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        <title><![CDATA[Youenn Leborgne : Weblog items tagged with idgbl2009]]></title>
        <description><![CDATA[The weblog for Youenn Leborgne, hosted on Holyrood Park.]]></description>
        <link>http://holyroodpark.net/youenn/weblog/</link>        
        <item>
            <title><![CDATA[IDGBL - Of learning, playing, happiness and all sorts of mountains]]></title>
            <link>http://holyroodpark.net/youenn/weblog/2158.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/youenn/weblog/2158.html</guid>
            <pubDate>Fri, 08 May 2009 07:52:25 GMT</pubDate>
		<dc:subject><![CDATA[work]]></dc:subject>
		<dc:subject><![CDATA[pleasure]]></dc:subject>
		<dc:subject><![CDATA[play]]></dc:subject>
		<dc:subject><![CDATA[happiness]]></dc:subject>
		<dc:subject><![CDATA[game]]></dc:subject>
		<dc:subject><![CDATA[WoW]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
		<dc:subject><![CDATA[e-learning]]></dc:subject>
            <description><![CDATA[<p><em>In two of my previous posts (<a href="http://holyroodpark.net/youenn/weblog/1897.html"  target="_blank">Emotions as a play ground</a> and <a href="http://holyroodpark.net/youenn/weblog/1905.html"  target="_blank">Play is part of any game</a>), I tried to show how <strong>work </strong>always leaves room for <strong>play</strong>.</em></p><p>&nbsp;</p><p>As Gee's Probing Principle suggests (2003), <em><strong>play</strong></em> and <em><strong>activity </strong></em>in general are also the processes through which <em><strong>learning</strong></em> occurs. Since the beginning of this course, I've always felt that <em><strong>happiness </strong></em>and <em><strong>pleasure </strong></em>played a part in this too as would suggest the title &quot;Games, Life and the Pursuit of Happiness&quot; (Yee 2004). In order to be <em><strong>happy</strong></em>, we would need to be <em><strong>active</strong></em>, that is, to <em><strong>work</strong></em>/<em><strong>play </strong></em>(which is the same anyway) and therefore, to <em><strong>learn</strong></em>. Let's now turn to a couple of quotes that seem to support that view:</p><p>&nbsp;</p><p>&nbsp;</p><p style="margin-right: 30px; margin-left: 30px"><em>&quot;I remember feeling learning like seeing a huge mountain from its foothills when I was little (few years ago :P). Too chaotic to climb, with so many paths to begin from and follow later,but also exciting like having no choise but to start climbing and exploring immediately. It doesn't matter whether we like the path and decide to follow it without seeing the crown it leads to. Or whether we already see the crown we want to reach and decide which path to follow whether it is pleasant to climb, hard or even dangerous. Learning, like climbing, always provides surprises. Like a green valley full of flowers under the sun appearing in front of you right on time when you think you have taken the wrong path, or being exhausted from climbing, assuming that the climb didn't finally worth so much effort. The trip to the crown is often difficult, but it depents on how well prepared the climbing learner is and how proof against the weather the boots are. Reaching the crown is the best relief that a learner can get. Standing there with hands raised, seeing the difficult paths and gaps from top, smaller and insignificant that get quickly deleted from his head. Climbing never ends for a learner. There will always be crowns to reach the one after the other, each one with different kind of beauty, effort and glory.&quot;</em></p><div align="right"  style="margin-right: 30px">(<a href="http://holyroodpark.net/flery/"  target="_blank">Flery Rousaki</a>)</div><p>&nbsp;</p><p>Most of us found <a href="http://holyroodpark.net/flery/"  target="_blank">Flery</a>'s <em><strong>metaphor </strong></em>to be the best illustration of <em><strong>learning </strong></em>during the <em>Understanding Learning in the Online Environment</em> module. <a href="http://holyroodpark.net/youenn/weblog/1942.html"  target="_blank">As I previously explained</a>, MMORPGs such as <a href="http://en.wikipedia.org/wiki/World_of_Warcraft"  target="_blank">World of Warcraft</a> (2009) are interesting in that they make this metaphor explicit. However, given the importance of <em><strong>challenge </strong></em>in making a <em><strong>game </strong></em>successful (Malone 1980) and for which the mountain may again be the perfect metaphor, that idea may be extended to all kinds of <em><strong>games</strong></em>. So here we are with a likely link between <em><strong>learning </strong></em>and <em><strong>work</strong></em>/<em><strong>play</strong></em>. Let's now look at how this matches <strong><em>pleasure </em></strong>and <em><strong>happiness</strong></em>:</p><p>&nbsp;</p><p style="margin-right: 30px; margin-left: 30px"><em>&quot;Man did not invent play. But it is play and only play that makes man complete&quot;</em></p><p style="margin-right: 30px; margin-left: 30px"  align="right">(Eigen and Winkler in Kane 2005, p. 57)</p><p>&nbsp;</p><p>The idea of 'completeness' here seems to relate somehow to '<em><strong>happiness</strong></em>'.</p><p>&nbsp;</p><p style="margin-right: 30px; margin-left: 30px"><em>&quot;The opposite of play isn't work, it's depression&quot;</em></p><p style="margin-right: 30px; margin-left: 30px"  align="right">(Sutton-Smith in Kane 2005, p. 44)</p><p>&nbsp;</p> <p style="margin-right: 30px; margin-left: 30px"><em>&quot;I think happiness is not to reach the top of the mountain but to climb it&quot;</em></p><p style="margin-right: 30px; margin-left: 30px"  align="right">(<a href="http://www.yannarthusbertrand.org/index_new.htm"  target="_blank">Arthus-Bertrand</a> 2009)</p><p>&nbsp;</p><p>&nbsp;</p><p><img src="http://holyroodpark.net/youenn/files/10/442/mountain.jpg"  border="0"  width="500"  height="345" /> </p><p><strong>Picture: in the view linking playing/working and learning, we initially focus on the goal but we then realise that it's not reaching it that makes us happy but rather engaging in the climb to it. In short, the role of the goal is to motivate us.</strong></p><p>&nbsp;</p><p>&nbsp;</p><p><strong>Therefore, the mountain metaphor seems to represent a solid link between:</strong></p><ul><li><em><strong>learning</strong></em></li><li><em><strong>activity</strong></em>, that is <strong><em>playing</em></strong>/<em><strong>learning </strong></em>(which seems to strengthen the link which I previously tried to show)</li><li><em><strong>pleasure</strong></em> and <em><strong>happiness</strong></em></li></ul><p>&nbsp;</p><p>&nbsp;</p><p><strong>References:</strong></p><p>&nbsp;</p><p><strong>Arthus-Bertrand, Y. (2009).