Sunday, May 31, 2015
Saturday, May 30, 2015
Friday, May 29, 2015
Thursday, May 28, 2015
Wednesday, May 27, 2015
Tuesday, May 26, 2015
Unit 5
http://youtu.be/jtlKYjbi-r0
- Integrating Games: Case Studies: Scot Osterweil (with Prof. Eric Klopfer), Louisa Rosenheck, Susannah Gordon-Messer, and Joel Levin discuss their experiences developing support material and helping teachers to use their games in the classroom. Jennifer Groff and Peter Stidwill talk about their work creating a community of educators around game-based learning.
- Asssessement & Games: Prof. Eric Klopfer talks with Prof. James Paul Gee about assessment and they explore how games provide feedback to learners.
- Choice-Based Assessment: Prof. Dan Schwartz explains choice-based assessment to Prof. Eric Klopfer and considers how video games can be used as assessment tools to improve teaching and learning.
http://youtu.be/R___bVy92c4
Louisa Rosenheck, a research manager at MIT's Education Arcade, and Susannah Gordon-Messer, an education content manager at MIT's Education Arcade, are back to talk about The Radix Endeavor, specifically about how the team supported teacher use of the game. They reflect on how they responded to teacher input and figured out what resources were needed. They mention the importance and prominence of state standards in the minds of teachers. You may want to consider standards/guidelines that are in place in the environment where your game will be used. In this video, we briefly show some teacher resources created by Louisa and Susannah. If you want to see more, go here. You'll have to click on a quest (at the bottom) to see examples of connecting questions.
https://www.radixendeavor.org/resources/market-market
http://youtu.be/R___bVy92c4
Jennifer Groff, Executive Producer, and Peter Stidwill, Senior Producer, of Playful Learning, discuss their efforts to create a community of teachers interested in and passionate about using games for learning. They reflect on the wrap-around support that teachers need in order to implement games, the feedback they hear most frequently from teachers, and its implications for game designers and developers. Take note of their advice for game designers towards the end of the video (at 15:11).
http://playfullearning.com
http://youtu.be/pSghaxzLTQc
Joel Levin of MinecraftEdu talks about his experience building in supports for teachers to facilitate classroom use of Minecraft. Are there game mechanisms that will help teachers use your game in a learning environment? While you may not be able to implement them all right now, it is worth considering.
http://youtu.be/l9qRrOSI1MM
Let's take a look at teacher support for learning games. Take a look at the examples below or find your own. What feature or aspect of these guides do you find to be especially helpful for teachers working to integrate a game in their class? Why? iCivics Teach Teach with Portals - Portal & Portal 2 were not explicitly designed to be educational. MinecraftEdu Resources Lure of the Labyrinth for Educators Share your thoughts in the forum so you learn from these practices for your project.
Prof. Eric Klopfer talks with Prof. James Paul Gee at Arizona State University about assessment in schools. They discuss what it is, what it could be, and give examples of how it is handled in games. Think about how your game measures progress and provides feedback. Are there improvements you could make that would allow learners and teachers to better track and understand accomplishments?
http://youtu.be/MZxIVHCE8LA
Eric and Prof. Gee continue their conversation about assessment, explaining why and how games can fit productively in the context of a learning environment. Prof. Gee asserts that we can learn so much about the core principles of learning and teaching from video games.
http://youtu.be/lmezIMTI5v0
Prof. Eric Klopfer talks with Prof. Dan Schwartz, Stanford University, about his work on choice-based assessment and its implications for how we teach, learn, and assess. Prof. Schwartz recognizes that video games are great at giving players compelling experiences and that this can be leveraged to prepare students to learn. He describes his reboot of Space Invaders, which was designed to help students learn statistics (9:09 in the video).
http://youtu.be/hwPuC5Ik5sM
Eric continues his conversation with Prof. Schwartz, focusing on how choice-based assessment can be used to understand students' thinking for the purpose of preparing them to make their own good decisions about their learning. One project he describes allows students to practice inquiry, creative thinking, and presentation skills, while making their decisions available to mentors.
