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The Future of Games in Education
Dr. Cynthia Calongne, CCCS & Colorado Technical University
ISTE Games & Simulations – Virtual Environments Network
The Mars Expedition
Space Simulation
Dr. Cynthia Calongne, Lyr Lobo
Dr. Andrew Stricker, Air University
Mike McCrocklin, Air University
Jeanne Holm, NASA JPL
…studying deep space exploration using a context-rich
challenge scenario offered via an immersive 3D world
experience
Defense GameTech
Federal Virtual Worlds Challenge
$25,000 Grand Prize Winner in 2010
Huffman Prairie Red Lion Deep Space Explorer en route to Mars, image by C. Calongne (2010)
TV Series Bar Karma
• Will Wright, a GameTech keynote speaker
– Game designer -- the Sims, SimCity and Spore
– The Black Ops team designed Bar Karma
• Myxen
Will Wright GameTech slides
http://www.slideshare.net/guesta79ddf9/orando2010-5
Will Wright video:
http://www.youtube.com/watch?v=fulyfB0c_CQ
Will Wright on Bar Karma, image by Current TV (2011)
What is in store for the future of educational games?
Process
 Analyze the past – NMC Horizon Report
 Dream about the future – Visioning Activity
 Note the impact of the media – Gartner’s Hype Cycle
 Reflect on the Forces (pro & con)
 Nurture the Innovation
 The goal is to move from invention to widespread adoption
Tactics for Forecasting
Mnemonic
• The forces are the words that end in -al
– Philosophical assumptions
– Cultural – a global culture, Social
– Legal issues and treaties
– Political – Governmental or Organizational requirements
– Technological challenges, technical concerns
– Ethical concerns, moral beliefs
– Financial considerations, Economical
– Organizational - Policy challenges
– Structural - Infrastructure needs
The Journey
Doctoral Student
Researcher
Professor
Designer Leader Mentor
From the Emotiv to Jane McGonigal and ISTE Epic Leadership
Role of Wearable Technology in Edu Games?
Teaching Futuring and Innovation
A Day Made of Glass 2 Extended
Corning. (2012). A Day Made of Glass 2: Unpacked. The Story Behind Corning’s Vision [Video].
https://www.youtube.com/watch?v=X-GXO_urMow
Collaboration
A Day Made of Glass by Corning
Games are a Subset of Play
Johann Huizinga wrote Homo Ludens on
Meaningful Play
Katie Salen & Eric Zimmerman featured it
in their book, The Rules of Play
Cover: & this images: Scenes from the Inspire Space Park in Second Life, image by C. Calongne (2014)
http://cdn.nmc.org/media/2016-nmc-horizon-report-he-EN.pdf
http://cdn.nmc.org/media/2015-nmc-horizon-report-k12-EN.pdf
The Future: NMC Horizon Reports 2009-2011
2009
• Mobiles
• Cloud Computing
• Geo-Everything
• The Personal web
• Semantic-Aware
Apps
• Smart Objects
2010
• Mobile Computing
• Open Content
• eBooks
• Simple Augmented
Reality
• Gesture-Based
Computing
• Visual Data Analysis
• eBooks
• Mobiles
• Augmented Reality
• Game-Based
Learning
• Gesture-Based
Learning
• Learning Analytics
2011
The Future: NMC Horizon Reports 2012-2013
2012 2013
• Mobile Apps
• Tablet Computing
• Game-Based Learning
• Learning Analytics
• Gesture-Based Computing
• Internet of Things
• MOOCs
• Tablet Computing
• Games and Gamification
• Learning Analytics
• 3D Printing
• Wearable Technology
The Future: NMC Horizon Reports 2014-2015
2014 2015
• Flipped Classroom
• Learning Analytics
• 3D Printing
• Games and Gamification
• Quantified Self
• Virtual Assistants
• BYOD
• Flipped Classroom
• Makerspaces
• Wearable Technology
• Adaptive Learning
Technologies
• The Internet of Things
Horizon Report 2009-2015
If you had all of the time, talent and
money in the world, what kinds of
innovative games would you create?
For education or entertainment?
Technology Forecasters
 Evolution
 Scientific Discovery
 Inventions
 Science Fiction
 Futurology
 Tech Forecasting
 Think Tanks
 Rand Corporation
 Forecasters
 Forecast International
 Futurists
 Einstein
 Inventors
 Jules Verne
 H.G. Wells
 Herman Kahn
 Dr. Strangelove
 www.rand.org/
 www.forecastinternational.com/
From p. 160-166 The Fortune Sellers by W. Sherdan 22
23
Rand
Corporation, 1948
The Hudson Institute, 1961
Think Tanks
Futurist, nuclear scientist,
and systems theorist
Predicted the rise of Japan
as a world power
Major Forecasting Techniques
 Technique
 Delphi method
 Nominal group
 Case study
 S-Curve
 Correlation analysis
 Lead-user analysis
 Analytic hierarchy
 Systems dynamics
 Cross-impact analysis
 Relevance trees
 Scenario writing
 Description
 Brainstorming
 Delphi - leader
 Analogous problems
 Looking beyond trends
 Past to future tech
 Leading edge users
 Forces influencing development
 Dynamic relationships model
 Interrelated future events
 Goal trees & probability
 Alternate future views
From p. 167 The Fortune Sellers by W. Sherdan
TopTenFuturistsfromthe 80’s
 AlvinToffler – Future Shock & 1st Univ futuring course
 Mikhail Gorbachev – last head of state in the USSR
 Nelson Mandela – political activist - social change
 Arthur C. Clarke – 2001: A Space Odyssey
 Gene Roddenberry – StarTrek
 Peter Drucker-America’s NextTwentyYears
 John Naisbitt – Megatrends
 David Suzuki – Inventing the Future, environmental
 Marilyn Ferguson,Assoc of Humanistic Psychology
 Hazel Henderson –The Politics of Money
ThoughtsAboutthe FutureI
 "Any useful idea about the future should appear to be
ridiculous." (Jim Dator)
 "A part of our future appears to be evolutionary and
unpredictable, and another part looks developmental
and predictable. Our challenge is to invent the first and
discover the second." (John Smart)
MacArthur Foundation
Assoc. of College Research Librarians
VWBPE 2014 Conference Video Hostage Rescue Game Simulation
Connect with the Community
Images by C. Calongne (2014)
New Media Consortium Symposium on the
Impact of Digital Media Oct. 2006
Blended Reality with the MacArthur Foundation
Lyr asked Eric Zimmerman & Katie Salen –
“Should we design MMORPGs for education?”
Games are a subset of Play
 Johann Huizinga on meaningful play in Homo Ludens
 Katie Salen & Eric Zimmerman in the Rules of Play
 Oct 2006 New Media Consortium symposium on Digital
Media with the MacArthur Foundation in SL
 Karl Kapp in a VWBPE 2016 keynote – pro-social behavior
 Jane McGonigal in her 2013 ISTE Keynote
 Constance Steinkuehler in her NMC Keynote
Should Educators Design Games?