</strong> Interview for his <a href="http://www.6milliardsdautres.org/"  target="_blank">6 Milliards D'Autres</a> exhibition. In Tele Star, 1-8 May 2009 issue.</p><p>&nbsp;</p><p><strong>Gee, J. P. (2003)</strong>. Situated meaning and learning. In <em>What video games have to teach us about learning and literacy</em>. New York, Palgrave Macmillan: 73-112.</p><p>&nbsp;</p><p><strong>Kane, P. (2005). </strong>A general theory of play. The play ethic : a manifesto for a different way of living . London, Pan.<br />Introduction; Towards the Play Ethic</p><p>&nbsp;</p><p><strong>Malone, T.W. (1980).</strong> What makes things fun to learn? heuristics for designing instructional <br />computer games. <em>Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC <br />symposium on Small systems table of contents</em>. Palo Alto, California, United States. </p><p>&nbsp;</p><p><strong>World of Warcraft (2009)</strong>. MMORPG game. <em>Blizzard Entertainment</em>.</p><p>&nbsp;</p><p><strong>Yee, N. (2004). Games, Life and the Pursuit of Happiness. Daedalus Project.</strong><br />Retrieved: 8 May 2009. <a href="http://www.nickyee.com/daedalus/archives/000776.php"  target="_blank">http://www.nickyee.com/daedalus/archives/000776.php</a></p><p>&nbsp;</p>]]></description>
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            <title><![CDATA[IDGBL - Role-playing in World of Warcraft]]></title>
            <link>http://holyroodpark.net/youenn/weblog/2150.html</link>
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            <pubDate>Mon, 27 Apr 2009 20:49:29 GMT</pubDate>
		<dc:subject><![CDATA[video_game]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
		<dc:subject><![CDATA[role-play]]></dc:subject>
		<dc:subject><![CDATA[WoW]]></dc:subject>
		<dc:subject><![CDATA[e-learning]]></dc:subject>
            <description><![CDATA[<em>Up until now, I hadn't felt the <strong>role-playing</strong> aspect of <a href="http://en.wikipedia.org/wiki/World_of_Warcraft"  target="_blank">World of Warcraft</a>. In particular, <a href="http://holyroodpark.net/youenn/weblog/1967.html"  target="_blank">when I was playing as a Mage, I remember using new spells once only</a>. But my Tauren character has recently gone through a series of welcome changes.</em> <p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="font-size: 16px; margin-bottom: 0cm"><strong>Druids and bears </strong></p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm">As a Druid, one of my quests made me <a href="http://www.worldofwarcraftstuff.com/guide/druid/24/"  target="_blank">teleport to Moonglade to heed the Great Bear Spirit</a>. That teleporting ability was really <em><strong>rewarding</strong></em>, even more so that it took me to a completely different place. Further, I have been browsing the web for information about the game over the past few weeks: I knew that Druids could change into bears and therefore, I found that quest quite <em><strong>motivating </strong></em>for me (in fact, I now remember reading about that in the game's book and that capability prompted me to make my character a Druid in the first place).</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">I just couldn't wait to <em><strong>learn </strong></em>how to do that... Well, actually I could... I mean I had to since that was only <a href="http://www.wowwiki.com/Bear_Form_quest_chain"  target="_blank">the first quest of a series which should lead me to learn that</a>: a perfect implementation of the Achievement Principle since <strong>this fascinating <em>ability </em>needs to be <em>deserved</em></strong><em> </em>(Gee 2003).</p> <p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="font-size: 16px; margin-bottom: 0cm"><strong>Developing my character </strong></p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm">Unlike with my Mage character, I haven't forgotten to go back to the master of Druids to <em><strong>learn </strong></em>new skills: this is the perfect answer to the <a href="http://holyroodpark.net/youenn/weblog/2084.html"  target="_blank">killing boredom</a> which I had been feeling for the last few playing days. I chose several spells that added <em><strong>variety </strong></em>to my capabilities and made me change my approaches to fighting. I also <em><strong>improved </strong></em>the spells I commonly used which helped me kill my opponents more easily (until, I suspect, I cross harder creatures on my way).</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm"><em><strong>Learning </strong></em>how to properly <em><strong>use </strong></em>the mini-map tracking feature also helped me <em><strong>improve </strong></em>as a herborist and made me realise that my progress could be tracked via the Character Information panel.</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">More importantly, <strong>my choices with regards to the way I <em>develop </em>as a character in the game are a very important learning principle</strong>, very well explained by Gee's tripartite play of identity (2003, pp. 51-71).</p> <p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="font-size: 16px; margin-bottom: 0cm"><strong>Implications for educators</strong></p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm">Too often, teachers want students to solve a problem <em>their way</em> or the one they deem the best. Unfortunately, that's not necessarily the <em><strong>strategy </strong></em>that fits all students better and can potentially impede their progress in a dangerous way. On the other hand, helping students <em><strong>learn </strong></em>several <em><strong>strategies </strong></em>can strengthen their <em><strong>knowledge structures</strong></em> which I remember was very helpful when I was <em><strong>studying </strong></em>Physics and Chemistry: I could use the most  <em><strong>appropriate </strong><strong>strategy</strong></em> according to the <em><strong>specifics </strong></em>of the <em><strong>problem </strong></em>at hand and I was also more <em><strong>confident </strong></em>in my approaches since I could support my findings in several ways.</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">I think <strong>teachers shouldn't prevent students from using their preferred <em>strategy  </em>or <em>learning style</em> but at the same time, they should still prompt them to <em>learn </em>better ones</strong>.