2,275 Matching Annotations
  1. Mar 2016
    1. We speculate that the disconnect between students “doing” science and the instructional use of video games is the direct result of continued content disassembly and the lack of cohe-sive reassembly for the purposes of a spiral curricula.
    2. In addition, preprogrammed con-straints on the gaming rule sets leave little room for student-driven experimental design, meaning that the types of experimentation being done are seldom user generated, nor do they address the earlier stages of problem solving, such as prob-lem identification or problem definition (see Bransford & Stein’s, 1993, IDEAL problem solving model).

      This goes against all research that proves learner-centered active learning works best.

    3. This led them, like D. Harris (2008), to suggest that although science gaming probably yields benefits, constraints on the classroom environment and the short time frames of studies have made it difficult to discern any immediate correlation between game use and academic success.
    4. Most participants lacked a reflection process for performance analysis, new knowledge generation, evaluation, and integration, which are essential for learning as a cycle of probing the world—a major knowledge-construction format for game-based learning

      Perhaps a debrief after facilitated by the teacher would help with this.

    5. Rather, educational games need to be designed and researched with careful attention to contemporary learning theories, including cus-tomization of task difficulty to the learner’s capabilities, metacognitive reflection on the learning taking place, and consideration of the rich situated interaction among learner, game environment and classroom environment.

      Why focus solely on "educational" games? Earlier the authors mentionned games like LA Noire and World of Warcraft.

      There are games now that use Math skills like no others before, such as the Kerbal Space program. I would be interested in seeing an update on this, with some newer research.

    6. More spe-cifically, students with low socioeconomic status (SES) saw the greatest affective gains in cooperative contexts

      Thinking back to our cycle 1 reading about how GBL can reach everyone.

    7. Results indicated that students who played the video games showed significant improvement with regard to math-ematics achievement as compared to their nongaming peers, but there were no significant improvements found in relation to students’ motivation.

      Is this because they were seeing the games as "homework"?

    8. ome students who may normally enjoy playing Wo W might now find the exact same activity onerous, raising impor-tant questions about context and intentionality and bringing the conversation to how educational gaming can both be regularly engaging and feel less like work.

      Have you ever felt like this? When I was in college, I had this feeling in my computer coding classes. I enjoyed coding for fun, but did not want to get evaluated on it. I eventually dropped that half of my major thinking I wouldn't enjoy it was a profession.

    9. “a voluntary activity structured by rules, with a defined outcome (e.g., winning/losing) or other quantifiable feedback (e.g., points) that facilitates reliable com-parisons of in-player performances”
    10. enculturation

      Full disclosure: I had to look this up, here's the definition - the gradual acquisition of the characteristics and norms of a culture or group by a person, another culture, etc

    11. Indeed, if you are looking for data to support that argument, then we are sorry, but your princess is in another castle.

      It is disappointing that they put all that time into it and didn't get a definitive answer.

    12. we sought to determine whether or not the overarching technology had reached enough of a “tipping point” in the past 30 years to support the claim that video games can enhance classroom learning.

      Before reading the rest of the article, what do you think? Are we at the tipping point? Have we passed it?

    13. World of Goo),

      Interesting that they categorize this as a game that focuses directly on science. I have this game, and play for fun. What games do you play for fun that others might think focuses more on education?

    1. In this case, recognizing the potentialfor games to build learning communities and then creating physical spaces for gameplay and design served as an initial step to legitimize games as powerful research andlearning tools
    2. Interest-based research, in which students take ownership ofprojects to solve real-world problems under the guidance of faculty, has been the tenets ofthe successful program

      A list of some of the real-world problems they are trying to solve would be interesting.

    3. hey allow students to individualize their learning trajectoriesbased on their interests and goals, and the media and games course work extendstraditional lecture and writing papers to playing, making, prototyping, iterating anddeconstructing.
    4. Final projects involve their collective expertise designing an activitybased on solving an authentic problem, connected by games and digital media, todemonstrate learning.

      A great examples of how GBL can teach multiple skills and competencies.

    5. he attention toGBL has attracted students majoring in computer science, electrical engineering, parks andrecreation, business, sociology and political science.

      Great to see all the attention this course is getting across multiple disciplines!

