'scenarios'

Exploring the EDC – a scenario based educational first person shooter (without the shooting)

This is the design statement for my latest foray into game based learning. I’ve used FPS Creator once more to create a democratic learning environment which creates a simulation of the Education Development Centre here. Learners can access scenario tasks in the course of find out about the multitude of awesome services and knowledge we can provide :)

Check out my walkthrough to begin with.

You can read the full paper from the attachment (I tried to paste it in directly but Wordpress didn’t like the tables and I’d prefer not to re-type them) Exploring the EDC – a scenario based learning simulation – Design Statement

Add comment September 10th, 2007

Thoughts on: Navigation options in Interactive Multimedia (Harper, 1992)

Harper, B. (1992) Navigation Options in Interactive Multimedia. In J. G. Hedberg and J. Steele, Educational Technology for the Clever Country, Selected papers from EdTech’92,Conference of the Australian Society for Educational Technology. University of Adelaide-Australia, 1-3 October (pp 10-16). Belconnen, A.C.T. : AJET Publication for the Society.

This article, like many others, starts out with the usual rah-rah interactive multimedia is great, shift to learner-control, enriching the learning experience yada yada spiel. It’s all fairly true but it seems to be at the start of every article I’ve read for a while now.

Once it gets past this preliminary stuff though, it is actually fairly useful and contains a number of interesting approaches to designing navigation in multimedia. It’s a little unfortunate that the article is 15 years old though as you get the sense that there’s probably been a lot more work done since. It therefore requires a little extrapolation to move the concepts to the 3D game based environment that I’m thinking about (I think Wolfenstein 3D had only just been released at the time this was written)

My project is to develop a 3D game space that the learner walks through in first person perspective. It provides new teachers at CIT an orientation to the services and resources available within the Education Development Centre at CIT, which includes Curriculum, Teacher Education, the Library and Flexible Learning Solutions (the online learning unit).

It’s possible to run this as a multiplayer game which allows for real-time text chat interaction between a number of players.

I’ll run through some of the interesting ideas about multimedia navigation in the paper and how I might use them in my game.

(To begin, here is why good navigation design is important)

“… used effectively, the technology can allow users to interact in ways that the designers of the system did not plan… good instructional design of interactive multimedia materials makes it unnecessary to materials to be structured for the learner. Effective student use of unstructured materials however, will depend on the type of access to the information the users can obtain i.e. the navigation options available to the user. ”

“When a learner can branch down multiple paths and rapidly change the direction and focus of the learning sequence, there is possible interference with effective learning through the inappropriate application of information by the learner to their internal schemas”

Navigation options:

“the guide metaphor where a character is created and used by the author to link ideas and visual travel through the hypermedia materials” – this is certainly one approach to the game and could be done in several different ways.

A non-player-character is automated and sets the learner tasks to complete in the environment (although this isn’t a guide so much I guess) – there could be NPCs in hallways that can answer basic queries about where certain areas are. The other option is to have a live guide in the multiplayer version who runs a bit of an orientation – though this isn’t necessarily very practical or realistic.

“other suggested structures include those which are based on ideas such as sequential navigation (using cues to show how far you are along a path; the clues varying from a simple screen number of the total or some conceptual description of the sequence), visual navigation (using a plan of the possible paths) and hybrid navigation (mixtures of both) (Hedberg & Harper, 1991)”

This has given me some thoughts about ways to set up the activities – in recreational gaming I’m fairly partial to sandpit style games such as the Grand Theft Auto series, where you can take on missions or just explore the environment. (But you need to complete certain missions to unlock new missions or new parts of the environment). I could have the entire area explorable, with different kinds of resources accessible (including being able to chat to all the staff) as well as having a room where you can get your missions from. You could collect keys (or something) which allow you to unlock rooms which provide additional missions. You could measure your progress by looking at the rooms you’ve opened.

Techniques to provide navigation cues for users:

“using colour to identify the area or major learning path”

This actually works pretty well as we recently had the rooms in our area repainted and each dept went with a different colour scheme. I’m thinking that it would be useful to have a few “You are here” maps around the place and/or some signs which could be colour coded without too much difficulty.

