Fostering Friendships - Enhancing Social Bonds in the Classroom
Â
Future of games iste ven gsn calongne keynote
1. The Future of Games in Education
Dr. Cynthia Calongne, CCCS & Colorado Technical University
ISTE Games & Simulations â Virtual Environments Network
2. The Mars Expedition
Space Simulation
Dr. Cynthia Calongne, Lyr Lobo
Dr. Andrew Stricker, Air University
Mike McCrocklin, Air University
Jeanne Holm, NASA JPL
âŚstudying deep space exploration using a context-rich
challenge scenario offered via an immersive 3D world
experience
Defense GameTech
Federal Virtual Worlds Challenge
$25,000 Grand Prize Winner in 2010
Huffman Prairie Red Lion Deep Space Explorer en route to Mars, image by C. Calongne (2010)
3.
4. TV Series Bar Karma
⢠Will Wright, a GameTech keynote speaker
â Game designer -- the Sims, SimCity and Spore
â The Black Ops team designed Bar Karma
⢠Myxen
Will Wright GameTech slides
http://www.slideshare.net/guesta79ddf9/orando2010-5
Will Wright video:
http://www.youtube.com/watch?v=fulyfB0c_CQ
Will Wright on Bar Karma, image by Current TV (2011)
5. What is in store for the future of educational games?
Process
ďˇ Analyze the past â NMC Horizon Report
ďˇ Dream about the future â Visioning Activity
ďˇ Note the impact of the media â Gartnerâs Hype Cycle
ďˇ Reflect on the Forces (pro & con)
ďˇ Nurture the Innovation
ďˇ The goal is to move from invention to widespread adoption
Tactics for Forecasting
6. Mnemonic
⢠The forces are the words that end in -al
â Philosophical assumptions
â Cultural â a global culture, Social
â Legal issues and treaties
â Political â Governmental or Organizational requirements
â Technological challenges, technical concerns
â Ethical concerns, moral beliefs
â Financial considerations, Economical
â Organizational - Policy challenges
â Structural - Infrastructure needs
12. A Day Made of Glass 2 Extended
Corning. (2012). A Day Made of Glass 2: Unpacked. The Story Behind Corningâs Vision [Video].
https://www.youtube.com/watch?v=X-GXO_urMow
14. Games are a Subset of Play
Johann Huizinga wrote Homo Ludens on
Meaningful Play
Katie Salen & Eric Zimmerman featured it
in their book, The Rules of Play
Cover: & this images: Scenes from the Inspire Space Park in Second Life, image by C. Calongne (2014)
21. If you had all of the time, talent and
money in the world, what kinds of
innovative games would you create?
For education or entertainment?
22. Technology Forecasters
ďŹ Evolution
ďŹ Scientific Discovery
ďŹ Inventions
ďŹ Science Fiction
ďŹ Futurology
ďŹ Tech Forecasting
ďŹ Think Tanks
ďŹ Rand Corporation
ďŹ Forecasters
ďŹ Forecast International
ďŹ Futurists
ďŹ Einstein
ďŹ Inventors
ďŹ Jules Verne
ďŹ H.G. Wells
ďŹ Herman Kahn
ďŹ Dr. Strangelove
ďŹ www.rand.org/
ďŹ www.forecastinternational.com/
From p. 160-166 The Fortune Sellers by W. Sherdan 22
23. 23
Rand
Corporation, 1948
The Hudson Institute, 1961
Think Tanks
Futurist, nuclear scientist,
and systems theorist
Predicted the rise of Japan
as a world power
24. Major Forecasting Techniques
ďŹ Technique
ďŹ Delphi method
ďŹ Nominal group
ďŹ Case study
ďŹ S-Curve
ďŹ Correlation analysis
ďŹ Lead-user analysis
ďŹ Analytic hierarchy
ďŹ Systems dynamics
ďŹ Cross-impact analysis
ďŹ Relevance trees
ďŹ Scenario writing
ďŹ Description
ďŹ Brainstorming
ďŹ Delphi - leader
ďŹ Analogous problems
