Board Game Based Learning

Its not just digital games that can be used for learning.

The Escapist has a piece about video game designer Brenda Brathwaite who has created a number of emotionally challenging and educational board games – created while taking a break from the digital games industry:

The first game came about after a discussion with her 10-year-old daughter about an elementary school lesson on the slave trade. While her daughter had all the facts memorized, Brathwaite was dismayed to learn that she didn’t grasp what the Middle Passage was like for the Africans who were kidnapped and shipped across the Atlantic. So she did what any game designer worth her salt would do: She made a game out of it.

More here

Using computers to support collaboration… IN the classroom

A link of the day.

Interesting project and results from the EU CoFFEE (Collaborative Face to Face Educational Environment) project - using computers to support face-to-face discussion and problem solving in class.

Distracted

Thanks to Jon Richter for this one. A nice piece with lots of great quotes and informative interviews on distraction and information overload in the New York Magazine, here. To a fair extent the reporter seems to spend 4/5 of the piece writing about the hazards of information overload/multi-tasking before concluding that there is no problem.

Links for the week… #clex09 and BJET VW

Last week I managed to remember to buy the Guardian on Tuesday for the education supplement. But didn’t find time to read it all. And so I managed to miss news of the release of JISC Committee of Inquiry into the Changing Learner Experience (CLEX) report “Higher Education in a Web 2.0 World” till the day after. Brian Kelly covered it here, and included the following quote from the Grauniad:

The “Google generation” of today’s students has grown up in a digital world. Most are completely au fait with the microblogging site Twitter; they organise their social lives through Facebook and MySpace; 75% of students have a profile on at least one social networking site. And they spend up to four hours a day online.

It looks like a good report, but it’s going to have to wait for reading time – I have marking to do. But I think the Grauniad got it wrong with the claim that Most [students] are completely au fait with the microblogging site Twitter – I think the reporter got students and edu-bloggers mixed up on that one. Some students, but not most. Not yet, at any rate. For the record, the report itself only has two instances of the word twitter – one in the index.

If you want the report highlights, you can grab the podcast here.

Then as if I wasn’t already feeling overloaded, BJET’s special issue on Virtual Worlds is now online. Lots of excellent papers – including a colloquia paper by yours truly and friends. Subscription required – if you work in HE, your institution might already subscribe.

And lastly, the ning group “The Future of Education” is hosting a series of webinars – some excellent speakers lined up. Tomorrow night (though too late for me, sadly) is Chris Dede. His talk is titledEmerging Interactive Media: What to Use, When, and How? If you attend, tell me how it was.

Free workshop – Immersive Technologies for Teaching and Learning

As part of the JISC-funded ‘Design of Learning Spaces in 3D virtual worlds (DELVE) project, and in collaboration with the SpLinT CETL, the University of Nottingham is running a free, one-day workshop on 8th June 2009 for eductors interested in the use and integration of immersive technologies in teaching and learning.  Based around keynote speakers, hands-on sessions and breakout discussions, the day will address notions of immersion and the potential for immersive technologies in the classroom.

For more information contact Dr Nick Mount (nick.mount@nottingham.ac.uk), or to book a place, please email stella.fuller@nottingham.ac.uk)

Programme below.

Read the rest of this entry »

Patenting the future of eLearning

Edit: With some embarrassment I have to report that a significant amount of the post below is wrong… with the root being mis-attribution of the patent on 3D eLearning to Blackboard. My source for this has also now been updated. The overall worry that someone is trying to patent 3D eLearning remains, however. It’s not Blackboard doing the patent, and so I will score out some of the sections of this blog, but I’ll leave the text intact otherwise. The basic worry remains. djl – 7th May 2009

With VirtualWorldWatch reporting that almost all of UK higher education institutions are now actively using virtual worlds (to some extent at least) and virtual worlds for children (Club Penguin, Moshi Monsters, etc…) make virtual spaces a natural habitat for the newest generations of learners, it seems that virtual worlds have an assured place in the future of eLearning.

