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Ancient Spaces: Reconstructing Cultures of Antiquity
Ancient Spaces: Reconstructing Cultures of Antiquity
We are developing an online game representing the cultures of antiquity. Students use open-source tools in the classroom to reconstruct content from archaeological data. This content is then tested against the academic peer-review process. The final result of this project will be a massively multiplayer 'game of antiquity' designed to bridge the gap between growing popular interest in the ancient world and ongoing research in the field. Led by Michael Griffin, Oxford University and Cyprien Lomas, University of British Columbia / Educause Learning Initiative.
"Ancient Spaces" Project done at UBC in Classical Studies http://www.cnrs.ubc.ca/ancientspaces/
Plan to develop interactive game using open source tools, but have students be involved or responsible for creating it. Use WikiPedia like approach to create content but add a layer of Academic Review. "Open Source Antiquities"
Questions they had to deal with. "How do we support the project?"- it was hard to fund/find sponors (improved once they were at version 2). How does campus support it (a WebCT camp) And how do we expand it and evaluate it?
Project was proposed by 3 students (Michael was one)- to do 3D version of Acropolis. All of content would be developed by students; some were computer students. Wanted an additive approach.
Did a pre-render model of Parthenon (it looks lovely, built in Maya). Feb 2004 put content in multiplayer game, used Unreal as platform. First version done in April 2004.
Object elements exported from Maya, and then put into UnrealEd, the game editor.
June 2004; presented at NMC conference- success was level of student engagement but faculty concerned about "accuracy" of student-created (and imperfect) models for teaching. So faculty needed to be more directly involved.
Large amount of time by students involved.
August 2005- expanded project, new goals. Content developed by students at multiple institutions, "democratically", in an open source model
Original excavations will be "published" on Ancient Spaces, a new means of getting academic content
Use content on massively multiplayer game on ancient cultures, designed for public.
Will expand to include Egypt and First nations cultures.
MMORPG to ne a true community game, teaching by immersion rather than 'piggybacking" pedagogy on popularity
A library of geometrical building blocks provided by professional 3d artists. Students can draw on the library to reconstruct larger structures and scenes.
Using open-source 3D engine and using NMC Pachyderm project for doing web publishing (the images shown are stunningly beautiful)
Loading video clip flythrough of the model. Wow.
Principles: * Undergrad students learn by creating * Each class's creations are designed as learning environments for the next generation * rich fluid environment * interactions at appropriate level of engagement * social
I want to be a UBC student!
This is staggingly stunning work, a bit intimidating because of the complexity and the level of technological skill it likely took to get it to this level. They suggest that people could play smaller parts, building small areas, or using the content already there. How about it Maricopa? Any history, anthropology teachers out there who we could get involved with this?
Flickr image Chesters Roman Bathhouse by Brian Lavelle
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Published
Dec 8, 2005 02:57 PM
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The Affordances of Katamari Damacy
The Affordances of Katamari Damacy Angel Inokon http://ldt.stanford.edu/~inokon
Using the lens of intuitive design, we aim to understand why a little Japanese game named Katamari Damacy captivated the world. Discussion will explore how basic design principles like affordances, visibility and constraints can be used to create captivating games. By examining this innovative game, we show how the basics of good design can and should be used in the creation of educational games. Led by Angel Inokon, Stanford University.
Design Principle 1. Affordnaces appearancew should indicate function (e.g a ball easily suggests wha it can do
Design Principle 2. Simple Mapping simplify game controls using single function tools
Affordances makes use and function easy to identify.
Playstation has 11 buttons; Katamari only has two controls (anyone with opposoble thumbs can play)
Design Principle 3. Visibility and Feedback clear progres indicators, objects you roll make sounds, Camera recedes as you grow, gives perspective- gives a visceral feeling of growth.
Design Principle 4. Constraints Keep "immersiveness: by having constraints. Can't roll up an object bigger than you; levels are sectioned, camera constrains what you can see; obstacles later become targets
quotes from other game designers *****tip: "reference people smarter than you"
Katamari in the Classroom? What can students learn?
