222 Matching Annotations
  1. Apr 2016
    1. connecting qualitymedia representations with conceptual insights from disciplinary inquiry

      My argument always, along with learning how to use new literacies and media creation there are Design Literacies. Things like use of fonts, graphics, layout, color, etc. These things make media consumption legible or at least easier. As an instructor communicating this, on top of course requirements as well as game-like exploration is like another layer of new literacy expression that is seldom understood or taught, yet is actually really valuable for the perception of quality.

  2. Mar 2016
  3. Feb 2016
    1. l motivation. Allowing users to self-identify with goals or groups that are meaningful is much more likely to produceautonomous, internalized behaviors, as the user is able to connect these goals to other values he or she already holds.
    2. One problem is with the name. By putting the term "game" first, it implies that the entire activity will become an engaging experience, when, in reality, gamification typically uses only the least interesting part of a game -the scoring system

      An important distinction. Recall "-ification" rather than from the "game". -Ian Bogost "Gamification Is Bullshit."

  4. gamesandlearning.files.wordpress.com gamesandlearning.files.wordpress.com
    1. In order to garner some initial insights regarding their engagement with the game, we also gave them access to a video game lab where they could play many popular games such as Guitar Hero and Halo.

      Okay! Here they set up a sort of affinity space for gaming in the game lab where the participants may talk about any sort of game but perhaps, divulge something about their play experience with Gamestar.

    2. olving initial versions of the look and feel for the game interface, the narrative and the play experience, all of which were documented digitally in a design document and a shared

      Key characteristics of "pre-alpha." Often times there is no "game" just document(s) about the game.

    3. h, the goal for the Gamestar Mechanic team has been to produce a learning environment that encourage the appropriation of what Gee refers to as the big “D” Discourse of game designers (1996). By discourse, he refers to an “identity toolkit” represented by the ways of doing, communicating, thinking, and interacting with the material world that people use to demarcate an identity as members of a particular community to others (in this case, an identity as game designers).

      (D)iscourse is defined here for us clearly and refers back to the work of Gee back in 1996. This Discourse has been used by many academics and scholars to discuss the way in which people construct identity often times through the means of 21st century social constructs.

    4. Council of Master Mechanics, some of which are represented by game characters but which can also be impersonated by live players. To do so, they must complete a series of jobs that involve playing, designing, documenting and repairing games, as well as discussing their games and having them rated and critiqued by others.

      Definitely a big "D" Discourse!

    1. The title of this symposium shorthands these points for me: the slogan "For the Win," accompanied by a turgid budgetary arrow and a tumescent rocket, suggesting the inevitable priapism this powerful pill will bring about--a Viagra for engagement dysfunction, engorgement guaranteed for up to one fiscal quarter

      The narrative for this reading in my head is Edward Norton's character from Fight Club.

      Edward Nortong in Fight Club

  5. gamesandlearning.files.wordpress.com gamesandlearning.files.wordpress.com
    1. Across fourvignettes, we see real variation in the learning arrangements involved. Pure cases of clearlymore expert players teaching more inexperienced players are not what we see; instead, wewitness more complex situations in which less able players provide instruction to betterplayers
    2. , our interest is in theway in which this learning occurred—through an evolving sequence of interactions betweenthe boys and the spontaneous use of an unconnected controller as an instructional device
    3. strongest themes in this study—young people organize themselves toteach and learn together, with adult intervention and as a taken for granted, as a natural partof playing video games together

      This is interesting because people have most likely learned as family groups since before the time of recorded human history. Through playing games this is one way learning can be replicated in this manner at home.

    4. laboratory studies would suggestshould be beyond the capacity of an eight-year-old

      It's interesting that this research described this as "beyond the capacity" of 8 yr old learning.

      What are 8 year olds doing with games today?

    5. tangled up11with other cultural practices, which include relations with siblings and parents, patterns oflearning at home and school, as well as imagined futures for oneself

      I'm glad this was called out as learning in the home environment would affect this research due to a number of factors such as these.

    6. We visited each focal participant ap-proximately once a week and observed his or her play. Among our core participants we hadfour boys and four girls, including two sets of siblings. We purposefully selected participantsin our study to maximize variation; this is a common strategy when pursuing a new researchdirection because it helps define an uncharted territory

      It's important to note how this study was set up and who are the participants and how the researchers interacted with the participants.

