Posts Tagged ‘serious games research’

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ECGBL keynote: Gaming, Schooling and Knowing

October 22, 2010

Today, my colleague, Thorkild Hanghøj, held his keynote “Gaming, Schooling and Knowing”. At the Game Based Teaching NING I have tried to do my best to report on some of the many interesting points that Thorkild raised.

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Augmenting Reality in the Public Domain (Free workshop)

September 6, 2010

I just want to raise awareness of this free workshop arranged by the Virtual Worlds research group at Roskilde University on October 1st.

“For the next Virtual Worlds Workshop, Augmenting Reality in the Public Domain, we have invited Professor Gunnar Liestol from the Department of Media & Communication, University of Oslo. Gunnar Liestol will present his work on Situated Simulations, a new mobile augmented reality genre. The day will also cover governmental efforts to incorporate virtual worlds in tourism and education in Singapore, a discussion on the concept of engagement, and future plans for reconstructing aspects of the Sea Stallion Journey in an interactive experience platform.

Join us Friday, October 1st 2010, 10:00 to 17:30, room 43.3.29, house 43, at Roskilde University. The workshop is open to all interested. Lunch is included so please register no later than September 24th to dixi@ruc.dk or phone +45 4674 3813.”

I will be presenting at the workshop together with CarrieLynn Reinhard, who is a postdoc from Roskilde University and the Virtual Worlds project. We were both in Singapore in June, where we met up with some interesting people from the Infocomm Development Authority of Singapore to talk about their interest in educational virtual worlds. CarrieLynn has been writing about the meeting and the launch of the Singapore 2010 Odyssey here.

Ideas/constructions of augmenting/augmentation are very interesting to me. Augmenting/augmentation comes in many forms and arguments (e.g. better education, more real experiences, more fun, greater motivation, immersive learning), and these have been known to lie at the heart of much digital (serious) games and virtual worlds research and development. 

One thing is the imagined/envisioned roles of virtual worlds/VLE in education as providers of ‘better alternatives’ . But how are educational augmentations actually enacted with virtual worlds? 

I will be talking about educational virtual worlds and the promises and practices of augmentation.

With an outset in actual (empirical) cases, I want to discuss/open up the diversity of what lies in augmented reality experiences. Taking point of departure in different (e.g. Singaporean) enactments of educational virtual worlds I turn to concrete examples of how one educational game / virtual world (Mingoville.com) is developed, marketed and engaged with the ambition of providing better/augmenting opportunities to learn English for people (children) all over the world. 

Of course, when I refer to augmented here it is not in the same sense as for example Gunnar Liestol (one of the other presenters).

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Join the hot seats at our Game-Based Teaching NING

September 1, 2010

We are launching a series of hot seats, which will host different discussions related to Game-Based Teaching. So far, we have planned two hot seats, where we as NING coordinators have taken the liberty to host the two first series of discussions to be discussed by members of the network within two week intervals. The aim of the hot seats is to further dialogue between researchers, educators and game designers in relation to game-based teaching. The first two hot seats are described below. Please feel free to join the discussions!

Hot Seat #1: Gaming, schooling and knowledge forms (13-09-2010 to 27-09-2010)
This first hot seat features an online discussion of gaming, schooling and knowledge forms. In spite of a growing interest in using games in education, it still seems questionable whether games can be fully integrated within the context of formal schooling. A part of this challenge may be explained in terms of teachers’ level of ICT/game literacy and available technological resources. However, the problem is also related to the “clash” between gaming and schooling as different knowledge traditions with different criteria for validating knowledge. In summary, the two questions I wish to discuss are:

1. How can the knowledge forms of gaming and schooling be integrated?
2. How should games be taught in schools?

LINK: http://gamebasedteaching.ning.com/forum/topics/hot-seat-1-gaming-schooling

Hot Seat #2: How can we open up research on games as serious actors in education? (04-10-2010 to 17-10-2010)
As a sort of newcomer to the field of serious games research, I find that there is a lot of concern with how games can/should/won’t be integrated in schools. However, much like the e-learning research field (which I come from), there seems to be too many closed assumptions and too little methodological reflections/discussions going on that emphasize the central question of how can we research this matter.

This hot seat therefore features an online discussion of: How can we open up research on games as serious actors in education?

LINK: http://gamebasedteaching.ning.com/forum/topics/hot-seat-2-how-can-we-open-up

Later this year, other members of the network will be asked to host similar hot seats. Please write to tha@dpu.dk, if you wish to conduct a hot seat!

Finally, we hope to meet some of you at the ECGBL 2010 conference (4th European Conference on Games-Based Learning), which will be held at The Danish School of Education, University of Aarhus, Copenhagen, Denmark, 21-22 October 2010.

Look forward to some great online and offline discussions!

Thorkild Hanghøj and Mikala Hansbøl

NING coordinators and educational game researchers
The Danish School of Education, Copenhagen