http://www.jamstudio.com/Studio/index.htm
Jam studio is a free, non-subscription based composition site. Included are the ability to choose key, chords, style, and instrumentation as well as tempo and meter. Their is a simple tutorial when you initially visit the site.
Applications:
Little Ones - music appreciation, experimentation, very basic composition (high/low, fast/slow, same/different, interesting/boring), identifying: style, timbre, form-either through teacher creation or successful student. Teacher's could also create background accompaniment for play party songs and can then easily change the style. Teacher's could also create background accompaniment for recorder, xylophones, etc.
Older Kids - key, chord progression, style, advanced forms, balance; older student's could also take jazz band music solo sections, input the chords and practice improvisation on their own with accompaniment
Found through Larry Ferlazzo's http://larryferlazzo.edublogs.org best of series
Saturday, September 24, 2011
Saturday, September 17, 2011
Wednesday, August 31, 2011
Good for you Virginia!
Virginia Schools adding more technology in the classroom
I think the key words in this article are investing and
A colleague recently told me that a lot of marketers and workshop givers don't bother going to the schools because they say the teachers "don't pay attention in the meetings and refuse to implement the technology." Of course this is all hearsay of hearsay but really doesn't surprise me either.
How can districts keep up with the ever advancing-no ceiling technology? The article says they spent 5.8 million alone in about 2 years.
Are we on track to having kids learning online? I could see the most wealthy having the best equipment and the poorest stuck with handouts and hand-me-downs. How could the poor ever move out of their "caste" if that turns out to be the situation? Their is no way our current system of government could support some way to make things equal.
I think the key words in this article are investing and
What really matters, Maxlow said, is not what equipment is available, but how teachers use the technology.
"To really change teacher behavior, which in turn changes student learning, is a massive undertaking," he said. "It's far more expensive than buying anything."
A colleague recently told me that a lot of marketers and workshop givers don't bother going to the schools because they say the teachers "don't pay attention in the meetings and refuse to implement the technology." Of course this is all hearsay of hearsay but really doesn't surprise me either.
How can districts keep up with the ever advancing-no ceiling technology? The article says they spent 5.8 million alone in about 2 years.
Are we on track to having kids learning online? I could see the most wealthy having the best equipment and the poorest stuck with handouts and hand-me-downs. How could the poor ever move out of their "caste" if that turns out to be the situation? Their is no way our current system of government could support some way to make things equal.
Sunday, August 21, 2011
Flexi Skirts - Newest Creations
Spent last night making flexi (flexible) skirts and gowns that move as you walk. Think I'm on my way to having a shop.
Thursday, August 18, 2011
Ajisai (Second Life)
A gorgeous, Alice in Wonderland like place in Second Life called Ajisai. Only around until the end of August. Not very big, but definitely worth the trip. Beautiful colors (this picture does not do it justice), moving snails, and has the illusion that you are walking, or dancing on water.
Tuesday, August 16, 2011
SS Galaxy Cruise Ship (Second Life)
Clearly I loved this place!
This is a enormous cruise ship! It says it was conceptualized 2 years before it was completed. They have a functioning water slide, pool, rafts, and a bar behind me. I went down the water slide before I took this picture from the hot tub.
This is the functional arcade with shopping areas around the outside. I couldn't get the skeeball to work (old scripts?)
A view of the indoor gazebo complete with waterfalls. You can see the various ship levels from this view.
And the ballroom, complete with dancing, grand piano (where I'm sitting, of course), sky walk, and bar.As you can see, its purpose is to be a replica of a typical cruise ship. You can rent rooms and have a virtual vacation. The first group of people I met were already having a conversation, and the second person I met didn't speak enough english. I did find some events on the ship for socializing, mostly in the ballroom.
Monday, August 15, 2011
Deshima (Second Life)
So, I had to cheat a little because my computer graphics card is well under par. I did go to Deshima, I did try to explore, but even with the graphics turned to the lowest setting I kept getting hung up on things, like chairs in the food lounge....whenever I do get a better computer (crosses fingers) I'll definitely be returning to Deshima!
Purpose: Giant Space Station!