    7. The research we describe in this chapter is ethnographic, based on a six-month-long studyof young people in different families playing video games in their homes, using their owngames and game systems
    8. Considerthe following thought experiment: imagine that a learning scientist definitely proved, allother things being the same, that a year spent immersed in a game-based curriculum betterprepared a young person for a successful life and career than that same year spent in atraditional high school curriculum?

      Interesting! Can we find any resources to support this thought, as in a study or examples of GBL curriculum?

  6. www.macfound.org www.macfound.org
    1. The proliferation of digital technologies requires aconcerted effort to envision activities that enable students to engage in more complexproblem domains.

      Yet, I've found these new technologies potentially open up a "can of worms" of other various, perhaps not intended, problems to solve. We can design or mod a game with well designed API but now we have to learn how to create art, graphic design, and intuitive interaction. These problems arise from the result of being enabled to be productive with the technologies but how do we teach well thought out solutions to complex problems that are deserving of it's own course or field of study?

    2. A classroom designed to foster distributed cognition encourages students to participatewith a range of people, artifacts, and devices.The various forms of participation compos-ing such cognitive activity might be understood more generally as the skill of knowinghow to act within distributed knowledge systems
    3. Distributed intelligence is notsimply a technical skill, although it depends on knowing how to use tools effectively; it is also acognitive skill, which involves thinking across “brain, body, and world.”The term “distributedintelligence” emphasizes the role that technologies play in this process, but it is closely relatedto the social production of knowledge that we are calling collective intelligence
    4. Humans are able to play much more complex games(and to solve much more complex problems) in a world in which keeping track of key dataand enacting well-understood computational processes can be trusted to the processing powerof the computer, and they can thus focus more attention on strategic decision making
    5. the distributedcognition perspective holds that intelligence is distributed across “brain, body, and world”(Clark, 1997), looping through an extended technological and sociocultural environment(Clark, 2003)
    6. Part of what makes play valuable as a mode of problem-solving and learning is that it lowersthe emotional stakes of failing: players are encouraged to suspend some of the real world conse-quences of the represented actions, to take risks and learn through trial and error
    7. Through play, children tryon roles, experiment with culturally central processes, manipulate core resources, and exploretheir immediate environments. As they grow older, play can motivate other forms of learning
    8. Schools are currently still training autonomous problem-solvers, whereas as students enter the workplace, they are increasingly being asked to work inteams, drawing on different sets of expertise, and collaborating to solve problems
    9. how meaning emerges collectivelyand collaboratively in the new media environment and how creativity operates differently in anopen-source culture based on sampling, appropriation, transformation, and repurposing
    10. our perceptions ofthe world; the economic and cultural contexts within which mass media is produced and cir-culated; the motives and goals that shape the media they consume; and alternative practices thatoperate outside the commercial mainstream.
    11. Students also need to develop technical skills.They need to know how to log on, to search, touse various programs, to focus a camera, to edit footage, to do some basic programming and soforth.Yet, to reduce the new media literacies to technical skills would be a mistake on theorder of confusing penmanship with composition. Because the technologies are undergoingsuch rapid change, it is probably impossible to codify which technologies or techniques stu-dents must know
    12. . Among other things, they need to knowhow to access books and articles through a library; to take notes on and integrate secondarysources; to assess the reliability of data; to read maps and charts; to make sense of scientific visu-alizations; to grasp what kinds of information are being conveyed by various systems of repre-sentation; to distinguish between fact and fiction, fact and opinion; to construct arguments
    13. we must rethink which core skills and competencies we want ourchildren to acquire in their learning experiences.The new participatory culture places newemphasis on familiar skills that have long been central to American education; it also requiresteachers to pay greater attention to the social skills and cultural competencies that are emergingin the new media landscape
    14. This is where the transparency issue becomes especially dangerous.Seiter (2005) concludes, “The World Wide Web is a more aggressive and stealthy marketeer tochildren than television ever was, and children need as much information about its businesspractices as teachers and parents can give them”
    15. This research suggests some ten-dency to read “professional” sites as more credible than “amateur” produced materials, althoughstudents lack a well developed set of standards for distinguishing between the two
    16. issues of format and design areoften more important than issues of content in determining how much credibility young peo-ple attach to the content of a particular website

      In other words, web sites that display information in a more graphically pleasing way win credibility. Shouldn't graphic design and format be a part of these new literacies and 21st century skills and knowledge?

