Sunday Homework Presentations and a bit on the keynote.

Cool papers:

  • Design and Evaluation of SimBuilder (Gupta, Seals, Wilson) Auburn University
  • Use Of An Online Simulation To Support Pre-Service Teacher Knowledge Of Literacy Instruction (Ferry, Kervin and Carrington) University of Wollongong
  • Simulation and Advanced Gaming Environments (SAGE) for Learning (Ireland, Kaufman – Simon Fraser, Sauvé – TÉLUQ L’université à distance de l’ UQÀM )

SimBuilder, based on Apple’s Squeak, it attempts to provide an open (software and interface wise) tool for educators who are more often than not non-technical. The results that they show in the paper suggest that after some introduction and acclimation to the environment, the majority of users can become sufficiently adept at the tool for use in their classrooms. At first glance, I want to look at what Baskian did and say that this is better, but then thinking about it. This project is at a far more evolved and better supported stage than what Baskian had to work with and the 5Cs outlined there are still very relevant.

Ferry, Kervin and Carrington, in their paper tried to address the problem of getting the authentic and, in their words episodic, knowledge to transfer from the retiring teachers to the new teachers graduating into the field. In the theme of why I would have gone to this presentation, they decided that a simulation would be the best tool. ClassSim, working much like SimSchool, allows pre-service teachers to go over situations repeatedly to explore what the outcome of different responses to a situation may be. This tool also supports the use of other embedded resources to help the students with their choices. With the results that they have seen, Ferry and the others think that this simulation is certainly a good step toward getting pre-service teachers the experience that they need before they get out in the field – it may not be from the veterans, but at least this way, it will be a little more personally relevant and then when they hear the “in my day” stories from the experienced teachers, it will mean that much more.

The SAGE project will look into the tools that are commonly found today within the ubiquitous computing sphere. These include commercial video games, wireless handheld devices or cell phones, consoles, MMORPGs (and related games) and VR or “exertainment” games and devices. They are going to look at these for several reasons, including:

  • Popularity and access – using games leverages their success
  • Player engagement – several authors have noted that games are engaging, helping make them successful
  • Collaborative and Social questions – Presnky, Seely Brown and others have commented that this group may learn and interact differently than others.
  • Experience – simulators are proven in the way that they can be used to train (if you doubt this, think twice about anyone who flies)
  • Potential for integrating theory, experience and best practice – games seem to be doing something right, so why can’t education learn from them?
  • Learning outcomes – because games give instant feedback, there may be things to learn about cognitive, emotional and psychomotor learning.

Interestingly enough, the keynote this morning suggested that games may not be as authentic as we think they are as they are one on one with the player and the game. I certainly don’t agree, but I think if the game is not integrated correctly, Jan Herringtom may have a point.


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