Tag Archives: games-simulations

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READY STUDENT ONE? Risks and Rewards of VR and AR in the College Classroom

While I’ll beg your forgiveness for the obvious hype-train connection in my title to the release of the film READY PLAYER ONE, the film does raise many questions about the future of Virtual Reality (VR) and Augmented Reality (AR). For me, this question often comes up in the context of VR and AR in education, since my work as an Instructional Designer often means looking at new technologies that could change the way we go about the task of learning and teaching. Our office recently started a working group together with partners across the university to begin exploring what VR and AR in education could look like.

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Importance of Play in Skill Acquisition

Green road sign that reads "welcome to success, enjoy the journey. Blue sky background.In the field of coaching there is more and more research that shows that when an athlete is in an environment where they feel supported and where they are having fun, skill acquisition comes more easily (for an interesting talk on this, listen to this podcast from Olympic coaching educator Wayne Goldsmith).

This is not to say that practices are or should be all fun and games. There is still plenty of hard work and workouts that at the end of the day are difficult and not necessarily “fun.” What the research shows, however, is that if the athlete is engaged in the process, the tough stuff is easier to manage, and the skills are easier to acquire.

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Manipulating Learning with Tools and Rules

Three months ago, I published a blog entry called “Summer Math Class with Khan Academy: A Case of ‘Manipulated’ Learning”. Ever since then, I have tried a few more rounds of manipulation on my IRB-free research objects—my two kids. As a proud mother of manipulation, I’d like to report on a couple of cases of manipulating learning—and behavior—with tools and rules.

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Creating Safe Environments for Difficult Conversations

A few weeks back I attended the Fall Forum on Teaching and Learning. This year the theme was Race & Social Identity. This is obviously a very important topic—especially given  the polarizing climate that we currently find ourselves in. The Keynote speaker, Terrell Strayhorn, spent a fair amount of time talking about how to create environments in our classrooms that are safe and welcoming for students who come from diverse backgrounds of experiences.

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Exercise Your Body and Mind with Pokémon Go

I have a confession to make. I confess that I jumped on the Pokémon Go bandwagon—and I am still riding it.

My first introduction to Pokémon was when my son was little. He had a collection of cards, carefully curated in protective binders. He spent hours reading the cards and developing the perfect deck to defeat his father—not an insignificant feat.   For a child who was a “reluctant” reader these cards were one of the first times that he read for pleasure. He spent hours reading each card to learn the strengths and weaknesses of these unique creatures.

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The Extra Credit Game

A couple of years ago Sarah Brown wrote about gamification strategies and the new wave of activity trackers—many of which have game theory elements built into them, e.g. leaderboards, badges, levels, etc.—and how these elements helped her re-imagine how she approached running.

While there is much talk about how adding these types of elements into classes may help to engage our students, the question, at least in my mind, is how much of this do we really want to add to our classes? Does everything have to be a game? At what point are we dumbing down the educational delivery method in order to make it more fun? And if we do this what message are we sending our students? If it isn’t fun, is it not worth doing?

I think these are large philosophical questions that bare a closer look, at some point, but, even given these questions, I do think there are ways to make parts of our classes more fun. At the D2L Fusion Conference (June 2015) in Orlando I was able to sit in on a session conducted by Vincent King-Spezzo, an instructional designer at Valdosta State University, about gamification. What was interesting about his presentation was the way he implemented game theory in his class. It wasn’t used for learning the “meat” of his course, but as a way for students to earn extra credit points. Continue reading

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Gaming the System: Understanding How Games Can Influence Course Designs, and Why You’d Want Them To

A recent Wired article by Chris Kohler titled “Hey, Video Games: Please Trick Me Into Thinking I’m Smart” caught my attention between levels of the mind-bending puzzle game Monument Valley as I rode the train in to work one morning. I began to wonder if video games (“real” video games and not the ones designed principally as educational tools) really can make us smarter. And if they can in fact make us smarter, I wondered how I could replicate this in my own courses.

I can admit to having moments in class when I was a student where everyone around me seemed to get an idea with ease and I just stared at the teacher, feigning a smile and hoping my cluelessness wasn’t too apparent. It was similar to moments I had in video games, walking back and forth between the same locations, looking at the same objects over and over and simply not seeing anything there; there was no rhythm or pattern that I could discern to do anything useful or that resembled anything I had done in the game before. Overcoming these blocks was often even more dire due to the fact that I have 3 brothers who are extremely talented gamers, and were often several levels ahead of me as I bumbled my way through the levels at half their pace. (I would be teased relentlessly for missing the obvious solutions. Their favorite was to emphatically say “It’s right there in front of you!” without pointing at anything and letting the anxiety paralyze me.)

