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My Current Research Agenda
Digital Learning and Instructional Design:
focusing on the developmental principles of educational game
design and gender role theory. Specifically, I am currently
completing a literature review addressing the following general
questions:
"How do gender patterns affect students' approaches
to designing and/or playing digital learning games, and
what do they learn from these games?"
This is intended to dovetail with the 2007
National Educational Technology Standards (NETS) which
includes skills in "digital game design" as part
of its Profile
for Technology Literate Students (Grades 9-12), and is
in accord with ISTE's Essential
Conditions.
Related Research Sites and Projects:
Related Research Reports and Documents:
Other Current Research News:
Study: Sound and Immersion in the First-Person Shooter: Mixed
Measurement of the Player's Sonic Experience December 17,
2008
Full text: Grimshaw-Lindley-Nacke-Sound-and-Immersion-in-the-First-Person-Shooter-Mixed-Measurement.pdf
Author(s): Mark Grimshaw, Craig A. Lindley, Lennart Nacke
Publisher: www.audiomostly.com
Player immersion is the holy grail of computer game designers
particularly in environments such as those found in first-person
shooters. However, little is understood about the processes
of immersion and much is assumed. This is certainly the case
with sound and its immersive potential. Some theoretical work
explores this sonic relationship but little experimental data
exist to either confirm or invalidate existing theories and
assumptions.
This paper summarizes and reports on the results of a preliminary
psychophysiological experiment to measure human arousal and
valence in the context of sound and immersion in first-person
shooter computer games. It is conducted in the context of
a larger set of psychophysiological investigations assessing
the nature of the player experience and is the first in a
series of systematic experiments investigating the player's
relationship to sound in the genre.
In addition to answering questionnaires, participants were
required to play a bespoke Half-Life 2 level whilst being
measured with electroencephalography, electrocardiography,
electromyography, galvanic skin response and eye tracking
equipment. We hypothesize that subjective responses correlated
with objective measurements provide a more accurate assessment
of the player's physical arousal and emotional valence and
that changes in these factors may be mapped to subjective
states of immersion in first-person shooter computer games.
Game Discussion,
New York Times,
Serious Games,
Simulations,
Virtual Reality
| Tagged: FAA,
Matthew
Wald, TAMU | Permalink
Study: Internet Socializing Important for Teen Development.
November 23, 2008
The MacArthur Foundation released a study indicating
teens’ online socialization skills are nurtured and
developed through exposure to social sites and other online
places where socializing may occur such as in massively
multiple online role playing games (MMORPGs). On the other
hand, the study found teens are not using Internet resources
to their full potential for scholastic purposes. But,
teens do engage heavily in “peer-based, self-directed
learning online” in topics that interest them.
The study lasted three years, included 800 subjects,
and 5000 hours observation of online behavior. The research
was led by Mizuko Ito over at UC Irvine. The New York
Times reported on the study here. The executive summary can be found here.
References:
Lewin, T. (2008, November 18). Teenagers’ internet socializing
not a bad thing. The New York Times. [Online].
Retrieved November 23, 2008
MMORPGs, MacArthur Foundation, New York Times,
Research, Surveys | Tagged: Mizuko Ito, UC Irvine | Permalink
Study: Championship
Manager, Age
of Empires, City
Trader, and Brain
Teasing Games used for Goup Learning Skills study.
November 10, 2008
Beca.org reported that SimCity "worked well for all its
learning outcomes". The combination of games software,
teacher input and collaborative peers was reported to provide
powerful learning experiences. All the games were popular
with pupils throughout the ability range, but City Trader
was found to be too challenging in the time and context available.
Positive side effects of games use were reported, such as
increased use of the library, where computers were sited,
for borrowing fiction and as a place to do homework. The research
findings indicated that most of the games in the study could
be used to support the learning outcomes identified in advance
by the teachers.
The overriding appeal of the games in lessons was the way
in which learning opportunities and skills were presented
in the context of a situation attractive to young people.
Championship Manager presented opportunities in the context
of football, Age of Empires gave children control of cities
and armies and The Sims allowed learners to build and furnish
their own houses. This combination of interactivity with
a familiar and yet novel situation, with clear and agreed
aims for learning, seemed to be very effective.
Despite being from different developers, some games can
be seen to be part of the same 'family'. For example, real
time strategy games (such as Age of Empires) tend to share
the same basic control interface and approach to game play.
