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Archive for the ‘immersive learning’ Category

Software Turns that Cheap Camera into a 3d Scanner

November 24, 2009 Shawn 1 comment

Now: can you think of some archaeological applications? :)

See this post in Wired.

It’s called ProFORMA, or Probabilistic Feature-based On-line Rapid Model Acquisition, but it is way cooler than it sounds. The software, written by a team headed by Qui Pan, a student at the Department of Engineering at Cambridge University in England, turns a regular, cheap webcam into a 3D scanner. Normally, scanning in 3D requires purpose-made gear and time. ProFORMA lets you rotate any object in front of the camera and it scans it in real time, building a fully 3D texture mapped model as fast as you can turn an object. Even more impressive is what happens after the scan: The camera continues to track the objsct in space and matches it’s movement instantly with the on-screen model.

I haven’t found a website for this software yet, and I have no idea when/if it is available, but let’s hope it is soon. Should be a boon to those folks who are creating immersive archaeological simulations of real sites & artefacts (Colleen?)

edit: the website address turns up in the last few seconds of the video at 3.16, http://mi.eng.cam.ac.uk/~qp202

Learning with Digital Games – Nicola Whitton

November 18, 2009 Shawn Leave a comment

I’ve just gotten my hands on an (e-)inspection version of Nicola Whitton’s Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education.

From the introduction,

Two recent UK studies provide evidence that students may not be as comfortable with technology for learning and new ways of working as is commonly assumed. In a study of student expectations of higher education, IPSOS MORI(2007) found that while the group of potential students who took part in their study had grown up with technology they did not value the use of technology for its own sake, but instead put a high value on face-to-face teaching and traditional teacher-student interaction. A recent study by CIBER (2008) also provides evidence that the assumption that young people who are brought up in the information age are more web-literate than older people is false. Although young people show an apparent ease with computers, they rely heavily on search engines and lack critical and analytic skills. In fact, the study claims, character traits that are often associated with young web users, such as lack of tolerance of delay in search and navigation, are actually true of all age groups of web users.

This followed a section dealing & dismissing with ‘digital natives’, that old saw. I like it already! I would love dearly to give you the page number for that reference, but the e-inspection software does not allow me to copy text, so I typed it all out – then my browser reloaded, and the page was reset to 1.

Would you accept that excuse from a student? Of course not… :)

(The same digital version, minus bookmarking and annotation tools, can be viewed here). The companion site is here.

Anyway, this looks like a tremendously useful book. Whitton targets her approach explicitly at higher education, from a constructivist point of view. I should’ve ordered a paper copy. You should too!

From the publisher’s blurb:

Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults.

Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers:

A toolkit of guidelines, templates and checklists.

Concrete examples of different types of game-based learning using six case studies.

Examples of games that show active and experiential learning

Practical examples of educational game design and development.

This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining “how to” integrate computer games into their teaching practice.

A companion website is available and provides up-to-date technological information, additional resources and further examples.

I have had my own experiences with game-based learning in my classes so I’m looking forward to reading Whitton’s recommendations for design and implementation, to juxtapose with my own experience.

Digital Research Tools Wiki

November 17, 2009 Shawn 1 comment

I came across the DiRT page this morning, run by Lisa Spiro. What an awesome resource! If you know of tools that are useful in your own research, suggest them to Lisa and get them listed on this page. From the front:

This wiki collects information about tools and resources that can help scholars (particularly in the humanities and social sciences) conduct research more efficiently or creatively.  Whether you need software to help you manage citations, author a multimedia work, or analyze texts, Digital Research Tools will help you find what you’re looking for. We provide a directory of tools organized by research activity, as well as reviews of select tools in which we not only describe the tool’s features, but also explore how it might be employed most effectively by researchers.

Please provide feedback on DiRT and recommend tools not included here (yet).

If you’re interested in contributing to this wiki, please email Lisa Spiro at lspiro@rice.edu.  Please see Guidelines for Contributors to learn how to add new information to the wiki.