Emerging Media
Is everything that touches
the Web
Web Software Development
Cloud Services
Web Design
Media Production
Media Consumption
Online Education
Constructivism
Mobile Computing
Semantic Web
Web Culture
Cultural ImplicationsDr. Cynthia Calongne
EM Trends for 2014
1. End of the Desktop – embrace mobile
2. Real Time Marketing
3. Big Data Marketing vs. People-based research
4. Small, digestible nuggets of information and videos
5. Wearable tech
6. Geo-location and historical data analysis
7. Pushback against regulations
8. Meetups and social sites sizzle
9. Crowdsourcing everything
10. Online video over banner ads
11. Publish or perish – online content publishing increases
12. Rise of the social boomer
http://www.cmo.com/content/cmo-com/home/slide-shows/slide_show_11_top_ma.html
http://www.cmo.com/content/cmo-com/home/articles/2013/12/12/digital_marketing_in_2014.html
http://www.bluefocusmarketing.com/2014/02/18/5-emerging-business-social-media-marketing-trends-for-2014/
32
Technology-Enabled Collaboration
The gamer’s mindset – the fact that they
are learning in a totally new way – means
they’ll treat the world as a place for creation,
not consumption. This is the true impact
videogames will have on our culture.
Will Wright, Wired
(Steinkuehler, 2010)
Collective problem solving
Digital literacy practices
Scientific habits of mind
Computational literacy
Reciprocal apprenticeship
Pop cosmopolitanism
(Steinkuehler, 2010)
roughly 2000 posts
over 85 threads
(Steinkuehler, 2010)
scientific
discursive
practices
model
based
reasoning
tacit
epistemology
AAAS Standards
analytic framework
(Steinkuehler, 2010)
is the talk productive?
social banter
8 %
uncodable
6 %
social knowledge
construction
86%
Question
Explanation A
[Discussion]
Explanation B
[Discussion]
(Steinkuehler, 2010)
scientific discursive practices
of 86% SKC
(Steinkuehler, 2010)
build on others’ ideas 37%
use of counterarguments 37%
use of data / evidence 28%
alternative explanations of data 12%
references outside resources 7%
Constellation of literacy practices.
Steinkuehler (2007)
(Steinkuehler, 2010)
(Steinkuehler, 2010)
(Steinkuehler, 2010)
system based reasoning,
understanding feedback
model-based reasoning,
model testing & prediction
58%
41%
mathematical modeling,
mathematical computation
11%
5 % 4 %
1 %
model based reasoning
(Steinkuehler, 2010)
The unforunate fact is that there is no shadow nuke... and no shadow nuke which
bennefits from reduced casting time. All oth
have a nuke which bennefits from reduced cas
er casters (including holy priests)
ting time: bane, improved fireball,
improved frostbolt, divine fury, improved wrath. I have put together my own
spreadsheet which goes into more detail and takes into account exactly what
happens to spells with regard to talents and gives a column at the end expressing
each spell's total scaling with r
your gear actually improves yo
espect to +dmg applied per second (i.e. how much
ur dps): http://geocities.com/[omitted].htm
If I got anything wrong feel free to email me at [omitted]@gmail.com but if you
read up at wowwiki.com and check out the coefficients used in the theorycraft
mod you'll find that I'm consistent with res pect to them.
You see there at the end - if you add flay and swp together you see that shadow is
at 31%, where fire mages are around 48%. I have done some preliminary
numbers for the expansion and shadow only improves to 35% as fire mages jump
way up to 60%. If flay were empowered to the point that it recieved 65% of
+dmg then shadow would be up around 45% dps scaling. That would be quite
respectible considering that a shadow priest can swp/flay for nearly 2 minutes
without interruption where
other classes would peter out in
a minute or less
except for their mana recovery abilities. Without empowered scaling shadow
priests will languish at under 50% of the endgame dps of mages and warlocks.
social knowledge construction
model based reasoning
references outside resources
model testing/prediction
(Steinkuehler, 2010)
Topology - studying
Agents, networks and layers
Dynamics – areas
Propagation, growth, grouping, order, allocation, mapping,
specialization, nesting
Paradigms and theories
Network theory, adaptive systems, chaos theory, cellular
automata, system dynamics, cybernetics
Games as tools for science & society by Will Wright
Wright, W. (2010). Games as tools for science and society. [slides & video]
http://www.slideshare.net/guesta79ddf9/orando2010-5
https://www.youtube.com/watch?v=fulyfB0c_CQ
By Jane McGonigal http://janemcgonigal.com/learn-me/
What is in store for the future in 5-10 and 15 years?
 Immersive VR Games with lightweight technology
 Educational Game Design Engines
 Educational MMORPGs
 Rapid Visual & Storytelling Prototyping Tools
 Enhanced Social Games, Gifts, and Social Gamification
 Holographic Augmented Reality Games
 Virtual to Real - Blended Reality Simulations
 Student centric creation games – applied learning
 Participatory design of games – players as designers
Near-Term Future of Edu Games
Fearless Protovation
Striving for Innovation - Willingness to fail
48
Virtual Education Round Table
Design Goals, Game Elements and Outcomes
Student Game Designs
Cognitive Apprenticeship with a Shared Context for
Learning
Human Cell Avatars Game – When Worlds Collide
Presencing offers tools for exploring wicked problems through game design
Studying Robotics, Futuring,
Innovation, Emerging Media, &
Software Engineering 2006-2009
We are all heroes
58
NOAA researcher dressed as
as an admiral famous for
coining the computer bug
& giving out a nanobyte
Lyr and a student
By Jane McGonigal http://janemcgonigal.com/learn-me/
How does it work?
