Introducing Assessing Students’ Digital Writing

Assessing Students' Digital Writing: Protocols for Looking Closely. Edited by Troy Hicks. Co-Published by NWP and TCP.
Assessing Students’ Digital Writing: Protocols for Looking Closely. Edited by Troy Hicks. Co-Published by NWP and TCP.

By all measures, I am fortunate to work with so many incredible colleagues from the world of education, both K-12 and higher ed. Many times those collaborations happen in just a few hours, or a few says, and they then disappear.

However, sometimes they last for months or even years, and they transform into something much more powerful. Assessing Students’ Digital Writing: Protocols for Looking Closely is one such example of that powerful kind of collaboration.

Here is the book’s description:

Troy Hicks—a leader in the teaching of digital writing—collaborates with seven National Writing Project teacher-consultants to provide a protocol for assessing students’ digital writing. This collection highlights six case studies centered on evidence the authors have uncovered through teacher inquiry and structured conversations about students’ digital writing. Beginning with a digital writing sample, each teacher offers an analysis of a student’s work and a reflection on how collaborative assessment affected his or her teaching. Because the authors include teachers from kindergarten to college, this book provides opportunities for vertical discussions of digital writing development, as well as grade-level conversations about high-quality digital writing. The collection also includes an introduction and conclusion, written by Hicks, that provides context for the inquiry group’s work and recommendations for assessment of digital writing.

Screenshots of Students' Digital Writing
Screenshots of Students’ Digital Writing from NWP’s Digital Is Website

Moreover, each of the book’s chapters include online resources available at NWP’s Digital Is website. One note here is a huge shoutout to my friend and NWP colleague Christina Cantrill who has made the companion site on Digital Is a possibility. There are six different pieces in the collection, including:

My sincere hope is that the student work shared in this collection and online will spark dialogue amongst teachers about when, why, and how they can and should integrate digital writing into their classrooms. If you have questions, please let me know.


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Digital Media in Content Area Learning

Earlier this week, Liz Piazza asked:

At the time, I didn’t think I could answer in 140 characters, and I’m glad that I didn’t try.

There are quite a few things to consider when answering this question, and perhaps it was simply the word “all” that threw me for a loop. Well, yes, in all content areas. I think. Wait, maybe not all. Most? Some?

You can see how I pondered the question, turning it over in my mind.

In doing so, however, I also began to think about the goals for content area literacy or, as it is being described more and more — especially by Tim and Cindy Shanahan — disciplinary literacy. And, in fact, their definition is at the crux of how I would answer the question. They believe that “Most students need explicit teaching of sophisticated genres, specialized language conventions, disciplinary norms of precision and accuracy, and higher-level interpretive processes” (43) and “the nature of the disciplines is something that must be communicated to adolescents, along with the ways in which experts approach the reading of text. Students’ text comprehension, we believe, benefits when students learn to approach different texts with different lenses.” (51).

Image CC Licensed by Flickr User Dan Zen

So, my short answer to Liz’s question would have been, “Yes, various forms of new media such as social networking and gaming can be successfully used in various content areas, perhaps even all of them,” as evidenced by tools such as EASE History, the Science Game Center, the National Library of Virtual Manipulatives, or any of the dozens of options available on this K-12 Tech Tools wiki. Students have created videos about science experiments and historical reenactments, and acted as characters from literature or actual historical figures on Twitter and Facebook.

So, yes, they can.

The deeper answer, and the one that I have been struggling with over the week, however, is a little more complicated.

If we think about the Shanahans’ ideas that content area literacy is quite a bit more specific than simply applying a general set of strategies for writing-across-the-curriculum — as good as those strategies may be — then there has to be something deeper, something more rhetorical, to the idea of composing a disciplinary text with multimedia. Returning to Liz’s question, and pivoting it just a bit, I wonder: Can various forms of new digital media be effective as a tool for composing in all disciplines? 

