876 Matching Annotations
  1. Mar 2016
    1. 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.

    2. 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.

    3. and this is where the real learning took place.

      Yes, and also in the response this character then receives from peers.

    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. 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.

    2. 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.

    3. can be drawn on the earth

      awesome, the manipulation of our physical surroundings for game play is really neat to learn about.

    4. and is similar to a game called Pachisi which originated in ancient India

      This game development history and lineage is awesome, thanks for sharing.

    5. 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. the “side of Blokus”

      I was hoping for some comments on Blokus - I really love that game, and the various expansions, certainly one of my favorite board games in the past few years.

    2. to see if they’re better matched.

      Yes, a nice little experiment. And if you do it, let us know what happens!

    3. because he was a fairly committed video gamer for a large portion of his childhood and early adulthood.

      There's the connection - nice!

    4.  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!

    5. 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?

    6. Having an assignment to play a game was the perfect way of blending a date night with schoolwork.

      course design mission accomplished!

    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. I found this to be relatable to articles about Muzzy Lane reasearch and non-traditional learners

      nice connection, and what aspects in particular?

    5. The game does a really good job at simulating game development from a general perspective in a historical context.

      maybe a little too real... or a little too much navel-gazing?

    6. until I earned just over a million dollars and moved out of my garage and into an office.

      story of my life

    7. 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.

    8. games before as an artist

      Really? I didn't know that. Which ones?

    9. The game is text based with limited interface and choices which determine various outcomes

      Sounds like some type of choose-your-own-adventure as play mechanic...

    10. Ultrasoft

    1. to be concerned about the outmoded model of teaching that it helps to preserve

      Again, I appreciate Kohn's critique... and yet why not also point us towards the many, many examples of educators who are using educational technologies to transform their teaching and their students' learning? A more balanced argument would leave me not only feeling more hopeful, but also equipped to learn from those educators who are designing and implementing new pedagogies and technologies for more equitable learning.

    2. for, say, hiring teachers.

      And for ongoing, site-specific professional learning.

    3. U.S. Office of Education Technology’s 2016 plan

      I would argue this critique is not so black and white. There's a very strong push within the 2016 NETP (as it is often referred) for educational equity. In contrast to previous plans, the 2016 NETP strongly advocating equity - in terms of access, participation, and outcomes - through various uses of educational technology. While I generally agree with his critique, there's more nuance here than Kohn is suggesting.

    4. Sherry Turkle

      Are MUSEDigPed students familiar with Turkle's books, such as Alone Together and her recent Reclaiming Conversation?

    5. Larry Cuban

      MUSEDigPed students should read Cuban's Teachers and Machines.

    6. The second involves working with each student to create projects of intellectual discovery that reflect his or her unique needs and interests, and it requires the presence of a caring teacher who knows each child well.

      All very true. And again, this can happen within the context of digital media and learning efforts. Exhibit A is the connected learning movement.

    7. (If your instinct is to ask “What sort of competency? Isn’t that just warmed-over behaviorism?” you obviously haven’t drunk the Kool-Aid yet.)

      I would argue there are some important advances in competency-based efforts that are not designed for the sake of technology-as-panacea, or for the blanket collection of big data within an accountability context, but rather because of commitments to educational equity - and in partnership with students, parents, and community stakeholders. See, for example, this district-designed initiative to promote digital badging.

    8. to challenge the outdated pedagogy.

      Or to challenge the hierarchy of teacher-student relations... or to challenge school as an institution to may in fact perpetuate inequality... or to challenge other systemic injustice that afflict many students.

    9. we should object whenever we’re told that software (or a device with a screen) is essential.

      And yes, we should object - particularly when commercial interests are at stake. Again, read this.

    10. learning never requires technology

      Well yes... and no. Without getting too abstract, language and symbol systems are technologies. Our classrooms and social norms are technologies (of control, or affording knowledge construction). And so too might we conceptualize cultural practices (whether associated with academic disciplines or personal heritage) as technologies that can seed interaction and learning.

