Gamification of the Games Course. (Technical Report CS12-04-00). Retrieved from University of Cape Town, Department of Computer Science website: http://pubs.cs.uct.ac.za/archive/00000771/01/Gamification_of_the_Games_Course.pdf
                        The objective of this study was to determine if gamification techniques could motivate students to so coursework. The study measured the type of gamers and the level of motivation they possess for education appropriate gamification. 90 anonymous university students took part as participants in two surveys. Questions were designed to classify students into seeker, survivor, achiever, daredevil, socializer, mastermind, or conqueror gaming personalities. The study found that the average types of gamers are masterminds, conquerors, and seekers. These types of players like to solve puzzles, beat others, and discover interesting things.
The implications of this study extend to any developers designing games for educational purposes. The study drew upon average gamer types in order to reveal game techniques that have the potential to be effective in an educational setting. Games should have a strong storyline, a reward system, and complex tasks and goals. Additionally, a leaderboard would appeal to conquerors who wish to beat others.
Panoutsopoulos, H., & Sampson, D. G. (2012). A Study on Exploiting Commercial Digital Games into School Context. Journal Of Educational Technology & Society, 15(1), 15-27.  
                        This research study aimed to determine if game-based learning is more effective than non game-based learning. The study participants were 59 junior high school students separated into one 30-student experimental group, and one 29-student control group. They were given a posttest to determine the efficacy of the use of Sims 2-Open for Business, a business simulation game, on learning. The test measured the ability of the game to achieve standard curriculum mathematics educational objectives. The post-questionnaire asked participants their opinion about using games to teach math, and if the game helped them understand mathematics concepts. The results of the study concluded that general-purpose commercial games could contribute to the achievement of educational objectives.
The success of commercial games to support educational contexts allowed students to draw connections to real world situations. The use of simulation games and game-based scenarios in Sims 2-Open for Business draw upon practical business models for innovative game construction. Video games engage and motivate people to acquire knowledge to solve in game problems that apply to real-life problems. Players can explore and test hypotheses within the context of virtual worlds, and learn according to success or failure. Educational game developers can use this model to offer students the ability to seek knowledge and test the application in a low stress environment.
Schrader, P. P., & McCreery, M. (2008). The acquisition of skill and expertise in massively multiplayer online games. Educational Technology Research & Development, 56(5/6), 557-574. doi:10.1007/s11423-007-9055-4
                        This research article examined the Massively Multiplayer Online Game (MMOG) World of Warcraft as a context for learning. The investigation measured player’ age and level of expertise as they relate to strategies, behaviors, and skills in the MMOG environment. Data, in the form of questionnaires, was collected from 2,140 World of Warcraft players recruited from game forums. Participant were 18 years of age and older and consisted of nearly 85% male participants. Questions, designed for this study, look to find relationships between game knowledge and performance, collaboration, technological competence, and status. The study found that expertise within the game was directly related to knowledge and performance and technological competence. Additionally younger participants rated their level of expertise higher than older participants.
In an educational context, this study would imply that younger and more technologically savvy students would have a greater opportunity to master the content of highly complex environments. Expert gamers have a higher level of gaming knowledge and technical ability. While these studies are not necessarily applicable to educational settings, they can be used in educational game development. Learners, like MMOG gamers, are empowered through dynamic environments by scaffolding technical skills and content knowledge.                       



Additional References
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19.
Cavalli, E. (2008, January 18). Man imitates America’s Army, saves lives. Wired. Retrieved from http://www.wired.com/gamelife/2008/01/americas-army-t/
Green, M., & McNeese, M. (2007). Using Edutainment Software to Enhance Online Learning. International Journal On E-Learning, 6(1), 5-16.
PaxtonRU. (2008, January 21) Video Game Saves Lives- America's Army Gamer Paxton Galvanek [Video file]. Retrieved from http://youtu.be/uLzTMU79UH8
Russell, C., & Shepherd, J. (2010). Online Role-Play Environments for Higher Education. British Journal Of Educational Technology, 41(6), 992-1002.
Whitton, N. (2012). The place of game-based learning in an age of austerity. Electronic Journal Of E-Learning, 10(2), 249-256.
Wildermuth, S. (2012, January 24) Overturned SUV. [Photograph] Retrieved from http://www.flickr.com/photos/53245952@N08/6768494427/in/photostream/

Sunday, November 4, 2012

Moving Toward Dynamic Technologies

As an instructor, I feel that I am more on the static side of the “static-dynamic continuum”. Static technologies help learners capture information while dynamic technologies stimulate knowledge building (Moller, 2008). I get very comfortable with the tools I currently use with my students, including email, discussion boards, and Google Docs. I truly believe I can stimulate further communication, collaboration, and content access with my students if I adopt more dynamic technology.  


Choosing educational tools on the dynamic end of interactivity engages learners on a cognitive level (Moller, 2008). I am currently designing a simulation game in my Intro to Broadcasting course in order to take advantage of reinforcing cognitive learning. Games reinforce learning by providing immediate feedback and repeated fulfillment of goals (McGreel & Elliot, 2008). By dedicating time and taking a risk on developing an educational game, I will create something new and dynamic.  

Blog with more information on simulation games: The Educational Possibilities of Games and Simulations

Collaboration using dynamic technology is another way I will begin to move toward the dynamic end of the continuum. The use of “whiteboards” in web conferencing allows teachers and learners to create, manipulate and update information online in real-time (McGreel & Elliot, 2008). I am considering using programs like MindMeister and Campfire next semester to help increase productive collaboration in my video courses. This course has pushed me investigate new ways to present and curate learning materials, and increase communication and collaboration in my classes. 

Blog insight on MindMeister and Campfire: Team Collaboration – Tips and Tools


References

McGreel, R., & Elliot, M. (2008). Characteristics of interactive online learning media. In T. Anderson (Ed.), The theory and practice of online learning (2nd ed., pp. 143-165). Edmonton, AB: Athabasca University Press. 

Moller, L. (2008). Static and dynamic technological tools. [Unpublished Paper].