ďŹ Looking beyond trends
ďŹ Past to future tech
ďŹ Leading edge users
ďŹ Forces influencing development
ďŹ Dynamic relationships model
ďŹ Interrelated future events
ďŹ Goal trees & probability
ďŹ Alternate future views
From p. 167 The Fortune Sellers by W. Sherdan
25. TopTenFuturistsfromthe 80âs
ďş AlvinToffler â Future Shock & 1st Univ futuring course
ďş Mikhail Gorbachev â last head of state in the USSR
ďş Nelson Mandela â political activist - social change
ďş Arthur C. Clarke â 2001: A Space Odyssey
ďş Gene Roddenberry â StarTrek
ďş Peter Drucker-Americaâs NextTwentyYears
ďş John Naisbitt â Megatrends
ďş David Suzuki â Inventing the Future, environmental
ďş Marilyn Ferguson,Assoc of Humanistic Psychology
ďş Hazel Henderson âThe Politics of Money
26. ThoughtsAboutthe FutureI
ď§ "Any useful idea about the future should appear to be
ridiculous." (Jim Dator)
ď§ "A part of our future appears to be evolutionary and
unpredictable, and another part looks developmental
and predictable. Our challenge is to invent the first and
discover the second." (John Smart)
27. MacArthur Foundation
Assoc. of College Research Librarians
VWBPE 2014 Conference Video Hostage Rescue Game Simulation
Connect with the Community
Images by C. Calongne (2014)
28. New Media Consortium Symposium on the
Impact of Digital Media Oct. 2006
Blended Reality with the MacArthur Foundation
Lyr asked Eric Zimmerman & Katie Salen â
âShould we design MMORPGs for education?â
29. Games are a subset of Play
ďˇ Johann Huizinga on meaningful play in Homo Ludens
ďˇ Katie Salen & Eric Zimmerman in the Rules of Play
ďˇ Oct 2006 New Media Consortium symposium on Digital
Media with the MacArthur Foundation in SL
ďˇ Karl Kapp in a VWBPE 2016 keynote â pro-social behavior
ďˇ Jane McGonigal in her 2013 ISTE Keynote
ďˇ Constance Steinkuehler in her NMC Keynote
Should Educators Design Games?
30. Emerging Media
Is everything that touches
the Web
Web Software Development
Cloud Services
Web Design
Media Production
Media Consumption
Online Education
Constructivism
Mobile Computing
Semantic Web
Web Culture
Cultural ImplicationsDr. Cynthia Calongne
31. EM Trends for 2014
1. End of the Desktop â embrace mobile
2. Real Time Marketing
3. Big Data Marketing vs. People-based research
4. Small, digestible nuggets of information and videos
5. Wearable tech
6. Geo-location and historical data analysis
7. Pushback against regulations
8. Meetups and social sites sizzle
9. Crowdsourcing everything
10. Online video over banner ads
11. Publish or perish â online content publishing increases
12. Rise of the social boomer
http://www.cmo.com/content/cmo-com/home/slide-shows/slide_show_11_top_ma.html
http://www.cmo.com/content/cmo-com/home/articles/2013/12/12/digital_marketing_in_2014.html
http://www.bluefocusmarketing.com/2014/02/18/5-emerging-business-social-media-marketing-trends-for-2014/
33. The gamerâs mindset â the fact that they
are learning in a totally new way â means
theyâll treat the world as a place for creation,
not consumption. This is the true impact
videogames will have on our culture.
Will Wright, Wired
(Steinkuehler, 2010)
34. Collective problem solving
Digital literacy practices
Scientific habits of mind
Computational literacy
Reciprocal apprenticeship
Pop cosmopolitanism
(Steinkuehler, 2010)
37. is the talk productive?