</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">I believe <em><strong>assessment </strong></em><strong>can play an important part into this</strong>: the use of the best approach (if any) could be awarded more <em><strong>marks </strong></em>while the use of a different one would be given less <em><strong>marks</strong></em>. Such a <em><strong>design </strong></em>illustrates Gee's Ongoing Learning and &ldquo;Psychosocial Moratorium&rdquo; Principles (2003) in that it would be <strong><em>less </em><em>daunting </em></strong>for students than simply requiring them to quit using their preferred strategies for better ones but would still <em><strong>encourage </strong></em>them to do so.</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">When several <em><strong>strategies </strong></em>are available for a given <em><strong>task</strong></em>, students are usually <em><strong>taught </strong></em>the <em><strong>easiest </strong></em>ones first before learning more powerful and <em><strong>sophisticated </strong></em>ones. I remember instances of that in my scholarship when we were taught a more powerful formulae to solve a Physics problem or when we were allowed to start using scientific calculators to perform <em><strong>routine </strong><strong>tasks </strong></em>such as drawing the graph of an equation to check our results against it. <a href="http://holyroodpark.net/youenn/weblog/2084.html"  target="_blank">Just like my case</a>, signs of <em><strong>boredom </strong></em>(&quot;average boredom&quot; among class students perhaps) may be an excellent indicator of the appropriate <em><strong>time </strong></em>to teach a new <em><strong>strategy</strong></em>.</p> <p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm"><strong>References:</strong></p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm"><strong>Gee, J. P. (2003)</strong>. <em>What video games have to teach us about learning and literacy</em>. New York, Palgrave Macmillan</p>]]></description>
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            <title><![CDATA[IDGBL - 3 D authoring tools]]></title>
            <link>http://holyroodpark.net/youenn/weblog/2127.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/youenn/weblog/2127.html</guid>
            <pubDate>Fri, 10 Apr 2009 16:12:38 GMT</pubDate>
		<dc:subject><![CDATA[authoring]]></dc:subject>
		<dc:subject><![CDATA[virtual_world]]></dc:subject>
		<dc:subject><![CDATA[tool]]></dc:subject>
		<dc:subject><![CDATA[e-learning]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p><em>After having experienced a number of <strong>games</strong> and related them to the course readings (especially to Gee 2003), the final stage of my <a href="http://holyroodpark.net/youenn/weblog/1578.html#cmt1679"  target="_blank">proposed learning trajectory</a> consisted in undertaking a superficial analysis of an authoring <strong>tool </strong>for creating 3 D learning environments.</em></p><p>&nbsp;</p><p><a href="http://www.thinkingworlds.com/"  target="_blank">Thinking Worlds</a> is one of the <em><strong>tools </strong></em>that was suggested in the course discussions and I had downloaded and run version 2 until I downloaded version 3.0 a few days ago, for what was a disapointing journey <img src="http://holyroodpark.net/mod/tinymce/lib/jscripts/tiny_mce/plugins/emotions/images/smiley-frown.gif"  border="0"  alt="Frown"  title="Frown" /></p><p>&nbsp;</p><p>The tool consists of an authoring and a runtime environment.</p><p>&nbsp;</p><p>I had tried the runtime environment of version 2 and it worked fine.</p><p>&nbsp;</p><p>I was more interested in learning how to create environments from scratch and therefore tried the authoring part of the tool.</p><p>&nbsp;</p><p>At first, it was nice to receive On-Demand and Just-in-Time information to guide me through the creation of a journey and scene. The tool proposes many environments and characters to begin with which greatly facilitates the design process (provided one of them fits our needs).</p><p>&nbsp;</p><p>When I ran the environment as a player, I realised that my character wasn't walking but that it sort of floated above the ground instead (which didn't happen with the version 2).</p><p>&nbsp;</p><p>After adding another character and a communication interaction with it, I received an error and couldn't run the environment as a player anymore:</p><p>&nbsp;</p><p><strong><img src="http://holyroodpark.net/youenn/files/10/431/thinking_worlds_error.jpg"  border="0" /><br /></strong> </p><p><strong>Screenshot: a miserable start to 3 D authoring</strong></p><p>&nbsp;</p><p>Several attemps with other types of interactions didn't change thing.</p><p>&nbsp;</p><p>Neither the videos available on tools' website nor the in-depth guides proved more useful (Thinking Worlds 2008) even though they gave me further information as to how to use the interaction editor.<br /><br /> </p><p>I don't understand why I haven't been able to replicate the results of those tutorials.</p><p><br />Given the variety of interactions that the tool proposes, I'm sure it can be quite powerful if I can figure out the origin of my problem.</p><p>&nbsp;</p><p>Unfortunately, it seems that there isn't any demo version of Mission Maker, <a href="http://holyroodpark.net/mjw/weblog/1638.html"  target="_blank">another authoring tool Matthew tried successfully</a>.</p><p>&nbsp;</p><p><em>So for now, I'll wait for the Innovate's Online Simulations, Role Playing, and Virtual Worlds issue which will feature, among other things, information about &quot;technologies used to create and manage virtual environments (tools, hardware, software)&quot;. If any tool stands out, I will invest more time in learning how to use it.</em> </p><p>&nbsp;</p><p>&nbsp;</p><p><strong>References:</strong></p><p>Thinking Worlds (2008). In-depth guides.<br /><a href="http://www.caspianlearning.co.uk/DemoAuthoringTool.html"  target="_blank">http://www.thinkingworlds.com/index.php?option=com_content&amp;view=article&amp;id=78&amp;Itemid=90<br /></a></p>]]></description>
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            <title><![CDATA[IDGBL - A summary of Gee's Learning Principles]]></title>
            <link>http://holyroodpark.net/youenn/weblog/2124.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/youenn/weblog/2124.html</guid>
            <pubDate>Fri, 10 Apr 2009 13:16:21 GMT</pubDate>
