Wednesday, July 27, 2016

EDUC 6810 Final Project


EDUC 6810
Scott Higgs
Final Project

This project involves crafting a class based on a collaborative project-based exploration of game narrative creation for a role-playing game (RPG) as an art-based learning experience for middle-school age students.

From the teacher perspective, the class will be a space to explore strategies for encouraging student involvement in the learning process

The syllabus will be designed to take into consideration different learning styles based on myriad factors including cultural affinity, temperament and levels of technological and pedagogical acumen.


I believe that computer-based games, educational or not, should be concerned with narrative and art (the engines of immersion) than achieving a successful outcome defined as a “win,” and that desired learning outcomes are the result of being invited on a compelling journey.




Game Narrative Design & Composition

Classroom Architecture:

I intend to craft this course based on the architecture of my ideal iteration of s classroom for project-based learning.

Although students will not be restrained from bringing their own individual technology tools to bear, the physical space will be centered around a primary CPU with a large (60”+) extended monitor or desktop.

The large monitor will be the theatrical focus of the classroom.

A different student will be assigned as “chief-engineer” (current working title) for each class-session. This role will be filled by each student designated on a rotating basis.

The role of chief-engineer is primarily one of data-entry.

This individual will be tasked with carrying out on-line research based on class participation in order to acclimate students to computer and internet use as research tools.

Questions based on class discussions (either resultant of small group discussions and brought in or general discussions).

Desks or workstations will be placed in a semi-circle around the primary computer station with a focus towards the large monitor.
During class-sessions or portions of class-sessions designated as “collaborative” the only powered-up technology allowed in the space will be the central computer.

Expected outcomes:

To enhance student comprehension through team learning
To develop cooperation skills
To explore web-based research strategies that include:
Boolean string research queries
Locating resources and assessing their value and relevance

Strategy examples:

Problem-based learning
Small group discussions
Class discussions
The use of theater or role-playing

Assessment:

Individual learning style testing
Student portfolios and presentations designed to measure/gauge student understanding
Standards-based assignments that require the students to apply their design, critical thinking and technological skills (including design and research—taking into account that some students will be stronger at at idea formulation and project management than design and implementation
Clearly defined criteria (rubrics) designed for consistent, fair evaluations of student work; and opportunities feedback of teachers, peers, and outside experts.
Resources

Crystal, E. (n.d.). Library of Alexandria [Digital image]. Retrieved July 24, 2016, from http://www.crystalinks.com/libraryofalexandria.html

Crystal, E. (n.d.). Bobliotecha Alexandrian Entrance [Digital image]. Retrieved July 23, 2016, from http://www.crystalinks.com/libraryofalexandria.html

Crystal, E. (n.d.). Libraryalexandria [Papyrus]. Retrieved July 26, 2016, from http://www.crystalinks.com/libraryofalexandria.html

Farber, M. (2014). Gamify Your Classroom: A Field Guide to Game-Based Learning (C. Lankshear & M. Knobel, Eds.). S.l.: Peter Lang Publishing.

Jenkin, L. (1993). Dark ride and other plays. Los Angeles, Ca.: Sun & Moon Press.

MacLeod, Roy (2004). The Library of Alexandria: Centre of Learning in the Ancient World (2 ed.). I.B.Tauris. ISBN 978-1850435945.

Sadek, Samir. "The Great Library at Alexandria." Lambert Dolphin's Library. Egyptian Weekly, 12 Dec. 2003. Web. 24 July 2016.

Spolin, Viola. Theater Games for the Classroom: A Teacher's Handbook. Evanston, IL: Northwestern UP, 1986. Print.

4 Insightful Tips For Teaching a New Digital Arts Curriculum
https://www.theartofed.com/2015/06/10/4-insightful-tips-for-teaching-a-new-digital-arts-curriculum/


Monday, July 25, 2016

Media Ecology Final w/Link




https://docs.google.com/document/d/1jZnd 0TKpxury80huhU2mcPmOcEDme3bOTWvQ04GWxI/edit?usp=sharing