    6. EmulatingJenkinset al.(2006, pp. 5-6) model offostering a “participatory culture” including “relatively low barriers to expression, strongsupport for creating and sharing with one another, informal membership in which

      See cycle 2 reading "Jenkins et al."

    7. Games bring alevel of interest and engagement to get real-world work accomplished while serving asunifying influences to seemingly disparate groups.

      This brings us back to our week 1 readings and the "equity" factor.

    8. He citesinitial resistance by college students who are accustomed to attending lectures andpassive learning rather than active, experiential learning.

      We often get "We're paying you to teach us" line when students start at our college. We use a lot of active learning, and they're not used to it.

    9. finding a game and figuring out how to incorporate the game into classrooms can beprohibitive;

      This is where utilizing college resources such as instructional designers and librarians comes into play. Also, collaborating with other departments can make this easier.

    10. Higher EducationVideo Game Alliance (HEVGA) aims to provide a platform for higher education leaders toconsider the “cultural, scientific, and economic importance of video game programs incolleges and universities” (HEVGA website, 2015), demonstrating there is great interest inexpanding GBL in higher education.

      HEVGA Website

    1. The players often become quite loud and there is much banter between the opposing teams

      Do players from opposing teams enthusiastically offer bad advice to try to throw off the other team, or is that considered bad form?

    2. and collaboration is strongly encouraged

      So a game that strongly pairs collaboration with competition - perhaps even collaboration for the sake of competition - and not just competitiveness as means to some end.

    3. The teams discuss their moves openly in front of the opposing team which speaks to how often the teams change strategy and how quickly the overall play changes course

      If I'm understanding you correctly, it appears that "table talk" in a Korean play context is not forbidden, unlike in many American play contexts.

    4. My wife, Hye-Jin, purchased our copy of the game approximately ten years ago and was very pleased when I finally expressed an interest in playing it for this class

      I'm so pleased to learn that this course provided the necessary excuse to play this game together after 10 years!

    1. but it was obvious that the game designers felt like the girl character needed to be showing more skin / sexuality than the boy

      These are obvious design choice that were made, but I struggle to understand why? I struggle to find what the game has to gain through these choices. Including these design choices will not boost sales in any way (the artwork is not featured on the cover, thus it is not being used for market purposes). The target audience would probably have enjoyed the game just as much without these choices.

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    1. Even though I know it was only a game, I felt bad that I chose the dark side.

      I love it when games do this. There are very few other media that has the potential to do this to the extent in which games can. I remember feeling similarly when playing Star Wars: Knights of the Old Republic. Do you feel that your in-game choice represent choices that you have made out-of-game, or did it just dismay you that made those choices in-game because of high ethical standards that you hold out-of-game? Please don't feel pressured to answer, as the nature of this question can be highly personal.

    2. Players get to decide which life skills to gather throughout the game. The rule book briefly touches on different types of Jedis, but isn’t prescriptive. I would like to have seen more reasoning as to why I might choose one skill over another. For example I leaned more towards the skill of intuition, while Ben tended to chose logic. However, at the end of the game it didn’t matter what kind of skills we had, it only mattered how many total skills we gathered. I think it would be more meaningful to chose skills in order to become a specific type of Jedi over simply accumulating skills.

      I like your critical thoughts here on the game's mechanics. Without having the benefit of actually playing this version of the game, your suggestions sound like it would make for richer/more rewarding experience.

    1. In the meantime, I will continue to stretch my own skills by playing against him

      Another interesting experiment would be to do a little cross-training. Play some action video games for a few months and then come back to this game to see if there is any noticeable performance boost.

    2. I have found in the past that I’m more likely to win against my husband if we are playing while out and about (I’d say I’m less likely to be distracted by my surroundings than he is).

      So his attentional resources are strained in a more stimulating environment. I find this interesting because it contradicts what we would expect given his experience as an action video game player (from what we learned in Bavelier et al.). Do you ever take strategic advantage of this?

    3.  I have found in the past that I’m more likely to win against my husband if we are playing while out and about (I’d say I’m less likely to be distracted by my surroundings than he is).

      That's a really interesting observation!

    4. and strategy is mostly about how to best process visual information

      It's interesting to read your attention to the strategy of visual information processing given the reading this cycle from Bevelier and colleagues. Any connections for you?