social banter
8 %
uncodable
6 %
social knowledge
construction
86%
Question
Explanation A
[Discussion]
Explanation B
[Discussion]
(Steinkuehler, 2010)
38. scientific discursive practices
of 86% SKC
(Steinkuehler, 2010)
build on othersâ ideas 37%
use of counterarguments 37%
use of data / evidence 28%
alternative explanations of data 12%
references outside resources 7%
42. system based reasoning,
understanding feedback
model-based reasoning,
model testing & prediction
58%
41%
mathematical modeling,
mathematical computation
11%
5 % 4 %
1 %
model based reasoning
(Steinkuehler, 2010)
43. The unforunate fact is that there is no shadow nuke... and no shadow nuke which
bennefits from reduced casting time. All oth
have a nuke which bennefits from reduced cas
er casters (including holy priests)
ting time: bane, improved fireball,
improved frostbolt, divine fury, improved wrath. I have put together my own
spreadsheet which goes into more detail and takes into account exactly what
happens to spells with regard to talents and gives a column at the end expressing
each spell's total scaling with r
your gear actually improves yo
espect to +dmg applied per second (i.e. how much
ur dps): http://geocities.com/[omitted].htm
If I got anything wrong feel free to email me at [omitted]@gmail.com but if you
read up at wowwiki.com and check out the coefficients used in the theorycraft
mod you'll find that I'm consistent with res pect to them.
You see there at the end - if you add flay and swp together you see that shadow is
at 31%, where fire mages are around 48%. I have done some preliminary
numbers for the expansion and shadow only improves to 35% as fire mages jump
way up to 60%. If flay were empowered to the point that it recieved 65% of
+dmg then shadow would be up around 45% dps scaling. That would be quite
respectible considering that a shadow priest can swp/flay for nearly 2 minutes
without interruption where
other classes would peter out in
a minute or less
except for their mana recovery abilities. Without empowered scaling shadow
priests will languish at under 50% of the endgame dps of mages and warlocks.
social knowledge construction
model based reasoning
references outside resources
model testing/prediction
(Steinkuehler, 2010)
44. Topology - studying
Agents, networks and layers
Dynamics â areas
Propagation, growth, grouping, order, allocation, mapping,
specialization, nesting
Paradigms and theories
Network theory, adaptive systems, chaos theory, cellular
automata, system dynamics, cybernetics
Games as tools for science & society by Will Wright
Wright, W. (2010). Games as tools for science and society. [slides & video]
http://www.slideshare.net/guesta79ddf9/orando2010-5
https://www.youtube.com/watch?v=fulyfB0c_CQ
46. What is in store for the future in 5-10 and 15 years?
ďˇ Immersive VR Games with lightweight technology
ďˇ Educational Game Design Engines
ďˇ Educational MMORPGs
ďˇ Rapid Visual & Storytelling Prototyping Tools
ďˇ Enhanced Social Games, Gifts, and Social Gamification
ďˇ Holographic Augmented Reality Games
ďˇ Virtual to Real - Blended Reality Simulations
ďˇ Student centric creation games â applied learning
ďˇ Participatory design of games â players as designers
Near-Term Future of Edu Games
60. How does it work?
ďˇ Learner-centric design
ďˇ Fearless protovation
ďˇ Mobbability
ďˇ Open Source
ďˇ Collaboration
ďˇ Participatory design
ďˇ Ancient Spaces http://ancient.arts.ubc.ca/
Participatory Design
61. Gartner Gamification & Mobile App Predictions
By 2015
50% of organizations that manage innovation
processes will gamify them â
Prediction date: April 12, 2011
By 2014
80% of the current gamified applications will fail
to meet business objectives due to poor design â
Prediction date: Nov 27, 2012
By 2018
Less than 0.01% of consumer mobile apps will be
considered a financial success by their developers â
Prediction date: Jan 13, 2014
62. Highlights from Will Wright, designer of the Sims,
SimCity & Spore
ďˇ Games give us abstractions of our world to model behavior
ďˇ We develop schemas that reinforce our mental models
ďˇ Topologies (nouns)
ďˇ Dynamics (verbs)
ďˇ Paradigms (grammar) to study
Games as Tools for Science & Society
Will Wrightâs (2010) Defense GameTech Keynote
79. ďˇ Average gamer is 31 years old
ďˇ 29% under 18 years
ďˇ 32% 18-35 years
ďˇ 39% 36+ years
ďˇ 52% male; 48% female
ďˇ 55% male; 45% female in 2012
ďˇ Female gamers 50+
ďˇ Increased by 32% in 2013
Who is Playing? ESA (2014)
80. ďˇ Average age 35 years
ďˇ Of frequent game purchasers
ďˇ 50%male; 50% female
ďˇ Female gamers 50+
ďˇ Increased by 32% in 2013
ďˇ Social games are most popular
ďˇ Increase of 55% in 2013
Who Buys Video Games?
