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Raessens 6 Prensky: Computer Games

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Title: Raessens 6 Prensky: Computer Games


1
Raessens 6Prensky Computer Games Learning
2
An Overview of the Chapter
  • A lurking problem the chapter cites almost no
    research on education and almost no journal
    articles.
  • The content may be correct, but there is some
    hand-waving at the front regarding young peoples
    brains and new media.
  • The types of games listed at the end of the
    chapter dont fall into a sensible taxonomy.
  • There are ideas worth exploring about educational
    games.

3
The Opening Claims
  • Young peoples brains are wired very differently
    due to their having consumed different media.
  • There is brain plasticity. I mentioned some of
    that during the discussion of Sesame Street.
  • But young peoples brains dont have the capacity
    to greatly outstrip evolution.

4
Digital Natives and Immigrants
  • Digital natives grow up on electronic media.
  • Digital immigrants learn them later.
  • But, are people who learn to browse the Web more
    Web literate than the people who invented the
    Internet, bit-mapped graphices, etc.?

5
The Stability of Tools Work
  • Stone ax
  • Metal ax
  • Hand drill
  • Lathe
  • Jacquard loom
  • Electric motor
  • X-ray
  • Electron microscope
  • Transistor
  • Robotics
  • 100,000s years
  • 10,000
  • 500
  • 400
  • 200
  • 170
  • 100
  • 60
  • 45
  • 10 years

6
Two Modes of Information Processing
7
The Neophytes View of the Brain
8
Internet Years
  • Internet years are like dog years seven
    development years are compressed into each year.
  • This means that users must absorb seven times as
    much change.

9
Media Characteristics Workshop
  • What are the characteristics of the following
    media?
  • YouTube
  • MySpace
  • Google
  • Twitch games
  • Roll-playing games
  • Cell phones
  • Wikipedia

10
10 Ways Digital Narratives Differ
  • Twitch Speed versus Conventional Speed
  • Parallel versus Linear Processing
  • Random versus Linear Thinking
  • Graphics versus Text First
  • Connected versus Stand-Alone
  • Payoff versus Patience
  • Fantasy versus Reality
  • Play versus Work
  • Technology as Friend versus Foe
  • Attitude

11
Why New Media Work
  • Fun
  • Rules for structure
  • Goals for motivation whose?
  • Interactive for doing
  • Adaptive for user flow
  • Outcomes and feedback for learning
  • Win states are gratifying
  • Conflict for adrenaline
  • Problem-solving for creativity
  • Interaction in social groups
  • Characters and story narrative for emotion

12
What to learn in games
  • How procedural
  • What declarative
  • Why goal
  • Where location contingency
  • When and whether time contingency

13
Designing Learning Games
  • Sesame Street method nothing is exciting unless
    it relates to learning.
  • Game designers may not be used to considering
    explicit learning outcomes.
  • Educators may not be used to visual and
    interactive information flows.
  • Dont make learning extrinsic to the game.

14
Learning Activities and Techniques
  • Practice and feedback
  • Learn by doing
  • Learn from mistakes
  • Goal-oriented learning whose goals?
  • Discovery learning constructivist learning
  • Task-based learning
  • Question-led learning
  • Situated learning
  • Role playing
  • Multisensory learning
  • Learning objects
  • Coaching and intelligent tutors

15
Components of Coaching
Imaging Naming
Doing
Motivating
Evaluating
Closing
16
Instrumental and Expressive Coaching Systems
  • Drill and practice
  • Formal tutorial
  • Mini-scientist
  • Planning for chance
  • Minimalism
  • Voyage of discovery
  • The journey is its own reward

Instrumental
Expressive
17
Selecting a Problem-solving Strategy
  • Hypothesis testing
  • Algorithms predetermined, step-by-step
  • Trial and error
  • Heuristics rules of thumb
  • Insight

18
An Approach to Doing
19
Trying to Be Too Good
20
An Approach to Doing
21
Why Do at All?
  • Putting it in your own terms clarifies
    ambiguities.
  • Repetition helps ingrain ideas in memory.
  • You may have to Do as part of completing tasks.

22
Doing in Minimalism
  • A designer packages motivation through
    evaluation.
  • Modules are scaled for size and difficulty. (2-3
    skills in 10-15 mins?)
  • The learner EXPLORES modules.
  • The learner EXPLORES or FOLLOWS a sequence of
    modules.

23
Challenges to Evaluating
  • Lots of variables to manage when thinking about
    intentions and actions.
  • Difficult to monitor actions while carrying them
    out.
  • Pace and rhythm add to complexity.
  • Expert performance is smooth and may involve
    little evaluation because of task automation.

24
The Roles of Vision and Feeling in Evaluation
  • We can use vision and feeling to guide us to
    success.
  • Extrinsic feedback external indicators of
    success (marco)
  • Intrinsic feedback internal indicators of
    success (micro)

25
The Advantages of Intrinsic Feedback
  • Intrinsic feedback is quicker and allows for
    finer control.
  • Experts use intrinsic feedback by
  • looking only for relevant variables
  • looking only for relevant values.

26
Summary
  • Pensky may be right
  • But he should use more information about learning
    in other media to inform his arguments.
  • The instructional design literature and
    experience with other instructional media can
    inform design of learning games.
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