 Learner-centric design
 Fearless protovation
 Mobbability
 Open Source
 Collaboration
 Participatory design
 Ancient Spaces http://ancient.arts.ubc.ca/
Participatory Design
Gartner Gamification & Mobile App Predictions
By 2015
50% of organizations that manage innovation
processes will gamify them –
Prediction date: April 12, 2011
By 2014
80% of the current gamified applications will fail
to meet business objectives due to poor design –
Prediction date: Nov 27, 2012
By 2018
Less than 0.01% of consumer mobile apps will be
considered a financial success by their developers –
Prediction date: Jan 13, 2014
Highlights from Will Wright, designer of the Sims,
SimCity & Spore
 Games give us abstractions of our world to model behavior
 We develop schemas that reinforce our mental models
 Topologies (nouns)
 Dynamics (verbs)
 Paradigms (grammar) to study
Games as Tools for Science & Society
Will Wright’s (2010) Defense GameTech Keynote
Propagation
Growth
Grouping
Order
Allocation
Mapping
Specialization
Nesting
Dynamics
Cybernetics
SystemDynamics
CellularAutomata
ChaosTheory
AdaptiveSystems
NetworkTheory
Local Global
Order Disorder
CompeteCooperate emergence
Will Wright (2010)
Expensive Cheap
Realistic Abstract
Map
Exercises
Computer
Simulations
War
Games
Analytical
Models
Minor
Field
Exercises
Major
Field
Exercises
General Problem Solving
Will Wright (2010)
Intuition
Strategy Systemic
Holistic
Mastery
Subconscious
Associative
Deconstruction
Emergence
Repetition
Practice
Perception Awareness Filtering
Basic Skills
LeadershipSocial Empathy
Will Wright (2010)
Examples – (Data)
Metaphors – (Patterns)
Schema – (Abstractions)
Models – (Predictive)
Behavior
Will Wright (2010)
World
models
imagination
A B C
Will Wright (2010)
Basic
Control
Needs
Hygiene
Collapse
Lonely
Starve
Happy
Free Time
Job/Skills
Economy
Demotion
Lose Job
Repo Man
Electrocution
Objects
House
Efficiency
Family
Breakup
Social Services
Affair
Military School
Marriage
Children
Social -
Friends
Argument
Insult
Jealousy
Fight
Friendship
Romance
Parties
Success
Failure
Move
Interact
Will Wright (2010)
Models – build – test - replaceWill Wright (2010)
Games test models
Play builds models
imagination
imagination
Will Wright (2010)
Propagation
Growth
Grouping
Order
Allocation
Mapping
Specialization
Nesting
Dynamics
Cybernetics
SystemDynamics
CellularAutomata
ChaosTheory
AdaptiveSystems
NetworkTheory
Verbs
Will Wright (2010)
Will Wright (2010)
Futurism
Social
Infrastructure Financial
Metabolic
Will Wright (2010)
Verbs into Nouns
Will Wright (2010)
From the
Learning Space
to the
Mind Space
Deep Learning
Students as Designers
What would happen if our
learners constructed
modular learning games?
78
 Average gamer is 31 years old
 29% under 18 years
 32% 18-35 years
 39% 36+ years
 52% male; 48% female
 55% male; 45% female in 2012
 Female gamers 50+
 Increased by 32% in 2013
Who is Playing? ESA (2014)
 Average age 35 years
 Of frequent game purchasers
 50%male; 50% female
 Female gamers 50+
 Increased by 32% in 2013
 Social games are most popular
 Increase of 55% in 2013
Who Buys Video Games?
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Images by Dr. Andy Stricker (2014), published by Calongne et al., 2014
Reflection
Game Statistics from Jane McGonigal (2014)
• 1 billion gamers worldwide
• 300 million minutes a day spent playing
• 400,000 years daily
• 7+ billion hours a week of maximum engagement
• 99% males vs 94% females play one hour+ / day
• 92% of two-year-olds play games
Call of Duty Statistics
(McGonigal, 2014; Roscorla, 2013)
Call of Duty Black Ops II Launch
1 in 4 players called in sick
Call of Duty Modern Warfare 3
Played 170 hours a year per player
1 month of full-time work/year
Jane McGonigal CTU Keynote Address, April 17, 2014
Call of Duty Modern Warfare 2
http://www.wallpapersonly.net/view/call-of-duty-modern-warfare-2-1680x1050.html
Game Statistics on Engagement
81% of global workers are not engaged
Gallup 2013 (G2013)
Unengaged workers cost companies
$3.1 trillion/year worldwide (G2013)
The longer you stay in school, the less
engaged you become
Level of engagement
76% elementary engaged
61% middle school engaged
44% high school engaged
Jane McGonigal CTU Keynote Address, April 17, 2014
Games - Positive Emotions
1. Curiosity
2. Creativity
3. Contentment
4. Excitement
5. Relaxation
6. Surprise
7. Joy
8. Control
9. Arousal
10. Wonder
11. Triumph
12. Pride
13. Love
14. Flow
Calongne’s adaptation of Jane McGonigal’s research
Games – Negative Emotions
1. Boredom
2. Frustration
3. Discomfort
4. Despair
5. Apathy
6. Uncertainty
7. Annoyance
8. Fear
9. Anxiety
10. Worry
11. Anger
12. Rage
13. Aggression
14. Addiction
Calongne’s adaptation of Jane McGonigal’s research
Top Selling 20 Video Games of 2013
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Top Selling 20 Video Games of 2015
http://essentialfacts.theesa.com/Essential-Facts-2016.pdf
http://www.wallpapersonly.net/view/battlefield-bad-company-3-1920x1200.html
Top Selling 20 Computer Games of 2013
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Top Selling 20 Computer Games of 2015
http://essentialfacts.theesa.com/Essential-Facts-2016.pdf2014.pdf
Games for Girls – Any Surprises?
http://gameswallpaperhd.com/2-games-for-girls-gamespot-icon-high-detail-social-iconset.html
Social Game Retention Problems
http://www.themarysue.com/social-video-games-churn/#geekosystem
“No, I Won’t Visit Your Farm: Around 85% of US Players Quit
Social Video Games After One Day” – Playnomics July-Sep 2012
Long-term retention is tied to early engagement
95% stop playing at the end of three months;
most left within 3 days
Affect
Preserving the
Magical
Experiences
that
We Value
Image: What does your dream library look like?
http://martavallelibrary.wordpress.com/2009/05/08/what-does-your-dream-library-look-like/
Our Research on Immersive & Mobile Games
EM and Future Game Designs
Roleplay, Social Games and Simulations
Featuring Head-mounted displays and gestural interfaces
Games for the Future
• Alternate reality games
• Augmented reality
• Games for change
• Freeplay games
• Serious games
• Mobile games
• Reality games
• Social games
• Gamification
• Video games
• MMORPGs
• MMOGs
• MUVEs
• MUDs
Global currency, incentives and rewards
An emphasis on social responsibility
Constructivism
Social Development Theory – Lev Vygotsky
1. Social interaction leads to social behavior, consciousness and
cognitive development
2. The More Knowledgeable Other
3. The Zone of Proximal Development (ZPD)
Learning occurs in the ZPD between performing a task under
guidance and doing it independently
http://www.learning-theories.com/constructivism.html
Process and Roles
Pedagogy – how classes are structured and taught
The memorization of basic facts and rules
Determined and directed by the teacher
Andragogy – adults learn through trial and error
Activity-based and applied learning
Determined by the teacher and directed by the learner
Heutagogy – the study of self-determined learning
Developing learning skills and knowledge creation
Determined and directed by the learner
http://www.learning-theories.com/vygotskys-social-learning-theory.html
http://www.nssa.us/journals/2007-28-1/2007-28-1-04.htm
Games in Education
Constructivism
Applying concepts
Just in Time Teaching (JiTT)
Tools and Technologies
Ubiquitous
Display glass
Immersive Learning
Enhanced Augmented Reality
Games integrating with life
3D Educational Game Worlds
Holographic 3D Lab and Classroom Simulations
Educators Reinforce
Critical Thinking & Problem Solving!