Here, the answer gets a bit murkier, mostly because I am not a disciplinary expert outside of the field of writing. On the one hand, I can imagine that expressing disciplinary knowledge in math, science, history, or the arts — demonstrating a way of thinking through expert interpretation, analysis, and communication — could happen in any form of media. Heck, a whole movement in education, the flipped classroom, has come about because teachers have taken up the idea that they can create and deliver lessons via online video at least as effectively, if not more so, than they can do in the classroom. So, multimedia exploration of disciplinary knowledge is, conceivably at least, possible.

On the other hand, I wonder what is lost when transitioning from writing (words into sentences into paragraphs types of writing) into multimedia composition? Are there components of disciplinary thinking that don’t translate well from words to images to video to links to… whatever other form of media we can imagine?

At the same time, what do disciplinary experts gain in the process of being able to use images, voice, video, links, and other forms of media? How can they use multimedia to more fully express their ideas? What is it that we want to know about learning math — or science or music or art or anything — that multimedia can offer above and beyond print?

Liz’s question has pushed my thinking this week, and for that I thank her. I’m hoping that this response pushes her thinking, too, as well as yours. What does it mean to compose, as a disciplinary expert, with digital writing tools?

Lastly, and on a related note, for more of my thoughts on disciplinary literacy from an English Language Arts perspective, this chapter could be useful:

Hicks, T., & Steffel, S. (2012). Learning with Text in English/Language Arts. In T. L. Jetton & C. Shanahan (Eds.), Adolescent Literacy in the Academic Disciplines General Principles and Practical Strategies. New York, NY: Guilford Press.

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Catching My Breath After #engchat

So, I just finished hosting the lightening round of Tweeting that is know as #engchat (wiki link).

I sat down sat down at Panera with my bread bowl at about 6:45, thinking that I would have time to eat and follow a casual conversation. An hour later, there were so many great ideas that emerged that I barely lifted my fingers from the keyboard, let alone my spoon. That said, I just want to catch a few of these ideas, and a few bites of my cold soup, before the restaurant closes!

  • Even in a world of hyper-connected English teachers, we are still asking the right questions, both about teaching and technology. About access, both to the net and the tools. About teaching, both the content and the process. About assessment, both how and why. I really appreciated the questions that people asked, especially how they forced me to keep coming back to the writing and the writer, not just talk about tools.
  • No matter how little or how much access we (and our students) have, we need to continue advocating for more. Milton Chen in Education Nation talks about how 1:1 access is a digital civil right, and this conversation on #engchat tonight reminds me of that. Both the chat itself (the skills and processes that I needed to engage in a twitter-based chat with colleagues is both a mental and technical challenge, not to mention how to stay focused) as well as the topics that it raises (when, for instance, do we want students to attend to an online chat as compared to a face-to-face one?) remind me of how incredibly complex this thing called “digital writing” really is. It is both immediate and archived. It is both multilayered/multithreaded/multimodal, yet intently personal and focused. It can enrich our minds and offer us alternatives, or it can drive us to distraction. When and how do we teach digital writing so that it can be useful and productive?
  • There are incredible possibilities. One thread of the conversation spun off into the possibilities of gaming and how one teacher, Carl, uses Scratch with his middle school students. Showing the potential for interactive media as a space for storytelling (even if it is not “gaming” in the sense of programming and designing a full narrative with complex options), this example shows the ways in which a student can work to think through the process of writing in a different form. At one point, someone in the #engchat asked something similar to “what isn’t writing then?” and I think that it raises a good point. Whether spoken, printed, or otherwise designed with media, I think that “writing” is intentional. It involves an act of planning, revising, and producing. This Scratch example, to me, is clearly writing.

Those are some brief, initial reflections. I am so thankful for having had the chance to lead the #engchat session tonight, as it gets my new year and new semester off to a good start, helping me rethink what it is that I hope to accomplish in my teaching, research, and writing in the coming months.