Programs: Looks like they have meetings and discussions, not sure about what
Social Aspects: role playing, has many cool areas including infirmary, bathrooms, theater, and you can fly out and explore the asteroid belt.
Neverwhere (Second Life)
So, Neverwhere was a bit confusing, and looked nothing like the picture. It says that it's under construction, so I'm hoping that's the reason why.
Purpose: Appears to be a role playing community but all I seemed to be able to access was a building with RP costumes - pirates, werewolves, mermaids, warriors, etc
Social Aspects: This is a fantasy role playing environment for the character types listed above.
Purpose: Appears to be a role playing community but all I seemed to be able to access was a building with RP costumes - pirates, werewolves, mermaids, warriors, etc
Social Aspects: This is a fantasy role playing environment for the character types listed above.
Friday, August 12, 2011
Tim O'reilly Interview
Reflection:
For my reflection I typed out the things that stuck out most, and for some that are not obvious when read, expanded on them.
Building systems get better the more people use them - because they collect data that gets analyzed to make the system run better and focus on the interest of the target group
Data is the new intelligence, data accumulated by user participation
Harnessing collective intelligence - using these mass quantities of data to make sites and systems run more effectively and efficiently
Moving into a world where data is communicated by sensors/how can we use data gathering to improve detection - this is the monumental point for me because on my way home from work everyday I always hear the MidAmerican (Energy) add about enrolling in their new energy efficiency program for peak summer days and more. I feel this is an example of taking this sensor data and using it to gather and improve. I also see sensor data gathering applications in the public transit systems, law enforcement monitoring, and investment areas.
I found the last few minutes much more interesting than the beginning though it was helpful to have some background on the Web 2.0 phenomenon.
Monday, August 8, 2011
Discordeia's Red Piano
After experimenting with making various types of clothing and making a gift bag with our fearless leader, Mali Young, I decided I needed a piano. It's not functional (yet) and it doesn't play music (yet), but took 4 1/2 hours just to make all pretty.
Sunday, August 7, 2011
Exploring Second Life
Svarga
what did you find engaging, what do you do, see, or experience there?
I saw a visually stimulating environment through the guided tour. In the tour I learned some of teh bacground of Svarga and Svargos, as well as the history of the island.
What looks visually appealing, why?
What looks visually appealing, why?
The whole sim is visually appealing, with lots of color, sparkling skies, and rushing water. I visited at night so the moon was out. I also witnessed a rain storm which was a pretty neat experience
What Elements of the builds would you like to learn to create yourself?
What Elements of the builds would you like to learn to create yourself?
All of it!! Especially the wasp, how the scripts work for narration, movement, and pathways.
International Spaceflight Museum
what did you find engaging, what do you do, see, or experience there?
The first place I went was actually the gift shop. The building structure and lights appealed to me. After looking at some of the purchasable items I made my way to a building with a meeting room. From that window I could see a building that was submerged so I had to go check it out. I was thinking things were under construction or that it might be an experimental building area. Turns out it was an area to demonstrate the rise of the sea level. What a cool way to real people in!
what looks visually appealing, why?
Obviously the various depictions of the rockets are what call to most people who would visit this area. I'm sure that they're all built to scale which make them interesting. I liked how the biggest one had a fully built, monstrous staging area.
what elements of the builds would you like to learn to create yourself?
I would like to be able to build some of the structurally inovative buildings I saw like the house under water and the gift shop.
Virtual Hallucinations
what did you find engaging, what do you do, see, or experience there?
The Hallucinations lab was really interesting and engaging. You take a visual and audio tour of what it might be like to be schizophrenic based on. It was a very erie experience as while you're walking around things change and voices speak to you. Even though I had left and clicked voices off their were still voices going (I probably clicked it the voices twice and it caused that) and it creeped me out because they were saying terrible things like "kill yourself"
what looks visually appealing, why?
Their wasn't really a lot of visual appeal, what was more appealing were the scripts which made things change as you were looking at it.
what elements of the builds would you like to learn to create yourself?
I would like to learn how to animate and work the script so I could make a prim like the man in the mirror who aged as you were watching, as well as the floor dropping out and turning to stepping stones.