Game-based
Learning Centers
As You Explore the Unknown
107
Invite Others to Help - Collaborative Design
109
Ayn Rand Space Center
The Twilight Zone: The Changing of the Guard
The story of an educator who learns that his decades of teaching were inspirational, as demonstrated by the ghosts of his students
http://www.youtube.com/watch?v=MN5hkdcEHpA
Conference Proceedings
http://www.fdg2014.org/proceedings.html
Games Workshops
http://www.fdg2014.org/workshopsproceedings.html
5th Workshop on Procedural Content
Generation in Games
3rd Workshop on Design Patterns in Games
2nd Workshop on the Global Game Jam
Social Believability in Games Workshop
 Gamasutra – the Art & Business of Making Games
http://www.gamasutra.com/
 International Game Developers Association IGDA.org
 GameDev.net
 Game Developer Conferences Vault – 20 years of content
 http://www.gdcvault.com/
 Game Developer Magazine Archives
 http://www.gdcvault.com/gdmag
 The Entertainment Software Association (TheESA.com)
Game Development Resources
For More Information
Gartner Research 2014 http://www.gartner.com/newsroom/id/2251015
Gartner Research 2015 http://www.gartner.com/newsroom/id/1629214
Gartner Research 2018 http://www.gartner.com/newsroom/id/2654115
Jane McGonigal (2010). : Gaming can make a better world. Ted Talks.
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
McGonigal (2010). Reality is Broken. http://janemcgonigal.com/
Stricker, A. and Calongne, C. (2011). Games and simulation design: from a hostage rescue game to geothermal energy on
Mars in Virtual Harmony. Gordon Research Conference 2011 on Scientific Visualization.
http://www.slideshare.net/lyrlobo/gordon-research-conference-2011
Stricker, A., Arenas, F., Scribner, T., Cook, T., Calongne, C. (2014). A summer experiment with MOOC design by
educators. EDUCAUSE ELI 2014.
http://www.educause.edu/events/eli-virtual-annual-meeting-2014/2014/summer-experiment-mooc-design-educators
Artificial Intelligence Resources:
Pandorabots – Chatbot Creation http://www.pandorabots.com/botmaster/en/home
Calongne, C. (2014). Games for change: What can we learn from video games, online games and simulations?
http://www.slideshare.net/lyrlobo/games-workshop-for-the-ctu-doctoral-symposium-by-calongne-2014
Mars Expedition Trailer: http://www.facebook.com/video/video.php?v=1399395902637
Mars Expedition Educational Video: http://www.facebook.com/video/video.php?v=1404251944035
Calongne Curriculum Vitae. http://bit.ly/ccalongne
Steinkuehler, C. (2010). MMOs, learning & the new pop cosmopolitanism. Keynote
address for The New Media Consortium Symposium on New Media & Learning,
March 23-25, 2010 [video].
http://www.youtube.com/watch?v=a0028zVcMqc
Steinkuehler, C. (2015). Cool Stuff for DML.
https://sites.google.com/site/coolstufffordml/constance-steinkuehler
Wright, W. (2010). Games as tools for science and society. Keynote address at
Defense GameTech 2010, Orlando, FL. [slides]
http://www.slideshare.net/guesta79ddf9/orando2010-5
Wright, W. (2010). Games as tools for science and society [video].
https://www.youtube.com/watch?v=fulyfB0c_CQ
References
References 2
Calongne, C. (2014). The view from Inspire Space Park in Second Life. [Image].
Calongne, C. (2010). Huffman Prairie Red Lion Deep Space Explorer en route to Mars. [Image].
Current TV. (2011). Will Wright on Bar Karma. [Image].
Gartner Research 2014 http://www.gartner.com/newsroom/id/2251015
Gartner Research 2015 http://www.gartner.com/newsroom/id/1629214
Gartner Research 2018 http://www.gartner.com/newsroom/id/2654115
Jane McGonigal (2010). : Gaming can make a better world. Ted Talks.
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
McGonigal (2010). Reality is Broken. http://janemcgonigal.com/
Stricker, A. and Calongne, C. (2011). Games and simulation design: from a hostage rescue game to geothermal energy on
Mars in Virtual Harmony. Gordon Research Conference 2011 on Scientific Visualization.
http://www.slideshare.net/lyrlobo/gordon-research-conference-2011
Stricker, A., Arenas, F., Scribner, T., Cook, T., Calongne, C. (2014). A summer experiment with MOOC design by
educators. EDUCAUSE ELI 2014.
http://www.educause.edu/events/eli-virtual-annual-meeting-2014/2014/summer-experiment-mooc-design-educators
Artificial Intelligence Resources:
Pandorabots – Chatbot Creation http://www.pandorabots.com/botmaster/en/home
References 3
Eberie, J. and Childress, M. (2004). Heutagogy: It Isn’t Your Mother’s
Pedagogy Any More, National Social Science Association.
http://www.nssa.us/journals/2007-28-1/2007-28-1-04.htm
Rheingold, H. (2012). Net smart: how to thrive online. Cambridge: MIT Press.
Jane McGonigal – Institute for the Future, Alternate Reality Games,
SXSW2012 http://www.slideshare.net/avantgame/iftf-creating-alternate-
realities
U.S. Department of Energy http://genomics.energy.gov
Games-Based Learning MOOC Signup (2012). A Massive Online Open Course
based on the theory of connectivism. http://bit.ly/gamesmooc
Notes for the Videos
from Journey to the New Frontier II
[1] Cover and last slide photo from the film Metropolis by Fritz Lang 1927
[2] 3D Map of the World Wide Web http://www.vlib.us/web/worldwideweb3d.html
[3] Project Natal Innovation Journey http://www.youtube.com/watch?v=b3-Ejib0z3U
[4] A Day Made of Glass by Corning http://www.youtube.com/watch?v=cuxf6zBTO2g
[5] What does your dream library look like?