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2010 MVU Online Learning Symposium

Notes from 2010 Michigan Virtual University Online Learning Symposium
November 9, 2010 at Michigan State University

Opening Keynote: Steve Midgley, Deputy Director of Education Technology, US DOE

  • Context
    • National Technology Plan (released just today), Four Components: Mobility, Social Interactions, Digital Content, Print to Online
    • This does not mean that we will have a “teacherless” curriculum, but the online marketplace offers many interesting opportunities
    • How do we find the right content and connect it with the right student with the right teacher at the right time?
    • Challenge from President Obama: “By 2020, America will once again have the highest proportion of college graduates in the world.”
    • The crucial thing about this is that if you graduate every student in the pipeline today, we will still not meet this goal. Stats show that many students are not graduating from high school, so this implies that many people need to get re-engaged. This will only happen with online learning.
  • Content
    • Teaching, Learning, Assessment — Infrastructure — Productivity
    • Assessment the way it is working today is pretty fouled up
    • Using $350 million to develop new, next generation assessment
    • DARPA project to assess Navy ensigns “in the field”
  • Learning
    • Some major points
      • 21st century expertise
      • How people learn
      • Personalized learning
      • Universal design for learning
      • Informal + formal
    • Social search — more people go to YouTube from Facebook than from Google
      • What does it look like in a social context that is professional?
    • New models (Netflix/Blockbuster) — what does this look like in education?
  • Assessment
    • Major points
      • Measure what matters
      • Embedded assessments
      • Real time feedback
      • Persistent learning record
      • Universal design
      • Continuous improvement
    • New models of assessment being developed being developed
    • NOTE: I haven’t read up much about this, but there is information about it being distributed through MDE and other news outlets.
  • Teaching
    • Main points
    • What does “highly effective” really mean in an online environment?
    • Connected
    • Online
    • Informal + formal — we can’t organize in ways offline that we can online — some technologies require connectivity to work at all (e.g., Wikipedia)
    • Inspired
  • Questions and Answers
    • Wikipedia — many schools block it, and then students are expected to use it in college to get started with research — this is crazy
    • What other “spaces” can we create for teachers to share ideas and resources? What is officially sanctioned by the state, and what is not? What is the role of textbook publishers and other research-based work to integrate with teacher knowledge?
    • We can’t test everything that we say we want kids to learn, only certain things, and some kids are learning more at different times and in different ways. So, then the question becomes what happens to kids as they figure out seat time/credit hours?
    • Intellectual property — how do teachers’ ideas get recognized in these online spaces? Creates problems with copyright and fair use. Creative Commons and Open Courseware as one option, but also some states and districts have earned RTTT money and are sharing through other avenues.

Conversation with Michigan Online Teachers of the Year

  • What has surprised you about online learning?
    • The personal connection, the human touch. Part of this is about the evolution of the internet and how we use social networks today. It is very easy to develop the relationships.
    • When you never see students face-to-face, and you are teaching 125 a semester, when someone writes that “you are my favorite teacher” — that is motivating. The additional thing that surprises me is the connections that you make with your mentors and how much of a factor that they play in their students’ lives.
  • What are your major apprehensions?
    • The fact that the technologies continue to change. Need to keep on top of things, for instance with the 21 Things for 21st Century Educators. (NOTE: I am not so sure that I agree with this statement — I think that there are generally principles about online learning and digital literacy that we need to know, but that we get way too caught up with the tools.)
    • If we don’t teach kids how to use their mobile phones properly, how will they learn these life skills? (NOTE: Again, I am a bit concerned about the tone that we take when we assume that we, as educators, have the “right” answer about how, when, and why we use the tools. Not that I disagree with the principle that we invite them to use these devices and applications, but I do worry that once we co-opt the digital tools and spaces that they are familiar with, we are changing the purposes and audiences for which they write and work).
    • Assessment is built in to the system — the fact that student time online is logged.
  • What are the roles that teachers and students play in the process of online learning?
    • If you are just introducing it, you have to give it time. Initially, it depends on the success of the students that are there — highly motivated kids are successful and motivate other kids to continue working, too.
    • This is rewarding for teachers — we enjoy having the opportunity to teach in a more flexible model. Old model was to have AP kids in advanced classes and remedial kids in other courses (kind of a dumping ground, without mentor support). We have now moved to a model where most students who are in our courses actually get to work and achieve a passing grade.
    • We can bait the hook, but students need to bite. People talk about the way that online learning is better because it offers students new opportunities as compared to what they have experienced in school. This is especially true for students in credit recovery. Still, they have to be motivated and self-directed. (NOTE: So, in what ways does online learning really change the paradigm? That is, if students are reluctant to engage in school, for whatever reason, does the flexibility of online learning really overcome the negative feelings that they have towards school?) Can you meet them online through Skype and Adobe Connect or other similar tools?
    • What are your strategies for connecting with online students? It is not about loving your subject, it is about loving your students. Students see it and recognize it, and they reciprocate.