    11. Show me something that helps kids create, design, produce, construct — and I’m on board

      We can - and should - start a list here. Because of my background and research with games, I'll begin by mentioning Minecraft and Connected Camps.

    12. well, then we’d be open to the kinds of technology that truly support this kind of inquiry.

      And there is a tremendous history documenting just such technologies... from Papert's seminal research with children and their design with Mindstorms), to more recent descriptions of teaching in the connected learning classroom.

    13. that consists of pouring a bunch o’ facts into empty receptacles.
    14. personalized

      and adaptive, and rigorous, and data-driven, and jargon jargon jargon.... reform reform reform... techno-determinism for the win!

    15. policies

      And initiatives, such as the recent push for "computer science for all."

    16. is somewhere in the middle

      O.5?

    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. Simply because a process is required duringgame play does not guarantee changes in thatprocess.

      What do people think about this observation, particularly as it relates to transfer?

    3. 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?

    4. 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.

    5. but see Bailey et al.2010 for a different view

      Notice the really nice inclusion of a counter-example. This is an important practice for researchers.

    6. such as “rescue theprincess”)

      But is your princess in another castle?

    7. when presented outside theclassroom

      The classic challenge of transfer.

    8. 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.

    3. and we have no idea why, how.

      I know some people - academics, designers, those who favor control and authority - would really struggle with the implications for this not knowing of why and how. For some, your question about designing open experiences with unanticipated serendipity may be terrifying - best left unasked. I'm curious how you developed a disposition towards designing so that the porch light is on, the door is open, and that when people come and go it's not necessarily important to ask why or how, but rather to just starting doing...

    4. thought it might be the group from CUDenver, but that’s a PD class and they sort of have a tag.

      Thanks for the shoutout... not sure how our current "learning with digital stories" course is tapping into #ds106 beyond the boundaries of that course. I'm excited to start reengaging with another iteration this coming summer.

    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. and has led the field since

      Hence, why we're reading the piece noted here.

    3. 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!

    4. 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.

    5. say, Rise of Nations

      This quick reference is a nice reminder of our Gee readings from Cycle 1.

    1. 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.

    2. competent and reliable scientific evidence

      Looking for competent and reliable scientific evidence about game play? This is why we're reading Bevelier and colleagues this cycle, too.

    3. their "full potential in every aspect of life,"

      There seem to be some shades of gamification going on here...

    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. of spanning academic courses, informal learning spaces, and time.

      I'd like to know how this distributed, ecological, and trans-temporal orientation became so second-nature! It's so wonderful and refreshing! I find this orientation contrary to the constraints and culture of most schooling, and antithetical to the discrete and measurable indicators of efficiency that too seldom pass for quality learning. In other words, how does your sense of connected become a norm, rather than a fear and an impossible challenge?

    3. HOWEVER, if I am meeting with someone who is just interested in my dissertation research, I can just as easily send them directly to my Deconstructed Dissertation blog.

      The deft organization of your various selves, resources, and expressions is wonderful - well-crafted to meet various and divergent needs.

    4. 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...

    5. Figital

      Digital?

    6. connected learning literature

      What's going on with IJLM?!

    7. 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?

    8. A simplified version of my PLN

      This is a wonderful representation, something I might refer to as mapping a learning ecology.

    9. 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...

    10. “brokering*”

      Such incredible respect for Dixie and Rafi!

    11. lifelong learning

      And life-wide? And life-deep? As a learning scientist, this report from Banks and colleagues is a seminal frame for my teaching and research.

    12. from the connected learning,

      There it is!

    13. with these pedagogical approaches

      I appreciate your phrasing, because I feel as the pedagogical strategies and nuance of connected learning can be lost amidst the hype of design principles and exemplary cases. In this respect, I'm a huge fan of Antero Garcia's edited volume Teaching in the Connected Learning Classroom.

    14. around what to connect next

      I'm reminded of Brigid Barron's emphasis on learning ecologies - the ability of networks (comprised of resources, relations, and people) to propel learners' development across settings.

    15. less than successful students, graduates, and citizens

      And workers! Entrepreneurs! Lest we not forget how market-driven forces inform this conversation... ugh.

