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Cambrian House is a very interesting idea - crowdsourced software. Their goal is to leverage the wisdom of crowds to both receive as well as filter business ideas, code and creative content.Ken Yarmosh, Jul 2006
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For middle and senior high school students who would prefer to learn from serious strategy games and MMOG’s. the Annex 2.0 is a virtual institute that gives students access to a selection of virtual classroom game experiences designed to introduce mandated science and social studies curriculum. Unlike the traditional school curriculum delivery our product gives students the ability to apply knowledge, and be recognized for higher order thinking as an avatar experiencing both fantasy and real world environments.
In the same vein as Second Life, my idea is to create a virtual learning institute, whereby students enrol in school and a selection of virtual classes that are strategy games designed to impart specific curriculum. The game experiences are largely directed by participating students, with the ability for teachers to participate as facilitators and evaluators. Teacher facilitation will be focussed on directing students to resources needed in the game play and to ensure that the learning process stays within a set of mandated curriculum boundaries. A variety of games and game versions can be created and adapted, and the richness of each one would expand as students contribute to content and design in an open source model.
Real world benefits would see students research, communicate, collaborate, strategize, problem solve, innovate and, most importantly, apply knowledge. Game design would merge disciplines such as the Sciences, Social Studies, English and Math, as work and contribution can be evaluated by expert and teacher contributors spanning multiple disciplines; something educators have been attempting for some time, with limited success.
Life at Annex 2.0 would bring relationships, dilemmas and decisions that build on the avatar experience, but once a student enters a classroom they are transported into a world of experiential knowledge application with other classmates/multi-users.
In the process of inventing an environmental business strategy board game (FoulplayTM) designed to augment science curriculum delivery, I came across educational simulations that were created to help kids engage in content differently than the traditional classroom delivery. Learning about the CH business model triggered me to explore the Annex 2.0 idea of merging these tools.
interesting enough! but dont you think elearning is a kiler to small kids?
I'm not sure i understand fossiloflife's comment but I like your idea.
I have been toying with using gaming formats for alot of other more serious pursuits ... like education, for example.
We should talk.
Dukestein
Hi Game.
I don’t know this quote from Einstein but for sure he didn’t like the formal education that we usually have to face. Children learn trough play and games are sometimes called a vitamin-g for the brain.
To do what you want do will cost you an immense amount of programming and I’m sure if it will be easy to earn that back.
Tommy
I can tell you spent some time thinking about this idea. What I would suggest you do is go out and do some market research to see if there is a large enough market to do something like this. A project like this could be expensive, but it could be worth the cost if there is a big demand for it.
Fossiloflife; I think you might right about the "small kids", but most 12 to 18 year olds would probably prefer to play a well designed strategy game then pick up a text book or listen to a teacher tell.
Cost - it would be big, without question. There seems to be a movement behind the need to change the way schools operate, as it is apparent most of them are out of touch with the way kids (people) learn most effectively. Check out http://www.fas.org/gamesummit/
Something like this would not replace the school system, but if the games and the avatar experience was engaging enough to drive kids to learn, apply and evolve the content, it sure would have an impact on changing the system's current paradigm.
Thanks for the comments.
Dukenstein - I'll be in touch.
A book was released on this topic last fall - http://gotgamebook.com
Also this article is interesting:
http://wistechnology.../article.php?id=1504
Thanks, Christine. I'll check them out.
Thanks for the links Christine! They were very insightful! =]
A very clear game design. Feel go to see someone with game creating experience.
I love the idea and I'm voting up.
If you need any help in the game of the virtual reality of it.
Please feel free to message me.
]V[oogy
The one thing I see is that unlike games meant for little kids. HS classes have more complexity to them, and the type of games geared to higher age ranges are generally more complex as well.
So, it would take a lot more work and money to program a game like this for HS students then students in elementary.
I know there are a few learning games online all ready geared to different age groups.
Example: http://www.funbrain.com/
its ok
as much as agree with Kevin ...i can still see the great potential on this!
Feel free to PM me on more details..i used to be with an Education Syste, in our country and really this sounds neat only with some quesiton in my mind i wanted to ask in the coming days. Such as how many hours would it take a certain age to at least have a healthy session...for one i dont intent to let my schooler having this virtual elearning half of the day or even morethan 12 hours per month else it would simply not a holistic approach on the general well being of a child development
That's a good point, Saigon. Do we know how much time on average a population of users spend on Habbo Hotel or Second Life? Maybe more than one might consider healthy. I suppose I'm imagining that if kids are spending the time online being engaged, it would be better if they were furthering their studies - it would be a form of homework that they are keen to get to. Eventually, teachers might dedicate classroom time to team play.
What is especially interesting to me is that it is learning done as a community, where knowledge is shared and the education can be taken in innovative directions - the kids drive it. Also, they are learning what employers of today would consider higher order thinking skills; collaboration, innovation, negotiation, communication, problem solving, strategic thinking, analysis, planning and execution, resource management, multitasking, decision making and adaptation. All this while learning about the immune system with your avatar classmates.
I'm liking this more, the more I write about it. Am I allowed to vote for myself? If so, how many times?
game,
I can see your good objective unfortunately in education it doesnt work that easy. There is a bureaucratic system you have to loosen up aside from the purist most of member of academic community. To augment the curricula wil take years except for higher education like college and gradutae school . You were saying the basice education which is secondary and below, its tough. YOu have to present a complete ACADEMIC MODELS to let the authority agrees especially for innovative purpose. I dont want to sound pessimistic, but your great idea would put educators at a lost in measuring formative assessment--providing data to inform instructional planning for primary schooling children of which most havent even mastered some basci computer applications.
These are some of my comments today, hope you can provide more refinement for good erudtion to make your IDEA battle ready.
saigon,
Perhaps it would be better to provide and incentive like $L in the currency of this game that would allow them to customize their avatars depending upon the amount of interaction and participation in the game?
It's a great idea. I think we've barely tapped the Internet as an educational tool. I often get my kids to look for educational sites to assist them with their studies. There are a lot of good sites but not nearly enough.
Saigon- great comments. I agree with your perspective on the bureaucracy. I think the web experience would have to stand on its own merit, build user support and gather measurable data on it's benefits just to get an educational bureaucracy to acknowledge it. Kids need to drive it through their avatars; this won't be a school initiative.
Note that the curriculum would not change, only the way in which it was delivered. There is already high profile support behind this delivery change - check out http://www.fas.org/gamesummit/
Merman - great idea on the $L. I like it.
Thanks for the comments all.
Hi Game! Don't worry about huge programming requirement nor the amount that has to be spent. More, important is it can be done? Greater importance is how can you offer and alternative to so many options in the internet that will make our world2.0 a better place for our children. If Entropia Universe, EverQuest, Ultima Online, Dark Age of Camelot, World of Warcraft, Lineage, Industryplayer, Miniconomy, RuneScape, EVE Online, and Gaia Online and other big projects came into existence, why not this idea? If this idea is intended as a non-profit, and its a kind of innovative, revolutionary but realistic, there are foundations like Bill and Melinda Gates Foundation that could fund this. Who knows the Oracle of Omaha, Warren Buffet, might appreciate this.
m
I like your style, m. Thanks
Thumbs up!
