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The Coexistence of Work and Play in Academia

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Title: The Coexistence of Work and Play in Academia


1
The Coexistence of Work and Play in Academia
  • Educational/Serious Gaming
  • and the Educational System

2
What Makes a Game Educational or Serious?
  • The clearly established goal of the gamer to
    learn new academic (educational games) or
    training-based (serious games) content.
  • Have academic or training-based content as the
    focus of gameplay.
  • Educational games make use of immersive
    entertainment to disperse new content in an
    approachable way (Zyda 27.)

3
The Necessary Ingredients for Building
Educational/Serious Games
Interest is the key to learning (Lewin 273.)
  • Elements that are needed when building serious
    games
  • (Kelly et al. 46)
  • Collaboration. Many experts must work together to
    produce the game.
  • Game Design. Games must be entertaining/engaging.
  • Integration. Students must have a way to ask
    questions and have them answered.
  • Multiple Scales. There must be different angles
    from which to view the learned material.

4
Video Games and Learning
  • Video games stimulate chemical changes in the
    brain that promote learning. Merrilea J. Mayo,
    as quoted by Michael Zyda, p. 28.
  • A child rehearses what he or she has learned
    through play (Sutton-Smith 37.)
  • If children enjoy the experience, it will foster
    an interest in learning a focus on creating a
    game that children will demand to play even in
    their spare time (Zyda 28.)

5
Some Skepticism About Impacts of Gaming on
Learning
  • Sutton-Smith the tutorial stimulation effect and
    experimenter effects (Sutton-Smith 40-41.)
  • Arguable example Middle school girls and the
    game Supercharged (Mayo 34.)
  • Control group and game group received instruction
    and handouts.
  • Game group given Supercharged to play during
    class time.
  • Game groups test scores went up by 23 as
    opposed to control groups 5.
  • Another angle it has shown growth in terms of
    understanding, regardless of the control groups
    lack of access to a third source.

6
Topics to Consider
  • Should video games be used as a substitute for
    the current educational system?
  • Could video games be a hostile introduction to
    the classroom?
  • Who should be the target audience for
    educational/serious video games?

7
Should Video Game Education Replace Academic
Settings?
  • Zydas argument My crazy dream is that someday
    we'll replace the education system everywhere
    with emotion-cognizant video games that children
    demand to play even in their spare time (Zyda
    28.)
  • Zyda advocates (Zyda 28)
  • Games that are aware of human cognition
    processes/states of learning
  • Games that adapt to different levels of student
    learning
  • The reduction of the current educational system
    to a tutoring service for questions and answers
    not yet incorporated into the online edusphere
    educational atmosphere.

8
What Would Video Games Lend to a Classroom
Setting?
  • Introduction to new material.
  • Alice 2.0 increases academic success and
    retention rate of at-risk college freshmen who
    either enter college with no programming
    experience or are not prepared to enroll in a
    calculus course (Kelleher Pausch 61.)
  • Reinforcement of learned material.
  • By using a video game as homework for a course
    students were spending roughly twice the time
    working on the course outside of class compared
    to other mechanical engineering courses (Mayo
    34.)
  • Encouraging necessary academic practices and
    skills.
  • Reading of introductory text Players who fail
    to read the information have difficulty winning
    action games and is itself another important
    lesson (Kelly et al. 48.)
  • If immersive entertainment could encourage
    outside research on topic and foster greater
    interest within students.
  • Video games give teachers and parents the
    ability to reach students where they live,
    bypassing many of the challenges of restructuring
    the educational system from the inside out (Mayo
    33.)
  • In the case of Storytelling Alice they the
    students were three times more likely to sneak
    extra time after we had called time up to
    continue working on their programs (Kelleher
    Pausch 63.)

9
When Should Video Games Remain Outside of the
Classroom?
  • When they are clearly a source of agitation for
    students
  • Competition increases anxiety in pupils who are
    performing a motor-steadiness test (Johnson,
    Johnson, Bryant 173)
  • It is also proven that subjects students in a
    competitively-structured discussion are more
    anxious. They lose self-assurance, show more
    self-oriented needs, are less able in recitation
    and more dissatisfied with discussion (173.)

10
The Necessity of Keeping the Playground (Not
Play) Outside of the Classroom
  • Cooperative learning has been proven to enhance
    learning by 50 when compared to individualized
    or competitive learning (Mayo 33.)
  • Example Massive multiplayer online games (33.)
  • Turning the classroom into the playground with
    the introduction of playground hierarchies
    (Sutton-Smith 44.)
  • Can boost self-esteem of winning students, but
    can negatively impact self-esteem of less
    successful ones.
  • Sutton-Smith on playground play patterns of
    negative attachment correlate with dysfunctional
    playground relationships (44.)
  • Solution keep video games individualized or
    cooperativeeither let one student play at a time
    or encourage cooperative group play.

11
Educational/Serious GamesThe Concept of
All-inclusive Gaming
  • Educational games serve as direct microcosms of
    society
  • Have different standards than games that exist
    within fantasy worlds.
  • Purpose of informing about unknown content rather
    than creating something entirely fictional.
  • Examples Immune Attack (teaches immunology to
    college students), Squires Quest (teaches
    healthy eating habits to 4th grade children),
    Virtual Cell (teaches biology to college
    students) Mayo 34-35.
  • Having an audience looking to be educated the
    opportunity to promote awareness.
  • What inclusive games are expected to consider
  • Societys demographics age, gender, race, class,
    etc.
  • Cost and system compatibility.
  • Certain games (such as The Sims) and styles of
    games (free, downloadable, casual) have attracted
    a female demographic in the 6080 range (Mayo
    33.)

