2007-01-22
- intro
- games, but not just games
- solvinh problems on paper and in your head
- branching decisions about how you teach things
- Transfer and expertise
- more expert learners are more able to learn new things
- being an expert already makes it easier
- have a context for applying the tools
- also knowing HOW to get the answers
- retrieving more information
- games allow people who have no expertise to role play expertise
- kids may just be experts just at a game iteself
- first feeling of expertise, even over adults
- but also within the game, you assume the role
- doling out needed expertise as the game goes on
- When experts use expert knowledge
- how you're taught is not much like what the experts do
- what the experts do is alive
- often, what the students do is not fun
- a writer, by contrast, does much the same thing at the expert and beginner levels
- try to do things, as an expert, as soon as possible
- don't separate the learning and the work of an expert
- simulation and interactivity can help
- failure is very different in a sim than when you're an actual expert
- Mitch Reznick
- People build stuff in order to learn
- machines, with code, that solve problems
- Materials
- How People Learn
- National Research Council
- things that cut across the theoretical boundaries
- very few cases in which adults learn differently from children
- design process
- rigid design cycle
- usually done with commercial realities
- don't really ever build anything
- knowing the steps from the get go
- recursion of the learning process
- play
- ritual quality
- entering into the "magic circle"
- give the game the benefit of the doubt
- may have to listen to rules
- react as your character rather than yourself
- but now adults play less formally
- poke this and see what happens
- people play with their cell phone
- cultural and age divide between this and the former
- not much difference btwn structured play and experiment
- poking it with a sense of fun, the richest learning may take place
- brining learning and play back together
- if you understnad where play is happening
- nutrition game
- but the fun wasn't direcrted at the educational purpose
- play must be as close to learning as possible
- It is not necessarily true that if people have fun, they will learn
- drill and practice games from the 90s
- the product itself didn't give you what you needed to learn
- Civ and SimCity
- the designers made a decision to choose fun over learning
- there can be a balance between fun and learning
- but it has to be worked out
- important to consider
- stepping out of their reality
- have the activity give you information to do the activity better
- Civ
- you want to play the game better
- so you look up more stuff in Civilopedia
- flow experience
- balance btwn skill and challenge
- not enough skill - frustration
- not enough challenge - boredom
- chewing gum as a flow experience?
- getting people into flow and letting them engage and construct
- LOGO
- important for people to understand what they were for
- if the teacher doesn't know what its for, it's not going to work
- For Good Learning...
- Active
- Person doing the learning is in charge of it themselves
- this is particularly true in games
- do the new tools always supplany the old? not necessarily
- metacognition
- knowing what the need to know
- otherwise, you're not in the driver's seat
- knowing what you need and how to get it
- opening up that awareness
- students considered participants in the learning process
- taking people to be "experts"
- Engaged
- not just into it or focused on it
- all learners come in with stuff in their head already
- you need to get at what is in their heads already
- you can make demographic leaps about what is there already
- figure out what they know and how they use it
- Constructed
- learning is constructed rather than received
- it may be a shallow experience for the learner unless they can do something with it
- constructed throuhg engagement
- they BUILD the learning, instread of receiving it
- Deep
- teach people deeply rather than broadly
- in history
- don't teach the whole of Amer history
- teach a few major events deeply
- e.g. teach all of ancient Greece
- constructs expertise early
- scaffolding
- each new thing you construct builds on what you have and allows more to be built
- the religion may help you understand the math, e.g.
- Active Learning
- Experience of
- doing
- get kids to construct their own experiments
- vs. following a recipe for classic experiments
- but to be good...
- has to have the elements of good learning
- has to be self-motivated to some degree
- Thinking about games
- useful for teaching because
- emerging complexity
- small sets of rules that generate compleity
- games are testable and quantifiable
- you know which games are good
- and you know because they are fun
- they idea that something fun can be mapped onto and educational good is powerful
- learning itself is intensely pleasurable
- Syllabus
- 4 projects
- 1st
- competantly expressing yourself within a given language
- could be the language of "design" e.g.
- project 3 is similar to project 2
- scheduling a lesson presentation
- anxiety about getting everybody to present everything
- Outline form
- lame attempt at active learning
- may have experimental validity
- Measurement
- How do you measure good learning?
- In a rule-based activity, there are feedback loops, there is evaluation
- Decision points in the game could be an evaluation point
- Possible to be constantly testing
- Have to allow for them to do something in a new way
- even if they didn't follow the procedure?
- Human evalution, in addtion to the preceding
- Using SimCity as part of a larger experience, larger educational module
- able to ask better questions about the rest of the curriculum
- the condition to go on is synnomimous with understanding the lesson
- make sure the things you're testing for are related to what they need to know
- you should get something that helps you play the game better
- Interface
- separate, in a way from the learning goals
- a good learning experience with a crap interface is a problem