    1. game's design is well done and when players that I encounter show their appreciation of its design

      Have you ever read Zen and the Art of Motorcycle Maintenance? Your comment here reminds me of the author's perspective on defining "quality."

    1. The company may make those claims under the agreement if "defendants possess and rely upon competent and reliable scientific evidence to substantiate that the representation is true."

      I was happy to see a clause that they can go back to making their claims if they gather appropriate evidence - it makes the precedent much clearer if people are referring back to this case that with proper evidence, you would be welcome to market your game/brain product/whatever as a tool. I think that's important when we're talking about what games might actually do for people.

    2. when considered in light of the entire body of relevant and reliable scientific evidence, to substantiate that the representation is true.

      In other words, do some controlled experiments in a lab and have your results peer reviewed before making outrageous claims. Because science.

    1. “Feminists are ruining everyone’s fun and gamers’ rights to be immature, obnoxious and harmful.”

      Honestly, I struggled here: how to facilitate a meaningful discussion around an idea like misogyny, knowing that none of my colleagues would be defending it and assuming those participating in this discussion are all in agreement that it's a bad thing...All I could think of in response was to approach it from the opposite end. Similarly, in an earlier article I made a point to emphasize that negative male stereotypes are harmful to men as well. I struggled with how to make an engaging discussion out of what is essentially preaching to the choir... ILT5320

    1. If they would have used the game with actual faculty would their results have changed?

      Great questions, and seems like a valuable professional learning opportunity for faculty. Maybe something you'd facilitate?

    2. The group that played the board game absorbed more material that those who were passively presented with the information.

      There's a nice parallel here to what some folks describe as active learning - certain activities in large courses will result in greater student learning outcomes in comparison to more passive learning (often via instructor lecturing).

    3. The end goal of the game is to be the first person to advance to the top of the academic ladder.

      Sounds similar to "team building" activities about privilege (or experience, or background) where participants progress (by stepping forward, or in some cases stepping back) based upon their responses to certain questions.

    4. for a few reasons

      Great rationale presented here - connecting nicely to your affinity space study, your interests in adult learning and higher education, as well as your professional responsibilities. Well done.

    1. 2:45 - 4chan, it's like the bottoms of the internet. Completely anonymous, a lot of hated. I don't recommend anyone visiting the website unless you have a deep, unsatisfied curiosity; and then be prepared to be disapointed in the human race.

    1. I was welcomed by all players in a very noble fashion

      I'm curious, how do you understand a "noble fashion," and how did that quality of interaction contribute to you joining this affinity space?

    2. a learning curve on navigating, setting AW up and orienting my self into the virtual worlds created.

      so your learning "curve" (some might say trajectory) includes - navigating resources, setting up AW, and then orientation to AC. anything else?

    3. It took a while before I explored the mechanics, introduced my self to the Local Chat and asked questions about AW to really begin to understand the dynamics of it.

      Yup, it does take a while, this all sounds familiar.

    1. is currently working on researching the neuronal mechanisms for number of high-level cognitive and behavioral processes, including decision making, learning and working memory.

      do you have a reference for this research so that we might explore if we're curious?

    1. students become serious players and embody the role of serious learner.

      Nice summary. Our team - me, "The Jeffs," Michael, and another collaborator (Farrah) recently submitted a book chapter about our work a few summers ago with POOT in Oman. We designed and facilitated a special in-person three-day condensed trial for Omani high school students in Muscat. It was an amazing experience. The chapter discusses our "design principles for playful partnerships in game-based learning." It's under review right now, so we'll see what happens... but I'll happily share if interested.

    2. voluntarily attempt overcoming obstacles

      Nice! And for readers less familiar with this reference, this is Bernard Suits' basic definition of game play - the voluntary attempt to overcome unnecessary obstacles.

    3. In one instance, the character, Edgar Allan Poe worked to form a watchdog committee by the name of Alhambra Security Committee (ASC) in order to uphold order in the trial.

      There are all kinds of in-game dynamics - some might say shenanigans - that often emerge through the creativity, and real seriousness, of play.

    4. that might otherwise be critically judged if said outside of character

      Yes, most games also feature a Hitler character, and it takes incredible skill, preparation and serious play for a middle or high school student to "realistically" and also respectfully role play as Hitler.

