Games and Simulations Reading Notes: Research on learning from gaming December 11, 2008
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One important note that struck me from James Gee’s article Learning and Games is the importance of avatars and situated learning. When a student in a learning gaming environment has the ability to create and microcontrol their avatar, the level of emotional attachment and investment is improved. This goes hand in hand with situated learning as the gaming environment allows the learner to become situated in the environment that they need to learn about. This could increase the likelyhood of efficient knowledge transfer to an occupation as the learner already has the mental model of the new world that they would be working in.
Distributed intellegence is also an important learning research concept when discussing educationally sound video games. Students in the classroom could learn from others in the game world as well as from and using the tools that they pick up along the way. This person-plus model lends itself nicely to the gaming world.
Games and Simulations Reading Notes: Simulations in the Classroom December 11, 2008
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When a twelve year old student wakes up in the morning and goes to middle school, they really don’t expect much. They know they will face to pressures of fitting in, their clothes, the homework and projects they are putting off and the inevitable substitute teacher assignments they will most likely endure.
Not many of these kids come to school expecting to perform hip and knee surgery in a realistic, professional environment. Edheads.com offers two medical surgeries mentioned above, crash scene investigations, simple machines and mechanics and more. Students have so many choices staring back at them through the Internet Explorer icon. I know a product is successful when they choose – over watching another Beyonce video or their favorite anime cartoon – to perform hip surgery on a flash-based patient.
The students go step by step through the entire surgery. There is no cheese factor like many other simulations. They get down and dirty – are grossed out by the real-life photos from real surgery – and then move on, finish and want more.
The middle school grade level is all about exposure to what is out there. You can’t google something you don’t know about. Using simulations like Edheads to reach out to students and say, “This is a job someone has to perform. Maybe it could be you,” is a powerful tool and is masterfully accomplished with this simulation. My students can’t wait for open heart surgery and maybe even a little gastric bypass. The grosser the better.
Games and Simulations Reading Notes: Narrative November 12, 2008
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Ted Talks:It was interesting to finally see Spore in action. I have been meaning to check it out. I wonder how Spore Origins differs for the iPhone and the DS – my two gaming systems. Besides the originality of the game, I like how evolution servers as a narrative that holds that game together and is representational of the narrative humans are a part of throughout history. The game has lots of elements of a simulation, but there are definite rules.
Discussing games and narratives and Spore further, Charles Onyett reviews a talk Will Wright gave at GDC 2008. Charles reviews Wrights thoughts on branding and narrative in games and toys and how Spore will play out. Charles quotes Wright often, but one that struck me was, “For Wright the best games, and presumably Spore, exemplify these qualities. “The whole point of this process is model‐building. In some sense…all these different worlds that I’m experiencing I’m pulling into this model‐building process and from them I’m pulling out of these toy worlds the schema, patterns and strategies that I can apply back to the real world. I’m learning lessons in an entertaining way.” This really brings gaming, narrative and transfer together.
Chapter 25-26 of Rules of play offered an outline of meaning and representation in games. It also fused some of the cognitive elements we have discussed the past year. As with any design, games create meaning through the experience they provide for the player. This meaning is created through representation of objects in reality as well as in a player’s imagination. Chapter 26 defines narratives of games with the same elements stories have: Character, situation/plot, plot, conflict and smaller elements of narrative that players create as they move through the game.
Jenkins details in “Games Design as Narrative Architecture,” that games have narrative qualities but tell and are intertwined with stories in different ways. Game designers create worlds – settings – and players can write the narrative through gameplay inside these evocative spaces. Narrative also creates broadly defined goals. Narratives are also left embedded for the gamer to discover.
Games and Simulations Reading Notes: Learning with Animations and Simulations October 15, 2008
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From this week’s set of readings I have come to understand animations, simulations, microworlds and games as a spectrum of multimedia instruction.
On the far left side lies the least interactive animations where text, shapes, drawings and audio convey information and instruction. Using the efficient design principles, cognitive load can be managed in these animations and they would prove beneficial vs just plain text or pictures in a static representations.
Next comes simulations where interactivity is introduced beyond the pause and play button. Here the user can interact in an environment based on some “reality” with an underlying system in play. This system could be a the content knowledge the simulation wants the learner to grasp explicitly or through discovery-based learning. Other systems of reality include real-world systems of economics, urban planning or task-specific re-creations such as flying a flight simulator or battling an opponent through a dog-fighting picture book.