http://youtu.be/OVN2ghNpK4o
http://youtu.be/OVN2ghNpK4o
Unit 5 Reading INTEGRATING GAMES Read the chapters "How to Choose a Digital Learning Game," "Overcoming Obstacles for Using Digital Games in the Classroom," and "How Teachers Are Using Games in the Classroom" (pgs. 19-40). We chose this reading to expand your understanding of factors teachers consider when selecting a digital game and of obstacles they may face. Shapiro, Jordan, et. al. 2014. Mind/Shift Guide to Digital Games + Learning. Joan Ganz Cooney Center/KQED.
http://www.kqed.org/assets/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf
DIVE DEEPER Read "Digital Games, Assessment, and Learning" (pgs. 17-29). Shute, Valerie and Matthew Ventura. 2013. Stealth Assessment: Measuring and Supporting Learning in Video Games. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press.
http://myweb.fsu.edu/vshute/pdf/Stealth_Assessment.pdf
http://youtu.be/l7OCJjShOzU
In this unit, we talked about integrating games into the classroom, with a focus on assessment as a key opportunity to provide value to learners and educators. For this assignment then, focus on one of two options. You may either: Develop an integration plan - consider how you might integrate your game into your targeted environment? Are you going to create materials to accompany it? Would you conduct workshops to help train instructors on how to use your game? Maybe a series of videos? Explain (in any format you wish) how you'll integrate your game into the target learning environment you have chosen. Include accompanying materials and/or describe them. Develop an assessment plan for one or more of the learning objectives for your game. How might you help learners and mentors/teachers understand accomplishments in the game? How can you give the right just-in-time feedback to learners or their guides? In order to answer that question, really consider what your game is asking people to do, and whether you could say anything about their learning based on how they engage with the game. Explain to the course staff and students (in any format you wish) how you will help learners and teachers understand accomplishments/progress in the game. Of course, if you wish to do both, you may, but we would prefer that you focus on one and do a thorough job. We’re in the final weeks of the course and we understand it may be hard to address all of the questions we've asked here. Ultimately, this work is for your learning and development, so do what will serve you and your project best. Peer Feedback Guidelines Provide feedback to at least three participants whose posts appear below yours. If those participants have already received feedback, look for participants who have not received any. Follow the Peer Review Feedback guidelines and consider the following: In your opinion, does the participant's integration or assessment plan seem appropriate considering the targeted group and environment? Do you have any recommendations for improving the plan? How has the participant's plan influenced your own thinking?
Monday, May 25, 2015
Sunday, May 24, 2015
Saturday, May 23, 2015
Friday, May 22, 2015
Thursday, May 21, 2015
Wednesday, May 20, 2015
Tuesday, May 19, 2015
Monday, May 18, 2015
Sunday, May 17, 2015
Home Movie and Anti-Communist Educational Film
Watch an insane 1970s anti Communist educational film
http://youtu.be/JcHFEO0024A
Saturday, May 16, 2015
Friday, May 15, 2015
Thursday, May 14, 2015
Wednesday, May 13, 2015
FBI Warns of Train Derailment Threat
FBI
Yameen Allworld,
Birth name | Binyameen Friedberg |
---|---|
OBAMA RIPS FOX: ‘WE’RE GOING TO HAVE TO CHANGE HOW THE MEDIA REPORTS’
think, we’re going to have to change how our body politic thinks, which means we’re going to have to change how the media reports on these issues, and how people’s impressions of what it’s like to struggle in this economy looks like. And how budgets connect to that. And that’s a hard process because that requires a much broader conversation than typically we have on the nightly news.