Lunch Keynote: Milton Chen, Senior Fellow and Director Emeritus at George Lucas Educational Foundation — “Education Nation: Six Leading Edges of Innovation in our Schools” and Edutopia

  • Interesting note — Chen was born in Negaunee, and his father was a mining engineer
    • “I am here as an accident of history” — China was an ally, and my father was able to come to the US and learn about mining at Penn State, and my parents were married in 1945, although my mother didn’t arrive until 1949. They didn’t plan to stay in the US, but the stayed and I was born in 1953.
  • Imagine an Education Nation: “A learning society where education of children is teh highest priority, equal to a strong economy, high employment, and national security, which rely on education.”
    • The book is a “curation” of many resources from Edutopia; interesting that the magazine has been discontinued; e-books now outsell print books
    • “I think this is the first decade of the twenty-first century for education.” — we are at the tipping point.
    • Innovation — the key to creating an education nation; it is a “must do” than a “nice to know”
    • Bugscope
    • Google is 12 years old, YouTube is 5 years old, Edutopia YouTube Channel
    • Clay Shirky — we are witnessing the biggest change in human innovation and creativity in history; every media that we have ever known is now on a device in our pocket next to every other media
  • These are old ideas… Dewey
    • “From the standpoint of the child, the great waste in the school comes from his inability to utilize the experiences he gets outside the school… within the school itself while, on the other hand, he is unable to apply in daily life what he is learning at school.” The School and Society Lecture, University of Chicago, 1899
  • 6 Leading Edges of K-12 Innovation
    • Thinking
    • Curriculum and Assessment
    • Technology
    • Time/Place
    • Co-Teaching
    • Youth
  • The Edge of Our Thinking: Ending the Education Wars
    • From the either/or to both/and hybrids
    • Phonics and whole language
    • Arts and core curriculum (opening minds with the arts)
    • Learning in nature and technology
  • Curriculum Edge: Globalizing the Curriculum
  • Technology Edge
    • We want all students to use technology; weapons of mass instruction (one-to-one is the weapon that we need to employ)
      • We need to reduce the 1:6 student/computer level to a one-to-one (it can be done for $250 or less, per year)
    • iPod, iListen, iRead: EUSD iRead Program
      • Technology is only technology for those who were born before it existed
      • Using the iPod as a device to record students’ own voices reading: the “missing mirror” in literacy instruction
      • This is not about just getting to the standards, this is about having kids learn more, and learn earlier
      • Have students see how other students are learning; what are the different paths that other students take and how can we learn from this public learning process?
  • The Time/Place Edge
    • Getting kids out into the community for place-based learning
  • Co-Teaching
  • The Greatest Edge: Today’s Youth
  • What is your definition of a great school?
    • Make it short, make it measurable — are the kids running into school as fast as they are running out of it; are the kids so excited about their work that they do not want to leave school?