    17. Students were adept at formulating “what if ” hypotheses, which they tested through their gameplay.Yet, they lacked a vocabulary to critique how the game itself constructed history, and theyhad difficulty imagining how other games might represent the same historical processes in dif-ferent terms
    18. “Increasingly, as computer use is ever less a lifestyle option, ever more an everydaynecessity, inability to use computers or find information on the web is a matter of stigma, ofsocial exclusion; revealing not only changing social norms but also the growing centrality ofcomputers to work, education and politics” (
    19. game systems make their way into a growing number of working-class homes, even iflaptops and personal computers do not.Working-class youth may have access to some of thebenefits of play described here, but they may still lack the ability to produce and distributetheir own media
    20. Increasingly, children and young people aredivided into those for whom the Internet is an increasingly rich, diverse, engaging andstimulating resource of growing importance in their lives and those for whom it remains anarrow, unengaging, if occasionally useful, resource of rather less significance
    21. help youth and adults learn howto use those tools effectively

      Thank you! +1 adult learners. Yep, you have to teach the adults how to use the tools before they can facilitate learning of new literacies with children.

    22. Children and youth doknow more about these new media environments than most parents and teachers. In fact, wedo not need to protect them so much as engage them in critical dialogues that help them toarticulate more fully their intuitive understandings of these experiences

      Really? Then why are we so focused on "young learners" or children? We assume adult learners can readily be assimilated into participatory culture provided by new literacies? Or that teachers or other adults can adequately guide youth to understanding the meaning of these experiences especially when meaning is negotiated by the culture which the adults may not be a part of?

    23. The Kaiser reports collapse a range ofdifferent media consumption and production activities into the general category of “screentime” without reflecting very deeply on the different degrees of social connectivity, creativity,and learning involved
    24. Gee (2004) calls such informal learning cultures “affinity spaces,” asking why people learnmore, participate more actively, engage more deeply with popular culture than they do withthe contents of their textbooks.
    25. Affiliations— memberships, formal and informal, in online communities centered aroundvarious forms of media, such as Friendster, Facebook, message boards, metagaming, gameclans, or MySpace).Expressions— producing new creative forms, such as digital sampling, skinning andmodding, fan videomaking, fan fiction writing, zines, mash-ups).Collaborative Problem-solving— working together in teams, formal and informal, tocomplete tasks and develop new knowledge (such as through Wikipedia, alternative realitygaming, spoiling).Circulations— Shaping the flow of media (such as podcasting, blogging)
    26. participatory culture as one:1.With relatively low barriers to artistic expression and civic engagement2.With strong support for creating and sharing one’s creations with others3.With some type of informal mentorship whereby what is known by the most experienced ispassed along to novices 4.Where members believe that their contributions matter5.Where members feel some degree of social connection with one another (at the least theycare what other people think about what they have created).
    27. ; how to program computers and runa business; how to make a movie and get it distributed—are the kinds of skills we might hopeour best schools would teach.Yet, none of these activities took place in schools. Indeed, manyof these youth were frustrated with school; some dropped out and others chose to graduateearly.They developed much of the skill and knowledge through their participation in the infor-mal learning communities of fans and gamers
    28. Play— the capacity to experiment with one’s surroundings as a form of problem-solvingPerformance— the ability to adopt alternative identities for the purpose of improvisationand discoverySimulation— the ability to interpret and construct dynamic models of real-worldprocessesAppropriation— the ability to meaningfully sample and remix media contentMultitasking— the ability to scan one’s environment and shift focus as needed to salientdetails.Distributed Cognition— the ability to interact meaningfully with tools that expandmental capacitiesCollective Intelligence— the ability to pool knowledge and compare notes with others toward a common goalJudgment— the ability to evaluate the reliability and credibility of different informationsourcesTransmedia Navigation— the ability to follow the flow of stories and informationacross multiple modalitiesNetworking— the ability to search for, synthesize, and disseminate informationNegotiation— the ability to travel across diverse communities, discerning and respectingmultiple perspectives, and grasping and following alternative norms
    29. The Participation Gap— the unequal access to the opportunities, experiences, skills, andknowledge that will prepare youth for full participation in the world of tomorrow.The Transparency Problem— The challenges young people face in learning to seeclearly the ways that media shape perceptions of the world.The Ethics Challenge— The breakdown of traditional forms of professional training andsocialization that might prepare young people for their increasingly public roles as mediamakers and community participants
    30. Affiliations— memberships, formal and informal, in online communities centeredaround various forms of media, such as Friendster, Facebook, message boards,metagaming, game clans, or MySpace).Expressions— producing new creative forms, such as digital sampling, skinning andmodding, fan videomaking, fan fiction writing, zines, mash-ups).Collaborative Problem-solving— working together in teams, formal and informal,to complete tasks and develop new knowledge (such as through Wikipedia, alternativereality gaming, spoiling).Circulations — Shaping the flow of media (such as podcasting, blogging)
    31. According to a recent study from the Pew Internet & American Life project (Lenhardt &Madden, 2005), more than one-half of all teens have created media content, and roughly one-third of teens who use the Internet have shared content they produced.