		<dc:subject><![CDATA[e-learning]]></dc:subject>
		<dc:subject><![CDATA[video_game]]></dc:subject>
		<dc:subject><![CDATA[principles]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p><em>I finished reading Gee's excellent book (2003) a few days ago and I must say I really enjoyed it. One thing that's fascinated me is that it's like a course on cognition seen from the perspective of video games and therefore, it made me revisit most of the important concepts explored in the Understanding Learning in the Online Environment course.</em></p><p>&nbsp;</p><p>&nbsp;</p><div style="text-align: center"><img src="http://holyroodpark.net/youenn/files/10/430/Gee_2003.jpg"  border="0" /></div> <br /><p>&nbsp;</p><p>&nbsp;</p><p style="margin-bottom: 0cm">A few weeks ago, I started a thread about Gee's key principles of good learning design because while reading his book, I felt that some principles lead to or were redundant with others. Other students' views reminded me that all principles are very important. Nevertheless, by reading some sections of the book again (especially the definition of each principle), I still believe that understanding properly the core ones can help reduce the list:</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">That's very obvious for the first principle:</p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm"><em><strong>Active, Critical Learning Principle</strong></em> is very complex and, according to pp. 39-40, encompasses <em><strong>Situated Meaning Principle</strong></em>, <em><strong>Affinity Group Principle</strong></em>, <em><strong>Design Principle</strong></em> and <em><strong>Metalevel Thinking about Semiotic Domain Principle</strong></em>.</p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm">It is also linked to <em><strong>Identity Principle</strong></em> (see pp. 43-44) and strongly related to <em><strong>Semiotic Principle</strong></em> and <em><strong>Semiotic Domains Principle</strong></em></p><p style="margin-bottom: 0cm">&nbsp;<br /> </p><p style="margin-bottom: 0cm">Similar relationships may be drawn for other principles:</p> <p style="margin-bottom: 0cm"><br /> </p> <ul><li><em><strong>Semiotic Principle</strong></em> =&gt; <em><strong>Multimodal Principle</strong></em></li><li><em><strong>Subset Principle</strong></em> =&gt; <em><strong>&ldquo;Psychosocial Moratorium&rdquo; Principle</strong></em></li><li><em><strong>Committed Learning Principle</strong></em> =&gt; <em><strong>Practice Principle</strong></em> which leads to <em><strong>Intuitive Knowledge Principle</strong></em></li><li><em><strong>Subset Principle </strong></em>in addition to<em><strong> </strong></em><em><strong>Practice Principle</strong></em> =&gt; <em><strong>Bottom-up Basic Skills Principle</strong></em></li><li><em><strong>&ldquo;Regime of Competence&rdquo; Principle</strong></em> =&gt; <em><strong>Ongoing Learning Principle</strong></em><br />It's also related to Incremental Principle</li><li><em><strong>Probing Principle</strong></em> =&gt; <em><strong>Discovery Principle</strong></em></li><li><em><strong>Situated Meaning Principle</strong></em> =&gt; <em><strong>Text Principle</strong></em></li><li><em><strong>Distributed Principle</strong></em> =&gt; <em><strong>&ldquo;Material Intelligence&rdquo; Principle</strong></em></li></ul>          <p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">On the other hand, I find the following principles are more independant: </p><p style="margin-bottom: 0cm">&nbsp;</p> <ul><li><em><strong>Identity Principle</strong></em></li><li><em><strong>Self-Knowledge Principle</strong></em></li><li><em><strong>Amplification of Input Principle</strong></em></li><li><em><strong>Achievement Principle</strong></em></li><li><em><strong>Multiple Routes Principle</strong></em></li><li><em><strong>Intertextual Principle</strong></em></li><li><em><strong>Concentrated Sample Principle</strong></em></li><li><em><strong>Explicit Information On-Demand and Just-in-Time Principle</strong></em></li><li><em><strong>Transfer Principle</strong></em></li><li><em><strong>Cultural Models about the World Principle</strong></em></li><li><em><strong>Cultural Models about the Learning Principle</strong></em></li><li><em><strong>Cultural Models about the Semiotic Domains Principle</strong></em></li><li><em><strong>Dispersed Principle</strong></em></li><li><em><strong>Insider Principle</strong></em></li></ul><p>&nbsp;</p><p>&nbsp;</p><p>I hope this need to summarize them hasn't lead me to make false associations. I'd be happy to know what you think and to be corrected as appropriate...</p><p>&nbsp;</p><p>&nbsp;</p><p><strong>References:</strong></p><p><strong>Gee, J. P. (2003)</strong>. <em>What video games have to teach us about learning and literacy</em>. New York, Palgrave Macmillan</p>]]></description>
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            <title><![CDATA[IDGBL - Learning online]]></title>
            <link>http://holyroodpark.net/youenn/weblog/2101.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/youenn/weblog/2101.html</guid>
            <pubDate>Tue, 07 Apr 2009 17:37:45 GMT</pubDate>
		<dc:subject><![CDATA[distributed]]></dc:subject>
		<dc:subject><![CDATA[e-learning]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p style="margin-bottom: 0cm"><em>Throughout this M.Sc. in E-learning, some of my relatives and friends have asked me if it wasn't too hard to study <strong>online</strong>. Although there are downsides, I believe there are strong advantages in doing that, some of which are exemplified by The Social Mind, the last but one chapter in Gee's book (Gee 2003)</em></p> <p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">General findings about students' engagement in online versus face-to-face learning show that: </p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-right: 30px; margin-left: 30px"><em>&quot;distance learners generally scored higher on the student engagement and outcomes measures than their campus-based counterparts. <span class="editorial_comment"></span>For example, distance learners reported experiencing higher levels of academic challenge (on a scale measuring the amount of reading, writing, and higher-order thinking activities students engaged in and the amount of time spent studying) and reflective thinking (a component of deep learning that asks students how often they critically examined their own views, considered the views of others, and adapted their thinking on a topic). They also reported that they gained more in terms