I love how it is organized by asking what it is you want to do.  While focussed on the humanities and social sciences, there is a distinct lack of Agent Modeling or other simulation tools, which I suppose indicates that simulation hasn’t made great inroads amongst the digital humanities set yet.

Some great dynamic map tools though!

 

  • ArcGIS: ”an integrated collection of GIS software products that provides a standards-based platform for spatial analysis, data management, and mapping” (Commercial, Windows)
  • GeoNames: “GeoNames geographical database covers all countries and contains over eight million placenames that are available for download free of charge.” (Free, web-based)
  • Google Earth: “Google Earth lets you fly anywhere on Earth to view satellite imagery, maps, terrain, 3D buildings, from galaxies in outer space to the canyons of the ocean. You can explore rich geographical content, save your toured places, and share with others.” (Free, with Pro version available; PC/Mac/Linux)
  • Google Maps: allows you to view maps and directions, with practical applications for transportation and diverse viewing options to further specify location (Free, web-based)
  • Open Street Map: “a free, editable map of the whole world…allows you to view, edit and use geographical data in a collaborative way from anywhere on Earth” (Free, web-based)
  • Platial: “the world’s largest social map service…hundreds of thousands of people around the world share and discover all kinds of Places. Anyone can map just about anything including their towns, lives, travels, feeds, files, photos, video and stories in one simple interface…Maps are free and can be embedded on any Web page” (Free, web-based)
  • TimeMap: A Java-based client-server/standalone temporal mapping applet for distributed datasets, developed by the Archaeological Computing Laboratory at the University of Sydney (Open Source or support license)
  • UUorld: a program that “provides an immersive mapping environment, high-quality data, and critical analysis tools” through the production of four-dimensional, interactive maps (Free, with Pro version available; Windows/Mac/Linux)
  • Yahoo! Map Mixer: allows you to create your own basic map, view maps and directions, and search existing maps (Free, web-based)

Resources:

Examples of Usage:

  • PoliMap: Will Riley’s students gathered location data about politicians using a Google spreadsheet and mapped it on a Google Map

 

 

Let’s write a textbook

September 30, 2009 Shawn Leave a comment

I’ve been talking with the folks at Flatworld Knowledge about the kinds of textbooks they’re looking for, and it was suggested that a world history textbook might be just the ticket. These things are typically in two volumes – before and after 1500. Who wants to write a textbook?

To my mind, writing another textbook that does the usual roundup of periods/cultures is not perhaps useful. As the Barenaked Ladies are wont to say, ‘It’s all been done before! ‘ A new medium of producing, distributing a textbook – a medium that allows for the content to be remixed by instructors at the coal-face, to suit their needs (read Flatworld’s material for more on that) it seems to me, needs a new approach. The folks at Grand Text Auto did a blog-based peer review for this book; perhaps a new world history textbook could be written via blog-based posts & peer review? Also, could it be written in such a way as to foreground networks & connections between times, places, and peoples: a 21st century textbook? Horden and Purcell’s volume from a few years back is apposite here; also is Urry’s Sociology beyond Societies

…I’m just thinking out loud. Your thoughts?

Masters and Doctoral Theses on Serious Games

September 22, 2009 Shawn 2 comments

A list maintained by Katrin Becker at SFU, ‘Serious Games Pathfinder‘:

The following is a list of Master’s and Doctoral theses that have been completed that have to do with serious games (and in some cases more broadly with digital games). Doctoral Theses are marked in bold. You can get more info on each thesis by clicking on the associated ‘details’ link.

Note: I am just starting to develop this list. So far, almost all the theses are Canadian ones. If anyone has a thesis they would like me to add, please let me know the following:

Name, Title, Year, Degree, Country, Institution, Department, Abstract, URL to the thesis (If you are willing, I’d like your nationality too).