VirtualWorldNews regularly features news of new platforms and partnerships in this area, and the famous Second Life has found a home alongside platforms such as Forterra’s OLIVE, OpenSim, Croquet, Sun’s Project Wonderland. New arrivals Metaplace, RealXtend, Caspian Learning’s ThinkingWorlds and a range of offerings from my near neighbours TPLD sit alongside bespoke customizations/mods of commercially available games such as Neverwinter Nights (e.g. Altered Learning for key skills) or Unreal and a huge host of purpose built serious games and simulations. See e.g. SeriousGamesSource.

All in all, the future looks very promising for virtual worlds in education. Sadly the future might be less rosy than it appears. Some readers may be aware of the complex legal actions taking place in the US where VLE/LMS market leader Blackboard are currently trying put one of their main competitors out of business by patent suit – a process that continues even though the original patent was rejected by the US patents office. This is complex and messy – with Blackboard taking a very aggressive stance in the courts on the basis of what was a patent with a huge amount of prior art out there. Although the original patent has been rejected by the USPTO, a continuation patent has been awarded, and the legal fight is far from over. Blackboard now spend considerably more on lawyers than they do on software development. Lots more from Seb Schmoller and Michael Feldstein.

One thing particularly disturbing to me is the discovery (from Seb Schmoller’s discussion) that Blackboard have a patent application in for a “3D Learning Environment”. Despite not actually having a 3D learning environment product, or doing any development at all in this area (at least as far as I am aware – other than a $25,000 greenhouse grant awarded to Ball State a little while ago), Bb have applied for a patent. And using the continuation process they will quite likely seek to extend this patent over forthcoming years – while keeping the original filing date (see Wikipedia for a basic outline of this bizarre process). This is what they’ve done in their current case against Desire2Learn, and there is no reason to imagine that they won’t aggressively seek damages and license fees from vendors in the 3D eLearning market in the future. Every company and product that I’ve mentioned above is potentially under threat from this. Companies that have been innovating and developing new products and systems coming under threat from a company that decided not to bother developing new software or technologies when a patent application would do.

Seb also notes that this 3D patent (from a company that doesn’t do any 3D software, remember) is not part of Bb’s patent pledge – where they pledge not to pursue open source software vendors or users. From eLearning provider to patent troll in a few short years.

And as if this wasn’t enough, patents on how virtual world servers communicate with clients are at the heart of another patent battle (this time between Worlds.com and NCSoft) and if upheld will then be used by Worlds.com to pursue Linden Lab (makers of Second Life) and others. And again, Worlds.com are using patent continuation to gain patent cover over techniques and ideas developed since the original patent – which then gain the same application date as the original, and can then be used to seek money from other companies using what are standard and commonsense software and network engineering methods to build their products. While Worlds may be less likely to put the competition out of business, licensing standard algorithms will add to costs to providers of other platforms.

Software patents are a mess, but there is no sign that the US will abandon them or substantially reform the current system. Meanwhile, its a worried wait to see what is going to happen in Europe, where decisions are due soon as to whether to adopt a more US styled approach to software patents, or to adopt our own (hopefully more stringent) standards of technical innovation required for patentability.

Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces

Edited By: Thomas Connolly, Mark Stansfield, Liz Boyle

Games-based learning focuses on the exploration of high-quality computer games and associated software tools for education and training.

Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices disseminates knowledge on the theory and practice of games-based learning, promoting the development and adoption of best practices. Through a combination of theoretical chapters as well as practical case studies, readers will benefit from expert knowledge and learn from the experiences of both researchers and practitioners from across the globe.

Edited by three of my colleagues, includes a chapter on SLOODLE, and a foreword from Kurt Squire. More here, including a link to a limited preview. The book will be released sometime this month.

Online PDF editing and form filling

Yes, not much to do with learning games, but too useful not to mention… pdfEscape is a simple to use online app for editing and formfilling PDF documents: http://www.pdfescape.com/