of practical competence (e.g., career skills, interpersonal skills, and technological proficiency) and in personal and social development (e.g., developing values and ethics, understanding people from diverse backgrounds, and self-understanding), and they were generally more satisfied with their educational experiences&quot;</em> </p> <p style="margin-right: 30px; margin-bottom: 0cm"  align="right">&nbsp;Chen et al (2008) </p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="font-size: 16px; margin-bottom: 0cm">&nbsp;</p><p style="font-size: 16px; margin-bottom: 0cm"><strong>Making mistakes</strong></p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">When I play <a href="http://en.wikipedia.org/wiki/World_of_Warcraft"  target="_blank">Word of Warcraft</a> and other games, I learn a lot by making <em><strong>mistakes</strong></em>. This is also inherent to learning through <em><strong>exploration</strong></em>. When I get killed, I can always find my corpse back and continue to play.</p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm">The problem with <em><strong>face-to-face</strong></em> <em><strong>learning </strong></em>is that learners are more afraid of making mistakes, mostly because of the <em><strong>social </strong></em>and <em><strong>immediate </strong></em>nature of this traditional mode. Not that <em>online learning</em> doesn't involve <em><strong>risks </strong></em>(learners are, most of the time, not anonymous) but the distance &ldquo;filters&rdquo; people's reactions in such a way that when someone makes a mistake, they won't feel or hear others' laughs or immediate reactions (unless a synchronous voice medium is used for example).</p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm">Often, teachers themselves make humiliating remarks about students' attempts at solving a particular problem which can harm their <em><strong>self-esteem</strong></em> and prevent them from <em><strong>trying </strong></em>and <em><strong>learning </strong></em>at later times.</p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm">In relation to that, on the Course Design module and in response to the sort of <em><strong>power relationships</strong></em> between learners described by Reynolds and Trehan (2000), Eneas suggested that <em><strong>participative assessment</strong></em> could be conducted using Second Life.</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm"><br /> </p> <p style="font-size: 16px; margin-bottom: 0cm"><strong>A learning network</strong></p>  <p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm">In fact, online learning forces students to focus on learning. This is the distinction that Rovai et al 2006 make between <em><strong>social community</strong></em> and <em><strong>learning community</strong></em>. Even though the <em><strong>social </strong></em>element is crucial (particularly at the beginning), the <em><strong>learning </strong></em>aspect of the community gradually takes over (Salmon 2000).</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p><div style="text-align: center"><img src="http://holyroodpark.net/youenn/files/10/427/e-learning.jpg"  border="0" /></div> <br /><p>&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm">What makes this possible is that the <em><strong>structure </strong></em>of the web itself reflects the link between the various nodes of the community: online <em><strong>resources </strong></em>and <em><strong>people</strong></em>. Learners can <em><strong>customize </strong></em>their learning experiences better and in a much more <em><strong>timely </strong></em>way than when they are attending a face-to-face lecture or a tutorial. Indeed, when students take exams online, teachers can't expect them to rely solely on their own knowledge.</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm"><em>This change from the <strong>traditional </strong>to the <strong>online </strong>medium may be seen as an opportunity for rethinking traditional education and transforming it into one that is more suited to today's demands.</em></p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm"><strong>References:</strong> </p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm"><strong>Chen, P., R. Gonyea, and G. Kuh. (2008).</strong> <em>Learning at a distance:  Engaged or not?</em>. Innovate 4(3)<br />Retrieved: 8 April 2009. <a href="http://www.innovateonline.info/index.php?view=article&amp;id=438">http://www.innovateonline.info/index.php?view=article&amp;id=438</a></p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm"><strong>Gee, J. P. (2003)</strong>. <em>The social mind</em>. In <em>What video games have to teach us about learning and literacy</em>. New York, Palgrave Macmillan</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm"><strong>Reynolds, M. and Trehan, K. (2000)</strong>. <em>Assessment: a critical perspective</em>. Studies in Higher Education 25(3): 267-278.</p><p style="margin-bottom: 0cm">&nbsp;</p>    <p style="margin-bottom: 0cm"><strong>Rovai, Alfred P., Mervyn J. Wightinga &amp; Robert Lucking (2006).</strong> <em>The Classroom and School community Inventory: Development, refinement, and validation of a self-report measure for educational research</em>, The Internet in Higher Education 7, 263&ndash;280.</p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm"><strong>Salmon, G (2002)</strong>. <em>The five-stage framework and e-tivities</em>. In <em>E-tivities: the key to active online learning</em>. (London, Kogan Page): 10-36.</p> &nbsp;<p>&nbsp;</p>]]></description>
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            <title><![CDATA[IDGBL - Motivation in World of Warcraft]]></title>
            <link>http://holyroodpark.net/youenn/weblog/2084.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/youenn/weblog/2084.html</guid>
            <pubDate>Wed, 01 Apr 2009 12:20:13 GMT</pubDate>
		<dc:subject><![CDATA[e-learning]]></dc:subject>
		<dc:subject><![CDATA[video_game]]></dc:subject>
		<dc:subject><![CDATA[motivation]]></dc:subject>