Please send info on theses that are about DIGITAL GAMES ONLY (I am not interested in theses about Game Theory (i.e. math), ELearning, Virtual Spaces, Social Websites, Blogging, Graphics, AI, … UNLESS they specifically focus on applications to or for digital games)

I reproduce below the listing she has for 2008:

2008

details Applications of CSP solving in computer games (camera control) Ali, Mohammed Liakat
details The invention of good games: understanding learning design in commercial video games Becker, Katrin
details Gamers as learners: Emergent culture, enculturation, and informal learning in massively multiplayer online games Chu, Sarah
details Consistency Maintenance for Multiplayer Video Games Fletcher, Robert D. S
details Homeless: It’s No Game – Measuring the Effectiveness of a Persuasive Videogame Lavender, Terrance
details The “Heat Game”: an augmented reality game for scientific literacy Rees, Carol
details Beyond Fun and Games: 
Interactive Theatre and Serious Videogames with Social Impact Shyba, Lori
details Believability, Adaptivity, and Performativity: Three Lenses for the Analysis of Interactive Storytelling. Tanenbaum, Joshua Glen
details Adolescent problem gambling: relationship with affect regulation, Internet addiction, and problematic video game playing Taylor, Robyn N
details Video game expertise and visual search and discrimination Wu, Sijing
details Computer-aided exercise Yim, Jeffrey W.H

Visualisation in Archaeology

August 21, 2009 Shawn Leave a comment

An interesting project hosted by Southampton in the UK and English Heritage – see the full website here. They’re hosting what looks to be a fascinating wee conference in October:

Visualisation In Context:
An Interplay of Practice and Theory

22 – 23 October 2009
Hosted by the University of Southampton

The 2009 VIA Workshop is designed to probe the intersections between theory (which might traditionally be represented in terms of critique – linear and written) and practice (which might increasingly be expressed in terms of production – non-linear and visual) within the field of archaeology as well as other disciplines from the humanities and the sciences.

Check out the VIA  showcase:

Online Research Showcase
Centred on the visualisation of data in both archaeology and the wider fields of the social sciences, arts, and science and technology studies. Like the bibliography, these summaries aim to link practitioners across disciplines, highlight innovative visual projects, and offer a platform for future planning and discussion of best practices around archaeological visual method and theory.
Click to view full entry and abstract... Archaeology and Community Museology: Ancient Egyptian Daily Life Scenes in Museums
Gemma Tully
University of Southampton
Click to view full entry and abstract... Choreographic Morphologies: Interdisciplinary Crossovers in the Use of Digital Visualisation Methods in Dance and Archaeology
Helen Bailey, Stuart Dunn, James Hewison, Martin Turner
King’s College London
University of Bedfordshire
University of Manchester
Click to view full entry and abstract... Fractured Media: Challenging the Dimensions of Archaeology’s Typical Visual Modes of Engagement
Sara Perry
University of Southampton
Click to view full entry and abstract... Framing Machu Picchu: Science, Photography and the Making of Patrimony
Amy Cox
University of Florida
Click to view full entry and abstract... Imag(in)ing the Other at Dura-Europos
Jennifer Baird
Birkbeck College, University of London
Click to view full entry and abstract... Institutionalising Images: Early Visualisation Networks in Aegean Archaeology
Deborah Harlan
University of Sheffield
Click to view full entry and abstract... Interactive Panoramas and 3D Modelling Based on Panoramas
Karol Kwiatek, Martin Woolner, Simon Standing, Jes Martens
University of Plymouth, Institute of Creative and Cultural Industries
University of Oslo, Norway, Museum of Cultural History
Click to view full entry and abstract... OKAPI Island in Second Life
Ruth Tringham, Noah Wittman, Colleen Morgan
University of California, Berkeley
Click to view full entry and abstract... Pervasive Gaming, Education, and Cultural Heritage: Emplaced Interpretive Games at the Presidio of San Francisco
Ruth Tringham, Colleen Morgan
University of California, Berkeley
The Presidio Archaeology Lab
Click to view full entry and abstract... Reflexive Representations: The Partibility of Archaeology
Andrew Cochrane, Ian Russell
Cardiff University
University College Dublin
Click to view full entry and abstract... Representing Prehistory: The Biographies of the Robenhausen Lake Dwelling Collections at the Cambridge Museum of Archaeology and Anthropology (2008-2009)
Katherine Cooper
University of Cambridge
Click to view full entry and abstract... SahulTime: Rethinking Archaeological Representation in the Digital Age
Matthew Coller
Monash University, Melbourne, Australia
Click to view full entry and abstract... Scandalous Artefacts
Alessandro Zambelli
Bartlett School of Architecture, University College London
Click to view full entry and abstract... Strategies of Visualisation in German Archaeology, 19th-20th C
Stefanie Klamm
Max Planck Institute for the History of Science
Humboldt University, Berlin
Click to view full entry and abstract... The Archaeological Eye: Visualisation and the Disciplinary Foundations of British Archaeology
Sara Perry
University of Southampton
Click to view full entry and abstract... The Gateway to Sarup
Niels H. Andersen, Maria Isenbecker, Camilla Bjarnø, Jan Solheim
Moesgård Museum, DenmarkSamsøgades Skole, Denmark
Supported by the Danish Ministry of Culture and the Danish Ministry of Education
Click to view full entry and abstract... The Remediated Places Project
Ruth Tringham, Michael Ashley, Steve Mills, Eric Blind, Jason Quinlan, Colleen Morgan
University of California, Berkeley