Introduction:
For this assignment I have chosen to profile my 14 year old nephew who has chosen the moniker, Dr.Spine. He is making the transition from middle school in Mannington WV to high school in Chattanooga TN.
Dr. Spine is a member of a middle class family with divorced parents. His mother is remarried and lives outside of Chattanooga while his father remains unmarried in Mannington. Dr.Spine and his sister currently split living time between birth parents. Beginning this fall, Dr. Spine will spend more time in Tennessee to attend school as his parents believe the Tennessee education system is considerably better than it's West Virginia counterpart.
Dr. Spine is a top tier or A+ student of high intelligence with a natural affinity for math and science. At the Mannington Middle School he did not have to work hard to receive high marks for his work, in fact I have observed that he his closest friends, or gaming cohort, have a habit of taking sick days at a rate that would have been alarming when I was in school (actually impossible without being expelled), but for these students this seems to be de-rigueur and to have no apparent impact on their grades.
Dr. Spine enjoys reading and writing and takes pride in his spelling, science and math acumen. He does conduct research for school and takes academics seriously in spite of the apparent ease with which he has moved through his Mannington education career. He wants to attend college and is working towards the skill sets he believe will serve him there.
Over the course of the last year Dr. Spine and I worked together building a computer from scratch. This shared experience has served to expand our relationship, creating a bond based on collaboration that eschews the normal adult/child paradigm. As the experienced adult and digital immigrant dealing with a digital native, (Prensky, 17) it was incumbent on me to gauge and steer the discussion and important to do so in a way that invited him into a safe collaborating environment (Dowdall, 51). My desire was to create a space where he could practice the act of collaborative engagement with thoughtful, mature and relevant ideas without pressuring him to “act like an adult.” For me it was essential to harness his youthful exuberance as fuel for my engagement.
The project was inspired by his desire to have a computer with a CPU and video card powerful enough to explore and audition games as well as to play his favorite, Call of Duty.
We began by discussing the project in terms of realistic goals. Unsurprisingly, he wanted the computer to be user ready the day after we decided to build it, so we needed to create realistic timelines. Together we researched ways of building a gamer-friendly computer and broke the project into clear, achievable tasks.
I felt it was important to re-cast impediments to success—what he called ‘failures’—as challenges, necessary elements for achieving goals. Cannibalizing parts from other computers and purchasing the few parts we could not find otherwise, we completed the task in 6 weeks. Our biggest challenge was learning about and installing the right motherboard, which is the home of the CPU and acts as the negotiator between the operating system and peripherals like video and sound cards.
We keep in touch via e-mail and Face-time. My profile will include observations and discussions we’ve shared while collaborating and our on-going on-line communications.
Hanging Out:
His game of choice is Call of Duty, a first-person shooter, windows-based war game that is now available for play across at least 18 different platforms and on-line with multiple players (although it doesn’t fit the strict definition of an MMORPG).
I think it fair to say that more than half of D-spine's social interaction with friends involves gaming, specifically multi-player games. The main cohort, his tech-posse, is made up of other males of his own age most of whom attend the same school.
They all have Steam accounts and regularly audition new games.
D-spine uses a gamer's headset along with gamer's mouse and meets his buddies regularly online. I have eavesdropped, with permission, on a few of these gaming sessions, which can sometimes last all night.
Although the game is the main focus early on, after a time the conversation tends to evolve and sounds more like several young men on the telephone discussing other friends, school and family topics etc. My initial impression of social interaction brought to mind a 'chat-room' analogy, but that is too modern or contemporary a comparison.
A more apt comparison would be an early 20th century 'party-line' conversation such as those you might see enacted on television shows like Andy Griffith or The Real McCoys where several households share the same telephone line and can listen in on each other's conversations; It's a gossip fest of sorts and the participants enter and exit the space at various points throughout the session based on things like dinner, chores and parental requests.
The amazing thing is that these young people (specifically his peer group) have such facility with gaming that they can maneuver with great speed in the gaming space; destroying zombies, flying lizards, nazis or any number of other antagonists, and still discuss other friends and acquaintances or pending classwork while on-line together from different physical locations.
Messing Around:
When D-spine explores other digital tech genres it is usually in service of gaming. For example, he auditions screen capture software programs to see what will best capture his gaming activity, which he shares with his friends. He has discussed putting these on-line in the same vein as pew-die-pie (although without the adult content) or to create a wiki, but he has yet to do so.
Geeking Out:
Besides the computer he has an I-phone and an X-box 360. There are also the skeletal remains of other digital-technology delivery systems around the house that are either dead or no longer useful or relevant. I have introduced him to a few of the Adobe Suite products like Premiere-Pro, After-Effects and Photo-Shop but the learning curve for these products tends to be too steep for his energy-level.
Schooling:
When we discuss the use of technology in the classroom he tells me that it is virtually non-existent; I suspect this is relative (Kerin, 140). There are a few tech-savvy teachers trying to weave what they can into their individual curricula, but without a great deal of success.
Teachers do assign on-line work, but these are mainly meant for home completion. The school provides a bank of computers in the library; these are used primarily for research, writing and printing out completed assignments and for students without home tech resources (Carrington, 70). Most of the students carry personal technology in the form of I-phones and I-pads or their competitive equivalents along with laptop computers.
Teaching
Working and talking with Dr. Spine gave me the imaginative prompt to design a classroom space specifically intended to be pedagogically digitally immersive (Levy, 160).
I am using the final project for another class to prototype the architecture for my ideal iteration of this classroom for project-based learning, and I will provide a brief description here.
The physical space will be centered around a primary CPU with a large (60”+) extended monitor or desktop. The intention is to cast the large monitor as the theatrical focus of the classroom.
Students will rotate in and out on a class by class basis playing the role of “chief-engineer” for each session. This role will be filled by each student designated on a rotating basis.
The chief-engineer will be tasked with carrying out on-line research based on class participation in order to acclimate students to computer and internet use as research tools based on questions resultant from class discussions. The design requires desks or workstations to be placed in a semi-circle—similar to standing stones--around the primary computer with the large monitor the central point of focus.