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
81. Images by Dr. Andy Stricker (2014), published by Calongne et al., 2014
84. Game Statistics from Jane McGonigal (2014)
⢠1 billion gamers worldwide
⢠300 million minutes a day spent playing
⢠400,000 years daily
⢠7+ billion hours a week of maximum engagement
⢠99% males vs 94% females play one hour+ / day
⢠92% of two-year-olds play games
85. Call of Duty Statistics
(McGonigal, 2014; Roscorla, 2013)
Call of Duty Black Ops II Launch
1 in 4 players called in sick
Call of Duty Modern Warfare 3
Played 170 hours a year per player
1 month of full-time work/year
Jane McGonigal CTU Keynote Address, April 17, 2014
86. Call of Duty Modern Warfare 2
http://www.wallpapersonly.net/view/call-of-duty-modern-warfare-2-1680x1050.html
87. Game Statistics on Engagement
81% of global workers are not engaged
Gallup 2013 (G2013)
Unengaged workers cost companies
$3.1 trillion/year worldwide (G2013)
The longer you stay in school, the less
engaged you become
Level of engagement
76% elementary engaged
61% middle school engaged
44% high school engaged
Jane McGonigal CTU Keynote Address, April 17, 2014
88. Games - Positive Emotions
1. Curiosity
2. Creativity
3. Contentment
4. Excitement
5. Relaxation
6. Surprise
7. Joy
8. Control
9. Arousal
10. Wonder
11. Triumph
12. Pride
13. Love
14. Flow
Calongneâs adaptation of Jane McGonigalâs research
89. Games â Negative Emotions
1. Boredom
2. Frustration
3. Discomfort
4. Despair
5. Apathy
6. Uncertainty
7. Annoyance
8. Fear
9. Anxiety
10. Worry
11. Anger
12. Rage
13. Aggression
14. Addiction
Calongneâs adaptation of Jane McGonigalâs research
90. Top Selling 20 Video Games of 2013
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
91. Top Selling 20 Video Games of 2015
http://essentialfacts.theesa.com/Essential-Facts-2016.pdf
93. Top Selling 20 Computer Games of 2013
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
94. Top Selling 20 Computer Games of 2015
http://essentialfacts.theesa.com/Essential-Facts-2016.pdf2014.pdf
95. Games for Girls â Any Surprises?
http://gameswallpaperhd.com/2-games-for-girls-gamespot-icon-high-detail-social-iconset.html
96. Social Game Retention Problems
http://www.themarysue.com/social-video-games-churn/#geekosystem
âNo, I Wonât Visit Your Farm: Around 85% of US Players Quit
Social Video Games After One Dayâ â Playnomics July-Sep 2012
Long-term retention is tied to early engagement
95% stop playing at the end of three months;
most left within 3 days
99. EM and Future Game Designs
Roleplay, Social Games and Simulations
Featuring Head-mounted displays and gestural interfaces
100. Games for the Future
⢠Alternate reality games
⢠Augmented reality
⢠Games for change
⢠Freeplay games
⢠Serious games
⢠Mobile games
⢠Reality games
⢠Social games
⢠Gamification
⢠Video games
⢠MMORPGs
⢠MMOGs
⢠MUVEs
⢠MUDs
102. Constructivism
Social Development Theory â Lev Vygotsky
1. Social interaction leads to social behavior, consciousness and
cognitive development
2. The More Knowledgeable Other
3. The Zone of Proximal Development (ZPD)
Learning occurs in the ZPD between performing a task under
guidance and doing it independently
http://www.learning-theories.com/constructivism.html
103. Process and Roles
Pedagogy â how classes are structured and taught
The memorization of basic facts and rules
Determined and directed by the teacher
Andragogy â adults learn through trial and error
Activity-based and applied learning
Determined by the teacher and directed by the learner
Heutagogy â the study of self-determined learning
Developing learning skills and knowledge creation
Determined and directed by the learner