Rhythm Games
After playing the games for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did. ALSO, (and this is new to this Action Games) find an example of this type of game among many of the free game content providers
http://www.newgrounds.com/portal/view/449543
So, I don't know what's going on, but I can't get some of these games to work with my keyboard. It all works in Second Life and WoW, so I'm not sure what the problem is...and it seems to be pretty random. However, I've played way more than my share of these types of games. Anybody remember DDR night at LXA?! That was a weekly thing freshman year of college. Also, I've played tons of Rock Band and Guitar Hero, and a little of one of those Wii dance games.
These games are great because they currently belong to the genre which gets you off the couch and moving! In addition, they work on gross and fine motor skills as well as hand-eye coordination.
http://www.newgrounds.com/portal/view/449543
So, I don't know what's going on, but I can't get some of these games to work with my keyboard. It all works in Second Life and WoW, so I'm not sure what the problem is...and it seems to be pretty random. However, I've played way more than my share of these types of games. Anybody remember DDR night at LXA?! That was a weekly thing freshman year of college. Also, I've played tons of Rock Band and Guitar Hero, and a little of one of those Wii dance games.
These games are great because they currently belong to the genre which gets you off the couch and moving! In addition, they work on gross and fine motor skills as well as hand-eye coordination.
Driving Games
After playing the games for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did. ALSO, (and this is new to this Action Games) find an example of this type of game among many of the free game content providers
http://www.addictinggames.com/arcade-games/red-driver-2-game.jsp
http://www.addictinggames.com/arcade-games/jewelhunter.jsp
I think this is such a cool experience for younger kids. Could you imagine knowing how to drive before you can actually reach the pedals? Some of the driving games offer an even more autonomous experience where you're able to customize all the inner and outer parts of your car. In this case, all failures are okay because theirs no real people who will get hurt if you crash, no real money spent, no real stop signs run over... This can make for a great science/physics based experiments, as well as lessons in controlling finances.
I'm having trouble with some of the games that use the arrow keys to move, and I'm not sure whats going on with that. In my search for examples, I simply went to the search bar and typed in driving and that gave me a descent list of driving games. Also, if you use addicting games it gives you a rubric of items to consider before play (like how many people have played before you).
I actually spent an entire spring break one year playing a racing game (can't remember which) and getting all of the achievements and unlockables. I had a pretty sweet 350z by the end!
http://www.addictinggames.com/arcade-games/red-driver-2-game.jsp
http://www.addictinggames.com/arcade-games/jewelhunter.jsp
I think this is such a cool experience for younger kids. Could you imagine knowing how to drive before you can actually reach the pedals? Some of the driving games offer an even more autonomous experience where you're able to customize all the inner and outer parts of your car. In this case, all failures are okay because theirs no real people who will get hurt if you crash, no real money spent, no real stop signs run over... This can make for a great science/physics based experiments, as well as lessons in controlling finances.
I'm having trouble with some of the games that use the arrow keys to move, and I'm not sure whats going on with that. In my search for examples, I simply went to the search bar and typed in driving and that gave me a descent list of driving games. Also, if you use addicting games it gives you a rubric of items to consider before play (like how many people have played before you).
I actually spent an entire spring break one year playing a racing game (can't remember which) and getting all of the achievements and unlockables. I had a pretty sweet 350z by the end!
Saturday, August 6, 2011
Fighting Games
After playing the games for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did. ALSO, (and this is new to this Action Games) find an example of this type of game among many of the free game content providers.
These games are unique because (most of the time) each character has their own little surprise set of moves and abilities coupled with fun phrases (finish him! get over here!) In addition, you really have know your interface or you're liable to be pwned by the computer. This is another game set where I find myself searching out the kiddiest ones, even though I did enjoy Mortal Combat back in the day. These games are fun and nostalgic but I think its a real stretch to connect them to any curriculum other than physical education.
http://www.addictinggames.com/adventure-games/ccfightclub.jsp
These games are unique because (most of the time) each character has their own little surprise set of moves and abilities coupled with fun phrases (finish him! get over here!) In addition, you really have know your interface or you're liable to be pwned by the computer. This is another game set where I find myself searching out the kiddiest ones, even though I did enjoy Mortal Combat back in the day. These games are fun and nostalgic but I think its a real stretch to connect them to any curriculum other than physical education.
http://www.addictinggames.com/adventure-games/ccfightclub.jsp
First person shooters
After playing the games for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did. ALSO, (and this is new to this Action Games) find an example of this type of game among many of the free game content providers.