“simple use of contextual clues, regular use of a standard format of basic word style format to indicate links with other sources of information”

Other than the fact that this seems like a fairly tortured sentence, what I got from it was that in the rooms, on the walls near the desks of the different people we could have text and icons that reflect their areas of expertise. These could also be replicated on the maps. (E.g an artists palette for our graphic designer) 

“written directions which appear in separate areas or windows to the information required to learn the underlying concepts”

I agree with this idea although I’m not sure entirely how to put it into action in the software that I’m thinking of. (FPS Creator). If the player/learner had a key that they could toggle a PDA on and off, you could have this information there. It could be possible to have some computer screens that the player/learner could access this information from but they would need to go to the screen any time they wanted to check a detail. If it was a multiplayer game I guess the instructions could just sit in the chat window. 

“enabling learning path maps to be modified highlighting the paths which have been travelled”

This comes back to my earlier point about knowing what you’ve done by what rooms you’ve unlocked.  I’m a little unsure about this however as it goes against my desire to have an environment that people can wander around completely freely. 

“creating new links by the learner using a series of tools which enable the package to be modified, either by adding new information or by adding new hypertext linkages based on the students’ own conceptual maps”

It would be great if there was some way to embed web access (and presumably a wiki) into a part of the game. As far as I’m aware, this isn’t an option but I’ll keep looking. A setup like the 3D browser called 3B would be good – it could live on the smartboard in the training/conference room part of the game.

Defining Navigation types:

This is another of those instances where the datedness of this article shows – the concepts are still sound, just behind the times.

“Materials can be designed to focus on the appropriate development of schema and hence improve learning efficiency. In effect, any navigational system must employ elements with as much intrinsic meaning as possible… this link can be enhanced through understandable and well chosen metaphors”

He goes on to list a few different options:

  • Modal (icon based)
  • Relational (stack maps)
  • Hierarchical (more like an organisational chart or a website map)
  • Sequential (basic back, forward and index buttons)
  • Geographical/Spatial (much closer to Florin’s info landscape model – and my 3d game)
  • Conceptual (metaphor + info landscape)  

The Geographical/Spatial seems to reflect my approach with the game so I guess I’ll note the quote:

“selecting parts of a whole by an inherent physical/geographic relationship. This approach might be exemplified region by using a map as a link between objects” – or a navigable 3D environment.

 I had a few other thoughts as I was reading this paper:

What about a bookshelf in every person’s area? (Or similar metaphor for stored info – maybe a pda?)

It would be good to be able to access the online pd courses from inside the game – again, in game web access is the key.

Add comment September 7th, 2007

Thoughts on: Exploration of information landscapes through networks (Harper & Hedberg, 1995)

Harper, B. & Hedberg, J. G. (1995). Exploration of Information Landscapes Through Networks. In Connecting the systems: Australian Telecommunication Networks & Applications Conference. Sydney, Australia, 11-13 December 1995 (pp 141-149). Clayton, Vic.: Monash University.

This paper says much the same as the others:

  • new technology offers new opportunities and requires new approaches
  • relevant authentic activities that draw on a pool of well organised data are important
  • learners construct their own knowledge from experiences and by socially negotiated meaning
  • provide a hierarchical set of problems to solve

It does manage to make a few more points however – heavily focussed on good design practices for information landscapes.

There are four key factors to consider:

  1. interface design
  2. navigation options
  3. learning support for the user
  4. instructional strategies to tie together underlying knowledge structures.

Inert knowledge is “knowledge which can usually be recalled when people are explicitly asked to do so but which is not used spontaneously in problem solving even though it might be relevant.”

“Situated learning has, as its main idea, the notion that “the activity in which knowledge is developed and deployed… is an integral part of what is learned”(Brown, Collins & Duguid, 1989, p32)”

” “Legitimate peripheral practice”… refers to the engagement of a novice in a socially-based practice in which they can perform the same range of skills as an expert. Interactive multimedia provides an ideal structured environment which allows the novice to work with problems and learning situations which are some distance (peripheral) from the core of the expert’s world. As the novice begins to practice more as a full practitioner, the skills and shared experiences overlap more with those who are acknowledged as expert.”

This sounds like a good application of simulations and scenarios to me.

The design of the activities (how real & relevant they are) is just as important as the aesthetics (fancy graphics etc) used in creating immersion.

“The use of systems which can be given a set of attributes and defined rules of relating can prove a great boon for working with a particular information landscape or microworld… The question is, therefore, can we place all ideas into a microworld of objects, attributes and relationships?”

