undergraduate learning, small colleges and digital gaming: collaboration and the state of play

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Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

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Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play. Gaming, teaching, liberal education: a 2010 snapshot A taxonomy of practices, with selected examples The role of NITLE Futures, next steps, discussion, and futures: towards 2011. - PowerPoint PPT Presentation

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Page 1: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

Undergraduate Learning, Small Colleges and Digital Gaming:Collaboration and the State of

Play

Page 2: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

Plan of the session

1. Gaming, teaching, liberal education: a 2010 snapshot

2. A taxonomy of practices, with selected examples

3. The role of NITLE4. Futures, next steps,

discussion, and futures: towards 2011

Page 3: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

I. Gaming and cultures, 2010Snapshots of the American landscape:

1. Gaming as art and industry continues to develop and grow

2. Pedagogical uses unfolding3. Liberal arts campus cases

are now available, and practitioners are networking

Page 4: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

Gaming as part of mainstream culture

• Median age of gamers shoots past 30• Industry size comparable to music• Impacts on hardware, software,

interfaces, other industries• Large and growing diversity of

platforms, topics, genres, niches, players

Page 5: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

Gaming as part of mainstream cultureAnecdata: Number of Facebook FarmVille players: 63,715,177 (as of June 2010, http://statistics.allfacebook.com/applications/leaderboard/, )

(Casual games are more mainstream than most heavy-duty games)

Page 6: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

Diversity of game genres American teenagers, Pew Internet,

2008

Page 7: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

Games serious, public, and political

• Oiligarchy, Molle Industries

• Jetset, Persuasive Games• The Great Shakeout,

California• DimensionM, Tabula

Digita

Page 8: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

Gaming’s pedagogical functionsJames Paul Gee• Claims games offer

pedagogical experiences (2003ff)

Other experts follow suit:• Marc Presnsky• Henry Jenkins• John Seely Brown• Mia Consalvo• Constance Steinkuehler• Kurt Squire• Hippasus

Sample pedagogical principles:

• Semiotic domains; transference

• Embodied action and feedback

• Projective identity• Edging the regime of

competence (Vygotsky)• Probe-reprobe cycle• Social learning (roles;

consumption-production)

• “Fish tank” tutorial• Strategic self-

assessment

Page 9: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

Another summary

Jason Mittell, MiddleburyCollege: games are platforms for learning…

• Skill development • Simulations• Media studies (psych, cultural

studies, media)– NITLE brownbag, January 2008

Page 10: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

How is gaming used now?Classroom and courses• Curriculum content• Delivery mechanism• Creating games

Peacemaker, Impact Games

Revolution (via Jason Mittell)

Page 11: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

•Joost Raessens and Jeffrey Goldstein, eds, Handbook of Computer Game Studies (MIT, 2005)•Frans Mayra, An Introduction to Game Studies (Sage, 2008)•Pat Harrigan and Noah Wardrip-Fruin, eds. Third Person: Authoring and Exploring Vast Narratives (MIT, 2009)

Game studies as academic field

Page 12: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

How is gaming used now?

Libraries• Collection

development

• Game night

• Creating games

Defense of Hidgeon, Games Archive: University of Michigan

Page 13: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

Maturing professional venues

Page 14: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

Gaming and liberal educationAnd what is liberal

education, again?• Learning for learning's

sake • Pedagogy (active

learning, faculty/student collab. etc)

• Democratic, engaged citizenship/leadership

• Specific institutional type

-Jo Ellen Parker, 2008 Scripps College library

Page 15: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

Gaming and liberal educationWhat are shared

concerns with the rest of academia?

• Pedagogical uses• Support

strategies• Tenure/

promotion• Cultural fears

Bryn Mawr College,Michael Toler

Page 16: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

II. A taxonomy of practices

Liberal arts uses• Gettysburg, Hope,

Depauw

Page 17: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

II. A taxonomy of current practices1. Faculty research area2. Faculty/staff game creation

A. From scratchB. Modding

3. Classes and learningA. Professional games delivering learning

contentB. “ “ “ objects of studyC. Students creating game contentD. “ “ games

Page 18: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

1. Faculty researchHarry Brown, Depauw University(M.E. Sharpe, 2008)• Part I: Poetics

– Chapter 1: Videogames and Storytelling

– Chapter 2: Videogame Aesthetics – Chapter 3: Videogames and Film

• Part II: Rhetoric– Chapter 4: Politics, Persuasion, and

Propaganda in Videogames – Chapter 5: The Ethics of Videogames – Chapter 6: Religion and Myth in

Videogames • Part III: Pedagogy

– Chapter 7: Videogames, History, and Education

– Chapter 8: Identity and Community in Virtual Worlds

– Chapter 9: Modding, Education, and Art

Page 19: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

2A. Faculty/staff game creationValley Sim, Christian Spielvogel (Hope College)

• Simulation: American Civil War

• Archives: based on primary documents already in digital archive (Valley of the Shadow)

• Type: MMOG, as players experience and debate the war’s epochal events as avatars based on the lives of residents from two wartime communities

Page 20: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

2A. Faculty/staff game creation• Trinity University library: ARG

Page 21: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

2B. Faculty/staff game creation• Dickinson College, class on empires: game modding

Page 22: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

3A: Games as learning content• Shalom Staub, Assistant Provost for

Academic Affairs, Dickinson College: Conflict Resolution course Peacemaker:

“integrate and apply the concepts and strategies that you will encounter elsewhere in the course.”

