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Assignment: Module 3 – Story Board (Revised)

Project Topic: The Use of Games to Encourage or Change the Environment of Learning

EDUC-7102-1/EDUC-8842-1 Principles of Distance Education

Course: Foundations for Doctoral Study/Spring Quarter 2011

We were provided directions that “At professional conferences, the keynote speaker is often introduced through the presentation of a short video that focuses the audience’s attention and provides background and insight on the speaker’s topic.” In addition to the selection of a topic for this project, several assumptions, as followings were made in order to develop this storyboard:

  • This year’s Keynote speaker will be Dr. Gary Mar, founding director of the Stony Brook Philosophy Department Logic Lab, although there is mention of literary collaboration, I was unable to locate specific examples. Therefore some of the credentials are fictional.
  • As the student responsible Dr. Mar’s introduction at the distance education conference, I choose the keynote topic loosely based on Dr. Mar’s You Tube presentation, “Using problem based learning and recreational logic games to build student interest and confidence” and how this is very timely and important to Instructional technology and distance education.
  • I have been introduced to the audience.
This item will be replaced by a still of me Importance of Play
Good Morning, my name is Janice Henry and I am a PH.D candidate in the Educational Technology program at Walden University.It goes without saying that we’ve a history of playing games. Playing is acknowledged as essential for both child and adult – especially children for their formative years. According to E Dixon, “Play is universal throughout the animal kingdom — whether it’s a puppy chasing its tail, or young birds swooping through the air.” And it should not be underestimated in the development of children. In fact there is a body of research, that supports the belief that play is essential to ensure that a child develops and reaches their full potential in life. But play, like everything else in this society has undergone an evolution.Games have come a long way through history dating back to3000BC with the first game called Royal Game of Ur; 700 BC Earliest records of cubical Dice 400’s Tabula (early Backgammon) game lost by Emperor Zeno recorded follow by A Persian romance which tells of Chess coming from India circa 650-850 AD. The list goes on ,but the point is that games arose out of a need to occupy leisure time and engage others.
Run film of Mar’s interview from https://podcast.ic.sunysb.edu//blojsom_resources/meta/gary_mar/050321_1827.mp4 Intro
Here today to eliminate The Use of Games to Encourage or Change the Environment Learning as well as provide a discussion of his research is Dr. Gary Mar, the founding director of the Stony Brook Philosophy Department Logic Lab.  
Students playing on computers Reference and Credentials
In 1985,  “Scientific America” published a column in the Mathematic games department, by Mar, regarding Stony Brook and its use of chaotic logic to produce fractal images in schematics of paradoxes, he is also the author of “A Philosopher’s Stone” (1989) and more recently the co-Author the revise version of Martin Gardner’s 1st Book of Scientific American Puzzles (2007).  He is the last protégée of Alonzo Church, famous for his work in intentional logic and philosophy.Dr Mar’s research regarding the analysis and evaluation of game participation is ground breaking as he has demonstrated that games are effective in the development of advanced critical thinking and logic; making it a powerful tool in the motivation of millennia learning. To support this work he uses a lab as an experimental class to facilities the use games and puzzles, robotics, and logic programs developed to teach logical and critical thinking.
Roll video of student in lecture hall and or in study lab Learning for Millenniums
Dr. Mar facilitate  lab faculty to use games and puzzles, robots, and logic programs to teach logical and critical thinking and to create a community in which students can meet and get excited about logic and philosophy outside the classroom. Games such as: Siamese chess or bug house, go, three or four dimensional tic-tac-toe, and Rubrics Cube are used to encourage formal techniques of reasoning, development of logical skills and strategy through play and teams collaboration.  But this environment is not limited to just board or physical games. Students have begun to utilize digital or virtual games through game consuls and computers.  This environment supports a community of students who are able to master logic and problem solving in traditional classroom and the real-world settings.  This is one of the characteristics essential to creating a supportive DE environment.
Coach and team playing Linkage Between DE and Gaming
Games encourage students to form learning communities to master the formal techniques of reasoning and to play games that develop logical skills, regardless of whether the game is face to face or virtual, using – iPhone, second life, iTunes, or  game that are learning based.Mar’s use of recreational gaming and logic based puzzles assist student coping abilities. For example, he uses pedagogical strategies to reduce stress around tests—such as having practice exercises a few days in advance of the official examination, creating cheat sheets, and collaborative peer tutoring. One advantage of this approach, which makes use of retrospective learning, is that often the time after cramming for an examination is when the unconscious mind can process the material and come to an aha! moment when the material makes sense as a coherent and integrated unit of knowledge.
Video of students in a lecture hall. 5. Getting Students Invested in Learning
Gaming provides children an arena to learn within context of a dynamic setting, engaging 3 of our 5 senses. Critical and strategic thought in many of these games is essential to attain success. This way of thinking is consistent with mathematics, logic and the scientific evaluation method.Gone are the days of jump rope hula loops and jacks. Additionally, in many cases, organized sports, bats, balls and sneakers have also become obsolete. However, children still play, but,  now their playground is virtual. Through advancements in technology children are able to play at anything they can image in a technical environment.