This is what i see on the future of my education.
The idea is brilliant but the name is awful!
Can you change it to with universal appeal for your market?
Like ShangriLab or Virtupia? NAything but FOULPLAY soundz like Grounded to me.
awesome...
This is what i wanted for my kids too. I know Saigon's comment have something to do with his industry but you see i rather have my kids dwelling on a school educational site than trying to sneek into someonline games on their IT lab hours.
By the way i agree that the name doesnt seems enticing. =)
Sounds expensive to build.
Also, I hate the term "e-Learning." Try not to use it, especially if you're marketing to kids.
I think you are right about the name. Foulplay is the name of the environmental board game I created, so the logo was all I had to post. ShangriLab and Virtupia - I like those; got anymore.
"e-learning" no go. gotcha - I'm still trying to break out of old jargon.
I think its not expensive since its already build right?
Ok how about LearningVille perhaps? eVillage? Annex2.0?
Cmon use your RP... were excited!
White_Tulip,
Who is "we"
How about "Express Academy" or "Advanced Academics"?
Blue: I think White_Tulip was referring to the community.
Cmon, Blue, you know your into it. I voted for yours.
Express Academy sounds interesting. Annex 2.0 - also interesting.
Thanks - there's got to be more...Blue?
"Don't worry about huge programming requirement nor the amount that has to be spent. More, important is it can be done?"
I would definitely worry about the cost and program requirements. If you are even thinking about returning any type of profit. Can this be done, sure it can be done. Can this be done and still make a profit that's where your chances get slim.
One thing that I would like to remind people that are not very familiar to the game industry. Educational games are like a kiss of death. It is hard to make educational learning fun. Many "games" that I have seen for the HS and collage level are basically along the lines of flashcards or puzzles.
Can you explain the overall game concept more in-depth about what players will be doing and how they will be learning?
Definitely a good IDEA than the so and so paraded in here!
Can i suggest a name too?
V.I.L.E.: Virtual Interactive Learning Environment ...
Does your invention program comes in some language? It will be a hit if it will be in Chinese or other major language if it will be eventually be adapted worldwide. A virtual eyeball meeting from foreign students would be also beneficial like in SecondLife.
wrong post i guess this is supposedly for Foulplay how do i edit this one?
oh this one is the correct one hahahaha i need to sleep, its along weekend!
i still don't like the idea friend.
Something about being around other people and human interaction seems more appealing to me.
and what about Reader Rabbit?
I can see the genius in this IDEA that would shape and rock Academic community in the very distant future.
Saigon, have his scholarly concern that are in awesome observation.
Some parents here have their own reservation too..but this is what is the trend technology is driving us into. I even subscribing to saigon post in Second life that he intend to put a school in secondlife.
...and this GAME"s idea is the real thing next to that proposal!
I definitely agrees with ezeitgeist...
a secondlife virtual environment for the Handicapped was how i check Saigon's proposal (had hard time digging that).
Nevertheless this "FoulPlay" whatever seems a fast forward of the future that is now dawning in our time.
Luv it!
I just finished my bachelor's degree online so I am well aware of how the Internet is changing the face of education. I like your idea. I think it needs to be further developed but it has loads of merit and could be quite productive.
I have been using a game called "TyperShark" for some time now to help me improve my typing skills. It's loads of fun and before you know it you've learned something, or in my case, improved a skill, without really trying. Most games do little more than exercise your thumbs. This one, and the one you are proposing, could do a great deal more.
If you could get the approval / endorsement of any school boards or other officials that would help a lot.
Also, why don't you sniff around and see if there are ever any calls for tenders to design ed games?
Home schoolers might be a good market.
I too prefer kids to spend less time on computers but if the ed system is going to require computer-based learning then the least of all evils is to have good quality games.
If you can label the product very specifically with the key words that prove it is curriculum-based, that would help parents / teachers / schools justify buying and using it. E.g. "Grade 4 Alberta Social Studies Curriculum - Neighbourhood Unit", or "Key Stage 5", or whatever fits the environment.
And even if it is not adopted within schools, if you label it so that parents clearly see it is related to a part of their child's curriculum, it could be sold the same way as other study aids are. In Calgary I've seen a lot of books for high school exam courses sold in the mainstream bookstores. The Grade 12 exam books seem to sell very well.
Glad to know you started with the environmental topic!
Kevin_cox - good comments, thanks. The whole issue of profitability would be daunting, unless of course, referring to your second comment, the game(s) can be trully engaging while imparting strong education. This is the part that would really create differentiation.
You asked me how the game might meet the needs of mandated curriculum - here is my first kick at the proverbial cat. Remember, your ideas, suggestions and criticisms are welcome.
In the game Fouplay, you are a high profile international environmental scientist/investigator (Indiana Jones type) competing to build your client base of big industry clients. Environmental issues and liabilities arise for your clients that you must resolve. Correct resolutions and a successful bid wins you the client and future revenues from that client as issues continue to arise. As the scientist/investigator, you must; discover the source of a problem you are presented with; you must discover the mechanisms (chemical, biological and physical) that are causing the environmental degradation, you must research different solutions, quickly solve the problem and then put in place preventative measures so the issue doesn't occur again. Other players are trying to steal your clients and you are trying to steal their clients, so you need to be creative, knowledgable and efficient. Problems would incorporate any kind of environmental liability ranging from excessive CO2 emissions to groundwater contamination to asbestos problems ect.
So far, there are over 400 environmental issues associated with 40 different businesses in sectors such as heavy industry, agriculture, transportation, services, manufacturing and recreational operations. Investigations and resolutions bring into play chemistry, biology, and physics. Planning bids and revenue streams bring applied knowledge in finance and strategy, which utilizes math skills. Balancing economic issues with sustainability introduces a plethora of topics for social studies. As a consultant and scientist you are writing solution reports, which introduces english. Dealing with clients, regulatory agencies, lawyers and your competitors introduces learnings in communications, law, ethics and strategy.
As you advance in the game, you are also advancing in grade level. Solutions to environmental issues of all sorts allow students to innovate and build content that enhances the game play and learning. Opportunities to create alliances with other players to resolve a tough problem teaches collaboration and problem solving. Maintaining those alliances and clients teaches relationship management.
With regards to content, we could adjust the environmental issues content and continue to build the database of acceptable solutions to various environmental issues with new ideas and students can leapfrog off those ideas to generate more. Change content to address the needs of different learning jurisdictions. Provide al sorts of access to resources so they can build their solutions based on real science applied.
Domination is the objective, while resolving the worlds environmental and sustainability issues. Pretty daunting, eh? Can it be done? does it makes sense? Would students go to play even if they didn't have to?
myTOTz - If the market is there, I imagine it could be adapted to all languages, and all curriculum.