“A second aspect of immersion is the conceptual congruence between user actions and their understanding of the concepts embodied in the learning context. Much educational software doesn’t link the response of the user to progress toward the goal… Within the interactive multimedia environment the action of the learner will lead to a conceptual understanding directly about the context in which they are learning”

“…there has to be a learning environment which intrinsically motivates the participant to work within the context”

Avoid the “pedestrian point and click strategy”

“Active participation in Exploring the Nardoo has been supported through the user “guides” that directly address and challenge the user from the initial entry to the package. This challenge to actively participate in problem-solving and investigation is based around a group of researchers, who advise users on problems to investigate and provide graded hints on how to investigate specific case-based problems”

“Cognitive apprenticeships – using the terms modelling, coaching and fading to explain a sequence of activities beginning with the apprentice repeatedly observing the master who models the target process. This is followed by an attempt on the part of the learner to execute the process with guidance from the master (coaching) and finally a reduction in participation of the master (fading) as the apprentice demonstrates a grasp of the skill “

Add comment September 1st, 2007

915 Heuristic 2: Scenarios make learning more engaging.

Using authentic activities that reflect the situations and cultures in which learners will use new knowledge and skills makes course content more enjoyable, more relevant to them and easier to recall. In scenario based learning, learners are placed into a fictional setting where they take on roles that relate to the material being covered.

According to Brown and Voltz, “an interesting scenario will make extensive use of humour, imagination, reward, anticipation, or drama to enhance the activity. It will have topics and themes likely to be relevant and interesting to the target audience. It will make the learning activity seem like an obvious or necessary thing to undertake, given the situation presented by the scenario. “ (2005)

Brown, Collins and Duguid (1989) strongly emphasise the idea that concepts exist in a particular context which helps to shape the concept into useful knowledge. Presenting this information in a form related to its use in the real world, ideally in a form which requires the learner to act as though they are also in that context (i.e. As a historian or an educational designer), adds important layers of additional cultural meaning to the information being shared.

This is a useful strategy for me as an instructional designer as I recently worked on a project with a teacher which focused on a competency called Practice within legal and ethical parameters. This teaches nurses about legal and ethical issues within nursing practice, the law and their responsibilities. In the past, it had been taught essentially as a list of laws and policies that nurses needed to be aware of.

We created a detailed case study simulation in which nurses make decisions based on developments in a particular patient’s case, consultation with colleagues and other available information.

As the nurse progresses through the story, ethical and legal complications arise with the patient which highlight key areas of content.

This added hospital and nursing culture issues to the learning and allowed nurses to connect more personally with the course content, which to that point was considered fairly dry and boring. My approach was to use online multimedia resources to better visually represent the scenario context – something that Agostinho, Meek and Herrington (2005) didn’t emphasise, believing that “cognitive realism to the real-life task was of more significance”. (p. 231)

I have an interest in the use of games in learning, which is why this area interests me specifically and I’m currently in the process of creating an immersive 3D environment which is based around our umbrella dept at work, the Education Development Centre. A scenario based approach to this “game” seems like an effective way of structuring user interaction with it.

One factor to consider from the Agostinho et al (2005) research is that “use of scenario should be more flexible, to allow students with appropriate real-life contexts to substitute their own evaluation needs while still fulfilling the requirements of the course. (p. 241)

Brown, J., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, Jan/Feb, 32-42.

Agostinho, S., Meek, J., & Herrington, J. (2005). Design methodology for the implementation and evaluation of a scenario-based online learning environment, Journal of Interactive Learning Research. 16(3), 229-242.

Brown A.R., & Voltz B.D. (2005) Elements of Effective e-Learning Design, International Review of Research in Open and Distance Learning. http://www.irrodl.org/index.php/irrodl/article/view/217/300

Add comment August 19th, 2007

Concept map: Network based learning

Click for full sized version

Add comment August 19th, 2007

Using Second Life for education

Interesting overview of some of the educational uses of Second Life from http://karlkapp.blogspot.com

Add comment August 14th, 2007

Heuristic 3 – Modelling concepts increases understanding

When trying to communicate new concepts to learners, it can often be helpful to represent these concepts as visual models or explain them through activities which give the concept a more tangible form.

