As a result of the discussion and answers, several things have happened
or will happen. First, this Google group is now available to continue
our discussions. (For those of you who wanted face-to-face discussions,
we'll continue to have those, too, I hope.)
I'm investigating the possibility of having one or more speakers on
campus in the spring. If it's one speaker, it will likely be someone
who can talk about research in the use of games for learning. If it's a
panel, it will probably include research, funding, and perhaps one or
more working sessions to develop a campus vision or game
activity/environment scenarios, etc. Your suggestions for speakers,
topics, and funding are all invited. (I have some possibility for
limited funding, but welcome ideas for ways to pay travel and small
honoraria for speakers.)
Comments on the questions and their answers (below) are welcome.
-- Libby
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What topic/question are you still interested in exploring?
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Simulation games to find better ways of building and spreading games.
Games@UNC.
Examining games as texts, much like more traditionally literary
texts.
How connected to actual *class* and class *requirement* online game
would/could be.
How multiple games can provide multiple linked challenges.
Funding/feasibility at UNC.
How to obtain resource support.
Could these online games be used to help children with disabilities?
- learning
- developmental
- physical -> increased socialization if unable to be outside the
home for extended periods of time.
More in-depth look at schools that have made use of multiuser online
games or
games in general.
What makes a game successful? Can this be done in education? (eg.
social,
cognition, increased prestige, etc)
I'd like to know more about the research behind the use of games in
education.
Overcoming institutional boundaries and preconceptions about gaming.
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What is your biggest concern about using games as learning activities
on our campus?
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Poor design.
Level of computer needed to play.
Making something both "fun" to play and a worthwhile learning activity
without
having the connection between the two be only artificial.
Developing creative applications/scenarios that users find fun, and
not just dressed up reading/rote learning.
Even if these are implemented, that enough people will see games'
value and buy in.
Still cost; We have enough idea peoploe, enough programmers, enough
gamers who would like to be paid to oversee these worlds, but it's
going to take money, both to develop and to support.
Their addictive nature.
Incorporating psychomotor/social *and* cognitive skills
The potential need to revisit the badly defective seat time model.
They be integrated with objectives--even broad ones-that fit either
course or university mission.
Sedentary nature of gaming.
Obtaining infrastructure and funding: who will pay? who will develop?
who will host and maintain?
Do games stifle creativity?
I don't think we should be thinking about university <???> on this
topic. Too expensive and waste of resources to develop the environment.
I don't have a big concern about the use of games on this campus,
though I do wonder how it could be presented to minimize the naysayers.
Trying to bridge gender/racial gaps when incorporating games into
classes.
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What is your biggest hope about using games as learning activities on
our campus?
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Education faster and with less stress.
Multidisciplinary game as described.
Games and virtual communities leading to better communication and more
community development among globally diverse and socially diverse
students.
That the games can be accessed by non-students so they too can grow.
Their ability to share new cultures.
More freely accessible learning resources, not bound by scarcity (of
professors, seats, etc)
They be supported for development--and help identify resources--help
bring people together even to write grants.
Games can hopefull create better problem solvers.
Keep student interest that they walk away with knowledge and skills
that they'll remember forever.
Single persistent environment for learning (common infrastructure,
tools, etc.)
I'd like to see games as a catalyst for transforming education.
Eventual implementation so it can be proven as an effective learning
tool.
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What 1 or 2 things would you like to see happen next?
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No idea. :-(
Think about a prototype, gather a small group to brainstorm, seek
funding.
Creating demos, advertising benefits of games in learning.
Demo/interaction in a game.
Some level of evangelism to administrators.
Bring people together with similar interests/goals (ie. health
affairs, culture, team building)
Talk with IT professionals who would be or have been involved.
Get traction for funding--belief in this method of education.
More communication.
Would like to hear speakers on this topic.
Faculty or student collaboration in making the idea a reality.
Wiki, listserv, and additional face-to-face discussions should be
started to continue this investigation.