Tuesday, May 12, 2015
Unit 4
Tan
http://youtu.be/Oqksxk56dlM
http://youtu.be/Oqksxk56dlM
After this unit was completed, the course staff thought the addition of this video would be helpful to participants. Sara Verrilli, Development Director at the MIT Game Lab, talks about testing games, the different types of testing, and when you should use each of them. This video originally appeared in 11.126x: Introduction to Game Design.
http://youtu.be/Zkz73q4wmpI
Louisa Rosenheck, a research manager at MIT's Education Arcade, and Susannah Gordon-Messer, an education content manager at MIT's Education Arcade, discuss their work iteratively designing, prototyping, and testing The Radix Endeavor. In this segment, they reflect on how prototyping and playtesting contributed to the development of the marketplace quest. The Radix Endeavor, an online multi-player game for high school math and biology, is currently being tested in a large-scale pilot involving teachers and students.
http://youtu.be/tf5TzG79JB4
Louisa and Susannah continue their conversation, walking us through the transition from paper to digital prototypes. They explain how they realized that in-game activity could support certain learning components, but that others might be better served through complementary classroom activities and teacher support. Your learning game could also have complementary activities. We'll talk more about integration in Unit 5, but you may want to start thinking about it.
http://youtu.be/Z6Btdq2uPAk
Louisa and Susannah discuss developing the quests in the final version of the game. They consider how the protoyping and testing phases shaped the final design and influenced their thinking regarding game levels and scaffolding. Does your learning game have levels? Before you leave this section, reflect on your levels. Consider the difficulty, the flow, etc.
http://youtu.be/ZPEsLoL4YV8
When you test your game, you'll want to ask the players some questions so you can learn about their experience. For this activity break, write some questions you'd like to ask playtesters. Consider what questions should be asked and also when you should ask them (Before game play? During? After?). Here are a couple to consider incorporating into your protocol: What was the concept of the game? How did you figure out how to play? How did the game make you feel? What was fun about the game? What was hard or challenging about the game? How could the game be better? These questions may look very general to you. You'll want to follow up with additional questions regarding specifics and details. These additional questions will arise naturally out of the playtest experience itself, though you may want to consider in advance the types of questions you're likely to get. Example: If a playtester says that Level 2 was especially challenging because of the instructions, you'll want to find out more. What about the instructions was challenging? You'll notice there are no questions about learning in this list. Think about how you'd like to talk to your playtesters about educational content in the game. What questions will help you find out if playtesters are learning? The list of questions above is adapted and inspired by the Playtester Feedback Worksheet created by Gamestar Mechanic. You may also want to check out the related content.
https://docs.google.com/viewer?a=v&pid=sites&srcid=ZWxpbmVtZWRpYS5jb218Z3NtbGVhcm5pbmdndWlkZXxneDo3YjMxNTM0OGRiZmM1NzE5
https://gamestarmechanic.com
https://sites.google.com/a/elinemedia.com/gsmlearningguide/game-design-101/lesson-5-playtest-and-iterate
Even if you don't always share your thoughts for activity breaks, please consider doing so this time. Other course participants may want to reflect on and use the questions you come up with.
What was the concept of the game? How did you figure out how to play? How did the game make you feel? What was fun about the game? What was hard or challenging about the game? How could the game be better? How does the game compare to other Humanities, history, or general education classes you have taken? Which is more engaging: standard classes or game-based classes? In which type of class–standard or game-based–are you more active? Which game would you rather participate in based on your work and family schedule?
Prof. Eric Klopfer talks with Colin Greenhill, who works as a software developer at MIT's Education Arcade, about his experience communicating with the design team and his work iteratively creating and refining digital prototypes for The Radix Endeavor.
http://youtu.be/ZPEsLoL4YV8
Eric and Colin continue their conversation and take a closer look at the geometry quest area. Colin highlights the importance of figuring out which interface elements are helpful and useful to the player. Think about your game's interface as you test and iterate this week.
http://youtu.be/UBZfoVvI8R0
http://youtu.be/z-jzwtSmFys
Unit 4 Reading PLAYTESTING 11.127x Guide to Playtesting (posted in this section) Rosenheck, Louisa. 2015. "Six Strategies to Make the Most of Student Playtesting" Gamesandlearning.org (Joan Ganz Cooney Center at Sesame Workshop).
http://www.gamesandlearning.org/2015/02/16/six-strategies-to-make-the-most-of-student-playtesting/
DIVE DEEPER Edutechwiki. "Design-Based Research." Hosted by TECFA at the University of Geneva.
