Saturday, May 15, 2010

FUTURE-MAKING SERIOUS GAMES CONSOLIDATION

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where all new posts now reside!
Please visit us in our new home!
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Thursday, April 22, 2010

2010 Horizon Report: Educational Serious Games Adoption - 2 To 3 Years


We know more about how games work and how to apply them to teaching and learning than we ever have




Education In General Is Still A Few Years Away From Embracing Games As Mainstream Practice

The Horizon Report series is the most visible outcome of the New Media Consortium’s Horizon Project, an ongoing research effort established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe.

This volume, the 2010 Horizon Report: K-12 Edition, examines emerging technologies for their potential impact on and use in teaching, learning, and creative expression within the environment of pre-college education.

Each edition of the Horizon Report introduces six emerging technologies or practices that are likely to enter mainstream use in the educational community within three adoption horizons over the next one to five years. Each report also presents critical trends and challenges that will affect teaching and learning over the same time frame.

The six technologies featured in each Horizon Report are placed along three adoption horizons that indicate likely time frames for their entrance into mainstream use for teaching, learning, or creative applications in the K-12 environment.

The second adoption horizon is set two to three years out, where we will begin to see widespread adoptions of two well-established technologies: game-based learning and mobiles. Both games and mobiles have clearly entered the mainstream of popular culture; both have been demonstrated as effective tools for learning in a number of schools already; and both are expected to see much broader use in pre-college education over the next two to three years. Mobiles make a repeat appearance this year. According to the report “both have been demonstrated as effective tools for learning in a number of schools already; and both are expected to see much broader use in pre-college education over the next two to three years.

Game-Based Learning Time-to-Adoption Horizon: Two to Three Years

Excerpts

The interest in game-based learning has accelerated considerably in recent years, driven by clear successes in military and industrial training as well as by emerging research into the cognitive benefits of game play.

Developers and researchers are working in every area of game-based learning, including games that are goal-oriented; social game environments; non-digital games that are easy to construct and play; games developed expressly for education; and commercial games that lend themselves to refining team and group skills. At the low end of game technology, there are literally thousands of ways games can be — and are already being — applied in learning contexts. More complex approaches like role-playing, collaborative problem solving, and other forms of simulated experiences have broad applicability across a wide range of disciplines, and are beginning to be explored in more classrooms.

According to the report game-based learning is an expansive category, ranging from simple paper-and-pencil games like word searches all the way up to complex, massively multiplayer online (MMO) and role-playing games. Educational games can be broadly grouped into three categories: games that are not digital; games that are digital, but that are not collaborative; and collaborative digital games. The first category includes many games already common in classrooms as supplemental learning tools. Digital games include games designed for computers, for console systems like the Nintendo Wii, and online games accessed either through a special game client (like IBM’s Power Up) or through a web interface like Whyville.

The three most recent cohorts of kids - those born in the early 1980s, the early 1990s, and the early 2000s - define our school populations, and throughout their lives, they have always been immersed in the culture of digital games; it is like the air they breathe.

Games are a natural way to reach young people today, and a great deal more is now known about how to develop good games both for entertainment and for education.

Research and experience are starting to show that games can clearly be applied very effectively in many learning contexts. Games can engage learners in ways other tools and approaches cannot, and their value for learning has been established through research. We know more about how games work and how to apply them to teaching and learning than we ever have, and that understanding is increasing.

Education in general is still a few years away from embracing games as mainstream practice, but given the exciting results coming from game-based research, they are clearly a space to watch.

Thursday, March 4, 2010

Anecdotal Evidence Of Jesse Schell's Game Design Futuring - NOW!


Jesse Schell on games and real life colliding in unique ways


Playful (Persuasive) Toothbrush
Despite the skepticism when Jesse Schell explored hypothetical scenarios such as teeth brushing earning sponsored awards from Crest, here is an example of Playful (Persuasive) Toothbrush by students Yu-chen Chang, Chao-ju Huang - Via: iCare Research Projects

It is about a playful toothbrush to assist parents in motivating and getting their young children into a habit of proper and thorough tooth brushing. The system includes a vision-based motion tracker that recognizes different tooth brushing motions, and a fun tooth brushing game in which a young child helps a cartoon character clean its dirty virtual teeth by physically brushing his/her own teeth.

