Interesting article on video games in learningRobin L. Angotti, PhDAssistant ProfessorEducation Program, Box 358531University of Washington, Bothell18115 Campus Way NEBothell, WA 98011425.352.3605 (office)425-352-5234 (fax)"Without data, you're just another person with an opinion."
Robin,
This project is a rare case of when I am very jealous of people working at a school. I love the thoughtful design of all aspects of the school to be game-like, not just "games inserted into the traditional setup." I think it has a very high potential for changing the landscape of education.
This year, I am working on a NASA project to design an integrated high school science and math unit of 40 lessons that includes game elements. Some of the Quest to Learn ideas will apply.
One of p2pu people, Michael Nelson, is working on a project called Learning Goals for peer-to-peer tracking of learning projects. We are having a discussion on his brand-new list (three members as of tonight) about his system, and using some game design elements for fun and (learning) profit: http://groups.google.com/group/learning-goals
On Mon, Oct 4, 2010 at 1:07 AM, Maria Droujkova <drou...@gmail.com> wrote:Robin,
This project is a rare case of when I am very jealous of people working at a school. I love the thoughtful design of all aspects of the school to be game-like, not just "games inserted into the traditional setup." I think it has a very high potential for changing the landscape of education.
Yes, I love that the school grades with “pre-novice,” “novice,” “apprentice,” “senior” and “master.”, using 'levels' of mastery.
On that note, I was once inspired by Kathy Sierra's article "What software can learn from Kung-Fu":to map the boring "Units of competency" that comprised our web-development course onto game-like levels, where the initial levels could be completed in a short, achievable time-frame (3-5 days). It was great fun!
This year, I am working on a NASA project to design an integrated high school science and math unit of 40 lessons that includes game elements. Some of the Quest to Learn ideas will apply.That sounds interesting Maria... is that part of http://quest.nasa.gov , or is there a link where I can read more about your project?
The idea of telling someone "You did this task poorly. Move on!" seems anti-pedagogical. This is what typical grade systems, in combination with fixed curricular pace, manage to accomplish.
I like levels because they measure useful, satisfactory achievements of varying difficulty. In life, doing the task of any level poorly usually makes no sense, but doing simple, beginner tasks well is useful and can be rewarding.
On that note, I was once inspired by Kathy Sierra's article "What software can learn from Kung-Fu":to map the boring "Units of competency" that comprised our web-development course onto game-like levels, where the initial levels could be completed in a short, achievable time-frame (3-5 days). It was great fun!
Another useful reference here: "Princess rescue app." http://www.lostgarden.com/2008/10/princess-rescuing-application-slides.html
It has graphs of difficulty increases, at pages 4-8 of the pdf, that every educator should memorize (at the master level) :-)))
This year, I am working on a NASA project to design an integrated high school science and math unit of 40 lessons that includes game elements. Some of the Quest to Learn ideas will apply.
That sounds interesting Maria... is that part of http://quest.nasa.gov , or is there a link where I can read more about your project?
We just started, no public link yet, but I will let people know when there is. It's a brand-new project, though we will use previous interactives.
Me too. I'd be interested to see any examples that you've got with your Maths work of levels. A while ago I trialled a level-based approach with some students that were part of the web programming course I was facilitating (warning: lots of link-rot):
On that note, I was once inspired by Kathy Sierra's article "What software can learn from Kung-Fu":to map the boring "Units of competency" that comprised our web-development course onto game-like levels, where the initial levels could be completed in a short, achievable time-frame (3-5 days). It was great fun!
On Mon, Oct 4, 2010 at 2:11 PM, Michael Nelson <absol...@gmail.com> wrote:Me too. I'd be interested to see any examples that you've got with your Maths work of levels. A while ago I trialled a level-based approach with some students that were part of the web programming course I was facilitating (warning: lots of link-rot):
I really liked the "tags" you used there - technical, communication, design activities. I am adding you to an "expert system" prototype, a google doc, which I made last year for the topic of fractions. It has a metro map of levels.
On that note, I was once inspired by Kathy Sierra's article "What software can learn from Kung-Fu":to map the boring "Units of competency" that comprised our web-development course onto game-like levels, where the initial levels could be completed in a short, achievable time-frame (3-5 days). It was great fun!
I also really liked "the Featuritis" graph there: http://headrush.typepad.com/creating_passionate_users/2005/06/featuritis_vs_t.html
The long-term goal was to end up with units of competency for which learners could collect and demonstrate their own evidence, but unfortunately afaik the units of competencies in Aus are still written for "teachers" and need translation :(
Cool - I'll check that out. We were working within an adult education, but even then the official units of competency were too long and needed translation/adapting to be useful to learners. But note, the idea wasn't just progress tracking, but that learners are collecting their own multiple evidences against the official competencies, so that they can determine themselves when they are ready to demonstrate their evidence to an assessor.