This means that, although there are differences in the graphics,
certain controls and aspects of the overall game, the user
can begin playing the game without having to read the manual
(initially). Learners do not have to relearn a new set of
controls each time they use a different game.
Championship Manager was used with Year 7 and 8 pupils. Learning
objectives involved interrogating databases and data manipulation.
The teacher created a scenario in which a team manager (the
teacher) needed the scouts (the pupils) to find suitable players
according to a range of criteria. Using the database of players
in the game, the pupils found the players by using a variety
of filtering options. They recorded their work on team sheets,
in keeping with the scenario. An additional feature of the
software was an editor function for the database, which could
give flexibility for teachers to adapt the database to other
learning objectives.
Age of Empires was used to support thinking skills work
based around the theme of 'the home' and some ICT skills.
The skills addressed included information processing, searching
for relevant information within a scenario, and devising
processes needed to complete the scenario. Pupils worked
in groups to establish and develop villages and cities,
exploring how these developed and what resources were needed.
Pupils who had used the software before shared their expertise
(including cheats) to develop new scenarios. The chat function
available was also used for group work involving planning
approaches to scenarios as a team, and encouraging socialisation
and reasoning with others within the classroom.
City Trader was intended to be used with GNVQ Business
Studies students aged 16 and upwards to enable them to explore
the issues and effects around trading and economics. The
school found the product difficult to use in the lessons
and could not easily isolate relevant aspects to explore.
As a product, the game was not faulted, but it was felt
that it was aimed at an older age group.
Brain Teasing Games was made available on seven networked
PCs in the school library during breaks, and for 90 minutes
after school as part of the homework club. The games were
available to all pupils (Key Stages 3 and 4) in a library
supervised by a member of staff. The software was mostly
used by boys in Year 7. The main aims were to encourage
socialisation and time management by providing an activity
that would occupy, interest and engage students at those
unstructured times of the day. Pupils took turns to use
the software, compared scores and shared expertise
Game Discussion,
New York Times,
Serious Games,
Simulations,
Virtual Reality
| Tagged: FAA,
Matthew
Wald, TAMU | Permalink
Rise of the Giant Simulators October 16, 2008
Imagine an old style simulation designed to train newly
hired air traffic controllers. The students gather in
a large room, in the center of which is a model airport
made of plywood. Different students grab toy planes
and begin “flying” them around the room by holding
them out at different heights and walking in circles
around the airport. Students take turns playing air
traffic contoller, shouting out altitude and speed instructions
to the airplanes. Occasionally, a plane is ordered to
land at the airport. When mistakes are made, the planes
“crash,” and students start over again.
Sounds very 20th Century, doesn’t
it? Hold your breath: air traffic contollers are still
trained that way in 2008. But, things are starting to
change as the technology for giant electronic simulators,
essentially videogames played out on room-sized screens,
matures.
We last discussed the technology back
in November, when looking at the s.com/2007/11/17/sailing-the-virtual-seas-at-tamu-galveston/"
target=_blank>ship simulator used by the Texas Maritime
Academy over at Texas A&M - Galveston. All manner
of ships can be programmed for students to pilot into
the world’s major harbors, using seven 15 foot screens
and tilting floors to help provide the full pitching
deck experience during virtual storms.
Now, Matthew Wald at The New York
Times brings us an article on the giant air traffic control simulators used by
the Federal Aviation Administration Academy in Oklahoma
City.
The sophisticated video games are
meant to address a serious real-world problem: Nearly
two-thirds of the agency’s 15,000 air traffic controllers
will no longer be working by 2017 when they reach
the mandatory retirement age of 56. … As a result,
the agency now must hire and train some 1,700 controllers
a year for the next decade, a task the Government
Accountability Office described as a major challenge.
Experts say that having a high proportion of trainees
and rookies in towers and radar rooms may reduce safety.
To meet the challenges, the agency is turning to electronic
tower simulators, which one instructor described as
“a big Xbox.”
Wald reports administrators hope to
shave 20-60% training time using the big video games.
Six simulators run 18 hours/day training students, though
Wald states the old style simulations are still used.
When virtual planes crash, though, the resulting fireball
lighting up the monitors makes a much more visceral
visual impact.
The article concludes with an interesting
summation of the videogames used to screen candidates.