Reflections on Jesse Schell’s Superb Presentation at DICE 2010: Design Outside The Box
 
Jesse Schell’s talk, at a DICE Summit session in Las Vegas last week, went far beyond an entertaining delivery from a CMU Professor: it may well represent a “stake in the ground” for game designers getting sensitive to the magic behind trend-changers and the rising of new core values for game creation, amongst them:
 
• The perceived entertainment value (approached by Jesse in the context of “Psychological Tricks”, derived from changes in the real-world physique);
 
• The value of "realness" (when Jesse challenges game makers obsessed over creating fantasy as a disconnect);
 
• The value of rewarding game-life achievements (please find also Ian Bogost’s recent post: On the Achievementalization of the World)
 
• The value of embedding games in our everyday lives (which Jesse translates into “a world of opportunity for game designers).

Here is the link to Jesse Schell’s 28-minute provocative futuring:
http://g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Box-Presentation/

And here is the anecdotal evidence:
 

Playful (Persuasive) Tray

by students Tung-yen (Dori) Lin, Jen-hao (Arthur) Chen, Keng-hao Chang, Shih-yeh Liu
It is an interactive, persuasive game built into an ordinary food tray to assist parents to improve dietary behaviors of their young children. The persuasive game is played over a playful tray. By eating from the playful tray, a child can see his/her favorite cartoon character being colored or running in a race. The playful lunch tray incorporates both the context-awareness (of pervasive computing) and the persuasive media (of persuasive computing), enabling the creation of a smart object that is not only aware of human behavior but can also influence and shape human behaviors through their natural interactions with the object.


Nutrition-aware Kitchen
by students Pei-Yu Peggy Chi, Jen-Hao Chen
This work is a nutrition-aware kitchen with UbiComp technology to improve home cooking by providing calorie awareness of food ingredients used in prepared meals during the cooking process. The kitchen has sensors to track the number of calories in food ingredients, and then provides real-time feedback to users on these values through an awareness display.


Diet-aware Dining Table
by students Keng-hao Chang, Shih-yen Liu, Tung-yun Lin, Cheryl Chen
It is a dietary tracker built into an ordinary dining table. It is a "smart" dining table that is "aware" of our natural eating behavior. It can automatically track what and how much we eat from the tabletop surface. The goal is to provide users with information about their eating patterns, therefore, help them sensible and healthy eating. The dining table is augmented with two layers of weighting and RFID sensor surfaces to detect and recognize multiple, concurrent person-object interactions occurring on the table.



The dashboard of the Ford Fusion shows how fuel efficient the driver is operating the vehicle with a vine on the right-hand side that grows and withers

DSCNWM6BE6QM

Wednesday, October 21, 2009

Serious Games Presentation @ Barcamp Derry

The History of  Video Games and Serious Games


The best of Serious Games that challenge us to play at building a better future

Via: Burkey’s Blog - Slides from Barcamp Derry - The History of (A) Video Games and [B] Serious Games

A Barcamp is an informal, free, and participatory conference style event where the content is provided by the participants. They take place all over the world (including some great recent events in Belfast and Dublin) and are open to anyone who’d like to come along.

Not only is Barcamp a great chance to learn and discuss ideas in an informal environment but it’s also a great social event.

Held on October 10th 2009, at the University of Ulster, Magee, Barcamp Derry was an informal, one-day event for anyone interested in the web, technology or digital media.

James Burke was one of the speakers with the presentation Video Games - More Than Just Violence, Gore, Murder, Carjacking and World of Warcraft.

His talk aimed to show that Serious Games research is constantly providing  positive results in relation to games being used to teach, train, educate and rehabilitate.

James has included a very brief history of video games, a round-up of Serious Games (e-learning, exergame, rehabilitation) and a look at his ongoing research at the University of Ulster, Coleraine, where he is investigating the use of video game design for post-stroke rehabilitation.

At the end of the talk, he promised to upload his slides to his blog and they are now available on SlideShare, so they can viewed online or downloaded for offline/viewing or editing.


Side A – A Brief History of Video Games



Side B – Serious Games & My Work at UUC