Articles Posted in Games for Learning

E.D. Kain over at Balloon-Juice has a fascinating saunter through crime stats since video games became widely popular.

According to the FBI, since 1990 violent crime has been on a steady decline. E.D.’s basic hypothesis is that some of this can be attributed to people experimenting with rage and mayhem in video games and learning how to manage their emotions more effectively as a result.

Those of us advocating for video games in the classroom have been making a related argument. By allowing kids to experiment with activities that are too dangerous, too expensive, or too time consuming we can broaden their experience and expose them to epistemic frames they would not normally have access to. In the case of violence – it is far safer for everyone to experiment with it virtually.

game-zenRichard Carey points to an outstanding article by Shane Snow on using game mechanics to power your business over at Mashable.

This rings true in my personal use of social media (see here re Foursquare) as well as in a lot of the thinking that has gone into what will happen to learning materials as they migrate from print to digital.

The one thing missing from the article that I think is a critical element is narrative thread. Here are some comments of on how that applies to education.

image025Kid’s virtual world Club Penguin has fallen short of the high-flying projections made when Disney purchased them 3 years ago.

Read this New York Times piece from today for the details.

I can’t say I’m surprised by the result. CP always seemed thin on the engagement side – dress your penguin and run around and “speak” pre-approved phrases. More dot.com than user driven media. The tip off should have been when old model Disney snapped them up – the model made sense to them.

Today’s hotlinks include Pearson’s take on publishing for the iPad, designing playful experiences, the coolest marketing program I’ve seen in a while, a new augmented reality game to promote social change in Africa, and Photoshop disasters.

John Makinson of Pearson Penguin gave an interesting talk on the future of publishing in an iPad world. Textbook publishers take note – he specifically cites one as part of his examples. This isn’t just for Penguin.

Pearson gets it – mostly. But they can’t escape the book metaphor. Essentially this is the sidescroller stage of evolution. Beyond Pong, but no further than Mario Brothers. Do something interactive, flip a “page.” 3D, embedded social connections (“who else in the world is looking at this page that i could talk too…”) etc. is still in the future and will require some radically different ways of constructing and navigating content. Hopefully they are working on that in the back of the back room. Hat tip to personanondata.

384574407_2b4b7295ea_oHow can technology and innovation reshape education? Union Square Ventures put on Hacking Education – a conference that brought educators and entrepreneurs together to hash this out. Unfortunately they didn’t have any practitioners from the education technology and publishing industries there. After reviewing the well written summary of the discussion I put together the following extended comment to add the perspective of someone who was there, did that, and got the t-shirts.

As someone who has spent the last 18 years in the Education Technology and Instructional Materials businesses I feel the commentary misses the mark from a business perspective. This isn’t a critique of what was was covered – many of the participants are people I admire and cite frequently – Danah Boyd, Fred Wilson, Katie Salen, Steven Johnson , NT Etuk etc. It is meant to talk specifically about the business challenges of translating these great ideas into practice.

It might be tempting to dismiss folks who have been in the trenches as old school – people who “don’t get it” – but some of us are not clinging to old paradigms but working hard to create new ones. Experience may blind us to new possibilities – but it may also guide you around some of the land mines many of us have already stepped on.

6a00d8341d03da53ef00e54f50f27c8833-640wiIf you don’t think story-line matters in instructional materials just look at the pie fight over evolution in Texas. At its root this is a battle over which story we use to make sense of how we got here. Advocates on both sides will be unhappy with this characterization – for them the fight is over the truth. My goal in this piece is not to take sides in this argument (I do have one) but to talk about the power of story-line in instruction.

“And The Moral of the Story Is…”

Theories, metaphors, legends, myths, etc. are all attempts to impose order on our perception of the world. These stories give us a shared shorthand to help us make decisions about how to think and act. Without the moment of “oh this is like the time when x did y in the story about z” we’d forever be stuck deciding what to do next – stories help us be efficient. It is so wired that our brains even make up stories when we are sleeping – dreams may not make literal sense to our left brain but our pattern seeking right brain has the steering wheel during those hours.

videogamesA new free white paper that tackles the practical challenges teachers face when they use video games was released this week by the Software Information Industry Association (SIIA). I was the author of the paper and the co-chair of the working group that produced the paper.

Barrels of ink and pixels by the gigabit have been spilled trying to answer the question “Do video games work as teaching tools?” We started from a simpler perspective – assuming that games can support learning what are the practical tips that teachers can use to boost the odds of success? We interviewed the pioneers in the classroom and at the companies that have developed successful games and summarized their hard won insights in the paper.

I excerpt the executive summary below and over the coming days will post some of the more detailed findings. For the complete paper visit the SIIA’s website and download the PDF.

458233_buns_and_other_festive_treatsPiping hot education related blog topics served here! The debate over formative assessment, the top 10 sites for educational games, crowd-sourcing the next great novel, controversy around Microsoft’s new ads, the relationship between quality and advertising, and a hilarious spoof of Politicians all get the nod this week.

Education Week has a very interesting article about Formative Assessment. Given the burgeoning mantra that formative assessment makes the biggest difference in outcomes it is revealing to see how little consensus there is on what it really is. Is it a practice or is it a product?

John Rice has a list of the top 10 sites for free EduGames. It is worth a peek and linking through to get a sense of what kids are actually playing. This should dispel the myth that EduGames need to rival commercial games in graphics and sound. What matters most is fun game play.

Barack Obama is proposing significant new investments in early childhood education. More attention has been focused on his drive to recruit an army of new teachers but I believe the early childhood focus is equally important.

Why? As students age the gap between low performers and even average performers gets so wide that it becomes much harder to bridge it. The chart below illustrates this concept.

The Learning Gap

[This chart is for illustrative purposes only]

Idea SpiderEducation technology bloggers have been a busy lot with NECC 08, end of school year, and lots of new products to play with. Here are just a smattering of some of my favorite posts from the past few weeks. Enjoy.

John Rice flagged an article showing that putting games in libraries increases reading. This jibes with a presentation I saw last week at Games Learning & Society – a public librarian started doing game nights and they saw their youth circulation double – for BOOKS. This is going to make several people in my house happy – Mrs. Education Business Blog is a middle school librarian and the EBB spawn are avid gamers and readers.

Danah Boyd shares some meaty insights on status and online behavior for teens. The money quote: