Showing posts with label gaming. Show all posts

  • Mind on Math Published 2007-07-06 under ,

    MIND Institute I had the most wonderful opportunity this week to meet Ted Smith, the Chairman and CEO of the MIND Institute, and was fascinated with the work of his organization. They produce games that help students succeed in math.

    I can hear you say it now: "Not another math game!". Hold-on. These games are different. First of all, they grew out of over 30 years of academic research into brain function and learning. Second of all, they have a track record of success with six years of consistent 15-20 percentile point improvements on the California Standards Test (more...).

    But the biggest difference is that these are not your typical drill and practice math games. They are engaging and challenging. I just spent over an hour going through some of the demos with my 10 year old nephew. Most of the time was spent on the "Challenge Puzzles" which are great. Be careful, these are addicting and are not easy (my nephew had to help me on a few).

    For me, the most impressive aspect of the games is that they begin with no words or symbols. They teach a concept without the confusion of mathematical terminology or long explanations. They also focus on problem solving. I love how they challenge students to think and not just recite or memorize. These games are designed to be a part of a traditional math curriculum (not replace it) and I cannot imagine a teacher or principal who would not jump at the opportunity to include them in their school.

    I asked Ted if he referred to the MIND Institute's tools as games or something more appealing to educators like "simulations", "tutorials" or "learning modules". He indicated that he has always insisted that they be called games because they are fun. Just because something is fun does not mean that it is not important or productive.

    For many, games are considered frivolous and not part of a real learning environment. We can all agree that much of our learning as toddlers was through games. We may through a game show like activity in here or there. But for the most part, games are viewed as entertainment and not part of education (as if the two are mutually exclusive). Marc Prensky writes extensively about this topic. Recently, I have been looking to Mark Wagner for insight on the topic of games in education. He is doing a great job summarizing the research and actual implementations of this field.

    If you have not seen the work from The MIND Institute, take a look and good luck on their challenge puzzles. I hope these games will help convince you that there is a role for games in education.

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  • So You Think You're a Digital Native? Published 2007-02-15 under ,

    I have decades of experience working with computers. In college, I tossed out my typewriter after my freshman year in favor of hacking out my papers in the school's computer lab at a time when Word Processing was a relatively unknown term and no one had a personal computer. While studying in Edinburgh, I used a line editor to write term papers which were then printed on that green lined paper for data printouts. I have developed applications and websites, ran computer labs and networks, wired classrooms and offices, trained technology experts and support staff, and even worked at NASA's JPL in their web systems group. But last week, I came to the realization that I am no digital native!

    Last week was the Connectivism Online Conference featuring a variety of speakers taking about a fascinating learning model - connectivism. I encourage you to visit Vicki Davis's blog, CoolCatTeacher, as she was a context filter for the conference. The best part of the conference were the many opportunities to discuss the topics presented in each day's session. During the live presentation, the messages flew in the chat window. Afterwards, the conversations moved to the conference's Moodle forum and on various bloggers' sites. And one topic that kept popping up was Second Life and its potential in education. Like many, I had heard of SL, but never been in that world. I, apparently, was not the only one new to SL. There were many of us, so a tour of SL was organized. Before the tour, we were told to get a SL account and setup our avatar. Being the diligent soldier, I signed up with SL, configured my avatar and launched the application. Like all first timers, I was teleported to the welcome zone in SL where I was left to fend for myself. This is when the realization began. I was immediately nervous because there were others around me and I was afraid that I might run into them knocking them down. I was concerned that I might go some place that I shouldn't, fall off a cliff and die before I even got to the tour. I was afraid that I might say or do something that against the edicit of SL and I would be kicked out. Then my two-year old daughter walked in to see what I was doing. She immediately started telling me where to go. "Down beach, Daddy!" I was so focused on trying to figure out what to do, I had not even noticed the water. Then my thoughts turned to safety. If I went "down beach" would I drown? Silly I know, but I could not let go of my terrestrial ideals. The next morning, as I went it to get my daughter, she grabbed my hand and told me "down beach!" pointing at the computer. I realized that I was just an immigrant in this truly digital world.

    Followup!

    This is a good example of a successful product user interface for the true digital native:

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  • Game Day Published 2007-01-09 under

    I am a big fan of independent films and I will be posting from the Sundance Film Festival later this month. I noticed today on the Sundance Channels' site a link called called "Second Life Blog". What does the Sundance Channel have to do with a virtual reality "game"? Apparently, Sundance is creating an island in Second Life and as its first event will be screening the movie "Four Eyed Monsters" complete with a Q&A with the filmmakers. This is no game, this is an opportunity for us to "travel" to an exclusive event and interact with the folks that made the film.

    I am not a gamer nor do I spend time in places like Second Life. But I am excited at the possibilities these environments offer educators. A new book by David Williamson Shaffer has come out titled "How Computer Games Help Children Learn" along with a companion website: Epistemic Games. In an Chicago Tribune article, David is quoted:

    Most of the games designed for educational purposes help kids get better at the same task that schools have been addressing for a long time. They don't address how to actually do things in the real world

    With the exception of "Mavis Beacon Teaches Typing" (another story altogether), I have never had much patience for those educational games that are little more than drill and practice with graphics. But the games described by David transport the student to a new environment where they are free to take risks, be creative, make mistakes, and learn. This is what innovation is all about.

    In a conversation with a friend that I just met (again, a story for another time), we were discussing the difference between incremental changes and breakthrough innovations in education. Gaming certainly offers the possibility of the latter.

    Now, can someone tell me how to get a Second Life so I can watch the movie.

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