Closing Keynote: Richard Ferdig, Kent State University

  • Building the plane while we are flying it — and that’s OK
  • Is K-12 online learning academically effective? — this is not the right question
    • Example of TV and video games — not good for kids, right?
    • Actually, depending on the TV or game, it is good for you.
    • Asking the right question — when are courses taught “better” online as compared to face-to-face?
    • Quote from USDOE: “On average, online learning students performed better than those receiving face-to-face instruction.”
  • So, the better question is “When is online learning academically effective?” or “Under what conditions is online learning academically effective?”
    • How is online more effective? What are the conditions under which it is more effective?
    • Is “X” technology better for learning? — Sometimes (under certain conditions)
  • So, when is K-12 online learning academically effective?
  • So, what do we look at?
    • Student and Teacher
      • With teachers, we know that a teacher has a significant role in mentoring students through their online experiences
      • Highly qualified teachers matter in virtual schooling as well
      • How can we get highly qualified teachers?
        • Professional development — because not any teacher can teach online, they need particular skill sets for teaching online — engaging parents and mentors, using virtual school resources
        • Teacher education is not the answer — they are not working with K-12 online schools. Do they have virtual internship programs? Most teachers leave colleges of education without any preparation to teach online.
        • Lack of PD opportunities – not all have online experiences, only 21% had a customized experience
        • Does PD work — sometimes. PD only works when teachers take charge of their PD experience.
        • PCK — talk about teacher knowledge for practice, in practice, and of practice
        • Classroom — inquiry — community
        • Suggestions/Recommendations:
          • Record and reflect on exemplary practice
          • Ownership of the PD model, using innovative means and tools
      • Does online learning affect student retention?
        • Retention is a significant problem, and they drop out for different reasons such as their own individual reasons, or institutional reasons. This happens at key transitions points, students are myopic, and there are disconnected understandings about what is happening and why.
      • Solutions
        • Better communication
        • Individualized instruction
        • Additional mentoring
        • Connections to jobs
      • Why did it work?
        • Accepted by peers
        • Accepted by online teachers
        • Learning styles were met
        • Connections to real world
        • More opportunities for expression
        • In short, all the reasons they dropped out of their F2F school is why they succeeded online
  • Understanding Virtual Schools
    • 80/20 — most of what happens across states is common, although there are some unique features depending on the state
      • Partnerships — including school, university, research, and evaluation
      • Exponential growth
      • Retaining both students and teachers
      • The funding dilemma/opportunity
    • Best practices
      • Engage in attention on pedagogy, innovation with technology, etc.
  • What are some ways to get to better practice?

Reflections on the day

Along with all the technology interests that I have had over the years, my formal introduction to online learning began around the turn of the century when I was trained as an online instructor with the Michigan Virtual High School. Because of a variety of reasons, not the least of which was starting grad school, I taught my last online course for them in 2002. Given my continuing interests in online and hybrid models of learning — especially in professional development for teachers — it was good to come to the conference today and get reconnected with the state of online learning.

I do have significant concerns about the commercialization of online learning and how models like MIVU, Blackboard, textbook companies selling products, charter schools and other organizations who are working, in one way or another, for a profit versus the model of open courseware, collaboration, hybridity, and free or opensource web-based tools. This is a significant wedge that continues to grow. For instance, I set my courses up with a wiki, invite students to use free tools for collaboration and bibliography management, and engage with a variety of other tools. contrast this with the subscription that my university pays for to use Blackboard, including all the proprietary tools and content management.

One of the resources that I was reminded of, and I know I need to continue my participation in, is Edutopia. Milton Chen talked about the many ways that educators are innovating, and that the “internet makes learning international.” It’s been one year since I was invited to be a moderator of a group on Multimedia Literacy, and I need to get involved again.

Also, the implications for professional development for online teachers has just as much, if not more, resonance with our needs for traditional professional development. One of the main points that I will take from the final talk by Richard Ferdig is the fact that teachers, like students, need customized, just-in-time learning opportunities to find out more about how to teach and learn in their own context. I hope that we are doing some of that with our work this year in the CRWP/CGRESD partnership, and I look forward to seeing results from that work.

It was an interesting day, especially in the sense that this conference was one that I chose to attend because it was outside of my normal areas of conference-going, yet remained on the border of them and moved my thinking forward in new ways.


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Notes from Lisa Dawley’s “The Evolution of Teacher Education in a Digital Learning Era” at SITe 2010″

The Evolution of Teacher Education in a Digital Learning Era: Transforming Knowledge in the Global Network