		<dc:subject><![CDATA[WoW]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p style="margin-bottom: 0cm"><em><a href="http://holyroodpark.net/youenn/weblog/1942.html"  target="_blank">Since I started to play World of Warcraft</a>, one of the main </em><em><strong>skills </strong>I have been practising is fighting: in effect, it is central to the </em><em><strong>back-story</strong> of the </em><em><strong>game </strong>and therefore the various quests that the player takes directly or indirectly lead him/her to fight other creatures in the </em><em><strong>virtual world</strong> of the game.</em></p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">Recently, my <em><strong>intrinsic motivation</strong></em> in the game has slightly decreased: the fact I have less time to play because of the various assignments probably plays a part into that since motivation in an activity needs to be sustained by <em><strong>practising </strong></em>that activity.</p> <p style="margin-bottom: 0cm">Nevertheless, another factor which may play a part into this is a decreased interest in fighting: as said above, in virtue of the Practice Principle underscored by Gee (2003, p. 68), I spend a lot of my playing time fighting enemies in order to achieve quests. The problem is that I feel <em><strong>bored </strong></em>with fighting and I feel that the game may sometimes make the player <em><strong>over-practice</strong></em> certain <em><strong>skills</strong></em>.</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">But surprisingly, I still accept, among other quests, some which directly require killing certain enemies in order to bring back specific items: I suppose the reason for this is that I want to <em><strong>progress </strong></em>in the game and I know that killing enemies while achieving quests is the best way to gain more <em><strong>experience points</strong></em>. In other words, <strong><em>extrinsic motivation</em> plays an important role in my trajectory within the game</strong>. In particular, I've realised that the <em><strong>experience bar</strong></em> is a very powerful motivator: I often look at it to see how much progress I have made and how close I am to gaining one level (that's my <em><strong>extrinsic objective</strong></em> for any play session). This is a very good implementation of the Achievement Principle (Gee 2003, p. 67).</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">This reminds me of a paper which, unfortunately, I haven't been able to find the reference of: it suggested that when an activity is really not <em><strong>interesting</strong></em>, <em><strong>extrinsic motivation</strong></em> can be helpful. Even though <a href="http://en.wikipedia.org/wiki/World_of_Warcraft"  target="_blank">WoW</a> cannot be said to be uninteresting, the relative <em><strong>boredom </strong></em>that I recently feel and the event which were just described support that idea. I think that in such cases, <strong>making any amount of <em>progress </em>obvious to the <em>student </em>or <em>game player </em>can be particularly effective. </strong>However, it should not be over-used so as not to undermine <em><strong>intrinsic motivation</strong></em> (Barab et al&nbsp; 2005). </p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm"><strong>References:</strong></p><p style="margin-bottom: 0cm">&nbsp;</p>  <p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm"><strong>Barab, S., A. Arici and C. Jackson (2005).</strong> <em>Eat your vegetables and do your homework: a design-based investigation of enjoyment and meaning in learning</em>. Educational Technology 45 (1): 15-20. </p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm"><strong>Gee, J. P. (2003)</strong>. <em>What video games have to teach us about learning and literacy</em>. New York, Palgrave Macmillan</p> <p>&nbsp;</p>]]></description>
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            <title><![CDATA[IDGBL - Cultural models and violence]]></title>
            <link>http://holyroodpark.net/youenn/weblog/2063.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/youenn/weblog/2063.html</guid>
            <pubDate>Fri, 27 Mar 2009 16:35:37 GMT</pubDate>
		<dc:subject><![CDATA[e-learning]]></dc:subject>
		<dc:subject><![CDATA[violence]]></dc:subject>
		<dc:subject><![CDATA[video_game]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p><br /><em>I've been hearing about violence in video games for a long time without having any clear opinion about it. Even though it isn't always relevant to <strong>educational </strong>games, it's an interesting example of <strong>cultural models</strong> (Gee 2003), and one about which my viewpoint has been changing during this course. </em></p><p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">Greenfield states that <em>&ldquo;there is evidence that violent video games breed violent behaviours, just as violent television shows do&rdquo;</em> (1984, p. 92) before explaining why <em>&ldquo;It may be that the most harmful aspect of video games is that they are solitary in nature&rdquo;</em> (p. 93).</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">Reflecting on this idea that <em><strong>violence </strong></em>exists in all sorts of <strong><em>media</em></strong>, I still felt that the fact video games are played in an <em><strong>active </strong></em>way results in an important difference, which is encompassed by Gee's Identity Principle (2003, pp. 51-58). I thought that even though all media can potentially generate violence, <em><strong>video games</strong></em> could probably do so more strongly.</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">But then, Gee's talk about <em><strong>cultural models</strong></em> helped me revise my point of view: I think he's right in saying that violent &ldquo;group models&rdquo; are most of the time counter-balanced by &ldquo;general models&rdquo; of good which exist in the players' other <em><strong>social groups</strong></em> and in society at large.</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">So again, it may only be when violent &ldquo;group models&rdquo; take too much importance in a <em><strong>player</strong></em>'s life that violence becomes a central source of concern. This is more likely to happen with <em><strong>emotionally </strong></em>weak populations such as some teenagers or people having serious personal problems but then, those players don't represent the majority of video game players. With such at-risk groups, parents and friends have a major role to play.</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">Finally, I found Gee particularly insightful (as usual in his book) when he discusses how locking people into their own conceptions is not necessarily less dangerous than enabling them to <em><strong>experience </strong></em>various perspectives, including bad ones.</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm"><br /> </p>  <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm"><strong>References:</strong></p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm"><strong>Gee, J. P. (2003)</strong>. <em>What video games have to teach us about learning and literacy</em>. New York, Palgrave Macmillan</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm"><strong>Greenfield, P. M. (1984).</strong> <em>Video games</em>. In <em>Mind and media: the effects of television, video games, and computers</em>. Cambridge, Mass., Harvard University Press.</p>]]></description>