12
What Happens When Exclusion Occurs?
  • Intel Flash advergame developed in the UK,
    2004
  • Intel IT Manager Game The simulation of an IT
    department
  • Frasca on omission of female employees in this
    game a cultural bugone that only affects
    serious games (Frasca 5.)
  • Some argue that inclusion prevents creativity and
    promotes censorship
  • Blogger commenting on IT Manager game being
    pulled for fixing, as quoted in Frasca article
    examples like this game keep companies and
    products from being developed over fear of being
    politically incorrect Frasca quoting
    D.Dooler, 6
  • In order to most successfully teach everyone, it
    is necessary for these games to appeal to all
    members of society within the level of education
    (3rd grader, 10th grader, undergraduate college
    student, etc.)
  • Frasca on games that educate as a cultural
    product As such, it can reflect ideas and
    values. Hopefully, those should be the ideas and
    values that designers actually want to convey
    (13.)

13
The Benefits of Inclusive Games in Education
  • Educational/serious games as different from
    entertainment games Fable versus IT Manager.
  • Frasca Unlike what happens in the fantasy world
    of Fable, gender inequality is a very real
    problem for IT workers (Frasca 10.)
  • Creating all-inclusive educational games helps
    some members of groups who are often left out of
    the world of games to better identify with games.

14
Using Education to Attract Potential Gamers
  • Adding diversity to the field (for sake of field
    member and/or profit growth.)
  • Using a game-creating program to increase the
    interest of middle-school girls in computer
    programming Storytelling Alice (a program used
    to teach object-oriented programming to
    middle-school girls.)
  • Creating an animated movie and learning to
    program a computer can be fundamentally the same
    activity (Kelleher Pausch 60.)
  • Incorporates high-level 3-D animations and
    characters, story-based tutorials, and support
    for the creation of complex scenes (61-2.)

15
A Closer Look At Storytelling Alice
  • Drag-and-drop system.
  • Development of the Stencils-based tutorial
    helps girls better adapt to the system.
  • Over 200 middle school girls (aged 11 through 15)
    participated in the formative evaluation that
    greatly influenced the games final design (61.)

Storytelling Alice interface showing the
Stencils-based tutorial.
16
Academic Growth Through Gaming
While many girls do start with simple
sequences, the activity of storytelling provides
a graceful, gradual transition to more complex
programming concepts and constructs (Kelleher
Pausch 60.)
Storytelling Alice interface without the tutorial.
17
Why is Storytelling Alice Successful?
  • It caters to the wants and needs of people within
    the target grade range (academic and personal.)
  • Designed with optimal learning accessibility in
    mind
  • Outlet for creativity (Kelleher Pausch 61)
  • Cost and compatibility
  • Multiple target audiences
  • It provides middle school girls with a slow,
    immersive introduction to programming.
  • It provides an approachable motivation for young
    girls to learn O-O programming.

18
Educational Games How They Can Best Benefit
Academia
  • Video games should be a supplementnot a
    substitutefor classroom learning.
  • Playnot the playgroundcan benefit the academic
    learning environment.
  • Educational and serious games need to be
    culturally all-inclusive to be most successful.

19
Works Cited
  • Frasca, Gonzalo. Playing with Fire When
    Advergaming Backfires. www.ludology.org
  • Johnson, Roger Johnson, David Bryant, Brenda.
    Cooperation and Competition in the Classroom.
    The Elementary School Journal, Vol. 74, No. 3.
    (Dec. 1973), pp. 172-181.
  • Kelleher, Caitlin Pausch, Randy. Using
    Storytelling to Motivate Programming.
    Communications of the ACM, Volume 50, Number 7
    (2007), pp. 58-64.
  • Kelly, Henry Howell, Kay Glinert, Eitan
    Holding, Loring Swain, Chris Burrowbridge,
    Adam Roper, Michelle. How to Build Serious
    Games, Communications of the ACM, Volume 50,
    Number 7 (2007), pp. 44-49.
  • Kilgore, Susan. Bridges from Content Experts to
    Novice Learners in 21st-Century Classrooms.
    Rocky Mountain Review of Language and Literature,
    Vol. 58, No. 2. (2004), pp. 63-70.
  • Lewin, Ann White. Down with Green Lambs
    Creating Quality Software for Children. Theory
    into Practice, Vol. 22, No. 4, Microcomputers A
    Revolution in Learning. (Autumn 1983), pp.
    272-280.
  • Mayo, Merrilea J. Games For Science and
    Engineering Education, Communications of the
    ACM, Volume 50, Number 7 (2007), pp. 30-35.
  • Sutton-Smith, Brian. The Ambiguity of Play.
    Harvard University Press, Cambridge 2001. pp.
    37, 41, 44.
  • Wardrip-Fruin Harrigan, Pat, ed. Videogames of
    the Oppressed, Gonzalo Frasca. First Person
    New Media as Story, Performance, and Game.
    Massachusetts Institute of Technology, Cambridge
    2004. p. 93.
  • Wardrip-Fruin Harrigan, Pat, ed.
    Representation, Enaction, and the Ethics of
    Simulation, Simon Penny. First Person New
    Media as Story, Performance, and Game.
    Massachusetts Institute of Technology, Cambridge
    2004. p. 80.
  • Zyda, Michael. Creating a Science of Games.
    Communications of the ACM, Volume 50, Number 7
    (2007), pp. 26-29.
  • Storytelling Alice and Alice 2.0 can be
    downloaded from www.alice.org
  • Virtual Cell can be downloaded/registered for at
    http//vcell.ndsu.edu/public.html
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