Lisa Dawley, Boise State University
  • The Unavoidable Evolution in Teacher Education
    • Travels around the world, others saying that American students are creative; yet, still calls for reform, especially in teacher education, keep happening here in US
    • New US EdTech plan, too
  • Growth in Online Education
    • Over 1 million K-12 kids learn online; 47% increase in the past two years
    • Fall 2007, 20% of college student were enrolled in an online course
    • 45 states offer some kind of state supplemental program online, as well as fully online K-12 programs offered as charter schools
    • Idaho K12 virtual schools — 14,000 students enrolled last year
  • K12 Online Options
    • Moving along a continuum from traditional integrated tech classroom to hybrid course to online tech enhanced schools to full-time virtual schooling
    • Other hybrids exist, including options that are in brick and mortar schools and homeschools
    • iNACOL – The International Association for K-12 Online Learning
  • Effects of online learning report
    • The effectiveness of online learning is tied to learning time, curriculum, pedagogy, and opportunities for collaboration
    • Gives learners control of their interactions with media… move, use, remix, edit, build, chance, click, interact, change…
    • Online learning can be enhanced by prompting learner reflection
    • What doesn’t impact learning
      • Incorporating online quizzes
      • Media combinations don’t matter, but control over them does
    • Henry Jenkins and participatory culture: MIT TV clip
  • Pedagogical Framework from Dawley: Social Network Knowledge Construction
    • Identify
    • Lurk
    • Contribute
    • Create
    • Lead
  • How do we design programs to rethink teacher education?
    • At Boise State, it is only graduate degrees and certificates
    • Fully online for past seven years; students throughout the world
    • Moved from Blackboard to Moodle, integrating web 2.0 tools into portal
    • Integration of videos from YouTube, TeacherTube, WatchKnow
    • Avatar creation through Voki and SitePals
    • Graphic blogs through Glogster
    • 3D learning games such as Conspiracy Code
  • Open source and free content
    • iTunesU
    • 3D virtual worlds: Opensource metaverse, croquet
    • Moodle learning management systen
  • Mobile learning
    • Educational apps
    • Texting
    • LMS access
    • Multimedia
    • GPS-based curriculum
    • In three years, mobile devices will become the main interface used to browse the internet
  • Exergaming
    • State-wide online tournaments for gaming
  • Innovative courses, participatory networks
  • Help lead the teacher education revolution


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Notes from Erin Reilly’s “Remix Culture for Learning” at SITE 2010

The Gap Between Life and Art: Remix Culture for Learning

Erin Reilly, University of Southern California


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Dr. Yong Zhao – Keynote Highlights

Highlights from the keynote address at the St. Clair RESA Symposium on 21st Century Learning

August 13, 2008

Port Huron High School

Yong Zhao, MSU

  • Mistakes with technology and schools
    • Solution seeking problems — we put technology in school,
      but the problems were not there or evident
    • Trusting the wrong agent — Whose machine is it? The
      teachers? The students? What purpose does it serve?
    • Student attention and time — teacher, computer, books,
      other technologies, other students
    • Technology environment — we talk about
      student-to-computer ratio, but we should be talking about the entire
      school ecosystem
    • Lack of systems thinking — The jet engine on the horse
      wagon: Seymour Papert wondered if we would even turn on the engine or
      if it would destroy the wagon?
    • Didn’t anticipate major transformation — bringing one
      car to the road, then hundreds, thousands, and millions

      • Virtual marriage — the effects of socializing
        virtually (iapartment)
      • Second Life — buying real estate, products, engaging
        in educational practices
      • Gold farming — kids playing virtual games in China in
        “gaming factories”
  • What can we do?
    • In schools, we have not thought about how to realign the
      human/machine relationship

      • Personal response systems
      • New Era Interactive English, Tsinghua University Press
      • Online Chinese Language Courses
    • We always need to anticipate the long term changes, not
      just the short term effects

      • Start with problems, re-imagining education
      • Develop enabling conditions
      • Reconfigure traditional institutions
      • Virtual schools and tutoring
      • Working with “digital natives”
    • “We shape our buildings; therefore they shape us.” —
      Winston Churchill
    • From Dictatorship to democracy: personal learning
      environments

      • Personalized goals, curriculum, learning approaches,
        pace, and instruction

Open Access to MacArthur Foundation Series on Digital Media and Learning

An email from Leigh alerted me to this great set of resources. Check them out:

John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning – Series – The MIT Press

The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning examines the effect of digital media tools on how people learn, network, communicate, and play, and how growing up with these tools may affect peoples sense of self, how they express themselves, and their ability to learn, exercise judgment, and think systematically.