Lucci - V.I.L.E.: Virtual Interactive Learning Environment. I like it, thanks.
Patrick_Jones - I hear you man. Rabbit Reader rocks! For the record, I couldn't imagine ever replacing classrooms, or board games for that matter.
eZeitgeist - Saigon's post of a school in SecondLife? I didn't see that - cool. I'll check it out.
Thanks, omaga!
Fibonacci - I'd be curious what you think about what I wrote above, given your online learning experience. Thanks
Hey, Jill, thanks for the comments - insightful. School boards would be ideal but tough, as they are usually heavy bureaucracies. But I think you are right about home schoolers and the parent approved market. I think you're bang on.
Sorry, about the length.
Hi Game,
I think your idea is essesntially immersive learning, except that it is for children. Just google immersive learning to go to games for learning.
The timing of your idea is good and would be beneficial in Seoul, where the government is in starting stages of launching e-learning in schools.
http://www.korea.net...1_best_15_en_300.wmv
Having said that, as a person from the learning industry, I do feel that creating a whole school urriulum out of this would be very challenging.
Thanks, Shweta. Great link on Korea's initiative!
I have to agree with you on the issue of challenge. I imagine there would be different games focussed on different curriculum. The games would probably augment other forms of delivery, such as online and classroom.
Game,
I been out over the weekend due to the demand of my Graduate school studies, but i was able to vote on almost all of the ideas in this week tournament. Also, I was able to chat with my Professors and made a discussion on the IM (instructional material) of this kind.
They opined, "the recent dramatic changes in the makeup of the student population in many schools pointed to the need for designing and implementing new educational and teacher training programmes that would incorporate the educational needs of newcomers". This IM like you've got serves as a medium to bridge an effective tool to eventually reachout the new thirst of the students. An IM listed on this category is Internet Access, your Virtual Educaiton is something that would probably answer on many issues specifically on my focus which is the Handicapped Children. One is; Can learning of mental imagery skills for visualizing shapes be accelerated with feature masking? Various sectors in several highly develop country such as yours have been debating researches about the effectiveness of different types of feedback in programmed instructions. Knowledge of results had the least data to support its efficacy. Knowledge of correct responding (KCR) has been shown to be effective in several studies.been taken by the inspectorates of education. In restrospect, your VE (hope you got a name by this time) would be the missing link.
In general studies the initial issue i presented re IMAGERY that such software program you've got would answer and probably give a good foundation for higher educaton are:Chemistry, physics fine arts, military tactics, and laparoscopic surgery often depend on mentally visualizing shapes in their absence. Probably working with "spatial feature-masks" (skeletal shapes, missing key identifying portions) will encourage students to use visualization strategies? We learned some experimental study are on the works, being tested that hypothesis using an online computer game involving rotating and stamping a 3D cube on a 2D pattern.
Oh, i myself is getting lost in all of this. By and large i know you will likely to prove the best points your VE would offer in general. As i have said purist educators are at time too hard to give in, like all scientist are cautious to try something untested except inspired.
Kindly open a Forum Topic in the days to come so we could discuss more about your wonderful concept (and ready VE).
All the best,
Saigon
Kudos to Shweta!
I used to be under an Education System with international business operation and yes we even pioneered e-learning in our country (phil).
Right now am having an entry access to exchange students education program under the auspices of a Korean sectarian led visionaries. In the coming days i will try to discuss too your VE and probably incorporate on my own grand plan to have a "special school" inside Second life!
-ditto-
saigon
Btw, thanks for giving me the site of FAS that was soo good! The
Educational Games Produced by the Federation of American Scientists are awesome!
Wow, so much already available
Hi,
As a father,am curious. Can you post some pic/grahics if not a samples flash "video" of the inside of your Virtual Environment?
Saigon - there's a lot of substance in your last message. Not being an education specialist nor a tech pro, I may not have got all the benefits of your input, but I do appreciate issues of instructional feedback effectiveness. Knowledge of results vs. knowledge of correct response
? can you direct me to a good link that I can review on this subject?
I'm glad you see the VE (no name yet) as filling a gap that would lead to stronger education. I do too. Spatial feature-masks? I'll Google it.
The suggestion to open a Forum is a good one. I presume that is done through CH's Blog feature? Great feedback, thanks.
true_daniel - Thanks, for the curiosity; nothing to post yet.
just go people (left menu) then click forum...create new topic....
I really thought you are one of those scientist in FAS?
Anyway see you around... i myself is toxic in many things my hand would like to do and needed to be done this days...
re FAS, the ppt was truly great and simply confirm most of the issues being debated in the academe based in its findings and recomm:
instructional paradigm needs to change to take advantage of educaitonal games
-school should redesign instrucitonal practices and learning environments
-schools of educaiton (with LGE) should develop
new/revamp old PEDAGOGY
-train teachers to support game-based learning/new teacher training materials
but again as it pointed out:
More evaluation data needed to support learning modeling data even if this digital media being the medium for youth. As Schools bening lagged behind to grab the transformation possible that other industry have capitalized (commerce and MiIitary for example).
again goodluck on this wonderful endeavor!
Drop the spatial imagery blahs at the moment...am having trouble in some of my thought mixed up on my 3d based iPeg, 2ndlife and excitement in your VE educational games. =)
Feel like the question isn't if but when education meets online gaming en masse. The ability to engage, assess behavior, build serial exicement (progress through modules), inspire competitiveness... leaderboard beyond the two not-dumb people in a high school class... all show there is reason to engage young people how they think and where they think.
The challenge will likely be moving education leaders along at pace with how young people's behavior. Get Gates on your side... nothing that 4 virtual school for kids of profs at Stanford, Harvard etc won't show!
This is like so many good ideas..."why didnt I think of that?" I like the cut of your jib. Perhaps this can start on-line and them eventually find its way into being sold in Starbucks! Good luck!
Game,
Re KCR check this out: http://unesdoc.unesc...3/001355/135528e.pdf
No need top go to BLog feature only CH (i believe) can access that and post on it. Try going to FORUM via PEOPLE Menu.
I hope you win this week..so we can dicscuss further in the upcoming Announcement post they will create.
Adios amigo!
Second Life educational spaces...
http://www.secondlif...m/category/teaching/
...something to check out.
Hi all... Do not miss http://www.supercoolschool.com/ ... It does also concentrate on the re-invention of our education system and could possibly be interesting for you guys as well.
Keep it up!
Lefti
Hey game check this out: http://www.tteach.com/
its a startup working in the education elearning industry
What up GAME? how yeah doin..any latest updates you can share to us?
Work along these lines has been going on for quite some time. As Kevin_Cox mentioned earlier "Educational Games" are the kiss of death. Because of the stereotype of that phrase, individuals who envision games that are both educational and fun - fun enough that you actually want to play it, regardless of possible educational outcomes - have actually switched to the phrase "Serious Games".