    16. with networked participatory cultures

      Hey #ILT5320 learners, here's a nice connection back to our Cycle 2 readings!

    17. a connected learning strategy for higher education

      Are you referring here to the DML/MacArthur-funded framing of connected learning?

    18. (a) technically incorrect and/or (b) that they will live to regret

      Sounds like decisions I make everyday! I'm fascinated by the fear that - due to the supposed permanence of online activity - we should sanitize how aspects of learning (and living) are translated from the so-called "real world" to online social networks.

    19. 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.

    20. and jot down thoughts, ideas, and innovations

      Sounds similar to the practice of annotation - jotting down thoughts, ideas, and reactions.

    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. Overall, participants that had the tDCS treatment during training exhibited a 33% increase in skill learning over the sham groups

      that's a rather notable difference

    3. 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?

    4. “1-back combined, position, and image trials,” but not in 2-back or 3-back.

      what is the difference between 1-back, 2-back, and 3-back?

    5. 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?

    6. transcranial direct current stimulation (tDCS)

      in other words, does this mean shocking someone's brain?

    7. 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. creating my first breakout room experience for my kiddos!

      And when you do, any ideas about how you might document your students' learning?

    2. 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.

    3. for students in my elementary music classroom.

      Any initial thoughts about what this might look like?

    4. a breakout room into your classroom

      For those readers less familiar with breakout rooms, what's a basic definition?

    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. was a dud because I focused on a boring topic that had no educational pull for me.

      I'm really glad you recognized this early and changed course.

    4. to favor curiosity over winning

      Nice!

    5. 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.

    6. 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.

    7. 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).

    8. 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

    9. 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. from my perspective, I find them to be the most pivotal component of the program.

      I would likely agree!

    3. free online coding program, Scratch.

      Sound familiar?! Wonderful connection to our Cycle 3 readings.

    4. a quality coding program, themed curriculum, and community mentors

      This is really interesting. Note how the design ties together learning across multiple settings, resources, and people.

    5. 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. GlassLab,

      I like GlassLab a lot, they've designed some stellar games over the years, and I have a few former colleagues/grad student comrades from UW who work for them.

    5. 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).

    6. 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. as a juxtaposition of censorship laws

      Can you tell us more about this connection? Sounds fascinating...

    2. an exclusive visual language which is what makes the game successful.

      Yes, I agree - there is a very distinctive visual language or aesthetic to the game.

    3. 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.

    4. The video tutorial is a masterpiece.

      It is! We watched this as a group before playing during the shared play session on campus.

    5. that one can donate their body to cat science.

      Isn't this an important lesson to learn?!

    6. 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. I will pursue this interest by getting involved with the game and any future research.

      That's great, and as you do, please keep us updated!

    2. It would be interesting to trace the effect of authenticity in game design on learning.

      Do you have any ideas or suggestions about how this might be done?

    3. into brain plasticity

      This is wonderful to learn. I think you'll find the Cycle 4 readings on neuroscience really fascinating.

    4. 42

      Awesome - you win.

    5. 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.

    6. I just read, browsed, or skimmed through.

      which is a really useful, "low-barrier" way to begin using a new learning platform, like Twitter.

    7. 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.

    8. 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.

    9. 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. from my perspective, I find them to be the most pivotal component of the program

      I would likely agree!

    3. the free online coding program, Scratch.

      Sound familiar?! Wonderful connection to our Cycle 3 readings.

    4. a quality coding program, themed curriculum, and community mentors

      This is really interesting. Note how the design ties together learning across multiple settings, resources, and people.

    5. 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?

    6. by GlassLab

      I like GlassLab a lot, they've designed some stellar games over the years, and I have a few former colleagues/grad student comrades from UW who work for them.

    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.

    4. and she quickly forgave me.

      Interesting... using academic study to distance oneself from the conflicts of game play...

    5. This actually annoyed her even more, unfortunately.

      Huh... maybe honestly aint the best policy?

    6. exactly what I have no interest in doing

      In being so analytical about possible moves and outcomes that you disconnect from the flow of game play?