Thanks to the generous support of the MacArthur Foundation, open access electronic versions of all the books in this series are available. Follow the links from each title description below to read these editions.

For more on the MacArthur Foundation’s digital media and learning initiative, visit http://www.digitallearning.macfound.org.

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Web Whereabouts Geography Game

Recently, I have been in an email conversation with Adriana Margineanu, from Lingo 24.com.

She alerted me to an online game that they have with an interactive map of Europe. I tried it (and failed, miserably, but learned a lot in the process!). Overall, I found it to be a unique approach to learning geography.

Given the many conversations about mapping going on in literacy circles right now, like the work that Paul, Chris, and others are doing with their students, as well as the upcoming NCTE convention with mapping as a major theme, I thought that this was a timely link. Here is part of the conversation from Adrianna:

Our company provides professional language translation between all major world languages. On our site we have a new resource which may be of interest to visitors to your site – a game where countries identified by their shape and their country code top-level domain alone need to be correctly positioned within a map of Europe: http://www.lingo24.com/educational-games-web-whereabouts.html

Visitors who enjoy learning while having fun, will love this game. Also, people can post comments about their results at: http://www.lingo24.com/language_translation_forum/viewtopic.php?t=1650

Check it out and let her know what you think about it!

Notes from Brian Winn’s “Serious Games” Talk

Brian Winn, an Assistant Professor from Comm Arts and one of the directors of the Games for Entertainment and Learning (GEL) Lab, gave a talk on “Serious Games.” Here is part of his bio:

I am an Assistant Professor in the Department of Telecommunication, Information Studies, and Media, Co-Director of the Games for Entertainment and Learning (GEL) Lab, and a Principal Investigator in the Communication Technology Lab at Michigan State University.

I design, create, and research interactive media design, including game design, digital game-based learning and interactive health communication. My expertise is in designing engaging serious games that balancing learning, pedagogical, and gameplay objectives. My award-winning interactive media work has been presented, exhibited, and experienced around the world.

Notes from the talk, “Making Learning Fun: Getting Serious about Games”

(Note: Check out a recent interview with Brian on the Spartan Podcast site)