      I wonder how this statistic has changed since popularity of smart phones and accessibility to teens has dramatically increased?

    32. For the current generation, games may represent the bestway of tapping that sense of engagement with learning

      According to the ESA the average video gamer is 35 and 74% are age 18 or older. Clearly engagement with games and learning could apply to a multi-generational concept. Industry Facts ESA

    33. Much writing about twenty-firstcentury literacies seems to assume that communicating through visual, digital, or audiovisualmedia will displace reading and writing.We fundamentally dis-agree

      But how has new literacies changed writing and textual forms of communication!?

    34. As we think about meaningful pedagogical intervention, we must keep in mind three coreconcerns:• How do we ensure that every child has access to the skills and experiences neededto become a full participant in the social, cultural, economic, and political future ofour society? • How do we ensure that every child has the ability to articulate his or her understandingof how media shapes perceptions of the world? • How do we ensure that every child has been socialized into the emerging ethical stan-dards that should shape their practices as media makers and as participants in online communities?

      I would argue these concerns should extend to adult learners as well. Anyone else experienced this either learning or teaching in higher ed situations?

    35. What constraints, if any, apply to in online realms? Do young people feel thatsame level of investment in their gaming guilds or their fan communities? Or does the abilityto mask one’s identity or move from one community to another mean there are less immediateconsequences for antisocial behavior?

      These are good questions.

    36. children’s experi-ences online are shaped by a range of social factors, including class, age, gender, race, nationality,and point of access. He notes, for example, that middle-class youth are more likely to rely onresources and assistance from peers and family within their own homes, and thus seem moreautonomous at school than working-class children, who must often rely more heavily onteachers and peers to make up for a lack of experience at home.The middle-class children thusseem “naturally” superior in their use of technology, further amplifying their own self-confi-dence in their knowledge.

      I'm having a hard time accepting findings in reports from ten years ago or more as facts that apply today when it comes to use of technology and access especially with the emergence of mobile technology.

      Anyone else struggling with this?

    37. What a person can accomplish with an outdated machine in a public library with mandatoryfiltering software and no opportunity for storage or transmission pales in comparison to whatperson can accomplish with a home computer with unfettered Internet access, high band-width, and continuous connectivity. (Current legislation to block access to social networkingsoftware in schools and public libraries will further widen the participation gap.)

      In Colorado many libraries have been reinvented for teens with their own personalized space including access to computers equipped with games like Minecraft, ipads, video and audio recording and editing devices, etc. See Anythink

    38. young people who create and circulate their own media aremore likely to respect the intellectual property rights of others because they feel a greater stakein the cultural economy

      Yes, but what about young people that mashup, remix, or build upon media that is not their intellectual property? Do they consider this "their own media?"

    39. Rather than dealing with each technology in isolation, we would do better to take an ecologi-cal approach, thinking about the interrelationship among all of these different communicationtechnologies, the cultural communities that grow up around them, and the activities they sup-port.

      Sounds like "ecological pedagogy." Where have we heard about this before?

    40. The Pew study did not consider newer forms ofexpression, such as podcasting, game modding or machinima.Nor did it count other forms of creative expression and appro-priation, such as music sampling in the hip hop community

      This is important to note as these forms of media creation are incredibly popular, but not included. Again, what's happening today?