This experience really exemplifies the areas of plot twist, instant repetitive application, and the narcotic tension + resolution= motivation. I'm not usually a fan of these kinds of games, though I do enjoy Halo. When I was searching I actually sought out the most "kiddie" looking one I could find. The game I played I really liked because it included many curricular aspects: trajectory, angles, money/points, and strategy for buying new upgrades to make a well rounded puzzle for my mind. (<learning in a way our brains prefer!) This was the adverse of blowing up monsters with a realistic weapon.
http://www.freearcade.com/RaftWars.flash/RaftWars.html
This experience really exemplifies the areas of plot twist, instant repetitive application, and the narcotic tension + resolution= motivation. I'm not usually a fan of these kinds of games, though I do enjoy Halo. When I was searching I actually sought out the most "kiddie" looking one I could find. The game I played I really liked because it included many curricular aspects: trajectory, angles, money/points, and strategy for buying new upgrades to make a well rounded puzzle for my mind. (<learning in a way our brains prefer!) This was the adverse of blowing up monsters with a realistic weapon.
http://www.freearcade.com/RaftWars.flash/RaftWars.html
Platform Games
After playing the games for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did. ALSO, (and this is new to this Action Games) find an example of this type of game among many of the free game content providers listed below.
First, my example http://www.addictinggames.com/action-games/the-man-with-the-invisible-trousers-game.jsp It has great music!!
This one was pretty funny too http://www.miniclip.com/games/obama-alien-defense/en/
These games offer the chance at multiple types of achievements (collect, time trial, world experience, kill the boss) all at once and the player has complete autonomy over which goals to pursue (except for beating the boss). I simply went to game sites and typed platform in the search field, trying out a few. I really like the implications for learning with this style of gaming. You can make collecting specific, curriculum oriented objects the "rings", and their opposite the "bad guys," as well as having a time trial experience. This way you can collect data in multiple ways.
First, my example http://www.addictinggames.com/action-games/the-man-with-the-invisible-trousers-game.jsp It has great music!!
This one was pretty funny too http://www.miniclip.com/games/obama-alien-defense/en/
These games offer the chance at multiple types of achievements (collect, time trial, world experience, kill the boss) all at once and the player has complete autonomy over which goals to pursue (except for beating the boss). I simply went to game sites and typed platform in the search field, trying out a few. I really like the implications for learning with this style of gaming. You can make collecting specific, curriculum oriented objects the "rings", and their opposite the "bad guys," as well as having a time trial experience. This way you can collect data in multiple ways.
CAVE island
Upon arriving at CAVE island, I realized that I had actually been there before when I was researching what it would mean to be part of GameLab. My new experience on CAVE island allowed me to make many connections that I couldn't make before, now having had Mali Young's Virtual World Builders meeting in second life. I was able to recognize the "helpers" as bots who follow basic scripts, understand exactly what it meant when it told me I didn't have enough L$, and I was able to pick up about 45 free scripts!
After playing the games for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did. ALSO, (and this is new to this Action Games) find an example of this type of game.
Well, first, here's my example. I played this game for a good 30 minutes and I'm jonesing to play it some more! It's a zombie killing game, which I think is rather appropriate given the current climate of zombie fever. http://www.addictinggames.com/shooting-games/insectonator-zombie-mode-game.jsp
I love these kind of games that mix humor, reward, strategy, goal setting, and effectiveness. The humor aspect draws you in to wanting to play. Who doesn't love the sight of a zombie guts on pavement and that little noise they make when you get one? I think it's important that rewards have a connection to actual game play because it helps the player see their progression, for example, you complete a quantity of levels and you get a better gun which also makes you more effective. This is where the strategy part comes in because a lot of the achievements require other strategies than just squishing/shooting zombies to get the really cool (likely more effective) weapons. You have to have some degree of mastery to attain these goals. Speaking of goals, this one is really good at allowing you to set a goal, and see its requirements and progression by mousing over. For example, I wanted the basketball. I found the achievement that gives you the basketball which says you need 5000 points in one level. I had to use strategies that I'd need to progress in the annihilator levels to a point where I'd have enough zombies, and then that I would need to use a weapon which would not immediately kill on impact (thus granting more points).
