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The Learning Designer

The Serious Gaming group within OUNL's CELSTEC is experimenting with social gaming, for instance by implementing collaboration scripts in the game play when teachers (in training) discuss way to best design and provide teaching. It is a major challenge to establish what constitutes a good learning design and what makes a good way to collaborate and decide on this.

The last issue of JCAL (Journal of Computer Assisted Learning, February 2013, pages 15-30) features an article by Dianne Laurillard and others entitled "A constructivist learning environment for teachers to model learning designs' which might be valuable in this respect. The paper makes the case for a learning design support environment to support and scaffold teachers' engagement with and development of TEL learning, based on user requirements and pedagogic theory. It is our observation that many serious games developed so far lack these two fundaments!

The Learning Designer starts from the idea of a 'microworld' for the domain of learning design, situating the learner within a rule-governed environment constructing an entity, e.g. a lesson or an authentic task. Microworlds for example should allow users to combine objects or operations in complex ways, similar to the idea of combining words and sentences in a language, by using a (stable) computaional model of the domain. Microworlds stem from domains as science and mathematics, but have not been well specified for less stable domains such as learning and teaching. Therefor authors suggest to go beyond the classic microworld concept and use the concept of a 'responsive microworld'.

Applying a 'constructionist' approach  which supports conceptual learning through practice and collaboration to teachers developing their knowledge about TEL might just proof very suitable. Especially since academics have well-developed knowledge about teaching from their own extensive practice, but this is rarely articulated and minimaly documented (besides making powerpoints!). A design tool bringing the practitioners together in co-creating and enhacing their common knowledge is highly welcomed. The Learning Designer claims to scaffolf teachers from current practice to optimal practice, starting from a good model of what the latter should be, but at the same time -and this is very important- be aware of what users might find difficult or resist doing.

To our observation in a currently running project, studying teachers collaborating on the design of authentic tasks for workplace learning in so called 'Extended Teams' (both curricular tutors and practice coaches), we stress that such tools should respond to user requirements (pull) but at the same time explicitly take tachers-designers beyond their current practice (push). (A next blog will be devoted to the Extended Teams project)

Without describing all article details of their Learning Designer tool, that also visualizes the learning design, a nice summary is given by the following list of design requirements for this (and similar) tools, that take account of both user requirements and principles for improving practice:

- Offer well-targeted, context aware links to relevant research finding;

- Recommend existing learning designs that are clearly relevant to current needs;

- Allow users to edit the content and structure of recommended learning designs in order to maintain flexibility;

- Offer a default design process to support a structured approach, the steps of which are easy to follow;

- Provide a flexible approach, allowing the user to navigate their own pathway;

- Provide an evaluation of the design and allow the user the edit the assumptions in the analytical model to fit their own context; and

- Develop an ontology of the concepts and relations relevant to the learning design. 

 

 

Gaming layer on top of the world

In this TED talk Seth Priebatsch is forecasting that, after topping the world with a social layer (read: Facebook) in 2000-2010, the new decade of 2010-2020 will top the world with a gaming layer that will enable people to actually influence the world. 

In short, this video mentions four important game dynamics to enable this to happen, which hold tremendous potential for social and collaborative learning (games) as well:

1. Appointment dynamics, like 'happy hour', that reward persons by doing something at a certain moment in time. For education this could be attaining a group meeting to discuss or get information as incentive.

2. Influence and status, like the color of your credit card. For education this could be achieved by adding levels in  a course or game that come with certain benefits.

3. Progression dynamics, like the percentage of completion bar in your LinkedIn profile. For education this could be to see eachothers progression on tasks you work on together.

4. Communal discovery, like the Monopoly game where you have to collaborate to achieve something. For education multi-role playing games where player have to complement eachothers knowledge are thinkable.

 http://ambtenaar20.ning.com/video/seth-priebatsch-the-game-layer

  

 

Social Gaming Trend Report 2012

Please find some slides from Newzoo on trends in online casual & social games through http://www.slideshare.net/Newzoo/newzoo-trend-reportcasualsocialgamesfeb2012

Some highlights from the report tell us that:

- about 40% of time spent on gaming deals with social games

- about 87% of all gamers occasionally play social games

- europeans are less likely (18%) to spend money on social games, asians are most likely to do so (46%)

The report concludes that it is hard these days to find games without social features, regardless of genre or platform.

What does this mean for serious games in education? Not an awful lot directly, although we also envision more social and serious gaming to emerge under the influence of both web2.0 usage and new societal demands.

The last (societal) aspect is most interesting from a vocational  education point of view. Organisational succes nowadays to a large extend depends on effective, multi-disciplinary collaboration between employees, that have to exchange their expertise and work together in order to solve professional problems. Social serious games in which various roles play together in the game are promising and motivating educational tools to support learners in acquiring the right collaboration competences

 

Siftables

Bent u  al aan het zoeken naar een origineel kado voor sinterklaas of kerst? Ook dit jaar zullen de komende tijd weer veel computergames over de toonbank gaan. In de categorie innovatieve gadgets waar we waarschijnlijk voor wat meer serious gaming ook wat mee kunnen werd mijn aandacht ruim twee-en-half jaar geleden al getrokken door een TED presentatie in Californië http://www.ted.com/talks/lang/en/david_merrill_demos_siftables_the_smart_blocks.html

Daar presenteerde David Merrill (een andere dan onderwijswetenschappers bekende, inmiddels emeritus hoogleraar Instructional Design) het eerste prototype van zogenaamde ‘siftables’, interactieve blokjes die voorzien zijn van een flink aantal sensors waardoor ze elkaar en elkaars bewegingen kunnen aanvoelen. Ze communiceren met elkaar en met een computer. Omdat de blokjes eigenlijk mini-computertjes zijn en een eigen schermpje hebben kunnen ze van eigenschappen veranderen.

Inmiddels zijn deze siftables doorontwikkeld als ‘Sifteo Cubes’ die de DitIsHandig.nl Award 2011 hebben gewonnen. Bij deze award gaat het om handige innovatieve producten en diensten die in 2011 zullen doorbreken bij het grote publiek. En, zo zag ik vorige week in de TV reclame, de interactieve blokjes zijn inmiddels ook verkrijgbaar bij de bekende spelwinkels op  Nederlandse bodem. Een basisset van dit ‘nieuwe lego’ is nog niet goedkoop en kost circa 150 euro, maar dan heb je ook wat aparts. De software is voorzien van een Sifteo Store, zoals we die ook kennen van Apple (App store) of Google (Android market) waarmee spellen eenvoudig kunnen worden aangekocht of gratis gespeeld. De bekendste toepassing is het vormen van woorden (een rij blokjes) vanuit letters (de individuele blokjes), maar er zijn legio mogelijkheden voor onderwijs en leren te bedenken.

In een klas kun je ze ook gebruiken in combinatie met een smartboard. Omdat je behalve alleen ook samen met deze interactieve blokjes kunt spelen liggen toepassingen op het gebied van samenwerkend leren voor de hand. De blokjes zouden bijvoorbeeld delen van een oplossing of waarheid, of informatie vanuit verschillende perspectieven kunnen bevatten die onderling moet worden gecombineerd, zoals dat ook in complexe werksituaties vaak het geval is. Als de techniek kan worden doorontwikkeld zouden allerlei soorten gegevens op de blokjes kunnen worden opgeslagen, die gecombineerd moeten worden om studenten te leren tot gezamenlijke oplossingen te komen. Via de website van Sifteo is het bovendien mogelijk met de SDK zelf applicaties te ontwikkelen die dan ook weer in de Store terecht kunnen komen.

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