Thursday, March 27, 2008

The Wii Remote & Cognition

Interesting article on the Nintendo Wii Console system and the effect of motor functioning with cognition. Video games begin to enhance motor skills by connecting real life actions to digital simulations. As a result, we perform tasks better by repetition and physical motion becomes more fluid and composed.

http://www.plosone.org/article/info:doi/10.1371/journal.pone.0001728

The article, "Exploring Action Dynamics as an Index of Paired-Associate Learning" by Dale et al., attempts to connect the actions of real life motions with cognitive development of skill through a digital medium. The learning in this regard centers on the cognitive-motor functioning interaction with memory and recall processes. Both male and female subjects participated in the study and both demonstrated improvement with performing tasks over time using the remote. This led the team of scientists to suggest that there exists an active learning process between simple physical actions and cognition learning to develop these motions properly (Dale et al., 2008). The motion included participants using the remote to match sample shapes in random pair associations. The objects themselves did not represent the variable of study but moreover, the ability for repeated samples of motion with visual acuity to develop the correct pairing associations.

Anyhow, the experiment demonstrates that technology and learning in the context of games occurs both actively and passively between visual recognition, memory and motor-cognition development. Impressive, that a video game remote may help someone with their golf-swing as well as refine their motor functioning skills. Now, the Nintendo Company needs to find a way to simulate educational games and students may begin to perfect the cognitive recall of shapes simulations for math and logic solving equations that require meta-cognitive schema.

Dale R, Roche J, Snyder K, McCall R (2008) Exploring Action Dynamics as an Index of Paired-Associate Learning. PLoS ONE 3(3): e1728. doi:10.1371/journal.pone.0001728

Wednesday, March 26, 2008

Gaming, Gender & The Brain

This article caught my attention due to its examining of the brain interactivity with video-games as well as the role of gender in neuro-economical analysis of games and marketing. As it turns out, studies by Allan Reiss et al., at the the Stanford University School of Medicine, discover that "reward synapses fire in the brain more frequently among men that women during video-game play" (Stanford University Medical Center, 2008).


http://www.sciencedaily.com/releases/2008/02/080204140115.htm


Its not a great secret that more men play games than women by just an observation, however, the fact that biological inclination to feeling rewarded is greater for men by playing these games generates a debate as to the influence of culture on biology, technology in the economy and health issues for the future between men and women. Interestingly enough, additional research from a separate study within the article that relates to gender and video game play examines the nature of territoriality and gender in games; demonstrating that while both men and women understand the challenges and goals of the game used for research, men tend to carry a greater sense of motivation to succeed (Stanford University Medical Center, 2008). This may be due to the natural competitive instinct among men, from an evolutionary standpoint to compete for finding a mate or simply could be a function of design or bias of many games towards men. Also, the idea that games tend to motivate men better could be promising due to the fact that women fair better in higher ed instruction and more women earn degrees beyond undergrad than men today. This gap continues to grow in America and one way to potentially spur motivation for men to gain interest in education may be through access of gaming with educational technologies.

One of the better articles analyzing gender, economics, biology and cultural analysis, I would love to hear feedback on this article from the opposite gender for a different perspective. As a gamer I tend to believe that my interest in gaming in education stems from both my family background in higher education but also my affinity for technology and believing distance education as the future in our country. Then again, I'm probably biased anyways since I grew up during the information age but still this article delves into issues not previously examined in any fashion I have seen on the web or in research. Enjoy!

Stanford University Medical Center (2008, February 8). Video Games Activate Reward Regions Of Brain In Men More Than Women. Science Daily. Retrieved March 26, 2008, from http://www.sciencedaily.com­ /releases/2008/02/080204140115.htm

Tuesday, March 25, 2008

The Melding of the Minds

The organization, BrainMeld, consists of a conglomerate of gamers, educators, researchers and software designers committed to combine new technologies with classroom designs to enhance education in the information age. One of the coolest aspects of this site centers on its availability of free gaming guides for teachers to use for their classroom instruction for grades K-12. In addition there is room available for individuals to submit guides for college and grad school as well, although currently none are listed as of this time.

http://www.brainmeld.org/index.htm

In addition to the organization's templates of teaching guides, there is also a free word doc for those who wish to implement their own guides and submit to the library for the organization. Although, some parts of the website remain under development, the forum consists of over 9,000+ members and continues to grow each day. The best aspect centers on the guides for any teacher to incorporate into their own lesson plan.

One example, the guide titled " A Wild Ride in 3rd Grade", by Alicia Young, includes the game Rollercoaster Tycoon for students to better understand math work with polygons, area and perimeter data, algebra and reasoning. Her design implements elements of both logical reasoning and problem solving in an engaging format for students to understand sequencing of events and constructive design of the park. Essentially, students traverse the park and encounter a series of interludes designed to teach an aspect of the math curriculum allowing for a seamless transition and this aspect assists students with developing cognitive sequencing of linear math problem solving. The guide also provides a rubric for grading and scoring as well as explanations for requiring to meet state standards in the curriculum. Also, the game provides a dual format for students of both PC and Mac computer backgrounds.