http://www.learning-theories.com/vygotskys-social-learning-theory.html
http://www.nssa.us/journals/2007-28-1/2007-28-1-04.htm
104. Games in Education
Constructivism
Applying concepts
Just in Time Teaching (JiTT)
Tools and Technologies
Ubiquitous
Display glass
Immersive Learning
Enhanced Augmented Reality
Games integrating with life
3D Educational Game Worlds
Holographic 3D Lab and Classroom Simulations
111. The Twilight Zone: The Changing of the Guard
The story of an educator who learns that his decades of teaching were inspirational, as demonstrated by the ghosts of his students
http://www.youtube.com/watch?v=MN5hkdcEHpA
113. ďˇ Gamasutra â the Art & Business of Making Games
http://www.gamasutra.com/
ďˇ International Game Developers Association IGDA.org
ďˇ GameDev.net
ďˇ Game Developer Conferences Vault â 20 years of content
ďˇ http://www.gdcvault.com/
ďˇ Game Developer Magazine Archives
ďˇ http://www.gdcvault.com/gdmag
ďˇ The Entertainment Software Association (TheESA.com)
Game Development Resources
114. For More Information
Gartner Research 2014 http://www.gartner.com/newsroom/id/2251015
Gartner Research 2015 http://www.gartner.com/newsroom/id/1629214
Gartner Research 2018 http://www.gartner.com/newsroom/id/2654115
Jane McGonigal (2010). : Gaming can make a better world. Ted Talks.
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
McGonigal (2010). Reality is Broken. http://janemcgonigal.com/
Stricker, A. and Calongne, C. (2011). Games and simulation design: from a hostage rescue game to geothermal energy on
Mars in Virtual Harmony. Gordon Research Conference 2011 on Scientific Visualization.
http://www.slideshare.net/lyrlobo/gordon-research-conference-2011
Stricker, A., Arenas, F., Scribner, T., Cook, T., Calongne, C. (2014). A summer experiment with MOOC design by
educators. EDUCAUSE ELI 2014.
http://www.educause.edu/events/eli-virtual-annual-meeting-2014/2014/summer-experiment-mooc-design-educators
Artificial Intelligence Resources:
Pandorabots â Chatbot Creation http://www.pandorabots.com/botmaster/en/home
Calongne, C. (2014). Games for change: What can we learn from video games, online games and simulations?
http://www.slideshare.net/lyrlobo/games-workshop-for-the-ctu-doctoral-symposium-by-calongne-2014
Mars Expedition Trailer: http://www.facebook.com/video/video.php?v=1399395902637
Mars Expedition Educational Video: http://www.facebook.com/video/video.php?v=1404251944035
Calongne Curriculum Vitae. http://bit.ly/ccalongne
115. Steinkuehler, C. (2010). MMOs, learning & the new pop cosmopolitanism. Keynote
address for The New Media Consortium Symposium on New Media & Learning,
March 23-25, 2010 [video].
http://www.youtube.com/watch?v=a0028zVcMqc
Steinkuehler, C. (2015). Cool Stuff for DML.
https://sites.google.com/site/coolstufffordml/constance-steinkuehler
Wright, W. (2010). Games as tools for science and society. Keynote address at
Defense GameTech 2010, Orlando, FL. [slides]
http://www.slideshare.net/guesta79ddf9/orando2010-5
Wright, W. (2010). Games as tools for science and society [video].
https://www.youtube.com/watch?v=fulyfB0c_CQ
References
116. References 2
Calongne, C. (2014). The view from Inspire Space Park in Second Life. [Image].
Calongne, C. (2010). Huffman Prairie Red Lion Deep Space Explorer en route to Mars. [Image].
Current TV. (2011). Will Wright on Bar Karma. [Image].
Gartner Research 2014 http://www.gartner.com/newsroom/id/2251015
Gartner Research 2015 http://www.gartner.com/newsroom/id/1629214
Gartner Research 2018 http://www.gartner.com/newsroom/id/2654115
Jane McGonigal (2010). : Gaming can make a better world. Ted Talks.