 

Many elements of current Constructivist education theory centre around “procedures and operations for representing and reasoning about information” (Greeno, Collins & Resnick 1996). The use of non-verbal and non-textual representations of complex problems and concepts, often facilitated by visualisation tools made possible by advanced computer graphics (Driscoll 2002), is regarded by many as an effective way of presenting information as well as providing alternatives to learners with literacy problems. (Robyler 1997)

 

My team at the Canberra Institute of Technology (CIT), Flexible Learning Solutions (FLS), has been using modeling techniques to explain the practice of blogging and commenting to less tech-savvy CIT teachers.

 

In the course of a hands on, non-computer based workshop, participants are given a standard sheet of paper, a pen and a number of post-it notes. They write a “blog” post on the sheet of paper and stick it to a wall and then view “blog” posts from the other participants by roaming around the room. Using their post-it notes, they are able to attach comments to each others posts and also to each others comments.

 

This simple activity illustrates very effectively the reflective and collaborative nature of blogging and the value of feedback provided through the comments, all in an environment which removes the daunting aspects of the technology from the experience.

 

This is a useful heuristic as it highlights the fact that it is possibly to present new information to learners that is shaped in a way that allows you to emphasise that which is important and isolate it from less familiar factors that learners can find alienating.

 

Implementing this heuristic is really just a matter of examining the course content and looking for non-verbal means of expressing it. As mentioned, the ongoing evolution of software (particularly free and open-source software) and the boom in social-web tools offer any number of options but an effective model can just as easily take the form of a paper based simulation.

 

 

 

 

References:

 

Robyler, M. D., Edwards, J., & Havriluk, M. A. (1997). Integrating Educational Technology into Teaching (pp. 54-79). New Jersey: Prentice-Hall.

Driscoll, M.P. (2002). How People Learn (and What Technology Might Have To Do with It). ERIC Digest. ED470032

Ertmer, P.A. & Newby, T.J. (1993). Behaviorism, cognitivism, constructivism: comparing critical features from an instructional design perspective. Performance Improvement Quarterly, 6(4), 50-72. (abstract)

Greeno, J. G., Collins, A. M., & Resnick, L. B. (1996). Cognition and learning. In D. C. Berliner & R. C. Calfee (Eds.), Handbook of educational psychology (pp. 15-46). New York: Macmillan.

Add comment May 3rd, 2007

Heuristic 2 – Placing knowledge in context adds meaning to learning

Presenting information to learners in a way that reflects the situations and cultures in which they will use it makes the information more relevant to them and easier to recall.

 

Brown, Collins and Duguid (1989) strongly emphasise the idea that concepts exist in a particular context which helps to shape the concept into useful knowledge. Presenting this information in a form related to its use in the real world, ideally in a form which requires the learner to act as though they are also in that context (i.e. As a mathematician or historian) adds important layers of additional cultural meaning to the information being shared.

 

This allows the learner to form associations between the new information and their existing knowledge which according to cognitive theory makes it easier to store in and retrieve from long-term memory (Robyler, Edwards & Havriluk 2007).

 

I recently worked on a project with a teacher at the Canberra Institute of Technology (CIT) focusing on a competency called Practice within legal and ethical parameters. This teaches nurses about legal and ethical issues within nursing practice, the law and their responsibilities. In the past, it had been taught essentially as a list of laws and policies that nurses needed to be aware of.

 

We created a detailed case study simulation in which nurses make decisions based on developments in a particular patient’s case, consultation with colleagues and other available information.

This added hospital and nursing culture issues to the learning and allowed nurses to connect more personally with the course content.

 

As someone working in a Vocational Education and Training institution, the richness and relevance of information is of the highest importance as knowledge developed by learners is designed almost exclusively for practical use in specific settings. Finding new ways to contextualise even the simplest foundation skills and to make teachers aware of the importance of this therefore is crucial.

 

Practitioners wishing to enhance meaning with context might consider:

 

  • Using more collaborative problem based projects (Ertmer & Newby 1993)

  • Build skills through sequential exercises (Driscoll 2002)

  • Look for a balance between experiential learning, guided mentoring and collective reflection (Dede 2005)

 

References:

 

Brown, J., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, Jan/Feb, 32-42.

Colvin, Clark, R. & Mayer, R. E. (2007). Using rich media wisely. In R. A. Reiser & J. V. Dempsey (Eds.). Trends and Issues in Instructional Design and Technology (pp. 311-322). Upper Saddle Creek, NJ: Pearson Education.