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            <title><![CDATA[IDGBL - A special experience]]></title>
            <link>http://holyroodpark.net/youenn/weblog/2056.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/youenn/weblog/2056.html</guid>
            <pubDate>Thu, 26 Mar 2009 11:00:56 GMT</pubDate>
		<dc:subject><![CDATA[e-learning]]></dc:subject>
		<dc:subject><![CDATA[video_game]]></dc:subject>
		<dc:subject><![CDATA[nature]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm"><em>After reading about it, I was disappointed that the </em><em><strong>game </strong><a href="http://en.wikipedia.org/wiki/Flower_(game)"  target="_blank">Flower</a> wasn't available on PC. But fortunately, someone on the discussion boards drew our attention to <a href="http://en.wikipedia.org/wiki/Cloud_(game)"  target="_blank">Cloud</a>, which is similar and is freely available. Actually, t<a href="http://en.wikipedia.org/wiki/Cloud_(game)"  target="_blank">he game's Wikipedia entry </a>links to <a href="http://thatgamecompany.com/"  target="_blank">ThatGameCompany</a>, the company that created Flower.<br /></em></p> <p>&nbsp;</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="font-size: 16px; margin-bottom: 0cm"><strong>What is Cloud exactly?</strong></p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">This <em><strong>videogame </strong></em>transports the <em><strong>player </strong></em>in another dimension: it's as if he/she is acting in his/her own dreams: the artwork of the introduction to the various <em><strong>levels</strong></em>, the colours, the music, clouds - the object themselves, <strong>everything reminds someone of their best dreams</strong>. As such, this kind of <em><strong>videogame</strong></em> is likely to stimulate the players' <strong>imagination</strong>.</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">With that in mind, the word <em><strong>experience</strong></em>, which Fiona used to describe this particular kind of <em><strong>videogame</strong></em>, seems quite appropriate.</p> <p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm"><img src="http://holyroodpark.net/youenn/files/10/410/cloud.jpg"  border="0" /></p><p style="margin-bottom: 0cm"><strong>Guiding the clouds to shower the land </strong></p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="font-size: 16px; margin-bottom: 0cm"><strong>A particular kind of game </strong></p><p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm">A closer look at its feature and <em><strong>design </strong></em>reveals that it is nevertheless a <em><strong>game </strong></em>or <em><strong>ludus</strong></em>, to reuse Frasca's proposed modified meaning of Caillois' word (in Newman 2004). In effect, Cloud:</p> <p style="margin-bottom: 0cm"><br /> </p> <ul><li><p style="margin-bottom: 0cm">has <em><strong>goals </strong></em>such as gathering the 	clouds, drawing a lollipop, preventing dark clouds (smoke?) from reaching virgin 	lands, showering the lands</p> 	</li><li><p style="margin-bottom: 0cm">is made of several <em><strong>levels </strong></em>of 	increasing difficulty</p> 	</li><li><p style="margin-bottom: 0cm">contains other <em><strong>scaffolding 	</strong><strong>features </strong></em>such as:</p> 	<p style="margin-bottom: 0cm">- a <em><strong>training </strong></em>module as an illustration 	of the Subset Principle (Gee 2003, pp. 121-122) which teaches 	players the basic <em><strong>skills </strong></em>they will need later in the game</p> 	<p style="margin-bottom: 0cm">- <em><strong>feedback </strong></em>tips</p> 	</li><li><p style="margin-bottom: 0cm">requires the player to adapt his <em><strong>	strategy</strong></em>. Even though I haven't played enough to succeed in the third level yet, 	one <em><strong>approach </strong></em>that worked better was to divide the bright clouds in 	several parts and with each of them, pushing light grey clouds 	towards the dark clouds. This is a good example of the Ongoing Learning 	principle (Gee 2003, pp. 69-70)</p> </li></ul> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">We may further categorise <a href="http://en.wikipedia.org/wiki/Cloud_(game)"  target="_blank">Cloud</a> by saying it is a form of <em><strong>mimicry game</strong></em> (Caillois 2001): the player is an illusory character that one might call the &ldquo;Guard of the clouds&rdquo;. As we said above, what gives it this experience-like nature is its <em><strong>design </strong></em>in terms of graphics, music, interactions. But thinking about it, the word <em><strong>experience</strong></em> may be yet another way to talk about <em><strong>mimicry </strong></em>and <em><strong>role-play</strong></em>: the player experiences being in someone else's shoes, using special powers, etc.</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm"><strong>References:</strong></p> <p style="margin-bottom: 0cm">&nbsp;</p> <p style="margin-bottom: 0cm"><strong>Caillois, R. (2001)</strong>. <em>The classification of games</em>. In <em>Man, play and games</em>. Urbana, Ill., University of Illinois Press; Wantage: University Presses Marketing.</p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm"><strong>Cloud (2005).</strong> Role-playing videogame. <em>USC EA Game Innovation Lab</em>.<br /> <a href="http://intihuatani.usc.edu/cloud/"  target="_blank">http://intihuatani.usc.edu/cloud/</a></p><p style="margin-bottom: 0cm">&nbsp;</p><p style="margin-bottom: 0cm"><strong>Gee, J. P. (2003)</strong>. <em>What video games have to teach us about learning and literacy</em>. New York, Palgrave Macmillan</p> <p style="margin-bottom: 0cm"><br /> </p> <p style="margin-bottom: 0cm"><strong>Newman, J. (2004)</strong>. <em>What is a video game? Rules, puzzles and simulations</em>. <em>Videogames</em>. London, Routledge.  </p>]]></description>
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            <title><![CDATA[IDGBL - Situated meanings: a metaphor]]></title>