http://martavallelibrary.wordpress.com/2009/05/08/what-does-your-dream-library-look-like/
[6] Text 2.0 http://www.youtube.com/watch?v=8QocWsWd7fc
[7] Future of Screen Technology http://www.youtube.com/watch?v=g7_mOdi3O5E
[8] Microsoft Office Labs 2019 Vision http://www.youtube.com/watch?v=DQdGvfV4WnU
[9] Total Immersion Augmented Reality http://www.youtube.com/watch?v=SeUa_sj3Fzc
[10] Living with Robots http://www.youtube.com/watch?v=AF0WsvfG_nI
[11] White, W.A. http://thinkexist.com/quotation/i_am_not_afraid_of_tomorrow-
for_i_have_seen/15186.html
Journey to the New Frontier II – videos for this keynote address
https://docs.google.com/present/view?id=ddbdvh8h_116cxwfxjn2
Links
• Eight traits of the New Media Landscape – Henry Jenkins
– MacArthur Foundation white paper on participatory culture
• http://henryjenkins.org/2006/11/eight_traits_of_the_new_media.html
• http://farisyakob.typepad.com/blog/2006/11/eight_traits_of.html
• 10 Years of Emerging Media Infographic
• http://jwhiskeyman.wordpress.com/2013/01/14/10-years-of-emerging-media-infographic/
• Interesting blog on EM, marketing and UGC by kids
• http://brucealanmorgan.com/ (user-generated content)
• Emerging Media is a Misnomer. Just ask Shakespeare
– http://brucealanmorgan.com/2014/01/13/media-misnomer/
– The Conversation Prism - Brian Solis’ and JESS3’s Infographic
• Emerging Media Technologies and Job Opportunities, Presentation by Rod Sanchez
– http://www.nmfilm.com/Emerging_Media_Technologies.aspx
– http://www.nmfilm.com/uploads/files/Emerging%20Media%20-ED%20Summit-9-7-12.zip

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Future of games iste ven gsn calongne keynote

  • 1. The Future of Games in Education Dr. Cynthia Calongne, CCCS & Colorado Technical University ISTE Games & Simulations – Virtual Environments Network
  • 2. The Mars Expedition Space Simulation Dr. Cynthia Calongne, Lyr Lobo Dr. Andrew Stricker, Air University Mike McCrocklin, Air University Jeanne Holm, NASA JPL …studying deep space exploration using a context-rich challenge scenario offered via an immersive 3D world experience Defense GameTech Federal Virtual Worlds Challenge $25,000 Grand Prize Winner in 2010 Huffman Prairie Red Lion Deep Space Explorer en route to Mars, image by C. Calongne (2010)
  • 3.
  • 4. TV Series Bar Karma • Will Wright, a GameTech keynote speaker – Game designer -- the Sims, SimCity and Spore – The Black Ops team designed Bar Karma • Myxen Will Wright GameTech slides http://www.slideshare.net/guesta79ddf9/orando2010-5 Will Wright video: http://www.youtube.com/watch?v=fulyfB0c_CQ Will Wright on Bar Karma, image by Current TV (2011)
  • 5. What is in store for the future of educational games? Process  Analyze the past – NMC Horizon Report  Dream about the future – Visioning Activity  Note the impact of the media – Gartner’s Hype Cycle  Reflect on the Forces (pro & con)  Nurture the Innovation  The goal is to move from invention to widespread adoption Tactics for Forecasting
  • 6. Mnemonic • The forces are the words that end in -al – Philosophical assumptions – Cultural – a global culture, Social – Legal issues and treaties – Political – Governmental or Organizational requirements – Technological challenges, technical concerns – Ethical concerns, moral beliefs – Financial considerations, Economical – Organizational - Policy challenges – Structural - Infrastructure needs
  • 8. From the Emotiv to Jane McGonigal and ISTE Epic Leadership
  • 9.
  • 10. Role of Wearable Technology in Edu Games?
  • 11. Teaching Futuring and Innovation
  • 12. A Day Made of Glass 2 Extended Corning. (2012). A Day Made of Glass 2: Unpacked. The Story Behind Corning’s Vision [Video]. https://www.youtube.com/watch?v=X-GXO_urMow
  • 13. Collaboration A Day Made of Glass by Corning
  • 14. Games are a Subset of Play Johann Huizinga wrote Homo Ludens on Meaningful Play Katie Salen & Eric Zimmerman featured it in their book, The Rules of Play Cover: & this images: Scenes from the Inspire Space Park in Second Life, image by C. Calongne (2014)
  • 15.
  • 17. The Future: NMC Horizon Reports 2009-2011 2009 • Mobiles • Cloud Computing • Geo-Everything • The Personal web • Semantic-Aware Apps • Smart Objects 2010 • Mobile Computing • Open Content • eBooks • Simple Augmented Reality • Gesture-Based Computing • Visual Data Analysis • eBooks • Mobiles • Augmented Reality • Game-Based Learning • Gesture-Based Learning • Learning Analytics 2011
  • 18. The Future: NMC Horizon Reports 2012-2013 2012 2013 • Mobile Apps • Tablet Computing • Game-Based Learning • Learning Analytics • Gesture-Based Computing • Internet of Things • MOOCs • Tablet Computing • Games and Gamification • Learning Analytics • 3D Printing • Wearable Technology
  • 19. The Future: NMC Horizon Reports 2014-2015 2014 2015 • Flipped Classroom • Learning Analytics • 3D Printing • Games and Gamification • Quantified Self • Virtual Assistants • BYOD • Flipped Classroom • Makerspaces • Wearable Technology • Adaptive Learning Technologies • The Internet of Things
  • 21. If you had all of the time, talent and money in the world, what kinds of innovative games would you create? For education or entertainment?
  • 22. Technology Forecasters  Evolution  Scientific Discovery  Inventions  Science Fiction  Futurology  Tech Forecasting  Think Tanks  Rand Corporation  Forecasters  Forecast International  Futurists  Einstein  Inventors  Jules Verne  H.G. Wells  Herman Kahn  Dr. Strangelove  www.rand.org/  www.forecastinternational.com/ From p. 160-166 The Fortune Sellers by W. Sherdan 22
  • 23. 23 Rand Corporation, 1948 The Hudson Institute, 1961 Think Tanks Futurist, nuclear scientist, and systems theorist Predicted the rise of Japan as a world power
  • 24. Major Forecasting Techniques  Technique  Delphi method  Nominal group  Case study  S-Curve  Correlation analysis  Lead-user analysis  Analytic hierarchy  Systems dynamics  Cross-impact analysis  Relevance trees  Scenario writing  Description  Brainstorming  Delphi - leader  Analogous problems  Looking beyond trends  Past to future tech  Leading edge users  Forces influencing development  Dynamic relationships model  Interrelated future events  Goal trees & probability  Alternate future views From p. 167 The Fortune Sellers by W. Sherdan
  • 25. TopTenFuturistsfromthe 80’s  AlvinToffler – Future Shock & 1st Univ futuring course  Mikhail Gorbachev – last head of state in the USSR  Nelson Mandela – political activist - social change  Arthur C. Clarke – 2001: A Space Odyssey  Gene Roddenberry – StarTrek  Peter Drucker-America’s NextTwentyYears  John Naisbitt – Megatrends  David Suzuki – Inventing the Future, environmental  Marilyn Ferguson,Assoc of Humanistic Psychology  Hazel Henderson –The Politics of Money
  • 26. ThoughtsAboutthe FutureI  "Any useful idea about the future should appear to be ridiculous." (Jim Dator)  "A part of our future appears to be evolutionary and unpredictable, and another part looks developmental and predictable. Our challenge is to invent the first and discover the second." (John Smart)
  • 27. MacArthur Foundation Assoc. of College Research Librarians VWBPE 2014 Conference Video Hostage Rescue Game Simulation Connect with the Community Images by C. Calongne (2014)
  • 28. New Media Consortium Symposium on the Impact of Digital Media Oct. 2006 Blended Reality with the MacArthur Foundation Lyr asked Eric Zimmerman & Katie Salen – “Should we design MMORPGs for education?”