    5. asynchronously communicate with other characters

      Yes, the primary means of online activity is asynchronous written communication. However, because entire classes of students are playing in a given game, those students have frequent synchronous and off-line, in-class, and both in- and out-of-character conversations about game play. This less formal aspect of learning (and play) is more difficult to capture because the online platform captures all written text.

    6. are challenged to fully embody their character’s mindset and tone voice in all their interactions

      This begins with preparatory activities that emphasize skills such as primary source research, synthesizing information, the presentation of information, and - of course - role play.

    7. a wide variety of historic characters such as Martin Luther King, Jr, Edgar Allen Poe, King Henry VIII, or Madame Curie

      And contemporary people, as well as fictitious characters, too. For example, there is often a Harry Potter in recent games.

    8. mentor

      Yes, Jeff is a mentor, we met when I was in high school. And the other authors on this paper are my close friends and mentors, too. Fred was Jeff's dissertation advisor at UM, and mentored Jeff Stanzler, too. The "Jeffs" now direct ISC. Susanna is Jeff Kupperman's wife, and is a literacy professor at Toledo. And Michael Fahy is an anthropologist by training, who primarily helps to lead POOT and another ICS project - the Michigan Student Caucus. And Gary is a big game-based learning advocate, and leads a middle/high school out in California

    9. The researchers concluded that serious games can miss the mark by focusing on end results rather than creating an opportunity for learners to completely immerse themselves in play that is taken seriously.

      Yes. Many serious games concern a provocative topic as the primary (and sole) qualification for "serious" - water security, or economic policy, or war. In the case of POOT, scenarios may be controversial - such as child labor or the wearing of religious garb in public schools - but it is the play that should be seriously enacted and considered. If play is serious, than a game becomes serious, irrespective of its given content.

    1. It really does not directly relate to any core readings thus far

      I expect a few core concepts, such as lusory attitudes and situated learning, would relate well. And if you're really interested in simulations, I would recommend reading and reviewing such articles for your scholarly critiques as you dig into more simulation play.

    2. clearly a simulation such as this captures a more adult perspective

      Yes, but what are the practices that are common to simulations, irrespective of the age of the player? I think of role play, problem solving within the context of realistic scenarios, resource management, dealing with consequences...

    3. It helps players reflect on cause and effect relationships and resource management. These things are of utmost importance for many professions but seldom do students have opportunities to experiment or take risks in the “real world.”

      This is really nice justification for simulation play, particularly as preparation for practice-focused professions (like educator, or designer, or researcher).

    4. because had I not grown up during that time, how would I be so familiar with possible combinations that would be successful for the market?

      Great point, and says a lot about who has access to the types of historical and cultural knowledge necessary to meaningfully play - and succeed - in this game.

    1. Carstensen says in your 50s, your cognitive abilities – processing speed and fluid intelligence, for example – haven't declined that much, while your knowledge and expertise are quite advanced. "Now add into that emotion regulation — the ability to solve hotly charged, emotional conflicts — and you've got a real powerhouse," she says.

      There is hope!

    1. They worry that the games that have been meaningful to them will change.

      Of course, what is treasure to someone may be garbage to another. In other words, where some gamers see meaningful play, others see sexism and misogyny.

    2. and a removal of politics from criticism.

      As if politics have ever been removed from any form of cultural criticism - from books, to movies, to fine art. Ironically, some gamergate advocates believe this (new) type of media is to be protected from broader social, cultural, and political realities, yet at the same time these people may wish to see video games and gaming culture "taken seriously." Can't have one without the other.

    3. Some male gamers with a deep sense of entitlement are terrified of change

      Notice how easily it is replace just a few choice words here in relation to previous/current/ongong social struggles:

      • Suffrage: "Some men with a deep sense of entitlement about the vote are terrified of change."
      • Civil rights: "Some white people..."
      • Gay marriage: "Some religious leaders..." While games and gaming culture may not be as consequential as other aspects of social and political equality, there remains a strong question about being "on the right side of history."
    1. The very fact that trained radiolo-gists are more competent at diagnosing subtlefractures and identifying them with more confi-dence exemplifies that proper training does leadto more accurate posterior distributions.

      Coincidental that I selected this reading back in December for our use this semester, and then fractured my shoulder in February...? And that the first trained radiologist who examined one set of x-rays did not identify my fractured scapular spine, requiring a follow up with a trauma specialist, and a second radiologist and set of x-rays, and then finally a proper diagnosis. Goodness, I would have appreciated more accurate posterior distributions earlier in my ordeal!