The games gauge how well a candidate can multitask and
deal with distractions. A battery of tests are used,
too, requiring mental math computation. Remember those
word problems in grade school requiring you to compute
the rates and times of two different cars, trains, or
airplanes leaving different cities? Well, you get the
picture. Finally, students “are also given a hyperactive
version of Pac-Man to play in their spare time. The
idea is to keep students’ skills sharp, instructors
say, and hone their ability to watch several targets
at a time.”
References:
Wald, M. L. (2008, October 7). For air traffic trainees,
games with a serious purpose. The New York Times.
[Online.] Retrieved: October 16, 2008 from http://www.nytimes.com/2008/10/08/us/08controller.html?pagewanted=1&_r=2&sq=serious%20game&st=cse&scp=1
Game Discussion,
New York Times,
Serious Games,
Simulations,
Virtual Reality
| Tagged: FAA,
Matthew
Wald, TAMU | Permalink
Will Older Drivers Pay Lower Insurance by Playing Video Games?
October 9, 2008
Insurance giant Allstate (“Are you
in good hands?”) is researching to determine if video
games help drivers over 50 drive better. CNN reports:
Under a new pilot program called InSight, Allstate
will offer specialized computer games to 100,000 customers
in Pennsylvania aged 50 to 75. The games’ developer,
San Francisco-based Posit Science, will track the
total number of hours these drivers play.
Then the group’s accident rates will be compared
to a control group of people who do not play the games.
The article goes on to explain the subjects won’t
be playing a driving game, but rather one “designed
to reverse age-related cognitive decline and improve
visual alertness.”
For example, a game called “Jewel Diver” has
players keep track of underwater jewels that pop up
on the screen for a moment before they are hidden
under fish swimming around. When the fish stop moving,
players click on the fish hiding the jewel. It’s
like Three Card Monte but without the cheating. Over
time, the game gets more complicated as more fish
appear on the screen.
It seems drivers with the fewest accidents are aged
50-60, but somewhere after 60 accident rates start to
climb again. Allstate thinks using brain training video
games might fight cognitive decline in older drivers,
thus the experiment.
References:
Drivers may get insurance breaks for playing computer
games. (2008, October 1). Retrieved October 9, 2001
from: http://www.cnn.com/2008/TECH/10/01/older.drivers.videogames.ap/
MMORPGs, MacArthur Foundation, New York Times,
Research, Surveys | Tagged: Mizuko Ito, UC Irvine | Permalink
Using
Civilization Simulation Video Games in the World History Classroom.
September 2, 2008
By examining Civilization III, the Age of Empires series,
and Rise of Nations, this article discusses why it is important
to recognize that these games have a substantial impact on
student understanding of history, how they present important
topics, and methods by which these games can be used.
Game Discussion,
New York Times,
Serious Games,
Simulations,
Virtual Reality
| Tagged: FAA,
Matthew
Wald, TAMU | Permalink
Video games 'stimulate learning' March 02, 2008
Computer games could become part of the school curriculum
after researchers found they had significant educational value.
The UK study concluded that simulation and adventure games
- such as Sim City and RollerCoaster Tycoon, where players
create societies or build theme parks, developed children's
strategic thinking and planning skills.
We're not advocating arcade, shot-the-baddie type games
Professor Angela McFarlane, Teem Parents and teachers also
thought their children's mathematics, reading and spelling
improved. The investigation into the habits of 700 children
aged seven to 16 also found that, far from being a solitary
activity, children preferred to play games in pairs or small
groups.
The research from the group Teachers Evaluating Educational
Multimedia (Teem) is being studied by the Department for Education.The
director of Teem, Professor Angela McFarlane, said there was
much to learn from the games industry in terms of developing
scenarios that really challenged and engaged children, rather
than reproducing text books on the screen.
"Adventure, quest and simulation type games have
a lot of benefit - they're quite complex and create a context
in which children can develop important skills,"
said Professor McFarlane.
"We're not advocating arcade, shot-the-baddie type games,"
she stressed.
School curriculum
Teachers often found it difficult to justify the use of simulation
or adventure computer games during school time because their
content did not map the national curriculum, said Professor
McFarlane. But if educational material could be built in,
such games could be used in the classroom legitimately, she
said.