* Language skills (English, Japanses, Korean * Math: metrics, measurements, ration * Design thinking * Spirituality * Strategy * Game developmen
"Go Read James Gee"
Cloud game example: http://www.thatcloudgame.com/ http://interactive.usc.edu/projects/games/20050812-cloud.php
Closing: * Innovation is still happening * Educators have a huge role to play in that innovation * It's not all about sexy graphics- Core solid gameplau that delivers 120% on experience still saves the day (good design in simple package) * You can adapt most any video game for educational purpose
Comments: This was a nicely done presentation with good guidelines for integratiing gaming; the design principles make sense.. how do we apply them? I think there is a mental hurdle and stigma about game playing- it is not serious or academic. People dismiss games w/o really experiencing them; yet somewhere we all started from a childhood full of play, fantasy, imagination, etc.
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Published
Dec 8, 2005 10:46 AM
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Poster: A Taxonomy of Serious Games for Education in the Healthcare Professions
A Taxonomy of Serious Games for Education in the Healthcare Professions Cynthia K. Russell, PhD, RN
University of Tennessee Health Science Center College of Nursing Webpage to access relevant materials and links: * Most of the games found atNobel Prize in Physiology or Medicine site - http://nobelprize.org/medicine/educational
Examples include:
* Pavlov's Dog Game - experimenting to make a dog drool * Electrocardiogram Game - performing an EKG on 4 patients and interpreting results * Immune System Defender Game - using immune cells to defeat bacterial infections
2. Adaptations "These are considered by some to be energizers or exercises and not games. There are several of these out there, and I'm continuing to identify and list them."
* Cardiovascular Jeopardy - Cynthia Russell, University of Tennessee Health Science Center - http://www.technologyescapades.net/games/cardiac_jeopardy.htm
* Nursing Research - June Alberto, Georgia Southern University - http://www.georgiasouthern.edu/~jalberto/ResearchA-Q022301.pps
* Geriatric Jeopardy - UCLA School of Medicine - http://www.ucop.edu/agrp/docs/gerjeo.ppt
* Anatomy-related crossword puzzles and PowerPoint "Millionaire" and "Jeopardy" games - Thomas Gest, University of Michigan Medical School - http://anatomy.med.umich.edu/games/games_index.html
* Definitions and Diagnostic Testing for Cardiovascular Disease - Cynthia Russell, University of Tennessee Health Science Center - http://www.technology-escapades.net/games/CVdef_dxc.html
3. Simulations
Healthcare provider/student gaming simulations:
* ER Simulator by Legacy Interactive - play online http://www.ersim.com/main.html - 4 scenarios (automobile accident, snowboarding accident, construction accident, burglar). * Cardiovascular Virtual Primary Care Clinic by Cynthia Russell @ University of Tennessee Health Science Center (Macromedia Authorware) - http://www.utmem.edu/nursing/DHEP/index.htm * Health Promotion - Obesity Scenario @ University of Minnesota (Interactive Scenario Builder - for creating online simulations of interpersonal communications) - http://www.csh.umn.edu/isb/scenario.html
Video Decision Making Simulations :
* Anatomy of Care by Will Interactive http://www.willinteractive.com/anatomyofcare.html
Surgical game simulations (list from Games for Health) * ER (Legacy Interactive for PC not yet released) * Microsurgeon (Imagic published for Intellivision) * Virtual Surgeon (PC and published by ISM Interactive which did L&D series and Surgeon) * Combat Medic (Legacy Interactive for PC) * CodeRed (Legacy Interactive for PC)
Games in Development
* Hazmat: Hotzone is an instructor-based, networked, multiplayer simulation that uses video game technology to train first responders about how to respond to hazardous materials emergencies. http://projecthazmat.org * Interactive Trauma Trainer - for battlefield surgeon training * Pulse!! @ Texas A&M University. Simulated 3D virtual learning environment that allows students, both civilian and military, as well as practicing healthcare professionals to immerse themselves in a wide variety of clinical healthcare environments and scenarios where learners can perform and interact virtually to heal patients and deal with a range of healthcare occupational issues. http://kanga.tamucc.edu/PublicAffairs/press/2005/june/nursing/index.html
* Crisis Team Training - in development - a training program for 7 people to teach responses to chaotic situations.