    2. For example, intake ofa choline agonist leads to improved learningwhen participants are asked to learn lists ofwords.

      So that's why a lot of baby foods have "Choline" listed somewhere prominent on the packaging!

    3. Because thesestatistics could not have been directly taughtby any action video games,

      BUT these types of statistics can be taught by games in general (usually card games). Look at those that play poker, Magic the Gathering or Hearthstone.

    4. For example, whenasked to determine the orientation of a T that isflanked by distracting shapes above and below,VGPs can tolerate the distractors being nearerto the T shape while still maintaining a highlevel of accuracy (Green & Bavelier 2007).

      Perhaps they're just better at ignoring

    5. executing surgery procedurefaster and as accurately if not more accurately

      So imagine you need laparoscopic surgery... and your primary care physician asks, "Would you rather have a surgeon from X prestigious medical school, or a surgeon who has played X video game for 10,000 hours?" How would you respond?

    6. aretypically positively correlated with mathemati-cal achievement in schoo

      Note how carefully this correlation is presented - "typically." It's really important that the authors do not make over-the-top claims, and that the evidence they provide is nuanced and accurately framed.

    7. quite specific to the trained stim-uli, context, and task.

      Some people are really curious about the idea of "transfer" - that a concept or skill learned in one context can be applied, with fidelity, in a second and novel context. This statement, however, suggests that such transfer is very difficult to enact and measure.

    1. in what ways do you design your open experiences to allow for the kind of serendipity you do not anticipate?

      A beautiful, powerful question. Reminds me:

      First - of the important distinction between "creating the conditions for" some type of practice (like scientific inquiry, or aesthetic representation, or debate) - and which then also welcomes unanticipated outcomes - in contrast to creating a design that only ensures "outcome X." And...

      Second - The difference between games and puzzles. Puzzles are designed with pre-determined one right answers. Think crosswords or tabletop image-based puzzles. Games, on the other hand, create conditions for a certain type of play, and by definition have unanticipated outcomes. While there may be "win states," the question of who wins, and how, is not known when the experience begins. The differences between puzzles and games - as a broader metaphor - is relevant. Designing experiences to allow for unanticipated serendipity - engagement, process, outcome - is more similar to creating (and playing) a game than designing and completing a puzzle.

    2. this allegiance/affinity thing

      If grad students from ILT5320 swing by... please note the strong connection here to affinity spaces. Especially for some current Games and Learning students who were in Learning with Digital Stories last summer, you'll appreciate how DS106 is an affinity space - driven by interest and curiosity, with low-barriers to entry, and people who are hanging out and creating together not because of some reified aspect of identity, but rather because they share a common purpose.

    1. It’s a controversial idea that has spurred a discussion that will play out over the coming years.

      Yes, it is controversial. Again, why we're reading the full piece by her - even though it's rather challenging, best to engage with the primary research itself.

    2. As Clemenson points out, the results pose as many new questions as they answer.

      As a few folks mentioned, yes a need to conduct more research - perhaps with more people, careful monitoring of the control group that does not play anything, etc. Indeed, many new questions to explore!

    3. Gamers exhibited more activity in the frontal cortex and hippocampus, which are associated with learning and memory-formation, as well as the posterior cingulate cortex and the precuneus, often associated with episodic memory and spatial learning.

      Notice the specificity of this single research study - more similar to Bevelier and colleagues, and certainly a contrast to the general (and untrue) claims of a group like Lumosity.

    1. However, providing students with opportunity to work in public opens the doors to tremendous potential for learning and professional growth, while giving them control (agency, choice) over their own education.

      How does this resonate with graduate students in CU Denver's #ILT5320?

    2. The lack of templates allows students to experiment with forming connections and in doing so students learn more about themselves, their experiences, and their learning.

      As with my question above for CU Denver grad students in the ILT program, how does this resonate with your experience? The ILT program doesn't provide an explicit template for your basecamps (which act as an e-portfolio), yet this opportunity for experimentation may be met with frustration or confusion...