Kid’s Playing (20 sec) vs. 20 seconds of class room

6. Support
Diana Laufenberg’s  focus of the article: “Lessons from Video Games: Getting students Invested in Learning” (posted by McCallum at http://www.cleanapple.com/blog/?p=304) provided an insight to how her how video games engage players both recreationally and academically to be better motivated for learning. Like Laufenberg, Mar purports that student are more willing to embrace learning through active participation as opposed to learning about through traditional passive memorization and regurgitation. “In good video games, as in school, true learning only happens when students are able to situate learning with experience.”It is undeniable that video or digital games will be one of the most popular leisure time activities for children. Statically, 65% of children access video games daily; something that nearly all of our students have in common. In addition 53% – of all American adults play video games of some kind, on a computer, a gaming console, their cell phone, Ipad or other handheld device/portable gaming device. 73% of adult gamers use computers to play games; young adults between 18-29 year – 75% use online Gaming consoles 68% use computers as compared to 53% console users, 35% who using cell phones, and 25% using portable gaming devices.

Roll credits (References)

7. Conclusion
Mar’s driving force is a quote from  Martin Gardner’s 1st Book of Scientific American Puzzles; in the introduction he wrote:  “The interest of these great minds and mathematical play is not hard to understand, for the creative thought bestowed of such trivial topics is of a piece with the type of thinking which leads to mathematical and scientific discovery. What is Mathematics, after all, except the solving of puzzles and what is science if it’s not a systematic effort to get better and better answers to puzzles posed by nature?” I think there is a lesson there for all.So how can we determine the appropriate  Use of Games to Encourage or Change the Environment of Learning?

References:

Carr-Chellman, A. (Feb2011). How do you encourage learning in boys? Bring a gaming culture to the classroom. In The Art of Manliness, Reviving the lost Art of Manliness. Retrieved 24 Mar 11 5:31 PM MST, from http://community.artofmanliness.com/forum/topics/how-do-you-encourage-learning.

Mccallum. (DEC2010 ). Lessons from video games: Getting students invested in learning. In Making Meaning – Cleanapple. Retrieved 24 Mar 11 5:31 PM MST, from http://www.cleanapple.com/blog/?p=304.

Mar, G. (APR2010). Using problem based learning and recreational logic games to build student interest and confidence. In You Tube. Retrieved 24 Mar 11 5:31 PM MST, from http://www.youtube.com/watch?v=I8G-b3SwKxA.

Dixon, E.. (2007). Importance of Play in Child Development. In Child Development Guide. Retrieved April 8, 2011, from http://www.child-development-guide.com/importance-of-play.html.

Lenhart A, Jones S, Macgill A. (2011). Adults and Video Games. In Report: Gaming, Families, Teens . Retrieved April 8, 2011, from http://www.pewinternet.org/Reports/2008/Adults-and-Video-Games.aspx.

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Mccallum. (DEC2010 ). Lessons from video games: Getting students invested in learning. In Making Meaning – Cleanapple. Retrieved 24 Mar 11 5:31 PM MST, from http://www.cleanapple.com/blog/?p=304.

Mar, G. (APR2010). Using problem based learning and recreational logic games to build student interest and confidence. In You Tube. Retrieved 24 Mar 11 5:31 PM MST, from http://www.youtube.com/watch?v=I8G-b3SwKxA.

Dixon, E.. (2007). Importance of Play in Child Development. In Child Development Guide. Retrieved April 8, 2011, from http://www.child-development-guide.com/importance-of-play.html.

Lenhart A, Jones S, Macgill A. (2011). Adults and Video Games. In Report: Gaming, Families, Teens . Retrieved April 8, 2011, from http://www.pewinternet.org/Reports/2008/Adults-and-Video-Games.aspx.

This blog was some what  challenging because there are several IT tools that fit simultaneously in two or all three categories. I would love to hear your thoughts on how you discern one from the other…

I responded to:

Tabitha – http://twrighteduc.blogspot.com/2011/04/twright-module-4-new-strategies-and.html#comment-form

Maria – http://mariadoloresjardim.blogspot.com/2011/04/engaging-learners-with-new-strategies.html?showComment=1304224468059#c7133530273975308332

This week we evaluated the way that DE can provide as much and in some cased more value add to the learning process then F2F, The debate rages on regarding how to create the proper environment for DE students. From the reading and in my personal experience student participation in various medium provide not only an environment that supports learning but one that requires students to make a concerted effort to their educational experience. With these tool communication and collaboration can happen at will as opposed to once or twice a week in a predetermine space at a predetermined time. My graphic organizer was an attempt to illustrate all of the opportunities to communicate, collaborate or just acquired more information. These technological tools allow learners to continue to share information or exchange idea outside the virtual classroom and with little or no time zone consideration. The technical tools were chosen because they are easy to use, readily available and already part of every/business life. The short learning curve allows students to begin to collaborate and communicate immediately.