  • 29. Games are a subset of Play  Johann Huizinga on meaningful play in Homo Ludens  Katie Salen & Eric Zimmerman in the Rules of Play  Oct 2006 New Media Consortium symposium on Digital Media with the MacArthur Foundation in SL  Karl Kapp in a VWBPE 2016 keynote – pro-social behavior  Jane McGonigal in her 2013 ISTE Keynote  Constance Steinkuehler in her NMC Keynote Should Educators Design Games?
  • 30. Emerging Media Is everything that touches the Web Web Software Development Cloud Services Web Design Media Production Media Consumption Online Education Constructivism Mobile Computing Semantic Web Web Culture Cultural ImplicationsDr. Cynthia Calongne
  • 31. EM Trends for 2014 1. End of the Desktop – embrace mobile 2. Real Time Marketing 3. Big Data Marketing vs. People-based research 4. Small, digestible nuggets of information and videos 5. Wearable tech 6. Geo-location and historical data analysis 7. Pushback against regulations 8. Meetups and social sites sizzle 9. Crowdsourcing everything 10. Online video over banner ads 11. Publish or perish – online content publishing increases 12. Rise of the social boomer http://www.cmo.com/content/cmo-com/home/slide-shows/slide_show_11_top_ma.html http://www.cmo.com/content/cmo-com/home/articles/2013/12/12/digital_marketing_in_2014.html http://www.bluefocusmarketing.com/2014/02/18/5-emerging-business-social-media-marketing-trends-for-2014/
  • 33. The gamer’s mindset – the fact that they are learning in a totally new way – means they’ll treat the world as a place for creation, not consumption. This is the true impact videogames will have on our culture. Will Wright, Wired (Steinkuehler, 2010)
  • 34. Collective problem solving Digital literacy practices Scientific habits of mind Computational literacy Reciprocal apprenticeship Pop cosmopolitanism (Steinkuehler, 2010)
  • 35. roughly 2000 posts over 85 threads (Steinkuehler, 2010)
  • 37. is the talk productive? social banter 8 % uncodable 6 % social knowledge construction 86% Question Explanation A [Discussion] Explanation B [Discussion] (Steinkuehler, 2010)
  • 38. scientific discursive practices of 86% SKC (Steinkuehler, 2010) build on others’ ideas 37% use of counterarguments 37% use of data / evidence 28% alternative explanations of data 12% references outside resources 7%
  • 39. Constellation of literacy practices. Steinkuehler (2007) (Steinkuehler, 2010)
  • 42. system based reasoning, understanding feedback model-based reasoning, model testing & prediction 58% 41% mathematical modeling, mathematical computation 11% 5 % 4 % 1 % model based reasoning (Steinkuehler, 2010)
  • 43. The unforunate fact is that there is no shadow nuke... and no shadow nuke which bennefits from reduced casting time. All oth have a nuke which bennefits from reduced cas er casters (including holy priests) ting time: bane, improved fireball, improved frostbolt, divine fury, improved wrath. I have put together my own spreadsheet which goes into more detail and takes into account exactly what happens to spells with regard to talents and gives a column at the end expressing each spell's total scaling with r your gear actually improves yo espect to +dmg applied per second (i.e. how much ur dps): http://geocities.com/[omitted].htm If I got anything wrong feel free to email me at [omitted]@gmail.com but if you read up at wowwiki.com and check out the coefficients used in the theorycraft mod you'll find that I'm consistent with res pect to them. You see there at the end - if you add flay and swp together you see that shadow is at 31%, where fire mages are around 48%. I have done some preliminary numbers for the expansion and shadow only improves to 35% as fire mages jump way up to 60%. If flay were empowered to the point that it recieved 65% of +dmg then shadow would be up around 45% dps scaling. That would be quite respectible considering that a shadow priest can swp/flay for nearly 2 minutes without interruption where other classes would peter out in a minute or less except for their mana recovery abilities. Without empowered scaling shadow priests will languish at under 50% of the endgame dps of mages and warlocks. social knowledge construction model based reasoning references outside resources model testing/prediction (Steinkuehler, 2010)
  • 44. Topology - studying Agents, networks and layers Dynamics – areas Propagation, growth, grouping, order, allocation, mapping, specialization, nesting Paradigms and theories Network theory, adaptive systems, chaos theory, cellular automata, system dynamics, cybernetics Games as tools for science & society by Will Wright Wright, W. (2010). Games as tools for science and society. [slides & video] http://www.slideshare.net/guesta79ddf9/orando2010-5 https://www.youtube.com/watch?v=fulyfB0c_CQ
  • 45. By Jane McGonigal http://janemcgonigal.com/learn-me/
  • 46. What is in store for the future in 5-10 and 15 years?  Immersive VR Games with lightweight technology  Educational Game Design Engines  Educational MMORPGs  Rapid Visual & Storytelling Prototyping Tools  Enhanced Social Games, Gifts, and Social Gamification  Holographic Augmented Reality Games  Virtual to Real - Blended Reality Simulations  Student centric creation games – applied learning  Participatory design of games – players as designers Near-Term Future of Edu Games
  • 47. Fearless Protovation Striving for Innovation - Willingness to fail
  • 49.
  • 50. Design Goals, Game Elements and Outcomes
  • 52. Cognitive Apprenticeship with a Shared Context for Learning
  • 53. Human Cell Avatars Game – When Worlds Collide
  • 54. Presencing offers tools for exploring wicked problems through game design
  • 55. Studying Robotics, Futuring, Innovation, Emerging Media, & Software Engineering 2006-2009
  • 56. We are all heroes
  • 57.
  • 58. 58 NOAA researcher dressed as as an admiral famous for coining the computer bug & giving out a nanobyte Lyr and a student
  • 59. By Jane McGonigal http://janemcgonigal.com/learn-me/
  • 60. How does it work?  Learner-centric design  Fearless protovation  Mobbability  Open Source  Collaboration  Participatory design  Ancient Spaces http://ancient.arts.ubc.ca/ Participatory Design
  • 61. Gartner Gamification & Mobile App Predictions By 2015 50% of organizations that manage innovation processes will gamify them – Prediction date: April 12, 2011 By 2014 80% of the current gamified applications will fail to meet business objectives due to poor design – Prediction date: Nov 27, 2012 By 2018 Less than 0.01% of consumer mobile apps will be considered a financial success by their developers – Prediction date: Jan 13, 2014
  • 62. Highlights from Will Wright, designer of the Sims, SimCity & Spore  Games give us abstractions of our world to model behavior  We develop schemas that reinforce our mental models  Topologies (nouns)  Dynamics (verbs)  Paradigms (grammar) to study Games as Tools for Science & Society Will Wright’s (2010) Defense GameTech Keynote
  • 66. Examples – (Data) Metaphors – (Patterns) Schema – (Abstractions) Models – (Predictive) Behavior Will Wright (2010)
  • 68.