Microworlds are simulations that must be immediately easy to engage in and must be motivational to the student or user. The are strapped into a specific arena or domain and are designed to reveal learning principles through manipulating the microworld system.
Video games also employ elements of simulation. Characters in games represent a system of reality and procedures as they simulate life-like characteristics. Conflict is simulated in these imaginary worlds. Sports simulations are also popular in video games as players can become managers and players – calling the shots in a system of rules from a playbook.
Games and Simulations Reading Notes: Learning from Educational Games October 1, 2008
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Rules of Play chapters 22 – 24
Chapter 22 – More play definitions
Again we go over the games are a subset of play and play is an element of games circle
Play can be organized into three categories: 1 game play formalized and focused 2 Lucid activities none game behaviors 3 being playful – playful state of mind / spirited play
Another definition: play is free movement within a more rigid structure
Review of Caillois four fundamental categories – agon: competitive play alea: chance based play mimicry: simulation or make believe ilinx: vertigo or physical game play
Chapter 23 Games as the play of experience
Participation is key to play experience
Sutton-Smith model for psychological processes of videogames: 1 concentration 2 visual scanning 3 auditory discriminations 4 motor responses 5 perceptual patterns of learning
System of any game: 1 input 2 output 3 internal processes
Core mechanic is the moment by moment experience of a game player
Game experience is directly defined by the rules
Chapter 24 Games as the play of pleasure
Pleasure is intrinsic to games
They provide autoletic pleasures – experiences persured for their own sake
Players must be seduced into the magic circle and held there
Flow is the pleasure one continues to get as they play the game
Effects of flow include 1 merging of action and awareness 2 concentration 3 loss of self conscious 3 transformation of time
To have flow a game must have: 1 challenging activity 2 goals 3 feedback 4 feeling of no control in an uncertain situation
Goal of the game helps create and experience pleasure
Games must have short term goals
Games can condition and reinforce behaviors
Games must be challenging
Addiction is a positive outcome of games
Squire, K. (2002). Cultural Framing of Computer/Video Games. the international journal of computer game research
Past research suggests students did no better after playing a game. Games must be closely tied to learning outcomes and learning characteristics must be paid attention to. Understanding how learning occurs during game play and how it can be used to support traditional learning environments should be a key focus of educational research. Activity Theory – theoretical framework for understanding how human activity is mediated by tools and cultural contexts.
Costikyan, G. (1994). I have no words but I must design. Interactive Fantasy #2.
More what is a game discussion: Its not a puzzle, or a toy or a story, it must have participation, decision making, goals, opposing forces, a player must manage resources, include game tokens or artifacts. Diplomacy, simulation, good use of color, variety, socialization, role playing and narration all make games stronger.
Gee, J.P. (2006). Learning and Games. In K. Salen (Ed.), The Ecology of Games, pp. 21–40. Cambridge, MIT Press.
Learning in a game helps attract and keep players in the magic circle.
Situated Learning Matrix – brings game design and modern learning theory together : includes goals, interpretation, feedback, explanation, practice and social interaction. Models and modeling are important in learning games as they are in traditional practice. Representation is a key component of both learning spaces. Microcontrol in a learning game is important as it has well-known cognitive effects. It gives humans new experiences they normally wouldn’t have. Distributed intelligence: use of tools and your own knowledge. Motivation and ownership and motivation are evident and important in games. Situated meanings / environments allow transfer to real-life situations.
Games and Simulations Reading Notes: Defining the Field – What makes a game a game? October 1, 2008
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Rules of Play: chapters 3,7,8,9,11-13
Chapter 3
Meaningful play is the goal of successful game design. MP can be described as descriptive – how games create meaning through play – and evaluative – describes why some games are more meaningful than others.
Official definitions:
Descriptive MP: comes about when a player takes action within the game and the game responds to that action.
Evaluative MP: occurs when relationships between actions and outcomes are evident and integrated in the game.
Chapter 7
Games are a subset of play – lots of playful activities but not all of them are games
Play is a subset of games – games are complex and contain rules, play and culture – play is contained within games.
Games: A system with conflict, rules and an outcome.
Chapter 8
Digital games are one aspect of a larger game system
Digital games have four traits: 1 immediate but narrow interactivity 2 manipulation of information 3 automated complex systems 4 networked communication
It doesn’t matter what type of game one is designing – core elements of games remain the same
Chapter 9
Magic circle: space in which a game takes place where rules create meaning.
Lusory attitude: state of mind one needs to have to enter a game where one subjects themselves to the rules of the game.