Your idea is extremely ambitious, not only because of the scope but also for the reasons that Saigon gave related to the politics. I would suggest that you actually start by providing a centralized catalog of already available serious games, along with the target audience (e.g. age, prerequisite knowledge) and what type of educational objectives each game is geared toward helping the player achieve. Such a catalog would allow home schoolers, cutting-edge teachers, and students an easy way to find games that are appropriate for their needs.
You know? I've never liked learning histories, but even pure non-educational-oriented games like Age of Empires or Age of Nations made me _unconsciously_ learns about histories, now I know that there is a man named Alexander the Great, who conquered almost the whole Europe and large part of Asia, now I know Montezuma was once the king of Aztec (and now I know there is an ancient tribe named Aztec), now I know Tenochtitlan was an Aztec town, now I know who Herman Cortez is (I'm not an American, nor Europian, so I never learned those at school or just very briefly). Compare this to my other friends who never plays games at all due to superextralicious strict parents, their head is empty. And some games actually taught logic and problem solving too, I've seen that people with that telltale superextralicious stupidly strict parents, their kids become less intelligent compared to those who played games (in the other side, I've also seen people that get too addicted to games that they become idiots too, though, or I could actually say, only people who are idiots from the first would get too addicted).
...are you on sched for the Tournament of champions?
Greetings!
I've been away, and will continue to be away until the tournament starts. Thanks to those who have commented, and sorry about not responding since late June.
I've actually had a chance to work on the idea, and I continue to move forward.
Thanks to Leftih and Gods_Light for the additional sites - I'll check them out. airash, I saw the seriousgames site too. Thanks
Joyce, I created a treatment for the Foulplay component to the virtual world and submitted it to a game development company that has created educational games in Canada. They seem keen to explore the idea further. I've met with elearning experts as well as done a fair amount of market research, which continues to point to a very promising opportunity. As always, its a question of timing and a very clear revenue stream.
eidosabi, I like your idea. I'll look into that further. There would be use to have the learning outcomes defined for the miriad of serious games already in existance - one place for easy referrence for those early adopter educators.
I agree with the "kiss of death" challenges you mentioned, but as you say, there has been a lot of work in this area and a lot of belief in the efficacy in serious games as a potential learning tool that can surpass current learning delivery formats. Eventually, something should prompt a disruptive innovation in this area.
John Doe - good comments. This concept is really directing me to create something that is unique in terms of revenue model. My research has revealed that the primary reason game companies back away from creating really engaging serious games designed for curriculum delivery is the absence of a revenue model that has the potential to match the revenue they receive from the current game market. The revenue model isn't there because of the challenge of convincing educational bureaucracies to change. There is a great deal of desire to test these gaming concepts, but the revenue model is too tricky. I'm working towards discovering a different angle.
Anyway, I hope to talk to you again next week.
Game
I'm reminded of a show I saw on the Discovery Channel about an innovator in the field of Education who took the children out of the classroom and taught them in the real world.
Seems like this idea is akin to learning in the virtual world, where most of our global concepts exist on computers connected by the Internet. It seems this progress is not only logical, but natural in the progress of our species.
Who would you target this product at? The schools, parents or the kids themselves? This will be a very important choice as it'll help you decide how to position your product.
I would suggest that this product would be used to augment traditional learning, rather than replace it. It could be used as part of the learning process, but it could also be sold as an educational game which children can play after school, in their own time.
Maybe it would be a good idea to have children who get home schooled try it out. I think it would be easier to pursuade one set of parents and a few children to try it, rather than an entire school or class.
I like this idea though.
christopherritter: Thanks for the comment. I hadn't heard of the show you referred to - sounds interesting. I'm going to see if I can find a referrence to it. I would agree that technology advancement could make this concept viable.
I agree with Davelfc; it would replace classroom, but it sure could augment it. Thanks for the comments, Dave. The target market is tricky. Teachers need to be involved, but it's not something education bureaucracies will naturally gravitate towards, so it needs to appeal to parents and be sophisticated enough to appeal to kids, while ensuring that teacher's are accomodated and encouraged to contribute and to utilize the tool to meet their interests as well.
The home school market is definitely a niche opportunity.
Thanks for the interest.
Game
Oops! With regards to my last comment, the one sentence should read "I agree with Davelfc; it would NOT replace classroom, but it sure could augment it."
this would certainly be an asset to a classroom, but never should replace a teacher.
There certainly is a great need for educators to find new ways to reach out to the younger generation and gaming is an excellent way to do this. The key is this pedagogy is the balance between learning objectives and extraneous gaming 9to maintain interest). There is lots of research and work in this area going on in the military context under the name of "serious gaming" and this would be a good areas for you to explore. Currently development in this area is expensive, however, I believe that once better authoring tools are developed and integration with peer production occurs, this will be a viable pedagogical tool. Good luck.
bcforrester; Thanks for the comments. The more I research this field, the more I'm convinced of it's viability. That's not to say that there's a clear and simple model for selling educational games. It's either governments, parents or kids that will buy such a product - governments aren't known for great leaps of innovation, kids aren't commonly interested in something that's marketed as educational and research has revealed that, increasingly, parents are relinquishing the purchase decision with the kids within reasonable boundaries (of course, I'm referring to kids aged between 12 and 17 - it's likely different for the younger set).
As you say, with the advancement of authoring technology, we are closer to being able to create something highly engaging whereby students play because they are enjoying it - the fact that they are learning something is often overlooked. Nothing says we can't create something that is designed for gaming pleasure first, and is educational, but not market it as educational. There are already a lot of games out there that has achieved that without necessarily intending to; World of War Craft is one; mind you its not science, math and reading curriculum that's being imparted in WWC, but players accomplish a tremendous depth of learning, all the same.
Serious games and something I recently discovered called ee-learning seems to represent a changing paradigm. I'm meeting with a group of game developers who have successfully developed and sold serious games. They like this concept - we'll see where it goes.
Anyway, thanks for the comments.
Game
I am loving the information coming from this idea! As both a parent and a gamer -- who is subsequently raising a female gamer -- I am thrilled that so many options are available to help my little girl learn according to modern technology!
After looking through the majority of information presented here, I wonder if it would be a better approach to target the younger age groups? Kids are usually more critical of the technology by the time they hit 10, and have as much interest in playing a game from the 90's as they do watching black and white films.
However, with the little ones you've got a lot more room to explore. When you look at the web games that are currently on the market you see very basic math, language, and science as the backdrop of a rich world for children to explore. Take that concept down the path of SugarOS (a multiplayer world monitored by teachers) and you'd be off to a great start.
It's not to say that WWII games aren't viable or just as important. Instead, there are plenty of companies out there are who are already developing this technology. Apparently, MIT and my Favorite Neverwinter Nights are on that list. Furthermore, you've got more give in the demands of the technology with less critical fans who enjoy simple objects vs. the complicated structures that more experienced children demand.