* Biohazard - epidemiology; urban hospital, bioterrorism sites, exotic jungle locations http://cms.mit.edu/games/education/Biohazard/Intro.htm
Serious Games Resources * Games for Health: http://www.gamesforhealth.org * Great Academic Games Resource Page: http://www.aaim.org/game_resources.htm * MERLOT: http://www.merlot.org * Parade of Games in PowerPoint: http://facstaff.uww.edu/jonesd/games/index.html - GREAT chart for decisionmaking about types of games to use given specific educational objectives * Technology-Escapades: http://www.technology-escapades.net
A very thorough set of reources, has some good potential around here.
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Published
Dec 7, 2005 11:25 PM
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Poster: 'How Students React to Online Games'
I just took a brief peek at the "poster", a PowerPoint. I missed the panel session, so might not be getting the full picture. They have a paper on "AdverGames":
Advergames: And what they have to say to developers of educational games Kim Gregson, Stephanie Belsky, Michael Potter ---- Ithaca College NMC Online Conference on Educational Games, December 2005
"This project focuses on the online advertising games known as advergames, another method of reaching consumers with less intrusive advertising messages. We set up an experiment to test reactions to 6 different advergames - three for snack foods and three for alcoholic beverages. Each participant completed a demographic questionnaire, played one game for 10 to 15 minutes, and then completed a follow-up questionnaire that included two free-text questions"
Examples include:
* Mike's Hard Lemondae http://www.mikeshardlemonade.com/splash.html * Jack Daniels bartending http://www.jackdaniels.com/bartender.asp * A Nabisco brand game http://www.nabiscoworld.com/Games/game.aspx?gameid=10013
Okay, these are small scale games, things used to advertise products. Maybe this scale of technology is more in reach to faculty, as they are smaller in scope.
They also seeked feedback on a home grown simple Concentration type game done in Flash; see http://www.ithaca.edu/faculty/kgregson/gameA.html
I was not sure how this is related. They were trying to see if players took head of ads placed on the side of the game ("no").
The conclusion is that games should aim to meet the high expectations of students (? is that really achievable?
"Students like simple game formats" -- I am not sure how this is concluded, since all of the games were simple.
I am missing the leap of connection to a learning context. How might these matching, memory games do something for learning????
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Published
Dec 7, 2005 11:04 PM
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Walks Like A Duck Session
"It Walks like a Duck and Talks like a Duck but…" Why Educational Games are Neither Educational nor Games
No one can deny that the use of games in education is a hot topic. The idea of games in education looks right and it feels right, but is it right? This presentation proposes to outline why educational games are neither educational nor are they games and how being aware of this can allow us to still make the most of them to get the results we are aiming for. Led by Jared Bendis, Case Western Reserve University.
Aims to be controversial.
Defining games, dictionary? Came up with 3 characteristics:
* Outcomes / goals * Rules * Conflict / Competition
Fun /Enjoymeent = balance.
Is a book a game? No? Yes, "a bad game".
Great Idea for a game... "School". It has all the elements... "So why isn't school a game?"
Why do we want Educational Games? Because students want to play them! Are we catering to addiction?
Problem 1: Its not a game if I don't want to play it?
What have I learned from games? Process.
How about Tic-Tac-Toe. "The only way to not lose is not to play"
Problem 2: It's Not Educational If I do not Learn Anything
Should we have a Game Style Inventory (like Kolb's)? Help people understand their game style.
Why is it hard to incorporate games in formal education? Non-linear. They teach process not content.