            <link>http://holyroodpark.net/youenn/weblog/2025.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/youenn/weblog/2025.html</guid>
            <pubDate>Sat, 21 Mar 2009 07:56:54 GMT</pubDate>
		<dc:subject><![CDATA[e-learning]]></dc:subject>
		<dc:subject><![CDATA[video_game]]></dc:subject>
		<dc:subject><![CDATA[situated]]></dc:subject>
		<dc:subject><![CDATA[nature]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p><em>One of the most important good <strong>design </strong>principle outlined by Gee is that of Situated Meanings (2003, p.108). According to it, learners can't understand abstract concepts if they haven't had any situated, embodied experience of them in the first place. In other words, learners need to be able to anchor concepts in their familiar experiences of the world before they can think ot them in an abstract way.</em></p><p>&nbsp;</p><p>I remember such examples in school, wherein the teacher would talk about a specific <em>abstract concept</em> that I wouldn't understand. I clearly remember trying to <em><strong>imagine </strong></em>what that concept could mean, to figure out a meaning out of my own <em><strong>knowledge</strong></em>. Then, <a href="http://holyroodpark.net/youenn/weblog/1912.html"  target="_blank">one of us would often ask the teacher to give an example</a>, which, often, would clarify things.</p><p>&nbsp;</p><p>One <em><strong>metaphor </strong></em>of <em><strong>situated meanings</strong></em> that comes to mind is that of birds.</p><p>&nbsp;</p><p><img src="http://holyroodpark.net/youenn/files/10/408/bird.jpg"  border="0"  alt="birds as a metaphor of situated meanings"  width="499"  height="333" /></p><p><strong>Picture: birds as a metaphor of situated meanings </strong></p><p>&nbsp;</p><p>Non-specialists know very little about birds. When we see them fly in the sky, most of us find that they all look alike, like the <em><strong>abstract concepts</strong></em> we just mentioned.</p><p>But when they enter our known world, by settling on the ground, in a tree or even by singing perhaps, they become more <em><strong>accessible</strong></em>. If someone tell us their name at that particular time (a teaching moment), it then enables us to anchor them in our everyday <em><strong>experiences </strong></em>(associate the <em><strong>abstract </strong></em>name with <em><strong>familiar </strong></em>characteristics such as size, song, etc.). Those who even touch them (to take care and heal wounded ones perhaps) can acquire yet a deeper <em><strong>embodied </strong><strong>experience </strong></em>of them.</p><p>The next time someone mentions their name, we can better understand what they are talking about and the more <em><strong>experience </strong></em>we get, the easier it becomes to discuss birds on a purely <em><strong>conceptual </strong></em>level, without needing to refer back to our <em><strong>embodied experiences</strong></em> (or perhaps we do that, but unconsciously).</p><p>&nbsp;</p><p>&nbsp;</p><p><strong>References:</strong></p><p>&nbsp;</p><p style="margin-bottom: 0cm"><strong>Gee, J. P. (2003)</strong>. <em>Situated meaning and learning. </em>In <em>What video games have to teach us about learning and literacy</em>. New York, Palgrave Macmillan. pp. 73-112.</p>]]></description>
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            <title><![CDATA[IDGBL - Web quests]]></title>
            <link>http://holyroodpark.net/youenn/weblog/2004.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/youenn/weblog/2004.html</guid>
            <pubDate>Tue, 17 Mar 2009 17:28:20 GMT</pubDate>
		<dc:subject><![CDATA[e-learning]]></dc:subject>
		<dc:subject><![CDATA[game]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p><em>Although we haven't completed the WebQuest that was given two weeks ago yet, it's already possible to <strong>learn </strong>about the <strong>skills </strong>they require</em></p><p>&nbsp;</p><p>WebQuests are games similar to treasure hunts, like <a href="http://holyroodpark.net/youenn/weblog/1707.html"  target="_blank">the ones we were given in Second Life</a>, except they are mostly based on the Web - thanks to web-based <em><strong>communication </strong></em>tools, they may also involve human beings. Usually, they are conducted as a team, which has important implications for how to approach them.</p><p>&nbsp;</p><p>&nbsp;</p><p><img src="http://holyroodpark.net/youenn/files/10/403/web_quest.jpg"  border="0" /> </p><p>&nbsp;</p><p>&nbsp;</p><p style="font-size: 16px"><strong>Skills involved </strong></p><p>&nbsp;</p><p>Here are a the main <em><strong>skills </strong></em>involved in WebQuests:</p><ol><li><em><strong>Analysing </strong></em>the task document (broad level) in search for <em><strong>patterns </strong></em>or <em><strong>links</strong></em></li><li><em><strong>Planning </strong></em>and <em><strong>strategic thinking</strong></em> for more focused action</li><li>More <em><strong>detailed analysis</strong></em> of a selection of the information sources provided</li><li>Constant quick <em><strong>comparisons </strong></em>between information deemed important at a given time (often a lot) and that one is skimming through<br />This involves <em><strong>making hypothesis</strong></em>, <em><strong>probing </strong></em>(Gee 2003, pp. 90-96)</li><li><em><strong>Ability to keep one's mind open</strong></em> to alternative possibilities</li></ol><p>&nbsp;</p><p>The latter point is particularly relevant: once there are signs of being on the right track (especially because the ideas one has are also driven by one's own interests), it's easy to get carried away, become too selective in the <em><strong>analysis </strong></em>and therefore, to miss out on better hypthesis. In a nutshell, <strong><em>tunnel vision</em> can constantly alter judgement</strong>.</p><p>That's where working as a <em><strong>team </strong></em>is particularly helpful: at the beginning, it's worth taking the aforementioned risk into account in the <em><strong>team strategy </strong></em>and avoiding exploring the same ideas as those looked at by other members of the team.</p><p>&nbsp;</p><p>&nbsp;</p><p><strong>References:</strong></p><p style="margin-bottom: 0cm"><br /> </p><p style="margin-bottom: 0cm"><strong>Gee, J. P. (2003)</strong>. <em>What does it mean to be a half elf? </em>In <em>What video games have to teach us about learning and literacy</em>. New York, Palgrave Macmillan</p>]]></description>
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