    3. Blogs provide spaces for longer format proposals [i.e. longer than a tweet, for sure] and a “calling card” that wrangles a decentralized digital identity so that potential collaborators and employers may come to know who and what an individual might be able to achieve.

      How does this resonate with CU Denver grad students and your relationship to both blogging and your basebamp?

    4. a comparison chart for PLNs and LMS-based learning communities.

      I'm really curious what #ILT5320 learners think about this comparison, and how their ongoing experiences with our Games and Learning course this semester reflects this shift away from the LMS-based Canvas and into public PLNs...

    5. to blog their academic experience in an open forum

      At CU Denver, where I'm teaching, our Information and Learning Technologies program guides graduate students in creating online "basecamps" as a public portfolio of their work. These basecamps include a blog, hence the blogging that defines a course like INTE 5320 Games and Learning.

    1. If complex learning can be amplified through non-intrusive means with few significant downsides, it could reshape many current practices in education. 

      Are you advocating that educators non-invasively shock students' brains to help their perform better on certain tasks...?

    2. show significantly less variance in performance when compared with the sham group

      in other words... shock people's brain and they'll more consistently perform at a higher level during increasingly difficult flight simulations?

    3. Placebo groups received stimulation designed to simulate the physical feeling of receiving the treatment, described as a tingling sensation, but not actually receive tDCS.

      again, if i'm reading this correctly, the control group was made to feel "as if" they were getting shocked in their brain, but they weren't really getting shocked, yes?

    4. its results may have an impact on future research and practices in the field

      awesome, why to make connections and engage with your own interests - that's exactly what we should be doing in our course!

    1. but I am having trouble gaining access to the Google Drive Folder where the game templates are stored.

      Sounds like you need to connect with someone who can effectively broker your access to that space and those resources.

    1. game theory

      As with my annotation on your equity and coding post, I think you mean leaning theory... ? And even if that's the case, how are you distinguishing a useful theoretical perspective on learning (such as entering a Discourse as a "gamer") from your experience playing games as a gamer?

    2. I relied upon guidance from my boss, Brad Hinson heeding the importance of understanding the fundamentals of code.

      Again, a really smart move, and I'm glad Brad was able to help you align multiple efforts together.

    3. So much so that the game can stop and hands can be revealed in order to better understand potential outcomes

      I've found these moments to be particularly wonderful, as we're interested in learning and social comprehension, perhaps more so than outright competition.

    4. includes the actions, language, and mannerisms of game makers in order to one day become full blown Game Makers.

      Yes, nice analysis in reference to Games' article and the Discourse of be(com)ing a Game Maker.

    5. Discourse

      Yes, the "Discourse" of game maker, which includes certain ways of speaking, interacting, posing and solving problems. A "Discourse" is a "way of being" that relies upon the "insider" use of certain symbols - and whether those symbols are material (like what you wear), or social (what you say and do), and even conceptual (how you think about the world).

    6. By acting as game makers, learners become game makers

      Yes, this is important, it speaks to the "situated" nature of learning in games - an argument and aspect of learning theory that Gee introduced in our Cycle 1 readings

    7. I struggled with why discourse is important and how it plays out.

      Indeed, many academics do. The difference between discourse and "Discourse" (as proposed famously by Gee) is challenging to grok and then apply.

    1. Google collected pre and post club survey data to capture 1200+ students reactions to coding in their pilot programs from August 2014 to April 2014.

      That's a great sample and a significant data set. I wonder - did they partner with a local university to conduct that research, or was it conducted entirely "in-house"?

    2. dissecting game theory

      Actually... to be very specific, we are examining various perspectives on learning theory to understand games and game play. Game theory is actually an approach to mathematical modeling that is often used in (applied) economics. The classic "prisoner's dilemma" problem is an example of game theory, but not a study of the social and cultural practices of learning that might help us educators to understand - and design - games for learning. Hope that's a helpful clarification.

    1. strive to keep serious games seriously credible

      If you're interested in a more "critical" appreciation of "seriousness" in games and game play, I'll share with you an article written by my mentor-turned-colleague Jeff Kupperman... let me know.

    2. I have learned it is critical to implement high standards of learning progressions, professionalization cues, and invisible assessments for both a positive and credible learning experience for all involved.

      Indeed. And... how do Montgomery's critiques relate to these insights?