In response to some of Saigon's comments: Researchers are discovering that "Monkey See, Monkey Do" is much more accurate in respect to how the brain works than we originally knew. In fact, when a person sits and watches a sporting event, their brain fires off as if they were actually involved in the activity.
I believe this could lead to some startling new advances in technology, assuming that younger minds soak this knowledge up more quickly than those of us who already have assumptions regarding the way things work. With the right technology we could be looking at the possibility of kids finishing their masters by the time they finish middle school.
great idea. could use some ai to let kids nearly "win" or win often enough to want to play more
I would say its a pro idea, remember when I spent relentless hours at hospital when I was treated for cancer, this is such service my hospital lacked.
@christoperitter: NOTED on your comment....
@gaschligan: Is this a wrong post intended for GL's Hospital connection?
TOC Q1: You mentioned how govt are "resistance" to innovative product..why do you intend to try 12-17 yrs old market segment when higher education will welcome this more? Higher education (college and up) are/is the first frontier of new thoughts and revolutionary concept to try because they have academic freedom than the domain of the BASIC education Highschool/Elementary bureaucratic fortress.If indeed youre still undaunted, how will you persuade the 12-17 academia? Even private institution cant simply alter their curricula unless mandated by the state and being done already atl eas tin the University or ready for education system.
Game:
Before i forgot...
I disagree that "The instructional paradigm need to change"
..it simply need to get reinforced!
-saigon
PS sorry if the TOC Q didnt meet the deadline. =(
my question with this one is "what is the value of replicating the physical 3d experience of being in a classroom in a virtual world?" To me that seems to be missing the mark about eLearning. The games that were useful learning tools when i was in elementary school were ones like "where in the world is carmen san diego" and "oregon trail" and "Oddessy" - games that taught math skills, critical thinking, vocabulary, etc in a novel setting that made them fun.
While I agree that children growing up now exposed to advanced game systems in their leisure time will probably need extra stimulation in the classroom to keep engaged, I don't know that recreating the classroom experience in a virtual world is the way to do it- seems like that would be taking the boring aspect of the teaching experience and making them live it in a virtual setting...
can you address that?
sean
christpherritter; Great feedback. It's good to hear your daughter is developing her game prowess. One of the flaws to the Annex 2.0 concept is that the majority of those comfortable with gaming are male. It's not to say game won't increase in popularity with the female cohort, we just have to be particularly responsive to content that engages them.
Interesting point about the kids changing interests once they reach 10. that is definitely an issue if that's the case. I could see going to the younger age groups based on what you are suggesting. The real reason's I stuck with 12 to 17 (or Grade 9 through 12) is two fold:
1) One of the games I've developed is an environmental business strategy game that is particularly well suited to delivering science, math and social studies curriculum from those grades.
2) There is a great deal of concern in North America with regards to an increasing number of kids dropping out of school before graduation and loosing all motivation for embracing life-long-learning. As one example, 33% of American's don't complete high school, and of the remaining 67%, there's an awful lot who are just getting by without intending to take there education any further. I don't know where Canada, or other countries, stands on these issues. The reasons for such high numbers in the US may include:
- Many students don't enjoy the learning prosess and therefore lose interest - their bored;
- Many learn the information, but not how to apply it in the real world, and therefore don't see the point;
- Many have a different learning style that is not accomodated in the current system;
- Many are simply underachievers that have the ability to learn and contribute more to society, but school doesn't capture them - it's all about getting test scores up.
Serious Gaming might help.
I'm reading a lot of what is coming out of MIT - there's a momentum building around these concepts that is truly revolutionary, in my view. You seem to understand what happening, based on your comments. The idea of a kid advancing in thier education at a pace that is proportional to their level of engagement, is a dream that may become real some day. Thanks for your interest.
For the record: IT IS IMPORTANT FOR ME TO REPEAT THAT I DO NOT BELIEVE GAMES WILL EVER REPLACE CLASSROOMS OR TEACHERS - IT WILL ONLY CHANGE HOW CURRICULUM IS TAUGHT AND APPLIED.
phaze; thanks for the support.
gaschligan; This might be an incorrectly posted message, but I think you are right about the use of such a tool for those who, sadly, must stop thier education as they battle illness, or who are, for whatever reason, isolated. This is something that could work for home schoolers, as well (1.1 million students are home schooled in the US alone).
Saigon; great questions. I definitely see the post secondary market as an early adopter, with strong partner potential. As mentioned previously, the environmental business strategy game I've developed may fit very well with the faculty of Environmental Studies, as well as some application in legal studies, engineering and planning.
The development of a similar product to be introduced at the University level education will be intended as a case study to explore how education and testing is carried out. The only way to change a school board's approach is to engage higher level government and to change what universities are looking for in the next generation of students to satisfy corporate interests. It's a long shot, but it's the path.
The other key to changing the current educational paradigm is to ensure that the game measures learning in a manner that meets the current approach to learning. With this in mind, the university environments are fertile ground for innovation, at least with some faculties. It is our intent to select an ideal university faculty to adopt the use of a high calibre educational game to deliver environmental or business curricula, and engage an education faculty to measure its capability in the context of today’s ‘tell and test’ methods.
To answer your question about how to sell it. I think one must make sure the games are as engaging as anything else out there. We must involve teachers in every aspect of it's development, but never waver from our commitment to make it really enjoyable, and then help develop the momentum of change that is emerging from many different places while perfecting our ability to incorporate education without turning off kids. The fact that it hasn't been done, or that's it's a tough thing to do, doesn't mean it can't be done now. Besides, I thinks it's going to happen eventually - why not now.
Here's a good quote:
"Rather than thinking about existing classroom activities, and figuring out how we can somehow wrap a game around it, we need to think out of the box about ways that we can create integrated learning scenarios using game structures, that then fit somewhere within the teacher’s curriculum for the day.”
Howard Phillips, Microsoft
Anyway, thanks for question. I'm open to suggestions ect.
Game
I feel I'm missing the foundation of the idea. When I look at some of the examples I see researchers applying certain time periods to game engines such as Civilization and Neverwinter Nights. Your concept seems much broader, possibly aiming towards an open-ended system such as Second Life. This, however, runs you the other problems they've mentioned, namely: the level of technology available in most schools.
With this in mind, I would look at the popularity of Flash-based worlds that they've pushing out for our children these days. The technology only requires an updated copy of Flash, and connects to a world of instant messaging and massively multi-player gaming which could easily parallel the World of Warcraft. This would also allow you to paint the world, that is: define the foundation of the Annex 2.0.
What I see is a hip "Urbz" experience with items they can win in "educational challenges," that can be traded on the open market. This would give them the opportunity to explore their studies like Carmen San Diego used to do for many of us -- but of course, in a much more "multi-player" universe. With so many fun and simple games on the market as inspiration, this could be much easier to develop than full fledged WWII 3D renditions.