Making Process Work- break down training component of the educational experience and support those components with games. Use games as a foundation for the process underlying the experience.
An energetic attempt to push an issue and create discussion. The chat board was rolling faster than Jared? Seemed to be interest in the concept of "Game Inventory".
I had to step away to deal with a flaky web server, sigh, the toll of multitasking.
I like Jared's energy, and he is an insanely brilliant multimedia developer. However, I am left with almost a feeling of "so what"? So far, we have lots of head nodding that games are deeply engaging, have some elements of value for things we seek like teamwork, communication, etc, but a canyon twice as wide as the Grand One with how we can realistically deploy games in education.
Perhaps the whole focus needs to be the game, but not just that, and a bit broader on the context and range of activities that are done around the game. Or maybe we need to explore the games that are also creation engines.
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Published
Dec 7, 2005 02:28 PM
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An Instructional Designer Looks at the World of Warcraft
Opening Session...
Katie Livingston-Vale, from MIT. About 95... (later 117) people in the virtual session. She asks for a hand raise (using Elluminate software) of how many WoW players there... maybe 10-15 (Not me).
MMORG = Massive Multiplayer Multiplayer Online Game. WoW is probably the most popular
Choose characters, genders, "factions". Can play solor, but group play is encouraged - instances designed for 5, 10, 15, 20, 40. Game has built in rewards for group play.
Hosted on different servers around the world. Different "rule sets")
Groups are encouraged to have a balance of classes (roles). Players join together as a Guild, build name, characteristics.
Each server has its own economy, business rules. Players buy and sell items (can buy them for real on eBay). Game has built in ways to "take"/consume money. Players muct learn to save and earn money.
Shows comples screen shot, with iimage of scenes plus overlays of many types of information in text and icon form, a location map, a chat window, icons of skills and possessions.
Showing a movie clip that provides overview. (Elluminate pushes this out as Quicktime video)
Vale did a study of players, ran survey:
Asked why they played WoW? some were brought in by family, others looking for cooperation as well as competition
How did people learn how to play? Dive in, in person instruction from other players, online forums, some read documentation.
What do players like? SOlve problems, interact with others, fantasy element, creating characters, life like characters, sense of community, can solor or group, exploring a world
What do players dislike? addictive nature of game, "unruly kids" / rude players, after level 60, game can feel like a job. "The way my wife looks at me when I want to play the game"
Show image of a group (Guild) where players decided one night just to meet up to socialize, virtually gather.
What do players think they learn? teamwork, communciation, group decision-making, strategy, better sense of real people behind characters, basic economics, learing from mistakes
How does Warcraft apply to real life? Not at all; how to deal with different people, gives experience of working in teams, requires basic mastery of basic economics, trains how not to be annoying in electronic communication
How can aspects of WoW be used in formal education? concepts of quetioning, "levelling up"; ability to try odeas might fail, and again, w/o serious consequence; teamwork for common goal; anonymity and or "special powers" of team members important; choosing team composition; economics; making modifications learn programming; group problem-solving;
More on grouping-- ethics demonstrations (thieving/looting); gender communication studies; learning about professions via characters; teaching patience and delayed gratification.
key Points * Creating this kind of environment like WoW would cost millions * Game players have high expectations for graphics, sophistication * best not to create game w/o resources
Pedagogy Themes in WoW * Social Learning theory (communication, guilds) * Constructivism (characters) * Group Problem Solving (raids) * Exploratory Learn (player versus environment) * Inquiry learning (quests) * Mastery learning (levelling up) * Situational learning / role play
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Published
Dec 7, 2005 10:44 AM
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**Comments from Jeffrey Anderson**
Hi Alan,
Like you, I don't play WoW. But I do see some advantages to a MMPOG as a means of 'enticing' someone to participate in the environment itself...meaning eye candy (3D graphics), smacking your online friend upside the head as a means of 'encouragement' when they aren't doing their part in participation of online activities, and also having rules that both encourage and constrain behavior. In real life, having these rules is what helps us to grow and learn. The problem is as I see it, that everyone's real life seems 'boring' to them. Like Katie said, having a fantasy element to this game is part of the appeal.