    3. applicable stance in the real world

      There is a lot of game-based learning research that connects game play activities to the professional practices of various roles, whether engineers or doctors. We'll look at an example authored by my former graduate advisor later this term.

    4. in comparison to

      You're setting up an interesting contrast here. The skeptic in me looks at a Pearson-sponsored blog in comparison to an EdSurge report as an "insider" (DiCerbo) versus a more objective "outsider" (Montgomery). Should we raise questions about the evidence and subjectivity of DiCerbo's analysis? Alternatively, should we question Montgomery's agenda?

    1. The Exploding Kittens card game is thus an alternative reality game.

      Hmmmm... i'm not convinced. Later this term we'll take a close look at a few ARGs, and I think that you'll find some distinctive characteristics between that approach to game design and play (which often relies upon everyday tools, settings, and social interactions), and the mechanics of a card game like Exploding Kittens.

    2. None of us had played the game before so when we opened the brand new box, we started with the instructions manual.

      I'm pleased to learn that you purchased the card game to play with others, that's grand!

    1. in just a few minutes, people felt compel to announce that they are getting ready to play, ask if the game will be played, where it will be played, announce getting ready again (like the first time wasn’t enough), posting pictures of getting ready and just in case someone didn’t get that they are getting ready to play, another hash tag ILT5320 announced to everyone to “stay tuned”.

      What Jim Gee and other game-based learning researchers refer to as "just-in-time" learning.

    2. Couldn’t have been further away from the facts:

      Yup, and just wait... we're going to dive deep into debates about "effectiveness" and "measures" of game-based learning. It's often contested and open to debate.

    3. The value will hopefully come at a later point for me.

      Thanks for your honest assessment, this is really important for me to know. And keep the updates coming, especially if/when that value begins to emerge.

    4. sometimes very controversial

      By design. And please don't assume that I "agree" with every argument in every reading. Rather, I know that certain authors or texts are provocative, and I believe it's important to engage with challenges ideas. I'm glad you haven't found that off-putting!

    1. Google collected pre and post club survey data to capture 1200+ students reactions to coding in their pilot programs from August 2014 to April 2014.

      That's a great sample and a significant data set. I wonder - did they partner with a local university to conduct that research, or was it conducted entirely "in-house"?

    2. we are dissecting game theory

      Actually... to be very specific, we are examining various perspectives on learning theory to understand games and game play. Game theory is actually an approach to mathematical modeling that is often used in (applied) economics. The classic "prisoner's dilemma" problem is an example of game theory, but not a study of the social and cultural practices of learning that might help us educators to understand - and design - games for learning. Hope that's a helpful clarification.

    1. to keep serious games seriously credible.

      If you're interested in a more "critical" appreciation of "seriousness" in games and game play, I'll share with you an article written by my mentor-turned-colleague Jeff Kupperman... let me know.

    2. I have learned it is critical to implement high standards of learning progressions, professionalization cues, and invisible assessments for both a positive and credible learning experience for all involved.

      Indeed. And... how do Montgomery's critiques relate to these insights?

    3. applicable stance in the real world (DiCerbo, 2015).

      There is a lot of game-based learning research that connects game play activities to the professional practices of various roles, whether engineers or doctors. We'll look at an example authored by my former graduate advisor later this term.

    4. to research-based learning progressions

      I'm curious to know more about this, specifically what constitutes a "progression" and how it is being measured to show learning (hence, research-based).

    5. in comparison to

      You're setting up an interesting contrast here. The skeptic in me looks at a Pearson-sponsored blog in comparison to an EdSurge report as an "insider" (DiCerbo) versus a more objective "outsider" (Montgomery). Should we raise questions about the evidence and subjectivity of DiCerbo's analysis? Alternatively, should we question Montgomery's agenda?

    1. and I am beginning to appreciate what they value about playing games

      At the end of this semester, if you can speak with authority about the motivation of others to play games, to join a game night, and to actively participate in a gaming community regularly, then you'll have matched expectations for this project and course.

    2. I value community very highly, so joining this group and attending regularly is already meaningful to me.

      I appreciate learning this - again, thanks for making this explicit to us as readers, for bringing us "in" a bit more to your experiences.

    3. I am attending because of a course requirement, but I am motivated to learn by observation.

      I think this is a healthy tension, and I'm glad you've noted it here - thanks for sharing with everyone.