So far I have only been able to respond to: http://mariadoloresjardim.blogspot.com/2011/04/blog-responses-module-3.html?showComment=1303015400199#c8467388647193912452

As for other possible reviews, I was unsuccessful in responding to the other class mates with Blog Spot and unable to locate the post of the other students.

Successful: http://mariadoloresjardim.blogspot.comSu/2011/04/bringing-quality-education-to-island-of.html?showComment=1303012561578#c3582811076657920547
Unsuccessful:
http://mjoneswright.blogspot.com/2011/04/storyboard-for-multimedia-presentation.html#comment-form

http://smoore8842.blogspot.com/

http://darlingtonsblog.blogspot.com/2011/04/virtual-worlds-storyboard.html

Assignment: Module 3 – Story Board Project Topic: The Use of Games to Encourage or Change the Environment of Learning

Assignment: Module 3 – Story Board

Project Topic: The Use of Games to Encourage or Change the Environment of Learning

EDUC-7102-1/EDUC-8842-1 Principles of Distance Education

Course: Foundations for Doctoral Study/Spring Quarter 2011

Note: For the final presentation these images will be replaced with video, however this document was created prior to the notification in the discussion submission.

Introduction:

1 Intro:

Good Morning.  I’d like to welcome you all to this workshop on behalf of the  Foundations for Doctoral Study/Spring Quarter 2011. This presentation has been created in support of the Principles of Distance Education.

The keynote topic is in regards to games and how they encourage or change the environment of learning. Games have come a long way through history dating back to 3000 BC with the first game called Royal Game of Ur700 BC is the earliest records of cubical Dice and by the 400’s, Tabula (an early version of Backgammon) game lost by Emperor Zeno recorded. This was follow by A Persian romance tells of Chess which originated from India between 650-850 AD. This list goes on and on, but the point is that games or gaming rose out of a need to occupy leisure time and/or to engage in some type of relationship with others.

Importance of Play

2. Importance of Play:

Dixon, “Play is universal throughout the animal kingdom — whether it’s a puppy chasing its tail, orSo we’ve a history of play; Playing became important for both adult and especially children as it relates to their development. According to E. young birds swooping through the air.” And it should not be underestimated in the development of children. In fact there is a body of research that supports the belief that play is essential to ensure that a child develops and reaches their full potential in life. But play, like everything else in this society has undergone an evolution.

Play for Millenniums

3. Play for Millenniums

Nevertheless, gone are the days of jump rope hula loops and jacks; in many cases, but for organized sports, – bats, balls and sneakers have also become obsolete. However, children still play; it’s just now their Playground is virtual. Through advancements in technology child are able to play at anything they can image within the technical space.

Rationale

4. Rationale

I found an article called “Lessons from video games: Getting students invested in learning” posted by McCallum at:

http://www.cleanapple.com/blog/?p=304. written with provided from teacher Diana Laufenberg’s perspective. In this article she discussed how her discovery of how video games not only engage players in recreational activities but motivated the learning process, changed the nature of teaching for her. This was largely due to the discovery that student were more willing to embrace “learning through” active participation as opposed to “learning about” through traditional passive memorization and regurgitation. “In good video games, as in school, true learning only happens when students are able to situate learning with experience.”

Getting students invested in learning

5. Getting students invested in learning Gaming provides children an arena to learn within context of a dynamic setting, engaging 3 of our 5 senses. Critical and strategic thought in many of these games is essential to attain success.

This is way of thinking consistent with mathematics, logic and the scientific evaluation method. The teacher identified the following characteristics of critical and strategic problem solving:

  1. Evaluate the environment or situation
  2. Create a hypothesis for possible solution and/or actions
  3. Test the hypothesis through implementation
  4. Use lesson learned for advancement

Support

5. Support

It is undeniable that video or digital games has become one of the most popular leisure time activity for children. Statically 65% of our children accessed video games daily; something that nearly all of our students have in common. In addition 53% of all American adults play video games of some kind, on a computer, a gaming console, their cell phone, Ipad or other handheld device/ portable gaming device; 73% of adult gamers use computers to play games; of the young adults gamers between 18-29 years, 75% use online Gaming consoles, 68% use computers as compared to 53% console users, 35% who using cell phones, and 25% using portable gaming devices.