    41. Contrary to popular stereotypes, these activities are not restricted to white suburban males. Infact, urban youth (40 percent) are somewhat more likely than their suburban (28 percent) orrural (38 percent) counterparts to be media creators. Girls aged 15-17 (27 percent) are morelikely than boys their age (17 percent) to be involved with blogging or other social activitiesonline.The Pew researchers found no significant differences in participation by race-ethnicity

      We can assume the ability to practice 21st century skills in order to be "media creators" are equitable?

    42. For the purpose of the study,a media creator is someone who created a blog or webpage, posted original artwork, photogra-phy, stories or videos online or remixed online content into their own new creations. Mosthave done two or more of these activities. One-third of teens share what they create onlinewith others, 22 percent have their own websites, 19 percent blog, and 19 percent remix onlinecontent

      We need new statistics! Ten years later, what does this landscape of "media creators" look like?

    1. he rest and a few much worse. Game-related affinity spaces, and other interest-driven spaces like Flicker(a photo sharing site), for example, tend to operate by the principle called the ―80/20‖ or Pareto Principle
    2. There must always be some students who have lower scores than all others, and some who have higher scores, even if the actual difference in their performance is quite small. In addition to how tests are designed, the way that schools design instruction contributes to an artificial view of people‘s abilities to learn
    3. However, its failure to accommodate a wide diversity of skills and backgrounds, and its treatment of newcomers, make it by our definitionnot a nurturing affinity space or, at least, only a partial one
    4. Problems are too complex today to trust individual experts. They tend to trust their knowledge too much and pay too little attention to what they do not know, and to what others, perhaps those quite unlike them, do know. We need to grow not expert individuals but knowledge communities

      This is interesting to me because it's very much counter to the culture of achievement through standardized testing and professional credentials.

    5. we need to understand how affinity spaces are tied to other aspects of the metagame (Game or Game+) that play a significant role in learning associated with games, and how these spaces might lead people to other spaces and types of knowledge that are not specific to games.
    6. True innovation is as likely, or even more likely, to grow in a space that allows and encourages diversity of skills and backgrounds, than one that is more narrowly defined, no matter how high its status

      But is innovation the expected goal or outcome of an affinity space?

    7. Affinity spaces are organized to help people make better choices. They are organized to share information so that new and better choices can be discovered. They are organized, as well, to share information about choices that work and ways to learn how to make better and better choices
    8. In an affinity space, people do not judge what other people know by asking them to list what they know and to write down the facts, information, and principles theyknow (i.e., what they have stored in their heads)

      Except, in online affinity spaces I do think it is more common to judge what others may know by their profile or "achievements" and "badges." I've noticed these things are becoming more and more common especially in gaming affinity spaces. These profiles allow others to judge what that player "knows." For an example, see World of Warcraft Community Page

    9. Here is the sad fact: Humans do not learn anything deeply by force. Humans do not learn anything in depth without passion and persistence.

      Critical point after comparing and contrasting affinity spaces and typical school experiences.

    10. The list above is based on the onlineSimsaffinity spaces we have studied. Other affinity spaces have these features as well. It is possibleto implement these features in face-to-face groups, but it is likely to be more difficult, due to institutional constraints, pre-existing status differentials, and even geographical boundaries that prevent people with common interests from coming together
    11. Distributed knowledge, as described above, refers more to an aggregate of knowledge possessed by individuals associated with a community or within a space, and available for problem-solving. The concept of dispersed knowledge originated as way of describing economic systems in which the knowledge of the relevant facts (for example, on supply and demand for particular products) is dispersed among many people and localities (HAYEK, 1945).
    12. no sense that their own work might be used and appreciated by others.

      With online affinity spaces especially, remixing, building upon, adding to, commenting on, or critiquing helps users learn and establish identity.

    13. Nurturing affinity spaces enforce high standards through respectful and encouraging mentoring, based on the assumption that, no matter how expert one is, there are always new things to learn and people who know more than you do.
    14. School segregates newcomers from more expert students through tracking and grade levels. As a result, students are rarely exposed to the discussions and practices of more advanced learners; they have little sense of the possible learning trajectories available to them. Indeed, learning trajectories are,for the most part, determined for the learners by others, rather than by their own choices or passions.