http://edutechwiki.unige.ch/en/Design-based_research
11.127x Guide to Playtesting How do you find out if your learning game works the way you expect and gives players the experience you want? Playtesting! Use your observations and tester feedback to make your game even better. WHO DO I TEST WITH? Test your game by playing yourself. Do this before you engage any outside testers. Try to view the game from the perspective of a player rather than as a designer/developer. Make necessary changes before you engage playtesters. Allow people you know to try your game. While this audience may not be as objective, you may feel more comfortable testing your game with this group first. You can also fine-tune playtesting questions. This may mean seeking out participants who have seen your past prototypes or who are in your affinity group or survey-based working group. Test with people who do not know you or your game. This group can give you objective feedback. Maybe you can approach 11.127 participants who you have not engaged with previously. Test with your target audience. This may not be possible for all participants. Feedback from this group will be especially relevant. HOW TO CONDUCT A BASIC PLAYTEST Consider what you hope to get out of playtesting sessions. Make sure your questions for the tester will help you iterate effectively and improve the game. For in-person tests, decide if you will test one-on-one, in groups, etc. Provide the information your tester will need to access and play the game. Don’t tell the tester about all of your experiences developing the game or why you think it can help people learn. You want to get a fresh perspective. Ask the playtester any questions you’ve created for the pre-gameplay phase. It’s time to play the game! Ideally, watch your tester play the game and write down your observations. You may notice interesting body language, etc. You may also want your tester to think aloud and explain why they are making certain choices. If that’s not possible, consider asking your tester to write down some observations as they play. Ask post-game questions and discuss the overall game experience. Use the questions you developed for the activity break and also any great questions you might have noticed in the forum. Bibliography: Fullerton, Tracy. 2014. “Playtesting.” In Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 248-271. Boca Raton, FL: Taylor & Francis.
http://youtu.be/z-jzwtSmFys
It's time to test your game! Get your prototypes into some stable, presentable form, and start looking for playtesters in the real world. You can ask friends and family to play, but the best feedback you can get will be from your target audience. It can be challenging to get into certain kinds learning environments to test a prototype (American schools, for instance), but if you find children of the right age through friends and family, do your best to get your game in front of them. If you can’t get into an afterschool program, perhaps you can get some time with someone who works in an afterschool program and you can ask them to play your game and/or talk to you about how they would use your game in their program. Also, try to make changes to your game based on the feedback from others and then get your game back out there! This type of iterative game design is done by game designers and developers at every level. It is extremely rare that your game is going to come out of your head perfectly. It is much more likely that it is going to take watching a lot of other people playing your game and asking them about their experience to get your game into a good place. If you are working with a team, it may be a good idea to standardize your questions somewhat if you are playtesting with groups in different towns, states, countries etc… This will make sure everyone on the team’s questions are getting answered, and it will make sure that the same type of feedback is coming back to your team. Your deliverable should be publicly viewable and include the following: A written reflection on your experiences testing your game - Did things turn out differently than you expected? Would you test your game the same way in the future? An overview of how you iterated your game based on feedback and observations A brief explanation and list of the type of testers (no names please!) you engaged with The questions you used for testing and a few comments on why you picked certain questions Guidance for Peer Feedback Provide feedback to at least three participants whose posts appear below yours. If those participants have already received feedback, look for participants who have not received any. Follow the Peer Review Feedback guidelines and consider the following: Comment on how the participant responded to lessons learned from testing. Do you have any recommendations regarding how the participant can test and iterate more effectively? How did the participant's experience testing and iterating influence your own thinking?
Unit 4 Deliverable
Yes, things turned out differently than what I expected. My first tester was very enthusiastic, was very experienced with the game Civilization, and offered to work on a scenario. The second tester was more ambivalent and had no experience with the game but did make an attempt to learn. My third tester had no experience whatsoever with gaming but really enjoyed the testing process. The same tester had expressed a dissatisfaction with the companion course to mine that I had not taught. Their experience confirmed the idea that if a student did not like the standard pedagogical approach the game could be very stimulating. The last tester was a very experienced gamer but was unfamiliar with Civilization. As a result, it was necessary to walk them through the testing process.