Conclusion

5. Conclusion

In Martin Gardner’s 1st Book of Scientific American Puzzles, in the introduction he wrote: “The interest of these great minds and mathematical play is not hard to understand, for the creative thought bestowed of such trivial topics is of a piece with the type of thinking which leads to mathematical and scientific discovery. What is Mathematics, after all, except the solving of puzzles and what is science if it’s not a systematic effort to get better and better answers to puzzles posed by nature?” I think there is a lesson there for all.

References:

Carr-Chellman, A. (Feb2011). How do you encourage learning in boys? Bring a gaming culture to the classroom. In The Art of Manliness, Reviving the lost Art of Manliness. Retrieved 24 Mar 11 5:31 PM MST, from http://community.artofmanliness.com/forum/topics/how-do-you-encourage-learning.

Lenhart A, Jones S, Macgill A. (2011). Adults and Video Games. In Report: Gaming, Families, Teens . Retrieved April 8, 2011, from http://www.pewinternet.org/Reports/2008/Adults-and-Video-Games.aspx.

Dixon, E.. (2007). Importance of Play in Child Development. In Child Development Guide. Retrieved April 8, 2011, from http://www.child-development-guide.com/importance-of-play.html

Mar, G. (APR2010). Using problem based learning and recreational logic games to build student interest and confidence. In You Tube. Retrieved 24 Mar 11 5:31 PM MST, from http://www.youtube.com/watch?v=I8G-b3SwKxA.

Mccallum. (DEC2010 ). Lessons from video games: Getting students invested in learning. In Making Meaning – Cleanapple. Retrieved 24 Mar 11 5:31 PM MST, from http://www.cleanapple.com/blog/?p=304.

I was successful in blogging Linette at http://lcordell.wordpress.com/2011/03/30/elements-of-distance-education-diffusion-module-two-2/#comment-10

Still working on my blog to Michelle…

Jan

Permalink: http://jegilmore.typepad.com/educ71021educ88421_princi/2011/04/response-to-other-clasemates.html.html

George Siemens discussed the growing acceptance of distance education in today’s corporate and educational spheres, including three possible elements of distance education that are creating more effective learning experiences and giving distance education an identity of its own distinct from F2F courses: (a) global diversity, (b) communication, and (c) collaborative interaction. Do you agree or disagree with his view?

I absolutely agree with Mr. Siemen’s perception. In fact, I have experienced it firsthand. This is the second degree program in which I am participating. I receive my MBGM/MBA from the University of Phoenix in December of 2000. UOP was the only sanctioned institution under contract with AT&T at that time. Although I was working in the Global procurement department at that time, I only had a cursory look at the terms and conditions (T&Cs) supporting the Statement of Work (SOW) for the initiative. My understanding is that this contract was one of the most complex documents in the company repository. They need it to be a comprehensive document that would provide tangible evidence of the legitimacy of the resulting credentials. It was curious to me that they was no question of the integrity of the pedagogy, the challenge was regarding business and public perception of it delivery.

To watch this initiative blossom into the movement it has today is very encouraging to my personal and business pursuits as well as how this element assists in the necessary evolution or reforming of public school’s use of new educational technology methods. Last quarter in EDUC-7100-2/EDUC-8840-2 Evolution of Educational Technology in Society, Education, and the Workplace, we naturally spent a great deal of time on the subject of the evolution of DE and its impact on everything. We had an assignment to reflect on our “View of Educational Technology Reflected the Current World.” In that document I offered that there is a contagious attitude that has enveloped most of business, society and now educators for escalated and accessible results. Overcoming geographic, time and financial barriers through a key stroke or two has become the solution. It is the nature progression, just as Dr. Thornburg’s presented in this podcast, when he raised the idea of the blackboards and how they were an improvement that the concept of displaying information. He further indicated that this invention lead to overhead projector and even impacted B. F. Skinner’s theory that lead to mainframe computerized test.

Finally provided from Saettler’s book we discussed DE through the improvement to educational technology as most effectively when instructors focus on techniques to achieve learning objectives and develop methods to use the technological tools that support innovation and creativity. Saettler indicated that wiliness to explore new ideas lead to embracing philosophical changes to optimize technology.
References:

Thornburg, D. (2008). Educational Technology: A Historic Perspective. (Vodcast). Evolution of Educational Technology in Society, Education and the Workplace DVD produced by Laureate Education, Inc. Baltimore.

Flamand, L; eHow Contributor: Strengths of Social Cognitive Theory. Retrieved from eHow.com URL: http://www.ehow.com/about_5437336_strengths-social-cognitive-theory.html#ixzz1C7fRVWt2

Seattler, P. (Ed.). (2004). eThe evolution of American Edcational technology (1st ed.). Greenwich, Connecticut: Information Age Publishing Inc.

Toffler, A. (1980). The third wave. New York: Bantam.