Well, first, here's my example. I played this game for a good 30 minutes and I'm jonesing to play it some more! It's a zombie killing game, which I think is rather appropriate given the current climate of zombie fever. http://www.addictinggames.com/shooting-games/insectonator-zombie-mode-game.jsp
I love these kind of games that mix humor, reward, strategy, goal setting, and effectiveness. The humor aspect draws you in to wanting to play. Who doesn't love the sight of a zombie guts on pavement and that little noise they make when you get one? I think it's important that rewards have a connection to actual game play because it helps the player see their progression, for example, you complete a quantity of levels and you get a better gun which also makes you more effective. This is where the strategy part comes in because a lot of the achievements require other strategies than just squishing/shooting zombies to get the really cool (likely more effective) weapons. You have to have some degree of mastery to attain these goals. Speaking of goals, this one is really good at allowing you to set a goal, and see its requirements and progression by mousing over. For example, I wanted the basketball. I found the achievement that gives you the basketball which says you need 5000 points in one level. I had to use strategies that I'd need to progress in the annihilator levels to a point where I'd have enough zombies, and then that I would need to use a weapon which would not immediately kill on impact (thus granting more points).
Friday, August 5, 2011
MMO's and ARG's
After playing each of the the games for at least 20 minutes, include your thoughts about what unique experiences these types of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did.
ARG's might be the coolest thing I've seen yet! I had heard about I Love Bees, but had no idea exactly what it was or entailed. I didn't even know these kinds of things existed, but then, I do live in the MidWest, I'm sure they exist here, but the ones for the Cali area look pretty sweet! The rabbit hole phenomena is a sure way to quickly excite and engage kids. I also really like this because their seems to be a lot of real world work potential. Infact, when searching for ARGs in my area all I got were Supreme Court docs (are they trying to tell me something...) I stumbled on this cool vid
http://www.youtube.com/watch?v=lWNi0ly0TU8&feature=player_embedded
I am a WoW player, but not a WoWaholic, and yes, I did download Runes of Magic so I could experience another MMO. I have trouble seeing MMO's in ways other than a game, but I do see applications in a lot of learning related terms. I think their are a lot of possibilities with some of the WoW add-ons to create some great economics and statistics based learning (MarketWatcher, Auctionator). In many ways I you could parallel various guild environments to types of governments, communities, etc.
ARG's might be the coolest thing I've seen yet! I had heard about I Love Bees, but had no idea exactly what it was or entailed. I didn't even know these kinds of things existed, but then, I do live in the MidWest, I'm sure they exist here, but the ones for the Cali area look pretty sweet! The rabbit hole phenomena is a sure way to quickly excite and engage kids. I also really like this because their seems to be a lot of real world work potential. Infact, when searching for ARGs in my area all I got were Supreme Court docs (are they trying to tell me something...) I stumbled on this cool vid
http://www.youtube.com/watch?v=lWNi0ly0TU8&feature=player_embedded
I am a WoW player, but not a WoWaholic, and yes, I did download Runes of Magic so I could experience another MMO. I have trouble seeing MMO's in ways other than a game, but I do see applications in a lot of learning related terms. I think their are a lot of possibilities with some of the WoW add-ons to create some great economics and statistics based learning (MarketWatcher, Auctionator). In many ways I you could parallel various guild environments to types of governments, communities, etc.
holy covert operation batman!
http://www.dailyfreegames.com/flash/rpg-games/covert-front.html
After playing the game for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did.
I really enjoyed this game and completed the first mission. I like this game because the puzzles are functional, you do something, it has an effect, you inspect the effect and it leads you to something new and puzzling. I can see this as having great application in the classroom - experiencing by doing, having to reach mastery before the player progresses.
After playing the game for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did.
I really enjoyed this game and completed the first mission. I like this game because the puzzles are functional, you do something, it has an effect, you inspect the effect and it leads you to something new and puzzling. I can see this as having great application in the classroom - experiencing by doing, having to reach mastery before the player progresses.
i *heart* zelda
http://www.dailyfreegames.com/games/arcade-games/zelda-game.html
After playing the game for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did.