In summary, the previous experience or lack of experience with gaming did not determine how the tester reacted to my iteration process. Some experienced players really embraced the idea or some still struggled with it. On the other hand, those with little to no experience did really enjoy the new approach. I would have anticipated previous to the testing that the more experienced gamers would more readily embrace the new approach and the less experienced gamers would struggle.
Would you test your game the same way in the future?
The next time around I am better prepared with the readings and experience in this course to test in a more effective manner.
An overview of how you iterated your game based on feedback and observations
I took into consideration the feedback that I received. The issue with a scenario is how accurate does it need to be based on the learning objectives of a regular course. For example, the scenario is limited because I do not have Italy in the course; does it need to account for every, or only some of the key elements of the Renaissance. Or, do I favor the realistic nature of gameplay as opposed to the actual events of the past?
A brief explanation and list of the type of testers (no names please!) you engaged with
1. Very experienced gamer
2. No experience with Civilization but a fair amount of gaming
3. No gaming experience
4. Very experienced gamer.
The questions you used for testing and a few comments on why you picked certain questions
What was the concept of the game? How did you figure out how to play? How did the game make you feel? What was fun about the game? What was hard or challenging about the game? How could the game be better? How does the game compare to other Humanities, history, or general education classes you have taken? Which is more engaging: standard classes or game-based classes? In which type of class–standard or game-based–are you more active? Which game would you rather participate in based on your work and family schedule?
Because of my particular audience I asked questions that would address the key issues that they are concerned with. How does gaming technology contribute to the students being more active and engaged? I also wanted to compare their experience with gaming as opposed to traditional pedagogy.
Monday, May 11, 2015
Barbara Seaman
Seaman and the Catholic Church
Isis He was also a practicing Catholic who found himself in the spotlight of controversy ... he took these attacks far more personally than those from the Catholic Church. ... and health feminist Barbara Seaman catapulted the controversy onto center ... www.jstor.org/stable/10.1086/652100
http://www.jstor.org/discover/10.1086/652100?uid=3739808&uid=2460338175&uid=2460337935&uid=2129&uid=2134&uid=2&uid=70&uid=4&uid=83&uid=63&uid=3739256&sid=21104366538991
Sunday, May 10, 2015
Saturday, May 9, 2015
Friday, May 8, 2015
Thursday, May 7, 2015
Peter Thiel, PayPal, Palantir Technologies, Zero to One
Wednesday, May 6, 2015
Games for Technology and Education
https://iversity.org/courses/
Video Games and Learning (ended, archived)
https://www.coursera.org/
Gamification (2nd iteration in January, 2015)
https://www.coursera.org/
Game design for learning (asynchronous)
http://academy.nmc.org/course/
Tuesday, May 5, 2015
Sunday, May 3, 2015
Two Islamists Dead in Attempt to Stop Free Speech, Garland, Geller
Why Won't Pamela Geller Shut Up?
One Brave Texan Cop Results in Two Dead Islamists
Suspected IED Near Texas Border
Islamist Describes Weapon of Mosque
Megyn Kelly and 1st Amendment Expert
British Islamist Advocates Death Under Sharia for Geller
Geller: No Government Protection After Islamist Attack
Megyn Kelly vs. Richard Fowler
Anti-free speech mosque to hold Islamist's funeral.
An unidentified “senior law enforcement official” tells the New York Times that, while the FBI had been aware of Garland, Texas jihadist attacker Elton Simpson for nearly a decade, they did not follow his violent, pro-jihad tweets as closely as they could have because “there are so many like him” that the agency is overwhelmed.
Geller on Fox and Friends
Geller and Imam on Hannity
Geller and the First Amendment
Fox News Seeks to Restrict Free Speech
Dershowitz vs. Islamists
Islamic State threatens Pamela Geller.
CNN promotes Sharia over Garland, Geller event.
Islamists
Killing Free Speech
Second shooter finally identified. Both Islamists have been identified for years by the FBI.
"Good" Islamist Shooter
Tom Trento
This event follows the Stand With the Prophet conference in January.