View
216
Download
0
Tags:
Embed Size (px)
Citation preview
Learn by Doing in Virtual Environments
Digital GamesVirtual Worlds
Augmented Reality
Presented by: Susan Conrad, Susan Dass, & Debra Moore
Learn by Doing:Digital Games
Presented by: Susan Conrad
• Game Definition and Demographics• Gamers and their communities• Game Design and Pedagogy• What we can learn from MMORGS
Agenda
Digital Games: What’s all the Fuss?
• 72% of American Households• Average game player is 37 and has been
playing for 13 years• 55% of heads of household play games on
mobile devices• $16 billion in software revenue 2010• 100-135 of the Fortune 500 will use games
for employee education
(Entertainment Software Association 2011)
Who is Playing Digital Games?
1.Be important
2.Be easy to understand and interesting but not distort the learning process
3.Be forgiving - not penalize for wrong answers
4.Be WINNABLE - allow for multiple winners and recognizing the gain of all participants
Gredler (1996)
Components of Educational Games
What Can This Guy Teach Us?
• Can be complex to learn• Sophisticated user interfaces• Game difficulty increases with each level of
accomplishment• Social interaction and recognition• MMORGs, First Person Shooter Games, RPGs
MUD Characteristics(Multi User Design, Dungeon or Dimension)
• Active Engagement• Collaboration• Rich Resources• Timeless• Player specific• Encourages Assessment – who wins?• Failure is OK and expected• Creativity encouraged
What Makes RPGs Special?
• America’s Army• Emergency Preparation• Government Leadership Training• Navy policy game• Marriott Careers• Healthy Apps• DimensionsM
Real Life MMORPGs
Collaborative Learning
Story•Characters•Events•Settings
Game•Goals•Rules•Tools
Play•Cause•Effect•Consequences•Fun
Game Design Components
• Avatar
• Select Best Plan
• Break the mission into tasks
• Quest
• The roles
• The rules
Cognitive Affordances of MMORPGs
Finding Love Virtual or Reality?
In Our Quest for Knowledge:Lessons Learned
Learn by Doing:Virtual Worlds
Presented by: Susan Dass
Agenda
• Definition and types of virtual worlds• Inherent characteristics and capabilities• Peer-reviewed research examples:
• Pedagogy, Domain, Activities, Findings• GMU example
Definition and Types
Second LifeActive WorldsThere
•3D, online, persistent, interactive environment
accessible by many users simultaneously
•Role-playing, working, training, mirror, or social
•Emphasis on communication, community building,
and ability to create in-world artifacts
Inherent Characteristics
Search
Presence, Awareness,Community,Immersive
SearchFriendsSearchFriends
Inventory
SearchFriends
InventoryMaps
SearchFriends
InventoryMapsChat
Text Chat Voice
SearchFriends
InventoryMapsChat
Avatar
Avatar
SearchFriends
InventoryMapsChat
AvatarSnapshot
Other Capabilities
• Open a web browser• Sync with a Learning Management System• Conduct a survey• Present information… static or interactive• Supports files: xls, ppt, pdf• Use of space and time• Create artifacts
Research ExamplesPEDAGOGY DOMAIN ACTIVITY
Collaborative Learning
Business: e-commerce
Solve a computer configuration problem
Action Learning Information Systems: Virtual Organizations
Build and run an online business in Second Life
Active Learning Computers and Information Sciences
Build artifacts using Linden Scripting Language, compare to other languages
Social Constructivist
Foreign Language Participate in small group or one-on-one discussion with American partner
Constructionism Information Systems: Business and Software
Create a supply chain simulation; Create an in-world, tool-rich lecture hall
Experiential Learning
Communicating Across Disciplines
Create a Second Life project that uses interdisciplinary communication
See: Shen & Eder, 2009; Wagner & Ip, 2009; Wang & Braman, 2009; Wang, Song, Xia, & Yan, 2009; Dreher, Reiners, Dreher, & Dreher, 2009; Jarmon, Traphagon, Mayrath, & Trivedi, 2009
Research Examples: Findings
• Positive attitudes as a learning environment• Motivated to learn• Felt part of a community, sense of presence• Required a steep learning curve• High effort level did not reduce learning value• Talked more to peers and instructors• One computer science: 14% increased grade
Research Examples: Recommendations
• Align learning objectives with activity• Activity commensurate with skill capability• Use technology commensurate with need• Improve collaboration tools• Use space to denote topics or purpose
George Mason University: Economics
• TerraEconomicus– Private, 3D, virtual world, Second Life platform
George Mason University: Economics
George Mason University: Economics
• Second Life Field Trips
Experiential Activity:
Hurricane Island
George Mason University: Economics
Student Perceptions
Strongly Agree Strongly DisagreeN = 8
Using Second Life as a learning environment was a good idea.
My learning increased because of Second Life.
My engagement in this course increased because of Second Life.
Second Life made learning more interesting.
0% 25% 50% 75% 100%
Second Life made learning more interesting.
My engagement in this course increased because of Second Life.
My learning increasedbecause of Second Life.
Using Second Life as a learning environment was a good idea.
Perceived Ease of Use
Strongly Agree Strongly DisagreeN = 8
Communicating with others in Second Life was easy.
I was aware of what was going on while in Second Life.
Moving my avatar around in Second Life was easy.
Second Life was easy to use.
I was able to access Second Life off campus without frustration.
0% 25% 50% 75% 100%
I was able to access Second Life off campus without frustration.
Second Life was easy to use.
Moving my avatar around in Second Life was easy.
I was aware of what was going on while in Second Life.
Communicating with others in Second Life was easy.
Behavioral Intentions
Strongly Agree Strongly DisagreeN = 8
I intend to use Second Life on a personal basis.
I would take another course that uses Second Life.
0% 25% 50% 75% 100%
I would take another course that uses Second Life.
I intend to use Second Life on a personal basis.
Conclusion: Virtual Worlds
• Affords learn by doing pedagogies• Supports domains and activities• Results in positive student perceptions• Requires addressing adoption obstacles• Illustrates learning as an experience
Learn by Doing:Augmented Reality
Presented by: Debra Moore
Augmented Reality (AR)
• Examples & definitions
• Issues
• Learning with AR
• Living with AR
• Conclusion
How Cool is This?
Virtual data combined with what we see in the real world, for the purpose of enhancing the information we perceive with our senses (Horizon Report, 2010)
http://youtu.be/9DNVa3Npt0Q
The Long Nose of Innovation
Invention Refinement & Augmentation Traction
Growth of anidea
Technical Issues
Other Issues
Improved Learning
Comprehension up Generalization up Attention up
Maintenance time cut in half Scores up
Supportive/Guided
Cognitive Apprenticeship
The mother of all performance support tools
Situational Learning
Immersive EnvironmentAlone or in a groupActively gather & process info
Potential of AR at DAU?
• Catalogs• Multiple overlays• Compare features• Exploded views
2010 Efficiency initiatives• Pictures/speeches• Auxiliary information
Living With AR
Blog: augrealinfo.wordpress.com Email: mooreamazingar
Digital games
When and Why?
Virtual worlds Augmented Reality
QR Code and link to 2-minute video summary provided on next slide
Conclusion
The End
Learn by Doing in Virtual Environments
Access a 2-minute video summary by pointing your cell phone at one of the QR tags above. Color tag reader at http://gettag.mobi. Black and white QR code reader at http://reader.kaywa.com.