For any teacher wanting to add an element of video-gaming to their own instruction definitely needs to take a look at this organization for guides and ideas. The content of the website in addition to the forums and guides section make this organization one of the more dedicated to melding both education and gaming technology to classroom instruction.

Henning, Ted (2005). BrainMeld: Bridging the gap between gaming and education. Retrieved March 25, 2008, from the website: http://www.brainmeld.org/index.htm

Sunday, March 23, 2008

Great Research Article on MMORPG's & Learning

My previous post discussed the debunking of myths about online MMORPG's (Massively Multiplayer Online Role-playing Games) and this article by, Dr. Rod Riegle of Illinois State University, examines the relationship between instructional design as a foundation for these online games. In a sense, we are learning the foundations of designing and implementing teaching methods through the application of these games.

http://people.coe.ilstu.edu/rpriegle/mmorpg/index.htm

Essentially this article applies the instructional design model of Madeline Hunter (Riegle, 2005, p.2) to that of instructional design implementation inside these MMORPG's. The article dissects the relationship of foundational design, guiding principles and learning theory for practical application to students or gamers in this case by using examples mainly from the Game Everquest II. Although much of the design terms are analogous in nature to the context and framing of the argument; instructional designs of the information age may learn a great deal by adapting strategies from MMORPG's and as a necessity to remain innovative in learning theory and methods for students in education. The article leaves the reader without a concise proclamation that gaming will have a profound impact on education, moreover that education seeks to either admit gaming designs to instruction and the classroom or leave it exempt. However, the undeniable fact remains that gaming certainly carries a great deal of instructional design to generate a dedicated base of consumers and if education were to operate in the same fashion, teachers and learning theorists may understand the future of the education dynamic in the digital classroom to help student succeed well beyond the information age.

Riegle, Rod (2005). Dying to Learn:
Instructional Design and MMORPGs. Retrieved March 23, 2008, from http://people.coe.ilstu.edu/rpriegle/mmorpg/index.htm

Saturday, March 22, 2008

Myths on Gaming & Our Intellectual Capacity

I absolutely loved this article for the simple reasons that the author does not simply defend the participation of video game use, but instead, dissects the interesting effect that gaming carries on our culture; helping us development a larger intellectual capacity. This notion that games disrupt our cognitive abilities and distract us from more important functions typically reflects the sentiments of researchers that wouldn't know the difference between a tank and a healer. This reference pertains to a certain character description from World of Warcraft, a game that I have played recently before starting work in my Master's courses. However, I still participate in the gaming community and can attest that very important social and cognitive skills may be developed in ways better suited for some individuals. This article exposes some of the myths regarding games and analyzes the beneficial gains we get from games as well.

http://www.techlearning.com/story/showArticle.php?articleID=196604665

The article continues to expose myths regarding video games, many of which the majority of the population believes, since the worst games on the market tend to get the most publicity. Yet, the great majority of games carry great entertainment value without subjecting its players to graphic or obscene content. However, the most important aspect of the article stems from the idea that the foundation of a game parallels that of an instructional design for a class curriculum. The games must cater to a wide audience of individuals who vary ethnically, by sex, geographical location and socioeconomic status. Gamers exist in all parts of societies around the world, just as students in classrooms. In addition, the key to having a successful game centers on keeping the players motivated to reach the desired goals within the framework of rules and assignments. The challenge with a game carries the same challenges of instructional design, there must be a set path to reach the desired means, the more effort a gamer puts in the more successful the outcome, just as students who read and interact with their assignments the greater chance of academic success.

The greatest gain from games to assist with education rests upon the individual drive and thought required to access new content in both worlds, as a manner of reference. Gaming teaches us to interact in a new environment by learning new parameters, setting goals, choosing our own motivation and the greater time spent pays off with better results. Education may apply these rules to games and the results among students, especially at a young age may help students become more interested in learning about history, math and science, all categories we are struggling with comparatively against other developed nations. Games that have students solve puzzles, design architecture to relieve problems or needs within a society or develop a strategy to defeat the British in the war may spark student interest in subjects thought obtuse and irrelevant by students standards. Games on the market can teach us to learn in many ways, now the responsibility for teachers and designers rests upon creating a symbiotic culture of gaming and education that combines the visual acuity and interest of games with the content of educational subject matter.

Thursday, March 20, 2008

Chess & Curriculum Education

One of the articles that caught my attention while reading the New York Times today involves education and games without an overly expensive technology, the game of chess. I must confess my personal adoration for the game and play in ladder tournaments online holding a modest ranking. However, the best aspect of this article demonstrates the innovative thinking process of the Idaho superintendent of education, Tom Luna, to introduce a complex, mathematical based game to assist students with both social cognitive development as well as the ability to calculate actions in advance.

http://www.nytimes.com/2008/03/20/us/20chess.html?_r=1&st=cse&sq=education+and+games&scp=1&oref=slogin

The article mentions that the game itself transcends issues of race, gender, ethnicity and language allowing students to challenge one another in a proper setting with set rules. The game also enhances students understanding of vocabulary and history as stated by the teachers, many of whom are learning to play the game for the first time as well. Most importantly though, Chess generates a friendly competitive environment that forces children to think about the game and the possible moves based on both predicted and unforeseen outcomes more so than a strictly opposition defense against the opponent.