    7. I took one of them and tossed it under the table, telling her not to worry about it. Problem solved.

      I love this cheat, this is just awesome.

    8. In these instances, and in the case of playing 7 Wonders, I eventually got really bored and stopped listening.

      Sounds like the worst of schooling!

    9. I have found that I am more successful being taught one-on-one.

      I presume this applies to both games and other learning experiences, too.

    10. Accumulating resources quickly enough to buy materials and to be able to build was the only strategy that I could discern.

      I'm curious about how you would evaluate this observation after playing this game three or four times.

    11. civilization

      Indeed, sounds very similar to the video game Civilization series.

    12. but I understand the basic premise as well as the components of play, even if I'm not yet able to grasp any strategies that would help me to win.

      sounds like graduate school!

    1. After all, not being able to make a living or pay your rent isn't necessarily romantic, glamorous or emancipating.

      Indeed. Powerful post Susan, thanks for sharing.

    2. Some scholars emphasize that mainstream notions of design and play value ideals that are actually quite gendered: difficulty, complexity, time-consuming play that is "hardcore" and inherently masculine:

      This is a very nice critique!

    3. Popularity, however, can be defined by a variety of measures.

      Right... didn't we all learn this in high school?! .... I'm kind of not joking...

    4. and pretty mundane

      Although I know of a few Twine games that are very provocative... I recall one included in a colleague's research project that relieved the experiences of a veteran from the latest Iraq war. It was rather brutal - in both its honesty and explicit violence... not sure it's public, but it made for a rather compelling research case.

    5. the tutorial itself playfully congratulates users on being "radical".

      Nice, right?!

    6. queering takes place when the definition of success is expanded and altered to encompass different ideas and possibilities, including what some might consider failure.

      This is helpful to learn... and so Harvey is applying Halberstam's definition to game design?

    7. to the "queering of game design" to mean measures of success that are alternative to money, scalability, popularity, name recognition, awards, and other trappings of what traditionally constitutes success.

      So help me and other readers out here. "Queering" is being used as an adverb, as a means of describing an action that changes how to both practice and conceptualize game design?

    8. the risk of economic hardship and delegitimization increases the more an activity operates outside of conventional norms.

      Yes, is someone creating a game as an act of resistance, as an aesthetic form of resistance against social norms... or to make some money... or maybe both?

    9. a free, open, accessible game design platform such as Twine encourages users to expand - or democratize - the definition of what games are, who they are for, and how they can be created.

      Wow, this sounds like a very compelling analysis. I'll likely read her article!

    10. using the application Twine

      There is such awesome game design happening in Twine! Even Stephen Colbert created a game in Twine.

    11. dedicating a volume of GAME to subcultures

      Was this a special issue of the journal?

    1. when one must learn a game in order to learn the topic being studied

      Interesting... I'm often pretty averse to games that are designed specifically to teach a given topic or concept.

    2. I even sent a couple of questions through twitter that were quickly answered.

      As you've seen through my own Twitter interactions, I do this regularly with various academic communities. It keeps me grounded and connected to many people who have wonderful knowledge and resources, and are more often than not willing to share.

    3. by how enjoyable the experience of playing Exploding Kittens with my professor and classmates was

      That's wonderful to learn! I know it was a challenge to connect the folks in Denver with people online in other locations, though I'm glad you found it enjoyable!

    4. and it’s a bit too early to come to any conclusions

      It is, and I both encourage and support what I call your healthy skepticism. As you no doubt noted in Cycle 3, I too bring a very skeptical orientation to flash-in-the-pan trends like gamification. And having some caution about game-based learning - more generally - is very welcome.

    5. one must admit that their emotional state affects their ability to learn

      Absolutely. And so, too, a safety and a sense of belonging.

    6. it seems we teach in ways that have the opposite effect.

      Such as...? And, if such practices persist in our course, will you please let me know?

    7. and we read quite a bit about language acquisition and learner anxiety, including Krashen’s Affective Filter hypothesis (Lightbown & Spada, 2013, p. 106).