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
McGonigal (2010). Reality is Broken. http://janemcgonigal.com/
Stricker, A. and Calongne, C. (2011). Games and simulation design: from a hostage rescue game to geothermal energy on
Mars in Virtual Harmony. Gordon Research Conference 2011 on Scientific Visualization.
http://www.slideshare.net/lyrlobo/gordon-research-conference-2011
Stricker, A., Arenas, F., Scribner, T., Cook, T., Calongne, C. (2014). A summer experiment with MOOC design by
educators. EDUCAUSE ELI 2014.
http://www.educause.edu/events/eli-virtual-annual-meeting-2014/2014/summer-experiment-mooc-design-educators
Artificial Intelligence Resources:
Pandorabots â Chatbot Creation http://www.pandorabots.com/botmaster/en/home
117. References 3
Eberie, J. and Childress, M. (2004). Heutagogy: It Isnât Your Motherâs
Pedagogy Any More, National Social Science Association.
http://www.nssa.us/journals/2007-28-1/2007-28-1-04.htm
Rheingold, H. (2012). Net smart: how to thrive online. Cambridge: MIT Press.
Jane McGonigal â Institute for the Future, Alternate Reality Games,
SXSW2012 http://www.slideshare.net/avantgame/iftf-creating-alternate-
realities
U.S. Department of Energy http://genomics.energy.gov
Games-Based Learning MOOC Signup (2012). A Massive Online Open Course
based on the theory of connectivism. http://bit.ly/gamesmooc
118. Notes for the Videos
from Journey to the New Frontier II
[1] Cover and last slide photo from the film Metropolis by Fritz Lang 1927
[2] 3D Map of the World Wide Web http://www.vlib.us/web/worldwideweb3d.html
[3] Project Natal Innovation Journey http://www.youtube.com/watch?v=b3-Ejib0z3U
[4] A Day Made of Glass by Corning http://www.youtube.com/watch?v=cuxf6zBTO2g
[5] What does your dream library look like?
http://martavallelibrary.wordpress.com/2009/05/08/what-does-your-dream-library-look-like/
[6] Text 2.0 http://www.youtube.com/watch?v=8QocWsWd7fc
[7] Future of Screen Technology http://www.youtube.com/watch?v=g7_mOdi3O5E
[8] Microsoft Office Labs 2019 Vision http://www.youtube.com/watch?v=DQdGvfV4WnU
[9] Total Immersion Augmented Reality http://www.youtube.com/watch?v=SeUa_sj3Fzc
[10] Living with Robots http://www.youtube.com/watch?v=AF0WsvfG_nI
[11] White, W.A. http://thinkexist.com/quotation/i_am_not_afraid_of_tomorrow-
for_i_have_seen/15186.html
Journey to the New Frontier II â videos for this keynote address
https://docs.google.com/present/view?id=ddbdvh8h_116cxwfxjn2
119. Links
⢠Eight traits of the New Media Landscape â Henry Jenkins
â MacArthur Foundation white paper on participatory culture
⢠http://henryjenkins.org/2006/11/eight_traits_of_the_new_media.html
⢠http://farisyakob.typepad.com/blog/2006/11/eight_traits_of.html
⢠10 Years of Emerging Media Infographic
⢠http://jwhiskeyman.wordpress.com/2013/01/14/10-years-of-emerging-media-infographic/
⢠Interesting blog on EM, marketing and UGC by kids
⢠http://brucealanmorgan.com/ (user-generated content)
⢠Emerging Media is a Misnomer. Just ask Shakespeare
â http://brucealanmorgan.com/2014/01/13/media-misnomer/
â The Conversation Prism - Brian Solisâ and JESS3âs Infographic
⢠Emerging Media Technologies and Job Opportunities, Presentation by Rod Sanchez
â http://www.nmfilm.com/Emerging_Media_Technologies.aspx
â http://www.nmfilm.com/uploads/files/Emerging%20Media%20-ED%20Summit-9-7-12.zip