Dede, C. (2005). Planning for neomillennial learning styles. Educause Quarterly, 28(1).

Driscoll, M.P. (2002). How People Learn (and What Technology Might Have To Do with It). ERIC Digest. ED470032

Ertmer, P.A. & Newby, T.J. (1993). Behaviorism, cognitivism, constructivism: comparing critical features from an instructional design perspective. Performance Improvement Quarterly, 6(4), 50-72.

Robyler, M. D., Edwards, J., & Havriluk, M. A. (1997). Integrating Educational Technology into Teaching (pp. 54-79). New Jersey: Prentice-Hall.

Add comment May 3rd, 2007

All about: How people learn (and What technology might have to do with it) (Driscoll, M.P. 2002)

Driscoll, M.P. (2002). How People Learn (and What Technology Might Have To Do with It). ERIC Digest. ED470032

This is one of the best articles I’ve come across so far (and one of the shortest, which might help :)

Driscoll provides a simple and effective overview of factors that influence learning and examines the ways in which technology can be used in each case. My comments appear in blue italics
Learning occurs in context:

  • learners attempt to make sense of something new and unfamiliar by drawing upon their prior understandings and experiences
  • offering new knowledge in some kind of context makes it easier for learners to apply appropriate prior knowledge
  • real world contexts are generally the most widely shared and add relevance to content
  • problem solving in the form of games, puzzles and simulations can be made engaging using multimedia technology
  • adding complexity makes them challenging and even more engaging
  • building skills through sequential exercises allows learners to transfer new knowledge to newer problems

Learning is active:

  • Tell me, I forget. Show me, I remember. Involve me, I understand. (Chinese proverb)
  • “When students become active participants in the knowledge construction process, the focus of learning shifts from covering the curriculum to working with ideas (Scarmadalia, 2002)”
  • Technology tools provide “the means through which individuals engage and manipulate both resources and their own ideas (Hannafin, Land & Oliver 1999)” As opposed to pen and paper? Actually, computer tools would still be easier and more effective here, you’re right :)
  • Other technology tools help to represent knowledge and facilitate communication – e.g. visualisation tools
  • Simulations can enable learners to model complex ideas

Learning is social:

  • Students benefit from hearing perspectives other than their own in group work. Importance of peer opinion - Just today the Beyond Blue foundation (for depression) was talking about teaching teens the skills to help depressed friends.
  • Students may bring different strengths to a complex and lengthy activity
  • Learning, then, amounts to increasing participation in and contribution to the practices of a social community
  • Concepts such as knowledge building, apprenticeship, and mentoring become paramount, as learners are conceived to be under the tutelage of more experienced peers or instructors.
  • A social view of learning focusses attention on making connections among students within a school and between students in the school and the broader community. What about quieter students though – shy ones and less literate ones?
  • Students can use software to collaborate “by creating ‘notes’ to express their ideas or integrate outside information about a topic. Then they read and respond to the notes of others, all of which builds a communal database producing shared knowledge about the topic or problem” Like something between a blog and a wiki? More like a blog really
  • This can provide opportunities for students to “improve their understanding and become more personally involved in explaining scientific phenomena”

Learning is reflective:

  • “Learning is facilitated when students get feedback about their thinking whether that feedback comes from within, a teacher or a peer” Emphasis on source of feedback comes back to the material being taught to an extent
  • “Then provided the opportunity for revision, students can achieve at higher levels and reach deeper understandings”
  • “Many… technology examples… facilitate discussion in the dialogue that they promote among learners. Where dialogue or discussion is not inherent in the tool, teachers bear the responsibility of initiating and guiding it”

My general observations:

Driscoll has succeeded in helping me to get some key concepts of collaborative work – the usefulness of feedback from all sources mainly – that had been eluding me.

My personal feeling is still that group work is rarely shared evenly and can often cover up for learners who don’t understand everything by allowing them to emphasise their strengths in other parts of the project.

What about the use of competition in collaborative work /projects? Could be a motivator for some (possibly a turn off for others though)

Providing a structure for reflection (much like the one listed in my previous post here ) is important – and sadly I think that so is making it an assessable part of the work with clearly stated guidelines and expectations.

Great article though Marcy Driscoll, thanks heaps :)

Add comment April 22nd, 2007


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