The researchers found games developed strategic thinking,
"For example, you could use an historical event like
the Battle of Hastings and - knowing the facts are accurate
- get pupils to put themselves in the place of one of the
soldiers or generals.
"At the moment though, there's no way of knowing whether
the software used in some of the games that involve building
and running cities are based on valid economic models,"
said Professor McFarlane.
The children questioned as part of the research said working
in a team was the most important aspect of playing video games.
"Now that's interesting when the stereotype is that
children play on the computer exclusively on their own,"
said Professor McFarlane.
"Teachers and parents then broke that down into skills
of negotiation, planning, strategic thinking and decision-making."
The Teem study comes as other researchers argue the multimedia
age has put children off reading and has produced a generation
which spends too much time playing indoors.
Titles used in the research
Age of Empires II
Bob the Builder
Championship Manager
City Traders
F1 Championship Racing
Freddi Fish
Lego Alpha Team
Legoland
Micro Racers
Pajama Sam
Putt-Putt Enters the Race
RollerCoaster Tycoon
Sim City 3000
The Sims
The Tweenies
The Settlers
Uno
Worms United
MMORPGs, MacArthur Foundation, New York Times,
Research, Surveys | Tagged: Mizuko Ito, UC Irvine | Permalink
National Research Experts Release Recommendations for Future
Video Game Research, Education and Public Policy - July, 10,
2007
The National Institute on Media and the Family and researchers
from Iowa State University issue detailed report calling for
improving video game ratings, expanding media research and
utilizing video games in education
MINNEAPOLIS Stating progress has been made but additional
research is needed, the National Institute on Media and the
Family and researchers from Iowa State University today released
a detailed report with recommendations from its National Summit
on Video Games, Youth and Public Policy. The reports
recommendations on video game research, education and public
policy were a result of the collaboration of academic scholars,
public health officials, and child health advocates who discussed
the health and psychological impact of violent and sexually
explicit video games on children and the current rating system.
This report serves as a best practices
repository for researchers and policymakers, said Dr.
Craig Anderson of Iowa State University. The report
breaks new academic ground and offers new ideas for policymakers,
public health advocates and parents.
Future research, including studies regarding the effects
of media violence on children, will be well-served by this
report, added Dr. Douglas Gentile of Iowa State University.
The next step is to make these recommendations a reality.
Among the recommendations listed in the report:
- Involve parental input and research, including how to
make video game content descriptors more effective and useful.
- Identify reasons why parents disregard the M-rating (Mature,
for age 17 and older).
- In addition to negative effects of violent video games,
incorporate into video game ratings information for consumers
about the potential beneficial effects of video games that
offer positive attributes.
- Encourage scientific organizations to file amicus briefs,
or friend-of-the-court briefs, in support of court cases
involving video game sales restrictions.
- Establish dedicated educational programs for the judiciary
system on how scientific research establishes probabilistic
conclusions about causality and translating scientific research
for court opinions / decisions.
- Make the message of harm from violent video game playing
more consistent within and among scientists, public health
organizations, the video gaming industry, and educational
institutions, particularly at the elementary school levels,
to help parents and their children clearly understand violent
video game effects.
These recommendations were designed to protect families
from gratuitous violence and sex in video games and assist
the ESRB in enhancing its ratings enforcement and educational
efforts, said Dr. David Walsh, president of the National
Institute on Media and the Family. While great strides
have been made in improving ratings education and enforcement,
more work is needed to address the rise of violence in video
games.
Walsh praised the Entertainment Software Rating Boards
recent decision to issue Take-Twos Manhunt 2 an Adults-Only
rating and its crackdown on video game trailers. He said its
proof that the ESRB has made significant progress in keeping
extremely violent and graphic materials out of childrens
hands.
The National Summit on Video Games, Youth and Public Policy
was held in November 2006. Participants included Patricia
Vance of the ESRB, Jeff McIntyre of the American Psychological
Association and U.S. Representative Betty McCollum.
The full report, including a full list of summit participants,
is available on the National Institute on Media and the Familys
Web site, www.mediafamily.org/videogame2006summit.
About the National Institute on Media and the Family
The National Institute on Media and the Family is an independent
non-partisan, non-sectarian, nonprofit organization. The Institutes
mission is to maximize the benefits and minimize the harm
mass media have on children through research and education.
For more information, visit www.mediawise.org.
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