Christopherritter; Thanks for the thoughts - they're helping me create clarity around the idea. I was imagining a combination of formats; fixed time structure games embedded into an open-ended system. I'm not sure I fully grasp your suggestion yet, but it sounds really good. I'd like to learn more about how that could work. I'm going to make some inquiries at my end, and then get back to you. Thanks
Hi Game! Know this is late. I'm going to try post them anyway and see who responds!
For the TOC Q&A:
Q1: Don't you think that kids nowadays are already spending too much time in front of computers and other electronic devices?
Hi TravelingGuy,
Your concern is an issue, for sure. A big question for me is, can video technology provide a much richer and effective forum for learning and applying school subjects? If they want to play, and they do, why not see if they will adopt the same technology to advance their grades? Also, I wonder, what's too much? A recent section front page Globe&Mail (A national Canadian newspaper - for those outside of Canada) article pointed to a variety of studies suggesting that video games improve vision, social skills and "better brains" (whatever that means). That was from "A Healthy Way to Spend the Summer?" Saturday, August 11, 2007. Apparently there's a new developing market of senior citizen's using video games to boost their cognitive skill's.
It seems logical that education is the next untapped market. Thanks for the question.
Hey Game.
Congrats on the win against me. You kicked my ass good! :-)
Good luck for the rest of the tournament.
Hey TravellingGuy - Thanks for the good wishes. And thanks to everyone for your support.
Congratulations on your win last round! It is an honor to be in competition against you! Best of luck! =]
Up you go Game!
I stumbled a pending patent:
http://www.freepaten...ame&stemming=on
pertaining to...
A server-based video game system maintains a number of video game characters having computer-simulated genetic ("digenetic") structures that prescribe a number of physical and cognitive performance traits and characteristics for the video game characters. The system allows end users to establish remote online access to the game characters (via, e.g., the Internet). The results of competitions and training activities are based upon the game characters' digenetics, the conditions of the game environment, and the game characters' current levels of physical and cognitive development. The game characters' performance capabilities and cognition are updated continuously in response to the results of competitions and training activities. Competition and training results can be processed by the game servers and transmitted to the end user presentation devices for graphics rendering. In this manner, the video game system need not be burdened by network latency and other delays.
Please give your comment.
Thanks, Saigon! Fascinating stuff. I'm taking off for a couple of days, but I'll look into this in more detail when I get back. I've been working with a game development company to create the story and treatment. Your input is very appreciated. We'll keep in touch.
Thanks to everyone for your votes. I'm thrilled to have made it this far.
So, an update is probably in order. We are:
1) Working on a treatment that describes how our game (FoulplayTM) looks as a massively multiuser online role-playing game ("MMORG");
2) Developing the Serious Gaming Institute concept that provides educational simulation distribution channel and player enrolment world;
3) Seeking conversations with other educational simulation creators to learn about their market expectations;
4) Spending time with educators discussing how such a tool could be incorporated into classroom environments; and finally,
5) Debating the implications of launching the project as purely educational (often not a turn-on for kids, and challenging to get buy in from educational bureaucracies) or creating a product that has mass appeal - one that embeds curriculum in a manner that doesn't outwardly feel educational, but merely prompts kids to apply what they know and build on that knowledge base (very expensive).
I welcome everybody's ideas, comments, challenges, and brutally delivered criticism with equanimity. Everyone’s feedback has been extremely valuable. Please, help me flush out the idea even more. Thanks
HiGame !
Mine and my friends voted for this idea since the weekly tournaments stage. We are happy that you reach this far. We hope to see you in the final round of TOC. Technology blended with a positive social impact, is indeed a very commendable idea. Its nice to imagine my children having their "Second Education" with your project. Turn it into reality. Congratulations!
Thanks, Lovetech. I appreciate your kind words, and for turning other people onto the idea. I'll do my best to keep it going.
"There's nothing more powerful than an idea whose time has come." I can't remember who coined that phrase, but it sure applies to this idea.
Hey Game, I thought this was an interesting article about fostering educational game development (and of course I like the name... "Hidden Agenda")...
http://homepage.mac..../E3639489/index.html
Unfortunately, I don't see resulting games offered anywhere on the site.
Hi Gord,
Great find! Thanks. All winning games are featured at HA Games, where anyone can play them. After the judges and sponsors help the game developers clean up thier winning creation, it get's released to the public. There's some really good work there - it's very encouraging.
I'll definitely get in touch with them. Thanks, again, unless of course you had a hidden agenda - a series of seemingly supportive communications all stealthfully designed to take me down as I naively follow you down a rabbit hole.
CH staff ask questions!
http://youtube.com/watch?v=RwSNNgYs_qg
Hey I'll post these in text form shortly, but no need to wait on that if you want to respond now. Yes, I'm posting an identical YouTube link under both ideas. One video covers each matchup!
Game, here's a rough copy of the video questions I just posted...
Q - Game, even Richard Garriot has mused how easy it is to get addicted to RPG play, but addictiveness is a quality lacking in educational games. What's the best example of computer software you've found to illustrate educational gaming can be an effective, fun experience. Besides MULE which is just silly old economics.
Q - Game, Selling games to educational institutions looks like it will be a
challenge. Last we heard Game, you were investigating what unique revenue model might make development of educational games sustainable. Have you come up with such a model.
And here's one which isn't represented on the video... "Baby Unicorns in Second Life via Interspecies Sex"...
http://www.boingboin...unicorns-in-sec.html
...It's sort of an open ended question. You create a virtual world. The inhabitants (students) build Unicorns, then start fornicating with them. WHAT DO YOU DO? Yeah... they didn't see that one coming at Lindon Labs either.
I had similar post on the forum regarding my last comment:
the patent above mentioned claimed as a video game method comprising: maintaining a plurality of video game characters(or avatar as you mentioned) in a gaming environment, each of said video game characters having a set of performance capabilities and cognitive parameters associated therewith; receiving a request to simulate an activity for a first video game character having a first set of performance capabilities and cognitive parameters; determining a result for said activity in response to said first set of performance capabilities and cognitive parameters, and in response to a number of game conditions; and updating said first set of performance capabilities and cognitive parameters in response to said result.
The preceeding could address the players(students) cognitive ability to construct meaning out of what is implied in the text, role or situation.I thought based on my simple comprehension (on this stumbled patent) lead me to opined that the cognitive parameters is a good insight in developing an educational game such as ANNEX2.0 intend to for kids (not for avatars).You mentioned about MMORG and since RPG gives this roleplaying concept an initial key somewhere, the patent is something to look into because of its rich content (the way classroom model does).This concept is useful for understanding the socialization of children and in particular that stage during which they play at being mothers, fathers, doctors, nurses, or truck drivers.It is during this playing that they master the ability to engage in reflexive role-taking and thus to develop their own sense of self.