Okay, so, for this one I didn't need a walk-through, because, it's Zelda, and I lurv me some Zelda! A serious graphics upgrade from Peasant's Quest, this had a lot of the nostalgic imagery of the original. I liked the game mechanics; arrows for movement, ability to use weapons, fight enemies, run into people for text. I had issues killing things, something about the proximity didn't always work no matter how many times I spammed the space bar. It also seemed to glitch me to a different area even though I was in the center of the screen. I did make it all the way to Hyrule castle for my 300 rupees but was killed off when it ported me into a cave with a caterpillar a few screens later.
I've often thought that their is probably a good way to incorporate basic learning into quest based games. For example, the character is sent off to search for common nouns, upon mastery then common nouns, then their could be variations ( 3 common, 4 pronouns). The verbs could be the bad guys because they make you "do" something.
After playing the game for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did.
Okay, so, for this one I didn't need a walk-through, because, it's Zelda, and I lurv me some Zelda! A serious graphics upgrade from Peasant's Quest, this had a lot of the nostalgic imagery of the original. I liked the game mechanics; arrows for movement, ability to use weapons, fight enemies, run into people for text. I had issues killing things, something about the proximity didn't always work no matter how many times I spammed the space bar. It also seemed to glitch me to a different area even though I was in the center of the screen. I did make it all the way to Hyrule castle for my 300 rupees but was killed off when it ported me into a cave with a caterpillar a few screens later.
I've often thought that their is probably a good way to incorporate basic learning into quest based games. For example, the character is sent off to search for common nouns, upon mastery then common nouns, then their could be variations ( 3 common, 4 pronouns). The verbs could be the bad guys because they make you "do" something.
prepare to be burninated!
http://www.homestarrunner.com/disk4of12.html
After playing the game for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did.
I like the way the games includes many facets - visual, imaginary, reading to engage the player. I played through the entire game with the use of a walkthrough. The game play isn't too bad if you understand what you need, but it would be frustrating without a walk through because, well, who would think of needing quest items like soda and a baby? Game play would have been more cohesive if the player knew what they were looking for. However, it's also entertaining and engaging in that aspect that leaves the player asking "what could I possibly need or do next?"
http://www.homestarrunner.com/sbemail58.html
After playing the game for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did.
I like the way the games includes many facets - visual, imaginary, reading to engage the player. I played through the entire game with the use of a walkthrough. The game play isn't too bad if you understand what you need, but it would be frustrating without a walk through because, well, who would think of needing quest items like soda and a baby? Game play would have been more cohesive if the player knew what they were looking for. However, it's also entertaining and engaging in that aspect that leaves the player asking "what could I possibly need or do next?"
http://www.homestarrunner.com/sbemail58.html
Thursday, August 4, 2011
Narrative Games
http://pot.home.xs4all.nl/infocom/zork1.html
After playing the game for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did.
I think some of the game aspects fall under the article I previously read. The game offers a variety of experiences through personal autonomy, its up to you where you go, what you examine, take, use, etc. The game play is neat once you orient yourself to how directions and world work. I kept finding myself stuck at the bottom of the canyon until I figured out that maybe I should open the window in the house. I think its a really cool genre of games, I loved those choice based books as a kid, only this adds the dimension of being able to pick up items and use them. I was always that kid that picked the ending that got my character killed. But, that's once again, another great part of games, failure is okay, and this other dimension allows me to be able to do something about the choices I make other than go back to the beginning of the book (or where I've kept my thumb)
After playing the game for at least 20 minutes, include your thoughts about what unique experience this type of game offers players in a digital reflection (Blog, Youtube video, Cinch, etc), offer some reflections about the game-play, it's impact, and some details about where you went and what you did.