Chapter 11
Rules of a game make up its formal structure. They limit player action, are explicit and unambiguous, shared by others, are fixed and binding and are repeatable
Chapter 12
Three levels of game rules
1 constitutive – abstract mathematical 2 operational – general ones that are followed during play 3 implicit – house rules / etiquette that is understood
Chapter 13
Rules of the game are generally the same as non-digital games
Game Design Reader
What is a game? pp. 77-81
Discusses different philosophers definitions of a game: Bjork Holopainen: the definition is a design tool. For Suits it is a philosophical device. For Juul, Caillois. The definition creates a new field of study. For Costikyan it justifies creative practice. In the end, there are many different, overlapping game definitions.
Definition of play and classification of games. pp 122-155
More tennents of play – they must be activities that are free, separate, uncertain, unproductive, governed by rules, make-believe.
- Leyden J. Huizinga “The Cultural Limits of Play and the Serious”
Nature and Significance of Play as a Cultural Phenomenon pp. 96-120
Essay that served as the opening chapter of Huizinga’s book Homo Ludens: A study of Play Element in Culture. Published in 1938, the title is a play on Homo Sapiens where Ludens means player – thus man the player. He discusses more elements of play – that it is free and not ordinary. Discusses the magic circle, play-ground with rules, limited time and space. Players must be absorbed in gameplay. Play includes action, representation and recreation.
The Game, the Player, the World Looking for the Heart of Gameness – J, Juul
This article reviews previous definitions of games and then proposes a new definition with six game features: 1 Games are rule based, 2 have variable quantifiable outcomes 3 with value, 4 players must put forth effort, 5 the player is attached to the outcome and 6 there are negotiable consequences.
Game play analysis for this week: Physical Poker vs. Online Poker
Games and Simulations: Console game reflection September 24, 2008
Posted by mvalia in Gaming and Simulations, educational gaming.Tags: class assignment, mario, review
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Still smitten with the classic Nintendo characters, I am currently playing The New Super Mario Brothers for the Nintendo DS. Released in 2006, the game combines the map and adventure from the NES title Super Mario 3, with the game play of the original game. The nostalgia hasn’t worn off yet, and the updated graphics and features make the game a pleasure to play. The game is a perfect fit for the graphic capabilites of the DS. The system’s more immersive titles that try to be like the big boys – XBOX and PS3 – are always watered down and grainy. This title shines. Its fun to rip through each side scrolling level as only holes in the ground stand in my way. The game is also more fun than the original thanks to a generous amount of extra lives I can easily attatin as well as a checkpoint and saving function. When I was 10, falling down a hole was devistating. Now, I have 20 lives left and I can go at it again. Its also nice to have the affordance of better hand-eye corrdination that age has given me. I can play for about 30 minutes before becoming bored. This is very different from an immersive game like The Legend of Zelda Twiglight Princess – my other gaming endevor that I can play for hours; but its one of the few video games in the system’s title library that isn’t a puzzle game or targeted to an eight-year-old girl.
Examing Games: Phyiscal vs. Digital; Educational September 17, 2008
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The following is a response to the task: Play a card game on the computer and compare it to the physcial card game. Also, play an educational game and reflect on your experiences.
Video or physical card game:
Texas Hold’em Poker
Playing Texas Hold’em is a very different game in real life compared to the digitalize version on the computer. To begin, actually feeling the cards and counting the chips in your hand afford the player a physical sense of involvement. You can shuffle your two cards, hid them from your friends and play tricks with your chips as you are waiting for the game to unfold. This tangible aspect of poker is eliminated during online play. Many people can play on the computer and do other tasks while waiting for the other players to make their moves. This takes you out of the game and can cause your attention to lapse that may lead to a costly mistake. When you have chips in your hands, you tend to remain focused on the group. Having a group of players sitting in front of you also provides a social element. Friends can discuss other topics during a friendly game or in a casino where strangers are focused on stacking their chip count; the element of bluffing and physical appearance is introduced. This can hardly be replicated online.
Educational Game:
Dimension M
http://www.tabuladigita.com/
Tabula Digita’s educational Halo-like math game, Dimension M took me through a three dimensional exploration with the task of collecting orbs and solving pre-algebra math problems. The website claims students will be having so much fun answering math problems that they will forget they are doing math at all. The first-person, 3D graphics were great for an educational game and the atmosphere of the levels provided an environment that I would prefer compared to sitting in a classroom with a pencil and paper trying to solve problems. Playing the game was fun for an educational game. I am not sure I would play it at home.