What usually solved my gaming issue was changing the angles I used to look at things— standing on a different side of the room, looking down from a ladder, or trying and retrying the character’s abilities or items until something worked. (When all else failed, I usually looked for a cheat-sheet or walk-through, a study-guide-like item explaining each step to take to beat the level.) Within the games—trying and retrying or looking at things from different angles—I often learned a new skill that I was ready to employ later in the game to get the next level.

Within the classroom, I usually didn’t get such opportunities. I would simply admit defeat so that I didn’t fall behind going into the next level, and hoped that I didn’t need that particular skill again later. It had never occurred to me then that some of the same gaming strategies might benefit me in class, and that all I may have needed was a different way to look at and do something. Continue reading

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Gamification 2: Scaffolding to Win

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Which was worse: seeing the message above, informing you of your Oregon Trail traveling avatar’s imminent demise, or shooting a buffalo, only to realize you had no room for additional meat in your wagon?

The question might sound facetious, but I’m not asking it in a joking manner. When playing Oregon Trail, you had to make decisions with consequences: ford the river or pay for a ferry? Buy bullets and waste days hunting, or live more frugally? Go to the fort or to the Green River? Each time you played the game, you likely made different choices to evaluate the outcome, including a round where you set a grueling pace with no food and let the characters (who you may or may not have named after your siblings) die.

One of my favorite websites, Grantland.com, recently hipped me to a subgenre of video game writing: walkthrough/review hybrids of obscure DOS games. I spent many childhood hours playing the Hugo’s House of Horrors series, and reading these pieces prompted me to think about the term “gamification” differently. Unlock the door to fortune and prosperity with a selection of money-spinning judi slot adventures. Many people enjoy playing slot online for its convenience and the chance to win exciting prizes from home. Continue reading

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Choosing the Right Box for Online Teaching

Recently, I attended a workshop on assessing student readiness for online learning with some colleagues from other local colleges and universities. That morning, we spent two hours discussing how to assess student readiness for taking online and hybrid courses.  This lively workshop included discussions about: face-to-face vs. online, self-paced tutorials; whether or not preparations should also be assessing students’ academic abilities; transfer and nontraditional students who don’t have the same support networks that traditional freshmen have; and which factors we should be assessing to determine “readiness.” Many of the workshop participants lamented about the amount of time they’ve had to spend on technology training because it has cut into the time they need to teach traditional analog skills like proper writing, citation, computation, etc.  It seemed like a hard issue to solve, as student learning varies a great deal, and it’s very difficult to provide a one-size-fits-all solution for situations like this (and that, unfortunately, is what colleges and universities want from a management perspective).

Many of my colleagues felt they were not able to provide students with same sense of presence and engagement they had in a face-to-face class. Then it occurred to me that this conversation may need to be looked at from the a different perspective. I derailed the conversation for a few minutes by asking, “So, whose readiness are we really assessing?” In most developed countries, students expect that they will need a computer for college.  The majority have cell phones as well as other electronic devices that permit them to be online all of the time.  I’ve seen young people type with their thumbs faster than I can type with both hands. They are always connected to an online environment and always conversing with someone (or several people), even as they are in the classroom (unfortunately).  Since they’re already so good at technology, the real question is: are we ready to meet them where they are? Continue reading

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Reclaiming Your Classroom

As the name might suggest, Faculty Instructional Technology Services (FITS) is tasked with providing technology support to instructors for the purposes of enhancing teaching and learning.  A great deal of the job entails the development and support of online, hybrid, and flipped classes.  We’ve been doing this for a while, but lately we’ve been hearing a new set of questions as the direction of higher education moves more and more online:

“I’m teaching a hybrid/flipped class, and I’ve put all my documents online, provided lecture videos, and I do all my papers and exams online as well.  But now I have all this extra face time in class…what do I do with it?”

Fear not. We’re here for that too.  It is true that the majority of learning materials can usually be offloaded to an online resource.  Students can come to class having seen the lecture material, perhaps turned in a homework assignment or taken a quiz, and maybe even participated in a discussion online.  This offloading of materials means students can take advantage of the ebb and flow in their personal schedules to complete the class work online, but they still need meaningful learning experiences when they are face to face.  Let’s examine some possible strategies that can be easily implemented to reclaim your class time.

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