Keywords: augmented reality, IDGBL10, mLearning, uLearning
Keywords: augmented reality, IDGBL10, mLearning, uLearning
Posted by Hugh O'Donnell | 0 comment(s)
As with Google Docs, are the developers and ROM collators involved in the MAME project acting in the best principles of preserving examples of our fledgling digital games culture? http://mamedev.org/ & http://mameworld.info/
Posted by Hugh O'Donnell | 0 comment(s)
Sherlock Holmes: The Secret of the Silver Earring (PC)
Pupils are required to produce a piece of journal writing in 5 minutes at the beginning of each lesson – applicable only to S1 and S2 pupils.
For most pupils, this would descend into the more mundane repetitive nature of listing the subjects they had visited or a window on their limited experience at the weekend in a small community.
The pupils are undertaking curricular study of a drama adaptation of a classic Sherlock Holmes story, The Mazarin Stone, so I decided to use one of the suggested titles by Whitton at http://digitalgames.playthinklearn.net/
Having acquired a ‘walkthrough’ and a copy of the PC game I decided to allow the pupils to play the game for five minutes and then spend a further 5 minutes producing a journal entry of the investigation to date in the persona of either Holmes or Dr Watson.
Pupils are in groups of 2-3, and each day a group undertakes the game control and scribing activities, whilst they participate in a whole class discussion of investigation. I, as teacher and ‘omniscient prompt’ offer suggestions and instigate elaborations of suggestions.
Pupils are:
To date, 3 periods - w/b 17th to 22nd January – have been successful; pupils have been confident to adopt 1 of the 2 offered personas; 1 has adopted a 3rd person.
I will continue to monitor the interaction and final outcomes of this activity.
I am considering the suitability of narrative-rich games such as ‘Neverwinter Nights’ and ‘The Longest Journey’.
Keywords: IDGBL10
Posted by Hugh O'Donnell | 4 comment(s)
‘Popeye’
‘Popeye’ is an arcade platform game, developed and released by Nintendo in 1982, featuring an 8-bit rendering of the eponymous cartoon character, and features Olive Oyl, See Pea’, Wimpy, Bluto and Sea Hag.
http://en.wikipedia.org/wiki/Popeye_(arcade_game)
This game draws upon existing cultural references and uses the relations and enmities between the characters as the strategies and mini-plots, which span three levels.
Keywords: IDGBL10
Posted by Hugh O'Donnell | 0 comment(s)
I found the Greenfield article extremely engaging.
She begins by stating that moving visual imagery (p89) is important and is developed via the skills acquired during TV viewing - an activity still frowned upon if undertaken to extremes. But it is the interaction – being able to control the narrative in addition that creates the engagement or the fascination with videogames. Other factors include, automatic score keeping, randomness, audio, speed (91)
I have an interest in gender roles, when considering any ICT (teaching S3 & S4 all boys classes) and was interested in her observation that the entry point to computing is a via gaming, which was predominantly male. (94) I find that boys in mixed classes can often be heard discussing computer games, especially their collaborations/challenges online. Spatial skills, said to better exhibited by males.
I was interested in the principle that the human brain looks for patterns as a way to discern the world: computer games call up inductive skills much more (100) Pattern recognition is required, as is parallel processing – the assimilation of several sources of information at the same time.
Whitton notes that:
something which I am keenly aware of during my teaching practice. Also, one must consider the context/setting in interpreting “interacting dynamic variables” (102).
Which leads to the issue of ‘transfer’ – into other domains – and generalization of these skills. How can this be achieved? For an English Teacher, Fantasy Games allow for the creation of far more complex characterization. This is useful in conjunction with any imaginative/creative writing activities - I have noted that the Neverwinter Nights has the feature(s) for users to create and build within the videogame domain. Again, something that offer more features that allow for creativity.
A LADDER OF CHALLENGES
Closely linked to the motivation and the maintenance of an optimal level of engagement:
during all of which, the user (children) need to feel control.
This seems to be the elixir of creative and successful education.
Keywords: IDGBL10
Posted by Hugh O'Donnell | 3 comment(s)
James Paul Gee's 5 Learning Principles are extended here:
http://mason.gmu.edu/~lsmithg/jamespaulgee2
Keywords: IDGBL10
Posted by Hugh O'Donnell | 1 comment(s)