  • 69. Basic Control Needs Hygiene Collapse Lonely Starve Happy Free Time Job/Skills Economy Demotion Lose Job Repo Man Electrocution Objects House Efficiency Family Breakup Social Services Affair Military School Marriage Children Social - Friends Argument Insult Jealousy Fight Friendship Romance Parties Success Failure Move Interact Will Wright (2010)
  • 70. Models – build – test - replaceWill Wright (2010)
  • 71. Games test models Play builds models imagination imagination Will Wright (2010)
  • 76. Verbs into Nouns Will Wright (2010)
  • 77. From the Learning Space to the Mind Space Deep Learning
  • 78. Students as Designers What would happen if our learners constructed modular learning games? 78
  • 79.  Average gamer is 31 years old  29% under 18 years  32% 18-35 years  39% 36+ years  52% male; 48% female  55% male; 45% female in 2012  Female gamers 50+  Increased by 32% in 2013 Who is Playing? ESA (2014)
  • 80.  Average age 35 years  Of frequent game purchasers  50%male; 50% female  Female gamers 50+  Increased by 32% in 2013  Social games are most popular  Increase of 55% in 2013 Who Buys Video Games? http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  • 81. Images by Dr. Andy Stricker (2014), published by Calongne et al., 2014
  • 82.
  • 84. Game Statistics from Jane McGonigal (2014) • 1 billion gamers worldwide • 300 million minutes a day spent playing • 400,000 years daily • 7+ billion hours a week of maximum engagement • 99% males vs 94% females play one hour+ / day • 92% of two-year-olds play games
  • 85. Call of Duty Statistics (McGonigal, 2014; Roscorla, 2013) Call of Duty Black Ops II Launch 1 in 4 players called in sick Call of Duty Modern Warfare 3 Played 170 hours a year per player 1 month of full-time work/year Jane McGonigal CTU Keynote Address, April 17, 2014
  • 86. Call of Duty Modern Warfare 2 http://www.wallpapersonly.net/view/call-of-duty-modern-warfare-2-1680x1050.html
  • 87. Game Statistics on Engagement 81% of global workers are not engaged Gallup 2013 (G2013) Unengaged workers cost companies $3.1 trillion/year worldwide (G2013) The longer you stay in school, the less engaged you become Level of engagement 76% elementary engaged 61% middle school engaged 44% high school engaged Jane McGonigal CTU Keynote Address, April 17, 2014
  • 88. Games - Positive Emotions 1. Curiosity 2. Creativity 3. Contentment 4. Excitement 5. Relaxation 6. Surprise 7. Joy 8. Control 9. Arousal 10. Wonder 11. Triumph 12. Pride 13. Love 14. Flow Calongne’s adaptation of Jane McGonigal’s research
  • 89. Games – Negative Emotions 1. Boredom 2. Frustration 3. Discomfort 4. Despair 5. Apathy 6. Uncertainty 7. Annoyance 8. Fear 9. Anxiety 10. Worry 11. Anger 12. Rage 13. Aggression 14. Addiction Calongne’s adaptation of Jane McGonigal’s research
  • 90. Top Selling 20 Video Games of 2013 http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  • 91. Top Selling 20 Video Games of 2015 http://essentialfacts.theesa.com/Essential-Facts-2016.pdf
  • 93. Top Selling 20 Computer Games of 2013 http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  • 94. Top Selling 20 Computer Games of 2015 http://essentialfacts.theesa.com/Essential-Facts-2016.pdf2014.pdf
  • 95. Games for Girls – Any Surprises? http://gameswallpaperhd.com/2-games-for-girls-gamespot-icon-high-detail-social-iconset.html
  • 96. Social Game Retention Problems http://www.themarysue.com/social-video-games-churn/#geekosystem “No, I Won’t Visit Your Farm: Around 85% of US Players Quit Social Video Games After One Day” – Playnomics July-Sep 2012 Long-term retention is tied to early engagement 95% stop playing at the end of three months; most left within 3 days
  • 97. Affect Preserving the Magical Experiences that We Value Image: What does your dream library look like? http://martavallelibrary.wordpress.com/2009/05/08/what-does-your-dream-library-look-like/
  • 98. Our Research on Immersive & Mobile Games
  • 99. EM and Future Game Designs Roleplay, Social Games and Simulations Featuring Head-mounted displays and gestural interfaces
  • 100. Games for the Future • Alternate reality games • Augmented reality • Games for change • Freeplay games • Serious games • Mobile games • Reality games • Social games • Gamification • Video games • MMORPGs • MMOGs • MUVEs • MUDs
  • 101. Global currency, incentives and rewards An emphasis on social responsibility
  • 102. Constructivism Social Development Theory – Lev Vygotsky 1. Social interaction leads to social behavior, consciousness and cognitive development 2. The More Knowledgeable Other 3. The Zone of Proximal Development (ZPD) Learning occurs in the ZPD between performing a task under guidance and doing it independently http://www.learning-theories.com/constructivism.html
  • 103. Process and Roles Pedagogy – how classes are structured and taught The memorization of basic facts and rules Determined and directed by the teacher Andragogy – adults learn through trial and error Activity-based and applied learning Determined by the teacher and directed by the learner Heutagogy – the study of self-determined learning Developing learning skills and knowledge creation Determined and directed by the learner http://www.learning-theories.com/vygotskys-social-learning-theory.html http://www.nssa.us/journals/2007-28-1/2007-28-1-04.htm
  • 104. Games in Education Constructivism Applying concepts Just in Time Teaching (JiTT) Tools and Technologies Ubiquitous Display glass Immersive Learning Enhanced Augmented Reality Games integrating with life 3D Educational Game Worlds Holographic 3D Lab and Classroom Simulations
  • 107. As You Explore the Unknown 107
  • 108. Invite Others to Help - Collaborative Design
  • 109. 109
  • 110. Ayn Rand Space Center
  • 111. The Twilight Zone: The Changing of the Guard The story of an educator who learns that his decades of teaching were inspirational, as demonstrated by the ghosts of his students http://www.youtube.com/watch?v=MN5hkdcEHpA
  • 112. Conference Proceedings http://www.fdg2014.org/proceedings.html Games Workshops http://www.fdg2014.org/workshopsproceedings.html 5th Workshop on Procedural Content Generation in Games 3rd Workshop on Design Patterns in Games 2nd Workshop on the Global Game Jam Social Believability in Games Workshop