References

Dowdall, C. (2009). Masters and critics: Children as producers of online digital texts. In V. Carrington & M. Robinson (Eds.), Digital literacies: Social learning and classroom practices (pp. 43-60). Los Angeles: SAGE Publications.

Carrington, V. (2009). From wikipedia to the humble classroom wiki: Why we should pay attention to wikis. In V. Carrington & M. Robinson (Eds.), Digital literacies: Social learning and classroom practices (pp. 65-80). Los Angeles: SAGE Publications.
Kerin, R. (2009). Teacher education and multiliteracies pedagogy. In V. Carrington & M. Robinson (Eds.), Digital literacies: Social learning and classroom practices (pp. 131-145). Los Angeles: SAGE Publications.

Kennedy, G. E., & Judd, T. S. (2011). Beyond google and the "satisficing" searching of digital natives. In M. Thomas (Ed.), Deconstructing digital natives: Young people, technology, and the new literacies (pp. 119-136). New York: Routledge.

Levy, R. (2011). Young children, digital technology, and interaction with text. In M. Thomas (Ed.), Deconstructing digital natives: Young people, technology, and the new literacies (pp. 151-166). New York: Routledge.

Prensky, M. (2011). Digital wisdom and homo sapiens digital. In M. Thomas (Ed.), Deconstructing digital natives: Young people, technology, and the new literacies (pp. 15-29). New York: Routledge.

Jones, C. (2011). Students, the net generation, and digital natives. In M. Thomas (Ed.), Deconstructing digital natives: Young people, technology, and the new literacies (pp. 30-45). New York: Routledge.


 Mexico, C. P. (2010). Juegos final call of duty [Digital image]. Retrieved July 23, 2016, from http://creativecommons.org/license/by/2.0/

Sunday, July 17, 2016

D-Spine Interview

My interviewee has decided on the moniker Dr. Spine; I will refer to him as D-spine.

I think it fair to say that more than half of D-spine's social interaction with friends involves gaming, specifically multi-player games. The main cohort, his tech-posse, is made up of other males of his own age most of whom attend the same school. 

They all have Steam accounts and regularly audition new games.




D-spine uses a gamer's headset along with gamer's mouse and meets his buddies regularly online. I have eavesdropped, with permission, on a few of these gaming sessions, which can sometimes last all night.

Although the game is the main focus early on, after a time the conversation tends to evolve and sounds more like several young men on the telephone discussing other friends, school and family topics etc. My initial impression of social interaction brought to mind a 'chat-room' analogy, but that is too modern or contemporary a comparison. 