The patent in my opinion holds oportunity to develop on yout idea further by incorporating more such as Reader Response and Comprehension Assessment. As an educator(and a a manager) The definitions of “reading” and “reading comprehension” have moved beyond mere explicit recall, word recognition, and mastery of phonemic decoding. The definitions now include"or perhaps are even replaced by" the dynamic, reciprocal interactions among reader, text, and the context of the reader’s prior literacy schema. No longer is the quiet, private, solipsistic model of the reading process adequate; the new model, rather, is that reading is an interactive and complex process.
Are you familiar with Authentic Assesement? (Higgins1990) defined this as -direct examination of student performance on worthy, intellectual task- how do you address this in your Annex2.0? How do you intend to teach the implementor first and educators as conduit to this great GAME you got?
This is a very intuitive way to enforce Socratic learning...I wonder though how the classroom could be policed or more importantly would ranking really give students the necessary incentive to stay engaged...
The idea is really good though from an educational standpoint...
I don't think it would sell well trying to directly have educational schools use it. Because it would not be very efficient or cost effective. I think it would be better selling directly to students.
Now, there are a lot of games that have made it through as learning tools. Example: Sim City (makes city planing fun), Flight simulator teaches you to fly planes (So well it has even been used by flight schools and the military as a aid), etc...
But, what is the concept that gives the player emotional attachment to this game? Why do players want to play as your characters.
Anyways, I voted for you.
Great questions CH – Thanks
CH Q1 - What's the best example of computer software you've found to illustrate educational gaming can be an effective, fun experience.
As I began researching games that effectively motivate people to engage and learn, I came across the writing of Paul Gee of the University of Wisconsin-Madison, as well as the work of his associates. Gee’s work introduced me to Civilization, the Sims and Rise of Nations - all really impressive simulations that have successfully captured a huge following. Rise of Nations is a strategy game that allows players to play one of 18 real civilizations as they attempt to build great nations while making a myriad of decisions about important issues they encounter throughout the ages that affect their civilization. These games are complicated and not designed for education, but they sure do educate. What’s interesting is that they engage players enough to motivate them to learn how to navigate the complex processes associated with just learning the game. Kids seem to absorb game play mechanics with incredible dexterity.
There is a Canadian made educational simulation game that is being applied in the UK educational system called Pax Warrior, which is about the UN mission in Rwanda. http://www.paxwarrior.com/home/
From their website:
“Pax Warrior is a Hybrid New Media product for the educational and training markets that extends the nascent "Interactive Documentary" form to incorporate decision based simulation and collaborative learning tools. It is at the lead of the new genre of "Serious Games".”
So, to answer your question, aside from Pax Warrior, I have not come across a lot of great examples of RPGs or MMOGs that have been effectively applied in education, but the games mentioned above are very successful as learning instruments, none the less.
Q2 - Have you come up with a unique revenue model yet?
The debate continues with regards to whether this concept should be sold to the educational system or designed for kids, without marketing it as an educational product.
If Annex 2.0 is designed to specifically augment classroom education, we think that the large scale adoption will require sponsorship funding that rewards classes and schools that encourage the use of the tool through parent/teacher associations. The environmental business strategy game we intend to incorporate into the Annex 2.0 concept utilizes many fictitious futuristic companies and industries. Our initial conversations with a few corporate groups to date demonstrated their interest in being represented in the play.
It is our view that sponsoring companies would commit to post annual funds that would be distributed to the schools via student players that perform well, whether that means winning at various levels of play or publishing new and exciting content. In this way the student players develop the kind of leadership that manifests as peer recognition at the class, school and even district level as they present the cheque to their school for extraordinary gaming prowess.
Although we would offer initial access to schools through parent/teacher associations, revenues would later come from parent funded subscriptions. Parents arguably care more about children’s education than any other group. They are looking for every opportunity to engage their children in effective learning; they are increasingly concerned for their children’s future due to the implications of the impact of their consumptive habits on the environment; and they are receptive to any feasible way to support fundraising activities that brings badly needed resources to their local school.
There are definitely some challenges and controversy about this concept, but there it is. The alternative is to create something that educates, but is not marketed as such – focus on creating something really powerful, like World of Warcraft, which hides its reliance on the knowledge kids know and learn at school. This would mean not marketing it as an educational game, and it would mean going after the mass MMOG market. When the school systems begin to adopt simulation tools, we’re ready to offer it as an established player.
CH Q3 - You create a virtual world. The inhabitants (students) build Unicorns, then start fornicating with them. WHAT DO YOU DO? (for context, refer to the CH questions posted earlier)
If we could not have anticipated an “inappropriate” application of our well intended offering, and that application took on a culture of it’s own, and we couldn’t curb it, then we’d probably get a group of teacher’s, student’s and game designers together to come up with a brilliant way of adopting the theme imposed on us by these delinquent saboteurs, and create a game simulation that teaches something appropriate, like maybe sex education?
Hi Saigon – thanks for the comments. Sadly, I couldn’t quite grasp what you were trying to communicate in the first paragraph.
Regarding the second paragraph, I completely agree. Any profession can be experienced in this way – this something Paul refers to as “authentic professionalism”. I’ve taken this input, as well as your earlier reference to it seriously. It will be revisited once we get to the technical details. Hopefully you can help me further at that time.
There is some great input in your comments. I’ve down loaded some papers on Authentic Assessment - I’ll get familiar with the concepts before responding.
With regards to teaching the implementers, the model I describe above in an earlier posting will rely on online support, as well as, some reliance will be placed on students to teach the teachers. There definitely needs to be some work on that part of it. Thanks for your continued interest.
Hi shabbirahmed01,
Good point about the issue of engagement from ranking. I think the game would have to be of a sufficient design quality that players are motivated by the “experience” of the euphoria of a successful move, as well as the deep frustration of a missed opportunity. I agree that ranking can't be a sufficient motivator.
Thanks for the support.
Hi Kevin_Cox
Thanks for the support. I agree with your assessment that it might be better to sell to the students themselves, but I’m curious as to what you think about the revenue model I described in the earlier posting.
As for why players want to get into my game, that’s a harder question to answer. The game treatment/story line and the Annex 2.0 concept is being flushed out as we speak and I don’t want to reveal too much at this stage. The characters are futuristic humans in a wild new world; they have some fascinating capabilities and histories, and many of their traits will be dictated by players. I plan to rely on the imaginations and creations of others to really evolve the characters to make them compelling. Good question.
"You create a virtual world. The inhabitants (students) build Unicorns, then start fornicating with them."
You are describing the game Second Life. That is literally something you can do in the game.
"I’m curious as to what you think about the revenue model I described in the earlier posting."
What comment is it on? Could you post the time stamp on it.
Hi Kevin_Cox,
On the unicorn story, you're right about the Second Life connection. My posting was a response to the question posted by GordonMcDowell, Sept. 14 at 3:31:
"Baby Unicorns in Second Life via Interspecies Sex"...
http://www.boingboin...unicorns-in-sec.html
...It's sort of an open ended question. You create a virtual world. The inhabitants (students) build Unicorns, then start fornicating with them. WHAT DO YOU DO? Yeah... they didn't see that one coming at Lindon Labs either."