  • 113.  Gamasutra – the Art & Business of Making Games http://www.gamasutra.com/  International Game Developers Association IGDA.org  GameDev.net  Game Developer Conferences Vault – 20 years of content  http://www.gdcvault.com/  Game Developer Magazine Archives  http://www.gdcvault.com/gdmag  The Entertainment Software Association (TheESA.com) Game Development Resources
  • 114. For More Information Gartner Research 2014 http://www.gartner.com/newsroom/id/2251015 Gartner Research 2015 http://www.gartner.com/newsroom/id/1629214 Gartner Research 2018 http://www.gartner.com/newsroom/id/2654115 Jane McGonigal (2010). : Gaming can make a better world. Ted Talks. http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world McGonigal (2010). Reality is Broken. http://janemcgonigal.com/ Stricker, A. and Calongne, C. (2011). Games and simulation design: from a hostage rescue game to geothermal energy on Mars in Virtual Harmony. Gordon Research Conference 2011 on Scientific Visualization. http://www.slideshare.net/lyrlobo/gordon-research-conference-2011 Stricker, A., Arenas, F., Scribner, T., Cook, T., Calongne, C. (2014). A summer experiment with MOOC design by educators. EDUCAUSE ELI 2014. http://www.educause.edu/events/eli-virtual-annual-meeting-2014/2014/summer-experiment-mooc-design-educators Artificial Intelligence Resources: Pandorabots – Chatbot Creation http://www.pandorabots.com/botmaster/en/home Calongne, C. (2014). Games for change: What can we learn from video games, online games and simulations? http://www.slideshare.net/lyrlobo/games-workshop-for-the-ctu-doctoral-symposium-by-calongne-2014 Mars Expedition Trailer: http://www.facebook.com/video/video.php?v=1399395902637 Mars Expedition Educational Video: http://www.facebook.com/video/video.php?v=1404251944035 Calongne Curriculum Vitae. http://bit.ly/ccalongne
  • 115. Steinkuehler, C. (2010). MMOs, learning & the new pop cosmopolitanism. Keynote address for The New Media Consortium Symposium on New Media & Learning, March 23-25, 2010 [video]. http://www.youtube.com/watch?v=a0028zVcMqc Steinkuehler, C. (2015). Cool Stuff for DML. https://sites.google.com/site/coolstufffordml/constance-steinkuehler Wright, W. (2010). Games as tools for science and society. Keynote address at Defense GameTech 2010, Orlando, FL. [slides] http://www.slideshare.net/guesta79ddf9/orando2010-5 Wright, W. (2010). Games as tools for science and society [video]. https://www.youtube.com/watch?v=fulyfB0c_CQ References
  • 116. References 2 Calongne, C. (2014). The view from Inspire Space Park in Second Life. [Image]. Calongne, C. (2010). Huffman Prairie Red Lion Deep Space Explorer en route to Mars. [Image]. Current TV. (2011). Will Wright on Bar Karma. [Image]. Gartner Research 2014 http://www.gartner.com/newsroom/id/2251015 Gartner Research 2015 http://www.gartner.com/newsroom/id/1629214 Gartner Research 2018 http://www.gartner.com/newsroom/id/2654115 Jane McGonigal (2010). : Gaming can make a better world. Ted Talks. http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world McGonigal (2010). Reality is Broken. http://janemcgonigal.com/ Stricker, A. and Calongne, C. (2011). Games and simulation design: from a hostage rescue game to geothermal energy on Mars in Virtual Harmony. Gordon Research Conference 2011 on Scientific Visualization. http://www.slideshare.net/lyrlobo/gordon-research-conference-2011 Stricker, A., Arenas, F., Scribner, T., Cook, T., Calongne, C. (2014). A summer experiment with MOOC design by educators. EDUCAUSE ELI 2014. http://www.educause.edu/events/eli-virtual-annual-meeting-2014/2014/summer-experiment-mooc-design-educators Artificial Intelligence Resources: Pandorabots – Chatbot Creation http://www.pandorabots.com/botmaster/en/home
  • 117. References 3 Eberie, J. and Childress, M. (2004). Heutagogy: It Isn’t Your Mother’s Pedagogy Any More, National Social Science Association. http://www.nssa.us/journals/2007-28-1/2007-28-1-04.htm Rheingold, H. (2012). Net smart: how to thrive online. Cambridge: MIT Press. Jane McGonigal – Institute for the Future, Alternate Reality Games, SXSW2012 http://www.slideshare.net/avantgame/iftf-creating-alternate- realities U.S. Department of Energy http://genomics.energy.gov Games-Based Learning MOOC Signup (2012). A Massive Online Open Course based on the theory of connectivism. http://bit.ly/gamesmooc
  • 118. Notes for the Videos from Journey to the New Frontier II [1] Cover and last slide photo from the film Metropolis by Fritz Lang 1927 [2] 3D Map of the World Wide Web http://www.vlib.us/web/worldwideweb3d.html [3] Project Natal Innovation Journey http://www.youtube.com/watch?v=b3-Ejib0z3U [4] A Day Made of Glass by Corning http://www.youtube.com/watch?v=cuxf6zBTO2g [5] What does your dream library look like? http://martavallelibrary.wordpress.com/2009/05/08/what-does-your-dream-library-look-like/ [6] Text 2.0 http://www.youtube.com/watch?v=8QocWsWd7fc [7] Future of Screen Technology http://www.youtube.com/watch?v=g7_mOdi3O5E [8] Microsoft Office Labs 2019 Vision http://www.youtube.com/watch?v=DQdGvfV4WnU [9] Total Immersion Augmented Reality http://www.youtube.com/watch?v=SeUa_sj3Fzc [10] Living with Robots http://www.youtube.com/watch?v=AF0WsvfG_nI [11] White, W.A. http://thinkexist.com/quotation/i_am_not_afraid_of_tomorrow- for_i_have_seen/15186.html Journey to the New Frontier II – videos for this keynote address https://docs.google.com/present/view?id=ddbdvh8h_116cxwfxjn2
  • 119. Links • Eight traits of the New Media Landscape – Henry Jenkins – MacArthur Foundation white paper on participatory culture • http://henryjenkins.org/2006/11/eight_traits_of_the_new_media.html • http://farisyakob.typepad.com/blog/2006/11/eight_traits_of.html • 10 Years of Emerging Media Infographic • http://jwhiskeyman.wordpress.com/2013/01/14/10-years-of-emerging-media-infographic/ • Interesting blog on EM, marketing and UGC by kids • http://brucealanmorgan.com/ (user-generated content) • Emerging Media is a Misnomer. Just ask Shakespeare – http://brucealanmorgan.com/2014/01/13/media-misnomer/ – The Conversation Prism - Brian Solis’ and JESS3’s Infographic • Emerging Media Technologies and Job Opportunities, Presentation by Rod Sanchez – http://www.nmfilm.com/Emerging_Media_Technologies.aspx – http://www.nmfilm.com/uploads/files/Emerging%20Media%20-ED%20Summit-9-7-12.zip