  • Play, Games, and Learning
    • Play as problem solving
      • Playing is a form of problem solving used by many animals
      • Uniqueness of games
        • Imposes formal rules on top of play
        • Adds goals and objectives
        • Thereby play is structured for a particular purpose
      • Merlin Donald, Origins of the Human Mind
        • “Human children play rule-governed gaems by imitation, often without any formalized instruction. They invent and learn new games, often without using language.”
    • Why do we play?
      • Ring around the rosie: Cognitive development: mimicry, coordination, self-awareness, spatial relationships, empathy
      • Childhood socialization
      • Chess, checkers: mental sport
      • Olympics: celebrate athleticism, peace amongst nations
      • War games: preparation for war, tactics
    • What types of problems are there?
      • Survival
      • Education
      • Business
      • Political
      • Military
      • Health Care
      • Science
      • Entertainment
      • More…
    • Why we play digital games”
      • You learn something from any game: characters, rules
      • But, does the thing that you learn transfer outside of the game world?
      • Most digital games attempt to solve the entertainment problem, nothing else
  • Serious Games Movement
    • Serious games are any game whose chief mission is not entertainment
      • They can also be entertainment games reapplied for missions other than entertainment
        • Ex: Civilization in the history classroom
    • But, why serious games?
      • We are all products of our environment
        • Baby Boomers: TV, typewrite, memos
        • Gen X: Computes, email, early video games
        • Gen Y: Web, IM, interactive games
      • Games are a way of life for many people: the average 8th grader plays video games 5 hours per week
    • Why are we interested in games?
      • They are engaging and goal-oriented
      • They are challenging and provide rapid feedback, adapting to what the player does as he/she plays
      • They build individual expertise
      • They have a social aspect to them; most games throughout time have been multi-player games
        • The image of the computer game is that we have one player on his/her own computer, bust as networks have grown, so have interactive games
        • Humans like to tell stories and games provide a rich context for sharing experiences. Even if they are not in the same game, they can share experiences about that game (player walk throughs, reviews)
    • In a typical game:
      • Player adopts a character, perceives task to complete tasks, picks up vocabulary, explores and test boundaries, adapts to the game, realigns expectations and judgments through each exploration, reappraising the cause and consequence of their actions.
      • Replace “player” with “student” and “game” with “subject matter.”
    • But why Serious Games?
      • Parallels with progressive pedagogy
        • Active, constructivist learning
        • Problem-based learning
        • “Authentic Professionalism” (Gee) and communities of practice
      • Where are serious games being used?
        • Education: Higher Ed and Pre-k through 12
        • Government: Fire fighter training
        • Healthcare: educating someone about how to stay healthy and games for exercise
        • NGOs ad corporations
  • Case Studies
    • Life Preservers
      • NSF Funded Game
      • Education Goals
        • Framed by national science standards for middle-school science
        • Evolution, adaptation, and natural history
      • Design Goals
        • Accurate science vs. fun gameplay
        • Appeal to both boys and girls
      • Research Goals
        • Due to play style differences between genders
        • Girls will explore more, boys will just try to win the game
        • Girls will learn more than boys from the same learning game
      • Mixing science fiction with science fact
        • Initially, we were going to try to be completely factual, but to create an engaging experience, we needed to do some science fiction for story, but the science facts come in throughout the game
        • Based on the concept of invasive species and how we stop them or what happens once they are in an ecosystem
        • Learning objectives: to understand the “tree of life” diagram and interact with it; look at the different aspects of the species and think about the adaptations that went on with each creature.
        • Mixes interactive tutorials with mini-lessons, and can be played in one class period
    • FFC: The Fantastic Food Challenge
      • Developed for the MI Food and Nutrition Program
        • Developed to teach low-income adults the knowledge, skills, and confidence to feed their families nutritious meals
        • Based on the concept of Yahtzee, you roll and take food items and place them on the food pyramid
        • Designed to be a gender-neutral game, and the audience was not familiar with computer technology in general
        • Based on our research, the people who played the game learned more than just reading on the website or brochure
    • Voyage Beijing
      • The idea behind this was to understand culture as important in business communication and negotiation
      • Based on the explosion of US business in China and meant to simulate a business person’s first experience going to China
      • Sets you up with a role as a manager and lays out the story that you need to go to China to resolve some quality issues in your product development
      • Designed as a virtual experience to understand knowledge about China (what is the time zone, can I use the ATM, do they speak English) and you get more “knowledge” experience
      • Also, you get “impression” as you interact with people and that can go up and down
      • You can create and add to a journal focusing on names, places, and cultural references
  • Issues: Practical, Cultural, Design, Research
    • Cultural: “Educational” games are not fun, like broccoli dipped in chocolate
    • There are few examples of fun educational games and many boring ones (like Math Blaster)
      • How do we change perceptions? Can you?
    • What is “fun?”
      • This is a highly contested question in the sense of the content, the persona designing, the person playing, the relationship this game has to other games, how many players are involved and many other factors.
    • Cultural problems
      • Clark Aldrich – “I think educational simulations (games) can be fun, but more importantly they must be satisfying.”
    • Designing serious games is hard
      • Integrating learning into play
      • Balancing content, pedagogy, and fun
      • Cues from entertainment games
      • What is important in terms of learning objectives?
        • Knowledge, skills, and attitudes
        • You can’t do everything in a game; it is a tool that can be added to a class with a particular, limited set of objectives
      • It is hard to make games: design, programming, art, production, content, pedagogy
      • Not too many good, easy-to-use, affordable tools: Brian uses Flash and Director mostly
    • Games are expensive to make
      • Commercial games cost from $1 to $25 million over 1-3 years
      • Life Preservers, for instance, was made over six months and on a grant
    • Assessing effectiveness
      • How do you show learning? Is a score on a game the same as a score on a test?
    • Serious games have competition from other forms of media and there are many cultural preconceptions about games that we have to overcome (games are for kids/boys/etc)
      • More and more people are beginning to consider games as a way to learn, and the positive value of gaming in education
      • Decision makers are not gamers (average age of gamer is 31)
    • Gaming is a young “industry”
      • “Serious Game Developer” isn’t in the yellow pages
  • Resources