How do we apply that to an environment for higher learning? That remains to be seen.
Anyway, just wanted to post a comment and say thanks for the opportunity.
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Published
Dec 8, 2005 07:39 AM
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The Conference Site is Open
Tomorrow the NMC conference starts, and hopefull all of our "Maricopa 9" have gotten their invites. The site is now open, and you can log in and check out these sessions, run the multimedia tests for the live sessions, and look at the materials posted for the "poster" sessions.
You can also post your bio and a photo (I see Jennifer has already gotten in there, way to go).
I posted a quick thing including my own disclaimer:
While I am intrigued by games, simulations for their rich interactivity, and have developed a number of game-like applications, I rarely play myself, and am quite horrible at them. The last thing I need is another addiction and time sink.
One of my early projects here was having faculty explore what was then "currnent" game software for their potential as a learning tool, "Shall We Teach with a Game?": http://www.mcli.dist.maricopa.edu/proj/sw/games/
and created a Myst-like knock off for teaching by experiience the concept of Negative Reinforcement: http://www.mcli.dist.maricopa.edu/proj/nru/
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Published
Dec 6, 2005 03:57 PM
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Check Out the Sidebar
I am using the Add Sidebat functionalty of the eportfolio software to add dynamic RSS fed links to the other Maricopa colleagues who are also covering the conference.
What does this mean? The RSS feeds can be used in a number of viewing applications such as a desktop RSS aggregator, so you can quickly scan what is "new" on other sites without having to click and visit directly. In this case, as the peoiple are adding new entries to their NMC Conference blog, these are automatically updated in the sidebar.
Look for new names as we add the other participants in the next 2 days or so.
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Published
Nov 29, 2005 01:29 PM
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My List of Sessions To Review
These are the sessions at thi sonline conference I plan to participate in.
"It Walks like a Duck and Talks like a Duck but… " Why Educational Games are Neither Educational nor Games - I've seen the presenter before, and he is high energy, lots of unique ideas, and is definetely a "gamer"
The Affordances of Katamari Damacy Angel Inokon, Stanford University-- I am intrigued by the ideas of simplicity and design of game environments.
I hope to be at a few more, but this is my list for now.
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Published
Nov 16, 2005 12:05 PM
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Why Games?
I am writing this as an example for other Maricopa participants to show how to set up a conference reflection blog. However, I am sloe very interested in this topic because to me, games are pivotal kinds of activities because of the level of engagement successful ones create- be they simple word games to complex computer simulations.
I also look to the game technology to give me ideas on how effective environments are created with technology.
Though I am intrigued by their design and technology, I actually play almost no video or computer games-- I think I am afraid of finding something that will chew up more of my limited time! I perhaps had a Pac Mac addiciton in the 1980s but have gotten over it!
Back in 1996, we ran an MCLI project Shall We Teach With a Game where we had Maricopa faculty look at what was then cutting edge games and simulations SimCity, SimEarth, Myst, etc) to have them generate ideas on how they might be used for teaching. We found some very creative ideas came out of that project.
I have also created game-like applications for learnig, the most complex was Negative Reinforcement University a Myst-like environment we created with the ideas from a team of faculty and students from Scottsdale Community College.
To me there is still a great deal on untapped potential in using existing games, or creating game like activities,a nd I look forward to seeing what comes from this conference.
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Published
Nov 16, 2005 12:01 PM
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Michelle Shivnani's NMC Coverage
Jeff Anderson's NMC Coverage
John Roberts' NMC Coverage
Dale Doubleday's NMC Coverage
Angela Ambrosia's NMC Coverage
Barbara Winckler's NMC Coverage
Jeniifer Freed's NMC Coverage
David Weaver's NMC Coverage
What is this RSS sidebar?
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