Top 100 Learning Games, according to Upside Learning

August 20, 2009 Shawn 1 comment

From the Upside Learning Blog

  1. It is All Fun and Games…And Then Students Learn- Kapp Notes, July 30, 2008
  2. Building Better Learning Games- Learning Visions, April 9, 2009
  3. Marc Prensky – Digital Game-Based Learning
  4. Gadgets, games and gizmos for learning- Clive on Learning, January 29, 2008
  5. How to Delight and Instruct in the 21st Century
  6. What Makes a Learning Game?
  7. Serious Games Blog
  8. mLearn08: MiLK: students building mobile learning games in higher education by Debra Polson- Ignatia Webs, November 12, 2008
  9. Marc Prensky – Twitch Speed, June 17, 2009
  10. Using computer games in education- ThirdForce Blog, January 30, 2009
  11. Digital games and learning gains (PDF), June 17, 2009
  12. Learning in Immersive worlds: A review of game-based learning
  13. Army War College – digital game resources
  14. Immerse Yourself in Another Language- Kapp Notes, June 3, 2008
  15. Resources: Games and Gaming in Education- Don’t Waste Your Time
  16. Which name is better – Serious Games or Educational Simulations or…?- The Learning Circuits Blog, October 13, 2007
  17. Interactive learning with game-based design principles
  18. More Educational Games- Kapp Notes, August 7, 2008
  19. Examples from TWITCHSPEED.COM Digital Game-Based Learning, June 17, 2009
  20. The Art of Making Video Games- Kapp Notes, June 10, 2008
  21. Linking Commercial Games with Defense
  22. Colleges Play Games- Kapp Notes, May 27, 2008
  23. Casual Games get Serious, June 17, 2009
  24. Aspects of Game- Based Learning
  25. Walk a Mile in My Shoes: Games Let You Do That- Kapp Notes, July 30, 2007
  26. Educause
  27. Digital Game Based Learning
  28. Good Video Games and Good Learning
  29. Digital Games: A Motivational Perspective
  30. The use of computer and video games for learning
  31. For a Better World: Digital Game and the Social Change Sector
  32. Games for Change – Toolkit
  33. Lego Games
  34. Additional Resources for Digital Game-Based Learning
  35. Why Are Video Games Good For Learning?
  36. Teaching Educational Games Resources
  37. using the technology of today, in the classroom today
  38. Simulation Games – A Learning Tool
  39. Video games and the future of learning
  40. moving learning games forward
  41. 36 Learning Games to Change the World
  42. Game Development Research
  43. BBC School Games
  44. Yes You CAN Create E-learning Games- Bozarthzone , June 22, 2007
  45. Apple Learning Games
  46. And You Thought Mechanical Engineering was Boring- Kapp Notes, August 14, 2008
  47. Adopting Digital Game-based Learning: Why and How- Upside Learning Blog, March 26, 2009
  48. ZaidLearn: 75 Free EduGames to Spice Up Your Course!, December 11, 2008
  49. A Theory of Fun- Clive on Learning, August 16, 2007
  50. Games e-Learners Play, April 29, 2009
  51. The treatment matrix- Clive on Learning, August 5, 2008
  52. PDF: Serious games: online games for learning (PDF), June 17, 2009
  53. Where games, sims and 3D worlds meet- Clive on Learning, June 24, 2007
  54. The Top 5 Platforms for Creating Educational Video Games « Educational Games Research, June 17, 2009
  55. Caspian’s ILS taxonomy- Clive on Learning, November 17, 2008