Page 23: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

3A: Games as learning contentTodd Bryant, Dickinson College: teaching German with World of Warcraft

http://www.academiccommons.org/commons/essay/bryant-MMORPGs-for-SLA

“If the game provides authentic language content and requires communication in order to progress through the game—and our students are willing to spend hours of their time immersed in this environment—we can greatly increase not only their overall exposure to the language but their motivation to learn as well.”

Page 24: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

3B: Games as objects of studyAaron Delwiche, Trinity University: COMM

3344, interactive multimedia (Spring 2006)

Page 25: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

3C: Students creating game contentChris Fee, The Medieval Atlantic, Gettysburg

College: Interactive Fiction (2007-)

http://blogs.nitle.org/archive/2008/05/09/teaching_with_games_medieval_culture_and/

Page 26: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

3D: Students creating gamesVenatio Creo, Ursinus College

Page 27: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

III. The role of NITLENonprofit, working to advance

technology in liberal education

Page 28: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

NITLE gaming programs so far

Professional development (workshops, videoconferencing)

NITLE Network venues (IT leaders meetings, NITLE-IT list, annual Summits)

Research• Exploration of field• Publications• Blogging• Network facilitation• Game co-creation

– ARG (ELI 2009)– Web game: futures

market, 2008-ongoing

Page 29: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

The gaming initiative

• Conference (Dickinson, 2007)• Workshop (Bryn Mawr, 2008)• Web 2.0 networking

– Blog conversations– Twitter “– Diigo

Page 30: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

The gaming initiative

And:• Videoconference sessions (starting 2008)• Presentations (CNI, Educause, NMC 2008-

10)• Publications (Alvarado, Alexander, Bryant)“Overcoming the Fear of Gaming: A Strategy

for Incorporating Games into Teaching and Learning.” EDUCAUSE Quarterly Magazine, Volume 31, Number 3. 2008.

Page 31: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

The gaming network

Faculty and staff involved from:

• Albion College• Austin College• Depauw

University• Dickinson College• Gettysburg

College

• Hope College• Middlebury

College• Swarthmore

College• Trinity University

(Texas)• Ursinus College• Vassar College

Page 32: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

The gaming network

Disciplines include:• Anthropology• Communication• English• History• International

relations• Languages• Media studies

NB: strong emphasis on humanities and non-quantitative social sciences, so far

Page 33: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

We launch one gameNITLE prediction markets

(http://markets.nitle.org/)

Page 34: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

More social media strategies

• Diigo group (http://groups.diigo.com/group/gaming-and-the-liberal-arts)

Page 35: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

More social media strategies

NITLE blogging, http://blogs.nitle.org/

Page 36: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

Lessons learned?

What supports intercampus collaboration for educational gaming?

• Strength in diversity (disciplines, regions, projects, sectors)

• Supernodes make the network work (the Dickinson movement)

• Low barriers to entry are crucial• Educational examples are essential• Economic fears vie with cultural anxiety

Page 37: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

IV. What next?What else is possible for teaching and

learning with games, based on practice outside of the classroom?

“Computer games as liberal arts?Educators who teach kids to make their own video games are on education's cutting edge.”

(CNN, 2008)

http://money.cnn.com/2008/06/06/technology/games_change.fortune/?postversion=2008060606

Page 38: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

More current options

Already in use in other .edu sectors:

•Machinima for video production•Information/media fluency

curricula•More modding (ex: Civ IV mod)•Mobile app development

Page 39: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

• Exploring no- and low-cost games further

“Nanw’s Adventure”, National Library of Wales

(http://dysgle.llgc.org.uk/gemnanw/ )

Page 40: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

What next in liberal arts gaming?Looking into 2011:

• Diigo group continues (68 items so far)

• Ruthless blogging• NITLE prediction market trades,

grows• Reaching out to more schools and

organizations

Page 41: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

What next in liberal arts gaming?Looking into 2010:

• Iterations and new projects for fall classes

• Reacting to the Past interest (Pearson)• Mobile gaming development (Vassar)• Repurposing gaming tools for

visualization (machinima), computing power, presentation (Wii remote)

• Simulations in use?• Involvement from sciences

Page 42: Undergraduate Learning, Small Colleges and Digital Gaming: Collaboration and the State of Play

Techne bloghttp://blogs.nitle.org/

Prediction Markets gamehttp://markets.nitle.org/

Diigo group http://groups.diigo.com/groups/gami

ng-and-the-liberal-arts

NITLEhttp://nitle.org