I think some of the game aspects fall under the article I previously read. The game offers a variety of experiences through personal autonomy, its up to you where you go, what you examine, take, use, etc. The game play is neat once you orient yourself to how directions and world work. I kept finding myself stuck at the bottom of the canyon until I figured out that maybe I should open the window in the house. I think its a really cool genre of games, I loved those choice based books as a kid, only this adds the dimension of being able to pick up items and use them. I was always that kid that picked the ending that got my character killed. But, that's once again, another great part of games, failure is okay, and this other dimension allows me to be able to do something about the choices I make other than go back to the beginning of the book (or where I've kept my thumb)
Wednesday, August 3, 2011
Seduction Secrets of Video Games
http://www.guardian.co.uk/technology/2011/may/15/video-game-design-psychology
When finished with the article, gather your notes and thoughts and consider the implications of these pieces as applied to a learning environment. Expand your definitions a little more to create a short blog post, digital journal entry, cinch cast, Youtube response, or other form of digial media. These can be semi-formal.
I've bolded the ones which I think have the most implications in the learning environment.
1. Intrinsic desires and motivations
2. Teach in a way our brains prefer - see #3, #4, #5, #7
3. Games are a learning drug and failure is okay! See #7
4. Progression = Mastery (one concept at a time like Portal) - instant repetitive application of a concept or tool until its mastered either by game setting or player decides its mastered through extended practice
5. Provides a variety of experiences through personal autonomy
6. Geared towards choice of players, not reactions
7. Narcotic effects of tension + resolution - kind of like how we feel when hear a chord finally resolve!
8. Unexpected rewards motivate and compel continued play
9. Twists and Revalations also motivate and compel continued play
10. Pleasure in failure through autonomy
11. DISPROPORTIONATE FEEDBACK - huge rewards for doing very little
When finished with the article, gather your notes and thoughts and consider the implications of these pieces as applied to a learning environment. Expand your definitions a little more to create a short blog post, digital journal entry, cinch cast, Youtube response, or other form of digial media. These can be semi-formal.
I've bolded the ones which I think have the most implications in the learning environment.
1. Intrinsic desires and motivations
2. Teach in a way our brains prefer - see #3, #4, #5, #7
3. Games are a learning drug and failure is okay! See #7
4. Progression = Mastery (one concept at a time like Portal) - instant repetitive application of a concept or tool until its mastered either by game setting or player decides its mastered through extended practice
5. Provides a variety of experiences through personal autonomy
6. Geared towards choice of players, not reactions
7. Narcotic effects of tension + resolution - kind of like how we feel when hear a chord finally resolve!
8. Unexpected rewards motivate and compel continued play
9. Twists and Revalations also motivate and compel continued play
10. Pleasure in failure through autonomy
11. DISPROPORTIONATE FEEDBACK - huge rewards for doing very little
Gaming can make the world a better place
Using one the many tools available for digital reflection (Blog, Youtube video, Cinch, etc), offer some initial impressions of this talk and how it might impact your approach to designing games for learning.
You may choose to consider the following questions:
Can play and learning be combined?
What role does acknowledging progress play in successful gaming and is their transfer to education?
What do you think MacGonigal's thought about paralell tracks of education (school/games)?
Reflect on Jane's 4 things that games do to make us "virtuosos": Urgent Optimism, Social Fabric, Blissful Productivity, Epic Meaning.
Playing is learning! We begin playing from birth, whether as babies learning that our rattle makes noise or ancient civilizations learning the arts of survival from role playing what they observed their parents doing. I use games in my classroom for most lessons, though they are play party games and not video games. Games are great review, especially at the beginning of the year when we tend to go back to square one. We begin by experiencing the overall concept in game form: high/low, fast/slow, loud/soft, short/long, pulse, tone sets...Kids are great at translating their progression through games to their progression in classroom learning, and are able to make connections between the game and concepts in past and present lessons.
Urgent optimism and Blissful Productivity speak to me most as I feel I've lived them. Staying up till 4 AM just so I could hit 80 with Discordeia, experiencing as many quest lines as possible both in WoW and Dragon Age. Even now I feel blissfully productive working through Game Maker and Game Lab, working to create my own games and quest lines even if the games look like pac man. I will have that epic meaningful experience later when they evolve into something cooler.
Gamifying Education
In your blog, answer the question, "What things are most important to remember about 'Gamifying' education?"