      I see... so your orientation toward decreasing learning anxiety is a direct reflection of your prior experiences in a course. Did this teacher mention other benefits to game-based learning?

    8. decreasing learning anxiety

      This seems like a really specific rationale for investigating the relationship between games and learning. Aside from decreasing anxiety, does your interest in games and learning concern other dynamics or possibilities?

    9. as I don’t have a desire to play games

      Really? That is fascinating for me to read. Perhaps that's because I've always enjoyed games specifically, and playfulness more generally. Can you recall a time when you did desire to play games? And if so, what changed?

    1. And that is “In the best teams, members listen to one another and show sensitivity to feelings and needs.”

      I'll second that!

    2. to relax and be themselves.

      This is interesting... if someone can "be themselves" in a work setting, does that mean that the social norms of the work environment are malleable, and that they conform to the needs of the individual, meeting various people's needs?

    3. Effective team members were skilled at intuiting how others felt by tone of voice, as well

      And probably not interrupting one another during meetings! I'm amazed at how frequently colleagues interrupt people, especially their bosses! It drives me crazy, and - I would presume - impacts the health of a team (such as a group of faculty).

    4. Healthy group norms include good communication and empathy

      These are also core principles that guide various approaches to design work (and research) in education.

    5. including work and social activities

      Isn't it interesting how our work lives and our social lives are so intertwined? For an individually-oriented society like that found in America, we sure to make work our life...

    6. to yet another collective is a bit confusing.

      Of course, what if we lived in a collective - rather than individually-oriented - society, such as that found in Japan?

    7. permitting me the latitude to have a go at it.

      Go for it! As I mentioned via Twitter (yes?), this whole special issue from the NYTimes on team was really well written and researched. Much more academic than a typical piece of everyday news. And, most importantly, your learning in our course should interest-driven.

    8. and just refused to turn me loose

      I like the image of a reading, a text, refusing to turn you - the reader - loose. Nice hook!

    1. I am now examining my son more closely as he “learns through play” and trying to somehow relate this to learning as an adult.

      Wonderful Lisa, I appreciate that you've shared this with us!

    2. I already have my article picked out for my critique and it examines the use of a board game on the administrative side academia

      Awesome, I'm looking forward to reading your critique.

    3. maybe I need to rethink my gamification, and turn it into an actual game

      Yeah, that sounds like an approach I would support...

    4. however I still want to learn if we can apply these principles to other disciplines such as STEAM.

      Yes, absolutely. I think the special OTH issue shared above will have many promising examples.

    5. How do we use games in higher education?

      A few folks are asking a similar question. Dig in here. And let me know what articles you'd like - I have access to them all.

    6. I’ve experienced joy in pride in teaching others to play my favorite game, frustrations in learning a new game and getting most of the rules wrong, and observing others learn from each other in a casual setting.

      Despite the frustration, this is a really nice range of experiences and I'm glad you've already had those various playful learning experiences in such a short period of time.

    7. I’ll try again next year.

      Yeah, stick with it! Shouldn't a director of a daycare be all about play?!?!

    8. and I hope I contributed to them

      You certainly contributed to my meaningful engagement in the chat!

    9. I was very uncomfortable in the first Twitter chat that I joined.

      Yeah, me too! And, honestly, I still am with many - they're too fast, too superficial, or just kind of boring. When I find a chat I really like, I dig in. Otherwise, I tend to walk away and not return. Kind of like an affinity space...

    10. Frequent interactions with my classmates allowed me to tap into their expertise, and learn from them as well as learning from the text.

      Great to learn, I appreciate you sharing this!

    11. because the game is just not that engaging for me.

      This is nice to learn. I wonder if you'll find a video game - perhaps through our shared play - that will spark such a moment for you. Maybe... or maybe not.

    12. they were simply learning tools

      So what is a learning tool? That's a very serious question, and one that drives to the heart of this course.

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

      Ugh

    2. and why is this so obvious in a game directed at such a young audience?

      Which raises other questions about a "hidden curriculum" taught to young girls/players. Should a parent purchase this game for their child, knowing a daughter might receive this type of messaging?