video games, virtual environments & higher education joanna s. robinson socc38h3 gender &...

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Video Games, Video Games, Virtual Environments Virtual Environments & & Higher Education Higher Education Joanna S. Robinson Joanna S. Robinson www.JoannaSRobinson.com www.JoannaSRobinson.com SOCC38H3 SOCC38H3 Gender & Higher Education Gender & Higher Education University of Toronto, Scarborough, November 12 University of Toronto, Scarborough, November 12 th th 2006 2006

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Page 1: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

Video Games,Video Games,Virtual EnvironmentsVirtual Environments

&&Higher EducationHigher Education

Joanna S. RobinsonJoanna S. Robinsonwww.JoannaSRobinson.comwww.JoannaSRobinson.com

SOCC38H3SOCC38H3 Gender & Higher EducationGender & Higher Education

University of Toronto, Scarborough, November 12University of Toronto, Scarborough, November 12 thth 2006 2006

Page 2: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

Why talk about video games & Why talk about video games & higher education?higher education?

The isolated teenage male gamer is a myth…The isolated teenage male gamer is a myth…

Page 3: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,
Page 4: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,
Page 5: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

“Games are widely used as educational tools, not just for pilots, soldiers and surgeons, but also in schools and businesses….

Games require players to construct hypotheses, solve problems, develop strategies, learn the rules of the in-game world through trial and error.

Gamers must also be able to juggle several different tasks, evaluate risks and make quick decisions….

Playing games is, thus, an ideal form of preparation for the workplace of the 21st century, as some forward-thinking firms are already starting to realise.”

– The Economist, August 4, 2005

Page 6: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

““By and large, computer and video gamesBy and large, computer and video games

have been ignored by educators. have been ignored by educators.

When educators have discussed games,When educators have discussed games,

they have focused on the social consequencesthey have focused on the social consequences

of game play,of game play,

ignoring important educational potentials of gaming.”ignoring important educational potentials of gaming.”

- Kurt Squire, MIT- Kurt Squire, MIT

Page 7: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

Some research on the use of video Some research on the use of video games in educationgames in education

A UK study concluded that simulation and adventure games - such as Sim A UK study concluded that simulation and adventure games - such as Sim City and RollerCoaster Tycoon, where players create societies or build City and RollerCoaster Tycoon, where players create societies or build theme parks, developed children's strategic thinking and planning skills. theme parks, developed children's strategic thinking and planning skills. (BBC News, March 2002)(BBC News, March 2002)

Researchers found that doctors who spent at least three hours a week Researchers found that doctors who spent at least three hours a week playing video games made about 37 percent fewer mistakes in laparoscopic playing video games made about 37 percent fewer mistakes in laparoscopic surgery and performed the task 27 percent faster than their counterparts surgery and performed the task 27 percent faster than their counterparts who did not play video games. (MSNBC News, April 2004)who did not play video games. (MSNBC News, April 2004)

A detailed literature review on video games and learning can be A detailed literature review on video games and learning can be

found here:found here: http://www.futurelab.org.uk/research/lit_reviews.htmhttp://www.futurelab.org.uk/research/lit_reviews.htm

Page 8: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

Discourse on games/vr & Discourse on games/vr & education…education…

PositivesPositives Games can teach/train Games can teach/train

valuable cognitive and valuable cognitive and fine motor skillsfine motor skills

Games can be used to Games can be used to practice practice teamwork/cooperation teamwork/cooperation (eg. Military training)(eg. Military training)

Online games can be a Online games can be a positive social experiencepositive social experience

Games can reinforce Games can reinforce certain world viewscertain world views

NegativesNegatives Games can reinforce Games can reinforce

certain world views! certain world views! E.g. Violence, Sexism, Racism, E.g. Violence, Sexism, Racism,

HeterosexismHeterosexism AddictionAddiction EscapismEscapism IsolationIsolation Anti-Social behaviourAnti-Social behaviour

