the clark-kozma debate in the 21st century
DESCRIPTION
CNIE 2010TRANSCRIPT
The Clark-The Clark-Kozma Kozma
Debate in Debate in the 21st the 21st CenturyCenturyKatrin Becker
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 2
Everything old is new again. Everything old is new again.
Students should NOT be taught
how to write!
Why?
Writing diminishes memory!
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 3
The Debate:The Debate:Clark (1983): Media do not
influence learning under
any circumstances!
Kozma (1991): Media
produce a unique
experience!
(1994) Do not!
(1994) Do too!
(2007) Still not!
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 4
The Medium is just like a The Medium is just like a Truck.Truck.
LearningObjectives Instructional
Methods
Content
Medium
InstructionalDesigner
Learner
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 5
Times Have ChangedTimes Have ChangedTHEN
The Internet!!
Behold,WORD!!
system "Autovision II" at "Technology 83" trade show in Israel demonstrating blob analysis using backlighting. (Date is within a day or so.)
IBM PC XT (128KB
memory; 10Mb HD,
5 ¼ floppy)
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 6
Times Have ChangedTimes Have ChangedNOW
video game tournament
Alienware Area-51 Desktop
Cloud computing
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 7
Times Have Times Have ReallyReally Changed Changed
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 8
Where’s the Evidence?Where’s the Evidence?
• Lectures?• Books?• TV, Film, Games?• Other Technology?(on this, Clark is right about there being no
evidence)
NOTHING works better than a good teacher, unless it’s a good teacher
with decent tools.
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 9
The REAL ProblemThe REAL Problem
“Instructional technology only works for some kids, with some topics, and under some conditions – but that is true of all pedagogy. There is nothing that works for every purpose, for every learner, and all the time.”
(Mann, 2001, p. 241)
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 10
Serious GamesSerious Games
Definition:Digital games designed for purposes
OTHER than pure entertainment.
Designed intent is key.
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 11
Serious Games Serious Games ≠ ≠ Educational Educational Games Games
But all Games are
SimulationsSimulations
Games
Serious
GamesGames for
Change Game
s for the
Military
Adver-game
s
Games for
Health
Exergames
Games for
Learning
Games for
Politics
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 12
The Vehicular Metaphor The Vehicular Metaphor Applied to Digital GamesApplied to Digital Games
It’s just a vehicle. They’re all the same....
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 13
The Replacibility TestThe Replacibility Test
“Whenever you have found a medium or set of media attributes which you believe will cause learning for some learners on a given task, ask yourself if another (similar) set of attributes would lead to the same learning result” (Clark 1994, p.28).
For all learners? For your best learners? Average? Struggling?wait.......CAUSE learning?
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 14
The Medium really IS the The Medium really IS the MessageMessage
• Have you ever read a book, then watched the movie and thought, “Well, that was EXACTLY the same” ?
• Which pilot would you rather have?– The one who read his flight manuals for
100 hours.– The pilot who spent 100 hours in a
state-of-the-art flight simulator.
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 15
Educational Game DebatesEducational Game Debates
Games Design is all we need.
Instructional Designis all we need.
Grim FandangoGrim Fandango Virtual FrogVirtual Frog
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 16
The ChallengeThe Challenge
• If you thought designing good instruction was hard, designing good games is just as hard.
• Designing good educational games is MUCH HARDER!
• Can’t just wrap game around ID. – Games are about the experience. – ID is about the content (what).
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 17
What NOT to do:What NOT to do:edutainment
Mathblaster
WTF????
Eat or be Eaten
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 18
Where Does That Leave Us?Where Does That Leave Us?
1. The medium matters.2. Don’t try to copy the commercial model.3. Don’t try to replace the teacher.4. An educational game is rarely a stand-alone
device.5. Study instructional design AND game design.
1. One can not teach what one does not practice.2. One cannot design what one does not understand
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 19
ImagImage e CreditCreditss
• Title Slide: Second Life; Global Conflicts• Times have changed [THEN]
– w:Automatix w:machine vision system "Autovision II" at "Technology 83" trade show in Israel demonstrating blob analysis using backlighting. (Date is within a day or so.)
– IBM PC XT (128KB memory; 10Mb HD, 5 ¼ floppy)
• Times Have Changed [NOW] – video game tournament– Alienware Area-51 Desktop
• Times Have Really Changed– Medical Simulation (1), University of Calgary– Medical Simulation (2), Young Chow, Virginia Tech– Ayiti: The Cost of Life, Global Kids– Air Force Delta Storm, used by USAF– Darwars, image: soldiersmediacenter
• The Vehicular Metaphor Applied to Digital Games – Wargames
All other images: wikimedia commons
CNIE 2010 Clark-Kozma Debate in the 21st Century © K.Becker 20
Credits & Reference
s• What Not to Do slide:• Eat or be Eaten, Larry Green, Lake Tahoe Community College• Asian Capitals, SheppardSoftware.com • http://www.teach-nology.com/web_tools/games/ • Math Mountain
• Clark, R. E. (1994). Media will never influence learning. Educational Technology Research and Development, 42(1), 21-29.
• Mann, D. (2001). Documenting the Effects of Instructional Technology, A Fly-Over of Policy Questions. In W. F. Heineke & L. Blasi (Eds.), Research methods for educational technology ; v. 1: Methods of evaluating educational technology (Vol. 1, pp. 239-249). Greenwich, Conn.: Information Age Pub.
• Grim Fandango• Virtual Frog