Hi Again, Kevin. Revenue model options are described in my Sept. 15, 4:50 pm posting, which is eight messages up from here. This was my response to a CH question. Thanks
Featured video content is last uploaded video clip. By Game posting a video that will then be the featured video content. Or wait for CH to complete an IdeaWarz video, if no new video is posted by Game, we'll cite that (so eventually OggTours video isn't hightlighted perpetually over Annex). But that may take a day!
Congratulations on making it to the final!
I wish you luck!
Thanks, fish99. Your idea seems solid - I hope you enjoy some great success.
It’s great to have gotten this far. Thanks, to all those who voted for me.
I just returned today from doing a pilot with two groups of Grade 11 Science students. As a part of their class, the students played FoulplayTM and then I pitched them on the Annex 2.0 concept. Both the environmental strategy game and the virtual world were well received; there was some great feedback.
The story treatment continues to be worked, and more meetings with potential collaborating sponsors (see revenue model post September 15, 4:50) are being arranged to gauge level of interest. Also, an advisory board of educators is being formed.
I’m looking forward to this final week. Thanks, again
All the best for you in the Final Round!
Hope to collaborate with you in whatever way i can...
Sincerely,
-saigon
Congratulations, finally some one is on the right path of education. Check the history of man, traditional thinking vs technology have never being on the same path or pace. Our technologies have raced forward in quantium leaps while our thinking remains at a turtle's. Miraging technology with conventional thinking is difficult but this is a definite step in the right direction. Probably require some fine tuning but you are there!
Good luck but a better wish for you is, Good Timing!
RBL
RBL - Thanks for the enthusiastic endorsement. The CH experience is definitely an exercise in pushing out the boundaries of conventional thinking, and fine tuning new twists on old dreams.
Thanks for the support, saigon.
WOW!..am excited myself seeing an IDEA I christened is on the final round and almost ready for the whole world to launch -ANNEX 2.0!
Goodluck Game and I am very much impressed how you answered all the questions and issues on your great idea.
To quote your fav maxim:
"There's nothing more powerful than an idea whose time has come."
-white_tulip
Game,
Congratulations! Your idea is definitely worthy of its spot, and I wish you the best of luck as you move it forward. I recently found this:
http://www.msnbc.msn...18063/site/newsweek/
Obviously computer gaming is going places never before imagined. When I was a kid my biggest digital challenge was guiding a square frog across a monochrome highway. Now kids are organizing nonviolent campaigns against dictators, brokering peace deals in the Middle East, and saving Darfur. Whoa!
Go Game Go.
Thanks, for the support, white_tulip - and thanks for the name.
jay - thanks for the comments, and the article reference on games with social conscious. I find it interesting that, despite there being a less-than-stellar market opportunity for socially conscious games, there is a lot of development dollars going into creating them. There is an incredible appetite for exploring the full potential of this delivery mechanism. Exciting times.
Game, what feedback did you get? I'd be curious about both FoulPlay and Annex 2.0!
Gord - After the students completed a round with the board game I asked them to give their opinions on what aspects were most challenging, what was most enjoyable, and did they feel that they could learn from such a tool. The majority of the students felt that it was challenging enough to make them think about different solutions to problems encountered during the game, it prompted them to innovate and debate different approaches to resolving problems - they generally felt that it was an OK learning tool but that the game was designed well enough to be fun - they started out looking and acting very sceptical, but within 10 minutes they were right into it, debating ideas, looking up words, challenging the content - it stopped looking like school.
When I introduced the idea of an multi-user online role-playing game based on the same theme, and which would augment classroom delivery of science curriculum, they got right into suggesting different features that could make it "cool". They seemed to be more into the entertainment details of the game rather than talking about it's potential as a format for delivering curriculum. They kind of lost interest in the education part of it.
It was a snap-shot of a small group, certainly not a formal focus group, but it told me there's an opportunity - educate without labelling it "education", which is what most games do already.
Thanks for asking.
I'd like to suggest an alternative to the last paragraph of my last post. It could have read: educate without making it look like "education", and maybe they'll forget that it's good for them.
Hello Game, Congratulations! I think have nothing in my stock knowledge that can competently add more to your idea. But I would like to share a new experience which is relevant. I was introduced lately to the Nintendo Wii Video Game console and played the Wii sports. I was so thrilled because I can literally swing, bat and pitch, serve or smash in playing golf, baseball or tennis respectively. I'm wondering if subjects like Physical Education can be taught online using the features of this seventh generation console. Motion integrated in the interactivity of teaching or playing or both, would be interesting if not spell binding.
Good luck and Im not surprised you have reached this far.
http://www.youtube.c.../watch?v=yIcDmef4K9s
...here's the latest IdeaWarz video blog. I sort of suspect everyone's seen it, but it seems like appropriate "featured video" content here on IdeaWarz. Congrats Game on making it this far!
Though am impressed on where is your work heading.
Your pitch says about serious strategy games (for MORPG)..isnt Chess the ultimate strategy game?..then just design a game fitting into this? Besides there are 171 millions on software educational games on my google search.
Altering curriculum is too ambitious i guess when you can simply invent a monster hit of an educational game well endorsed by the academe community and respected authorities.
Thanks for the comments, eKKeNomo. There's no doubt about the challenges ahead, but the opportunity exists as educational juristictions begin to reconsider how technology can further compliment existing curriculum delivery.
Hey Game - One thing about your idea that's so compelling is how self-paced and yet supported the learning could be. As I've watched 5 year olds on education sites doing puzzles and games, it is obvious the intuitiveness of learning online for young people. And it need not be isolating... just as CH's community shows.
Good luck
CStraight
Nice your idea, good!
I am a second life user, I read your thoughts, its getting quite fantastic play game for all, and its giving innovative things from you.
Good Luck
Hey Game!
After the Ideawarz page disappeared everything seemed to come to a screeching halt...and silence.
But now that I found the comment page for Annex, I just want to wish you the best. You have proven that this is an idea with merit, so keep pushing!
Best Wishes,
Jay
Am actually looking forward that you update us on your business forum... hope you continue the energy in replying on our queries, support and insightful commentaries.
your comrade,
-saigon
Chapeau, may I take my hat off to you.
If and when you finalize this project; and if of course you have time available. Please contact me, I would like to discuss a project.
Thank you,
Good Luck.
Whats the latest on this? Hope to hear any development...the world waits u know ;-)
I tend to buy my son all the educational games I find on the market suitable to his age. Being 11 isn't easy especially in class. He likes math on the computer but at school he acts weird when it comes to it. I don't ask him to have all A pluses but I do want him to know a thing or two. Your game is for older kids and this makes me think the internet is a really good source for learning, no matter what age one has. I must ask you what type of <a rel="follow" href="http://www.nd-center.com/">degree</a> do you have when it comes to teaching? Have you built this program from the perspective of a teacher or a student?
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And while you're busy making friends on the CH community, why not invite your own friends to join?
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