A more apt comparison would be an early 20th century 'party-line' conversation such as those you might see enacted on television shows like Andy Griffith or The Real McCoys where several households share the same telephone line and can listen in on each other's conversations; It's a gossip fest of sorts and the participants enter and exit the space at various points throughout the session based on things like dinner, chores and parental requests.

The amazing thing is that these young people (specifically his peer group) have such facility with gaming that they can maneuver with great speed in the gaming space; destroying zombies, flying lizards, nazis or any number of other antagonists, and still discuss other friends and acquaintances or pending classwork while on-line together from different physical locations. 

D-spine and his friends have a habit of taking sick days at a rate that would have been alarming when I was in school, but this seems to be de-rigueur and has no impact on their grades.

When D-spine explores other digital tech genres it is usually in service of gaming. For example, he auditions screen capture software programs to see what will best capture his gaming activity, which he shares with his friends. He has discussed putting these on-line in the same vein as pew-die-pie (although without the adult content), but he has yet to do so. I have introduced him to a few of the Adobe Suite products like Premiere-Pro, After-Effects and Photo-Shop but the learning curve for these products tends to be too steep for his energy-level.

When we discuss the use of technology in the classroom he tells me that it is virtually non-existent (I suspect this is relative). There are a few tech-savvy teachers trying to weave what they can into their individual curricula, but without a great deal of success. 

Teachers do assign on-line work, but these are mainly meant for home completion. The school provides a bank of computers in the library; these are used primarily for research, writing and printing out completed assignments and for students without home tech resources. Most of the students carry personal technology in the form of I-phones and I-pads or their competitive equivalents along with laptop computers.


D-spine enjoys reading and writing and takes pride in his spelling and math acumen. He does conduct research for school and takes academics seriously. He wants to attend college and is working towards the skill sets he believe will serve him there.

Thursday, July 14, 2016

Proposal/Draft


Project Proposal/Draft:

I intend to craft a syllabus based on a collaborative project-based exploration of game narrative creation for a role-playing game (RPG) as an art-based learning experience for middle-school age students.

From the teacher perspective, the class will be a space to explore strategies for encouraging student involvement in the learning process

The syllabus will be designed to take into consideration different learning styles based on myriad factors including cultural affinity, temperament and levels of technological and pedagogical acumen.

This does not include ignoring currently recognized standards, strategies and best practices.

I believe that computer-based games, educational or not, should be concerned with narrative and art (the engines of immersion) than achieving a successful outcome defined as a “win,” and that desired learning outcomes are the result of being invited on a compelling journey.

I have signed up for a free trial of StoryboardThat, a digital storytelling engine designed for narrative creation.



StoryboardThat is not be the only tool planned for use but it will be the base-level digital tool around which the class will be designed.




I intend to craft this course based on the architecture of my ideal iteration of s classroom for project-based learning.

Although students will not be restrained from bringing their own individual technology tools to bear, the physical space will be centered around a primary CPU with a large (60”+) extended monitor or desktop.

The large monitor will be the theatrical focus of the classroom.

A different student will be assigned as “chief-engineer” (current working title) for each class-session. This role will be filled by each student designated on a rotating basis.

The role of chief-engineer is primarily one of data-entry.
This individual will be tasked with carrying out on-line research based on class participation in order to acclimate students to computer and internet use as research tools.

Questions based on class discussions (either resultant of small group discussions and brought in or general discussions).

Desks or workstations will be placed in a semi-circle around the primary computer station with a focus towards the large monitor.
During class-sessions or portions of class-sessions designated as “collaborative” the only powered-up technology allowed in the space will be the central computer.

Expected outcomes:
  • To enhance student comprehension through team learning
  • To develop cooperation skills
  • To explore web-based research strategies that include:
    • Boolean string research queries
    • Locating resources and assessing their value and relevance

Strategy examples:
  • Individual learning style testing
  • problem-based learning
  • small group discussions
  • class discussions
  • the use of theater or role-playing
  • the use of concept maps
Assessment:
  • Individual learning style testing
  • student portfolios and presentations designed to measure/gauge student understanding
  • standards-based assignments that require the students to apply their design, critical thinking and technological skills (including design and research—taking into account that some students will be stronger at at idea formulation and project management than design and implementation
  • clearly defined criteria (rubrics) designed for consistent, fair evaluations of student work; and opportunities feedback of teachers, peers, and outside experts.