The benefit of teaching chess, beyond the reasons stated in the article itself, centers on the impact of chess as a technology to assist students with developing an important cognitive process of pattern recognition within math concepts and in addition allows students to observe behaviors, process the data and produce a composite reaction. This essentially begins to frame the development of the meta-cognition of the individual as a piece within society, that the chess board is a world within itself and that each piece carries set roles, and certain choices lead to inevitable outcomes. Therefore, one cannot simply dictate moves based on previous experiences but instead be forced to react to new challenges in a way that requires a new line of thought never before applied to this setting. Chess opens the mind to endless possibilities releasing boundaries and allowing for development of strategies and tactics to overcome problems. This ability for students to learn this line of thought represents a unique way chess can enhance the cognitive development of students at an early age that no other subject adequately provides. Also, one of the most promising aspects of the article demonstrates the combination of both political parties and non-profit organizations using an innovative, yet simple game, that has existed for thousands of years in order to create an inclusive environment for children of all varying background and abilities.

This article proves that not all technology must be cutting edge to make a positive impact nor does the strategy itself require intricate design, just the application of an idea using technology to enhance the development of students in education.

Sunday, March 16, 2008

Education and Games Bloggers Unite!

While cruising the web, I discovered this interesting blogsite, Educational Games Research, designed by John Rice, a current doc student in educational computing at North Texas who carries similar interests with specializing in educational video games. This blog analyzes different aspects of education and gaming with posts about; companies that incorporate communication support for online learning, effects of gaming and global economies, assessment of brain research on games and even spirituality!

http://edugamesblog.wordpress.com/

My favorite aspect of this blog stems from the second post topic of video games and spiritual growth survey. I suggest trying it out as its a lot of fun and in addition it helps the another MA student in educational technology with his research. The interesting aspect of this survey centers on the factors of not just spiritual growth in games but also the effect of cognitive development into the design of the games and the ability for games to enhance one's own perceptual self awareness in the world. This survey combines the aspects of education and technology in a unique way that seeks to answer questions of how gaming and education will affect future populations and the manner in which instruction may be applied in society.

This website offers a comprehensive amount of information on online education, gaming research, distance education, the economy, the environment, and has well designed links for past information, related sites and top posts. This happens to be one of the better blogs I have seen and has given me plenty of ideas to spruce up my own blog once I get past these nagging sinus infections. Take a look and enjoy!

Thursday, March 13, 2008

Kaboose - Education and Games in Action

Funschool Online Arcade is one of the best examples of a website that combines education with gaming. Many of the games help students with science, memory, math, language and history.

http://funschool.kaboose.com/arcade/index.html

The layout of the web page offers a great deal of variety for students to choose which games they want to play from a variety of subjects. A great deal of this website aims primarily at teaching early education students but there is an abundance of information for higher ed learners as well. The most intriguing aspect of this website stems from its intricate designs and creativity for many of the games to command the attention of young students and draw them in to education. This desire to play games while learning helps students increase their motivation to learn in ways difficult to replicate inside of a classroom.

Once again, technology, education and gaming capture the imaginations of young students to create a dynamic learning environment and reflect the positive impact of online education. Try out some of the games while you are cruising the page and enjoy the fun for yourself!

Wednesday, March 12, 2008

The Serious Games Initiative

This organization is committed to bridging the gap between gaming and online education in a variety of different ways such as health care, public policy and training.

http://www.seriousgames.org/index2.html

Some of the examples from the website involve companies already committed to integrating games with popular game series characters to teach computer based skills and perhaps more impressively is the showcase that took place at E3 over the summer of 2006. For those unfamiliar, E3 is the Electronic Entertainment Expo held annually in California which showcases next generation hardware, software, consoles, platforms, audio/visual equipment and games. The ability for games to create a culture of education for students at all ages and backgrounds will represent the next platform of digital education/online education . This enables students to generate social and intellectual capital needed for the globally integrated technological age of society.

Additional aspects of the website include programs on environmental and public health policy issues as well as the future of software in surgery. Needless to say the future of education and gaming appears ready to broaden the perspectives of not only the hardcore gaming base but to the scholars and individuals able to make an impact in our society.

Its a great website to begin acquainting oneself to games and education with fascinating areas of research and design of online education.

Check it out!

Sunday, March 9, 2008

About the DJ

Hey Everyone, I am currently a Grad Student here at the University of Florida working on my Masters in Education Technology. My interests range greatly from reading, gaming, sports and, of course, music!

My topic of study in Ed Tech centers on the effects of gaming with education and the creation of digital avatars as online students in a virtual medium of distance education. I hope you will come by and stay to listen to some of my music and engage me in some dialog about the future of distance education and the varying formats of instructional design to enhance student learning experiences. Also, you're more than welcome to talk sports, entertainment and current events as well as share your musical experiences, past and present. Remember, Music is the beat of passion and life that drives us to seek out that which we most desire!

Welcome to the Den...