1. Progress encourages progress
2. Receiving points/xp is positive reinforcement for all not just the brightest/best, I also linked that to our PBIS model (that's Positive Behavior Interventions and Supports for those who don't use it) where the goal is to constantly, consistently reward good behavior and not point the finger at bad behaviors unless you have to
3. Encourages the best to help pull up classmates, makes the lowest look up to the best, less alienation on both sides
4. Agency - you have control (in the game, in life, and how your ability to control the game translates to your ability to deal with curve balls from life)
5. Creates external motivators
6. Creates cross disciplinary interest - my favorite job interview question is "so how are you going to link other subject areas to music?" I'm sure they're getting that in gen ed teacher interviews too
note to self: ARGs, I heart bees, year zero, http://www.deathball.net/notpron/
Tuesday, August 2, 2011
Offer some initial impressions of this talk and how it might impact your approach to design games for learning:
I was impacted the most by the student saying we "must stay aware of what our games are teaching us and how they leave us feeling when we finally do unplug." I feel like this wraps back around into what makes a lesson engaging and using the UDL model http://www.udlcenter.org/aboutudl/udlguidelines The most important approach in designing a game is that the student "unplugs" feeling like they've had a meaningful, purposeful, successful experience.
I'd never thought about how kids I don't have yet will never experience a world without video games, and how dull the real world might look to them. In my mind, its as good as any reason to make sure to create quests that require kids to unplug, go do something in the real world, video tape it/web cam it and turn it work.
On a lighter side, the games through the ages time line was awesome! Oh the memories...
Monday, August 1, 2011
My love in a nutshell
http://www.ted.com/talks/view/lang/eng//id/996
Using one the many tools available for digital reflection (Blog, Youtube video, Cinch, etc), offer some initial impressions of this talk and how it might impact your approach to design games for learning. This can be a short entry.
My initial impression is that this is my husband in a nutshell. Influenced and highly motivated by xp rewards, gear grinding, doing his share in raid settings, pushed (egged) on by others to be better, better, better. What I love is that he'll sit there and do the math, trying to figure out what new gear he needs to reach hit cap, or max out (fill in the blank) I want that to translate to the students.
However, my approach to design will also have to be mindful of the age demographics. Teaching children K-3 will need a higher rate of rewards, more simplistic math skills, and I'll need to have an even smaller number of pies with a higher rate of "gear."
Using one the many tools available for digital reflection (Blog, Youtube video, Cinch, etc), offer some initial impressions of this talk and how it might impact your approach to design games for learning. This can be a short entry.
My initial impression is that this is my husband in a nutshell. Influenced and highly motivated by xp rewards, gear grinding, doing his share in raid settings, pushed (egged) on by others to be better, better, better. What I love is that he'll sit there and do the math, trying to figure out what new gear he needs to reach hit cap, or max out (fill in the blank) I want that to translate to the students.
However, my approach to design will also have to be mindful of the age demographics. Teaching children K-3 will need a higher rate of rewards, more simplistic math skills, and I'll need to have an even smaller number of pies with a higher rate of "gear."
on Grading with Games
- How might a teacher apply even ONE characteristic of games and game environments (choice, progress bars, etc.) to a typical unit or module of instruction? Teachers could easily implement the idea of a progress bar into a class area. It would simple, cheap, and done in various ways. You could display progression on a white board, project a spread sheet with status bars, you could even go back to the old star chart of my childhood. The important part is to avoid the stigma of bad grades. I do not give letter grades, I read through the assignment with a highlighter, a bright pen, and I am not afraid to circle great thoughts and underline incomplete ones. The most common words you see on a graded paper in my handwriting are "Why..." or "Please explain."
- What reflections or thoughts do you have about Jim Gee's notion of the paradigm shift? How will it change your school or institution? It's frightening to me how far behind we are, and question how in the world we will catch up. We should have been thinking about a computer for every student ten years ago, let alone some of the fantastic technology that is out there today. I can not fathom MidWest schools remaining the four walled classrooms as we know it. I don't even for-see students leaving their homes for instruction in the rather near future.
- What unique insight can you take away from this discussion? I had never really thought about how instantaneous game assessment happens and how that continual assessment is communicated to the player in such a high rate, fast paced form. What was said about kids wanting to be creators and how many games now give you their creation engines made me reflect on how much learning took place in creating a Little Big Planet level.
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