  56. 24 Questions about computer games and education- The Learning Circuits Blog, August 8, 2005
  57. Casual and Serious Digital Games for Learning – Some Considerations- Upside Learning Blog, April 17, 2009
  58. Clark Aldrich’s Style Guide for Serious Games and Simulations: costs for simulation, December 11, 2008
  59. Gadgets, Games and Gizmos: Learning Algebra in a Game- Kapp Notes, November 19, 2006
  60. Latest Issue of The Escapist Focuses on War Games and Gaming, September 23, 2008
  61. Games and the Gamer Generation: Keynote- Kapp Notes, August 10, 2007
  62. Games and Learner Assessment- Kapp Notes, May 30, 2008
  63. World Bank: Serious Games and Urban Planning, October 30, 2006
  64. Top 10 Educational Games of the 1980s- Kapp Notes, September 20, 2008
  65. Game Studies 0102: Cultural framing of computer/video games. By Kurt Squire, June 17, 2009
  66. It’s Monday, Are You Stressed? Relax with a Unique Video Game- Kapp Notes, October 29, 2007
  67. Confessions of an Aca/Fan: The Official Weblog of Henry Jenkins: From Serious Games to Serious Gaming (Part Four): Labyrinth, November 14, 2007
  68. Save Planet Helios from ecological devastation!-3D Game by IBM- Kapp Notes, August 29, 2008
  69. Serious Games: Slideshow of examples from an event at Harvard Business School, December 13, 2007
  70. Email Games, June 17, 2009
  71. Trends with Games, December 23, 2008
  72. Learning Circuits – ASTD’s Online Magazine Covering E-Learning
  73. Learning in Video Games
  74. Hong Kong Digital Game Based Learning Association
  75. Gadgets, Games and Gizmos: MMORPG in ICT Education- Kapp Notes, January 16, 2007
  76. GDC’s Serious Games Summit- Upside Learning Blog, April 3, 2009
  77. Rapid authoring for immersive games and sims- Clive on Learning, January 26, 2009
  78. Gadgets, Games and Gizmos: ESL in SL- Kapp Notes, February 13, 2007
  79. What is a Game? The Art of Computer Game Design, June 17, 2009
  80. TCC09: Digital Learning Environments: Context Sensitive and Imaginative Classes in Second Life, April 14, 2009
  81. Why Most Off the Shelf Commerical Games Will Not Work in Education? And What Is The Alternative?, June 17, 2009
  82. Textra Games, June 17, 2009
  83. Shootorials: Kongregate Teaches You How To Make Your Own Games, October 22, 2008
  84. Predictions for 2009, December 30, 2008
  85. Simulations – Are They Games (PDF), June 17, 2009
  86. Serious Games Enhancing The Rehabilitation Environment, June 17, 2009
  87. Training Games, June 12, 2007
  88. Eight Myths About Video Games Debunked, June 17, 2009
  89. Computer Games and the Military: Two Views, June 17, 2009
  90. Serious Games, June 17, 2009
  91. Social Sites, Design, Informal Learning, & Brain Games, May 4, 2009
  92. Groupboard, May 7, 2008
  93. Why Do People Play Games? – The Art of Computer Game Design, June 17, 2009
  94. Video games are good for you!, February 13, 2009
  95. Army is to Spend $50 Million in Edutainment for Troops, November 25, 2008
  96. Playing with Our Heads – Why Video Games are Making our Kids Smarter-and more obedient, June 17, 2009
  97. Federal Consortium on Virtual Worlds, November 19, 2007
  98. Examples of Games Based Learning, June 17, 2009
  99. Interesting Web Sites for Game-Based Training, e-Learning and Education:, June 17, 2009
  100. Fourteen Forms of Fun, June 17, 2009