Page 9: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

A Feminist Perspective…A Feminist Perspective… Girls and women can benefit from becoming comfortable with Girls and women can benefit from becoming comfortable with

video games, as they are introductory to the sphere of video games, as they are introductory to the sphere of technologytechnology

Technology is constructed as ‘for men’Technology is constructed as ‘for men’ We are living in a time where technological proficiency and We are living in a time where technological proficiency and

having the confidence to try new technologies are important having the confidence to try new technologies are important skillsskills

Online multiplayer games afford online social/virtual Online multiplayer games afford online social/virtual communities which can give girls and women social support communities which can give girls and women social support and connectedness and connectedness

Girls and women can explore experiences in online multiplayer Girls and women can explore experiences in online multiplayer games that may not be available or are less available to them games that may not be available or are less available to them in ‘the real world’ – this can be empowering and effect their in ‘the real world’ – this can be empowering and effect their everyday life ideas about themselveseveryday life ideas about themselves

Games are an ideal environment for collaborative learning and Games are an ideal environment for collaborative learning and team work (feminist pedagogy)team work (feminist pedagogy)

Page 10: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

Potential problems with using video Potential problems with using video games in educationgames in education

Negative perception of video games as ‘just Negative perception of video games as ‘just toys’, perpetuating negative ideas and as a toys’, perpetuating negative ideas and as a waste of timewaste of time

Need to strike a balance between learning and Need to strike a balance between learning and ‘fun’‘fun’

Hardware divide (graphics cards, internet Hardware divide (graphics cards, internet connections)connections)

Skills divide (technology is constructed as a Skills divide (technology is constructed as a masculine domain, slower typists may not be masculine domain, slower typists may not be able to keep up with discussions)able to keep up with discussions)

Page 11: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

Why use video games in higher Why use video games in higher education?education?

Makes learning more ‘fun’, a motivatorMakes learning more ‘fun’, a motivatorArtefact that reflects culture (basis for Artefact that reflects culture (basis for

discussion and analysis)discussion and analysis)SimulationsSimulationsVirtual classrooms (distance learning etc)Virtual classrooms (distance learning etc)

(De Aguilera & Méndiz, 2003)

Page 12: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

Video games/vr & education Video games/vr & education examplesexamples

Sonic’s SchoolhouseSonic’s SchoolhouseCSICSITrauma CenterTrauma CenterSimSuite SimSuite VirtusphereVirtusphereNew Media Consortium in Second LifeNew Media Consortium in Second LifeThe Grad Student Colony in Second LifeThe Grad Student Colony in Second Life

Page 13: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

CSI Video Game SeriesCSI Video Game Series PC & Xbox, several titles in seriesPC & Xbox, several titles in series Player is a trainee crime scene investigatorPlayer is a trainee crime scene investigator Learns how to analyze crime scenes and Learns how to analyze crime scenes and

use various tools and methods to identify use various tools and methods to identify the killerthe killer

Page 14: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,
Page 15: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

Trauma Center Video GameTrauma Center Video Game• Video game made by Nintendo• Players care for patients and can carry out various operations and treatments

•Teen target market

• Game designed for entertainment, not teaching

Page 16: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,
Page 17: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

SimSuite –SimSuite – Medical Simulation Environment Medical Simulation Environment

““The SimSuite Education System incorporates state-of-The SimSuite Education System incorporates state-of-the-art interactive simulation technology that provides the-art interactive simulation technology that provides “hands on” reality without risks to patients”. “hands on” reality without risks to patients”.

Computer program linked to a simulated operation room Computer program linked to a simulated operation room and patientand patient

Currently in use in the USCurrently in use in the US

Page 18: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

The VirtuSphereThe VirtuSphere• The VirtuSphere system consists of a large hollow sphere that sits on top of a base that allows the sphere to rotate 360 degrees.

• Wearing a wireless, head-mounted display, users can step inside the sphere to fully interact in immersive virtual environments.