JOLT: Best Practices for Integrating Game-Based Learning into Online Teaching

July 24, 2009 Shawn Leave a comment

Seen today in JOLT

This article presents ten guidelines for the effective use of video games in online teaching environments for post-secondary instructors. These guidelines include: taking advantage of existing resources, asking students to be producers instead of just consumers, avoiding being overly prescriptive, being aware of non-media-intense and non-electronic games, staying focused on learning—not technology, orienting and debriefing students as to the value of gaming activities, embracing interdisciplinarity, taking advantage of serious games, considering collaborative technologies and virtual worlds, and playtesting. Recent research in game-based learning is considered to help guide these best practices and numerous ideas for incorporating games into the virtual classroom are provided. Although empirical research about the effectiveness of online video games as educational tools is an important component for sustainability and for improving online learning games, this paper focuses exclusively on the theoretical and applied issues associated with online game-based learning. The authors contend that such teaching practices are useful for engaging with student audiences and encouraging them to take intellectual risks in comfortable and familiar territory.

Keywords: video games, engagement, play, game theory, teaching, pedagogy, applied research, game-based technology, guidelines, best practices

Categories: games, immersive learning

On Learning in Video Games

July 17, 2009 Shawn 1 comment

The incomparable Escapist has another excellent article that we, who are interested in serious games for teaching and learning, would do well to consider:

When I was a tutor in college, my biggest challenge was dealing with students who thought my job was to make learning effortless and fun. They were often incensed that I could only help them if they were already willing to work hard. Over and over they’d ask in a tone reserved for bad wait-staff at a restaurant, “Hey, isn’t it your job to make sure I learn this?” Fortunately, a poor grade on a quiz or assignment was usually enough to remind them that learning was ultimately their responsibility, not mine.

image

Game designers, on the other hand, have no such luxury: They must constantly strive to make the learning process in games as fun and painless to players as possible. And paradoxically, the better they have gotten at teaching gamers the mechanics of their games, the less patience gamers have for instruction. This race between diminishing attention spans and less intrusive training has been a major force in gaming’s ongoing evolution, influencing which genres have flourished and which have foundered.

[read the rest of the article here]

Canadian Historical Review – article on game for history

June 19, 2009 Shawn 2 comments

I’m happy to say I had a hand in this article.

History computer games have become an economic and cultural phenomenon, and historians should seize the opportunity to participate in their development. Players of history games are interested in the past and in the big questions that drive historical scholarship. In this way, games have the potential to draw players into the discipline if we can discover the best way to express history though simulation. But what research do we draw on as we study how to accomplish this transformation? This essay is the product of a meeting of historians, educators, and gamers who joined previously separate lines of inquiry to identify literature and models that we believe form the foundation for developing a theory of good history through gaming.

Résumé:

Les jeux vidéo à thème historique sont devenus un phénomène économique et culturel, et les historiens devraient saisir cette occasion de participer à leur développement. Les personnes qui jouent à des jeux historiques s’intéressent au passé et aux grandes questions qui mobilisent la recherche historique. Par les jeux, il est peut-être possible d’attirer les joueurs dans la discipline, si nous parvenons à découvrir la meilleure façon d’exprimer l’histoire par la simulation. Mais à quelle recherche faisons-nous appel quand nous étudions les moyens de réaliser cette transformation? Cet essai est le produit d’une réunion d’historiens, d’éducateurs et de spécialistes du jeu qui ont relié des pistes de recherche jusque-là indépendantes afin de repérer les études et les modèles qui, croyons-nous, serviront de base à l’élaboration d’une théorie de bonne pratique de l’histoire par le jeu