VirtuSphere is marketed to target customers including:- Military, law enforcement, homeland security agencies and “first responders” (for simulated training exercises)- The electronic gaming industry (as the ultimate setting for immersive gaming)- Health clubs and athlete training- Education and museums- Architects, real estate professionals and others who can use virtual walk throughs as a powerful way to present plans

Page 19: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,
Page 20: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

The New Media ConsortiumThe New Media Consortiumin Second Lifein Second Life

The New Media Consortium (NMC) is an international not-for-profit The New Media Consortium (NMC) is an international not-for-profit consortium of nearly 200 leading colleges, universities, museums, consortium of nearly 200 leading colleges, universities, museums, corporations, and other learning-focused organizations dedicated to corporations, and other learning-focused organizations dedicated to the exploration and use of new media and new technologies. the exploration and use of new media and new technologies.

NMC has a campus in Second Life (a VR environment program), NMC has a campus in Second Life (a VR environment program), where members can hold classes, have meetings and conduct where members can hold classes, have meetings and conduct experiments/researchexperiments/research

Page 21: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

The Second LifeThe Second LifeGrad Student ColonyGrad Student Colony

(First Life) Graduate students meet regularly to discuss (First Life) Graduate students meet regularly to discuss their researchtheir research

They collaborate, share ideas and resources and have They collaborate, share ideas and resources and have guest speakersguest speakers

Page 22: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

More images of Second Life & More images of Second Life & Education…Education…

GNWC’s Virtual Centre for Digital Media in GNWC’s Virtual Centre for Digital Media in Second LifeSecond Life

Page 23: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

ConclusionsConclusions Video games, simulations and virtual reality are Video games, simulations and virtual reality are

in their infancyin their infancy As technology advances further, we will have As technology advances further, we will have

more opportunities and ways to use it for more opportunities and ways to use it for teaching and learningteaching and learning

Unstructured environments and structured Unstructured environments and structured environments can serve different environments can serve different teaching/learning purposesteaching/learning purposes

Video games should be valued and perceived as Video games should be valued and perceived as a technology/medium that can go far beyond its a technology/medium that can go far beyond its entertainment rootsentertainment roots

Page 24: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

For thinking about on the blog:For thinking about on the blog:Design an Educational GameDesign an Educational Game

Assume you have plenty of $$ in your game production budget!Assume you have plenty of $$ in your game production budget!

In your game design team, come up with the following:In your game design team, come up with the following:

General Game conceptGeneral Game concept Game type – Single/Multiplayer/Massively Multiplayer, Game type – Single/Multiplayer/Massively Multiplayer,

PC/Console/MobilePC/Console/Mobile Game Objectives – What do you do in this game (short term goals)? Game Objectives – What do you do in this game (short term goals)?

What are you working towards in this game (long term goals)?What are you working towards in this game (long term goals)? Inclusive Game design – How will you make the game accessible to Inclusive Game design – How will you make the game accessible to

a diverse audience? (Think about gender, race, sexuality, literacy, a diverse audience? (Think about gender, race, sexuality, literacy, technical skills, different types of learners)technical skills, different types of learners)

Benefits - How will the game aid in teaching/learning? What skills Benefits - How will the game aid in teaching/learning? What skills will it help players to learn/practice?will it help players to learn/practice?

Page 25: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

Further thoughts for discussion:Further thoughts for discussion:Video Games in Video Games in youryour class? class?

How would you feel if you had video How would you feel if you had video games/VR in your classes?games/VR in your classes?

How do you think it could fit into/add to How do you think it could fit into/add to your classes?your classes?

What might games/VR be able to provide What might games/VR be able to provide you that is not available/easily done you that is not available/easily done otherwise?otherwise?

What might be some potential What might be some potential constraints/obstacles?constraints/obstacles?

Page 26: Video Games, Virtual Environments & Higher Education Joanna S. Robinson  SOCC38H3 Gender & Higher Education University of Toronto,

Thankyou…Thankyou…

Contact info:Contact info:

Joanna S. RobinsonJoanna S. RobinsonMA Candidate in Popular CultureMA Candidate in Popular Culture

Brock UniversityBrock University

[email protected]@BrockU.ca

www.JoannaSRobinson.comwww.JoannaSRobinson.com