Showing posts with label gamification. Show all posts
Showing posts with label gamification. Show all posts

Tuesday, April 21, 2020

Interview with Spencer Striker, History Adventures. Innovators in Education Series

 History can come alive online, especially in a gaming platform that allows the learners to immerse themselves not only in the time, but in the struggle to stay alive. Welcome to an interview with Spencer Striker, who has developed History Adventures, a unique educational that takes learners to the most intense times and places of history.



1. What is your name and your background? 
My name’s Spencer Striker. I’m a Digital Media Design professor at Northwestern University in Qatar. My background is a mixture of digital media production, digital learning design, and entrepreneurship—with an armchair passion for history. I grew up moving around a lot—mostly in New England, but also Los Angeles, San Diego, and Chicago. I was fortunate that I got to travel a lot as a kid because my mom loved to travel. She took us to Australia, Hawaii, and all over Western Europe—and this evoked a wanderlust in me as well as a fascination for different cultures and lived human experience. I finished high school in Chicago, then did my undergrad in History and Radio-TV-Film Production at the University of Texas. After that I tried my hand at writing novels for a while, while living abroad in Costa Rica, Honduras, and Brazil. That was an amazing adventure—but ultimately, I wound up broke in New York City, with some unpublished novels under my arm, and realized, as many people do in their mid-twenties, it was time to play the Get Out of Jail Free card and head to grad school!

After having tried old-school novel writing for a few years, I really missed collaborative media production. Writing novels is a lonely gig! I missed working with cross-disciplinary teams and all the technical/creative challenges of production/design. It was 2005, and I decided that interactive media was the future. I was fortunate to get into the New Media Design and Production Master’s Program at Indiana University. That’s where I really discovered my passion for building digital media projects and working with talented collaborators. At IU, I started a video game media studio called GameZombie TV, and scaled it up. That’s when I first saw how digital production technologies were colliding with entrepreneurial opportunities in totally unforeseen ways—and as we’ve seen over the past 15 years or so, digital media has disrupted how we do just about everything.

2.  How and when did you become interested in online learning?
Eventually, GameZombie TV came to a crossroads. Here was this online media production studio covering the video game industry that we’d built from scratch using the tools and resources available to grad students at Indiana University. We’d won Webbys, covered all the major game conferences, and achieved official partnerships with YouTube and Dailymotion. So at that point, I could try to make the project a professional organization—and achieve “escape velocity” from the university… or I could double-down on the education component of GameZombie TV—whereby this online production studio run by students at Indiana University had become a powerful way for students to learn all the different aspects of modern, team-based digital media production. Since digital learning design was my true passion, I decided to take this other route.


I got the opportunity to co-found the Media Arts and Game Development Program at the University of Wisconsin at Whitewater, and meanwhile expand the GameZombie project to the new university, introducing it to a whole new cohort of undergrads interested in the intersection of the video game industry and online media production. Driven by my enthusiasm for the project, as well as its momentum, I got into the PhD Program in Digital Media (in the School of Education) at the University of Wisconsin at Madison, whereby I began to formally study the field of digital media and learning with some of the top experts in the world, including Kurt Squire, Constance Steinhuehler, Dawnene Hassett, and others. And at the same time that I was studying this cutting-edge field of digital media and learning, I was able to apply theory to practice in my day job as Lecturer/Co-Founder of the MAGD Program at UW-W.

3.  what have been some of your experiences in online learning? 
So I had this wonderfully intense experience in Wisconsin studying Digital Media & Learning at the doctorate level at Madison—while simultaneously working full time as Co-Founder of the MAGD program at Whitewater. Doing all this in combination with continuing to run GameZombie TV: the theory/practice of digital learning really got seared into me. Once I completed my PhD in the Fall of 2012, I wanted to try my hand at industry. I went out to Silicon Valley in January of 2013, and soon after that became Founding Creative Director for a games and learning startup called Galxyz, whereby we used a sci-fi narrative game design system to teach kids the Next Generation Science Standards. We managed to raise about $4 million dollars and build a fantastic little studio in Mountain View, CA. The cross-disciplinary team we assembled of educators, creative writers, animators, and game engineers was truly top-notch. After heading up creative and product for the company for two years, I was enthusiastic to return to academia, as I thought that would be the ideal environment in which to build my idea for a new digital product initiative, History Adventures.

4.  What is History Adventures?  
History Adventures is a tablet-based digital learning product that seeks to inspire curiosity for history by using various creative techniques, including character narratives, animation, 3D, interactive infographics, choose your own adventure, sound design, and original music. The idea is to bring history to life by exploring lived human experience through the lens of five amazing men and women who lived through extraordinary, gripping, and dramatic flashpoints in time.



5.  Why did you develop History Adventures, and what is the overall goal?
I developed History Adventures as a way to defeat this unfortunate notion some students hold that “history is boring.” I think the only reason students think that is because typical formal history education emphasizes all the most boring bits—and all the inherent action, drama, and emotional stakes get buried beneath long lists of kings, queens, facts, and dates. History Adventures foregrounds the power of story through the development of character narratives, intended to pull the reader/user into the emotional stakes of these people’s drama-filled experiences. At the same time, I’m using all the tools and tricks I have from digital entertainment product design, to make the product experience come to life and feel magical and fun.

6.  Please describe two or three History Adventures.
In this newest version of the product, History Adventures, World of Characters, Revolutions & Industrialization, 1750-1900, students will encounter five amazing men and women who have to work out where they stand in this age of dramatic, sweeping change.  In late 18th Century America, one unnamed slave turned spy, Agent 355, decides to risk everything for the cause of revolution and the principle of freedom. On the other side of the world in Australia, Jiemba of the Eora Nation, decides to fight for his traditions against British invaders intent on colonizing his ancestral homeland and trampling on his beliefs.

Half a century later, a Chinese trader, Fei Hong fights a different battle. Hong decides to smuggle British opium from India to China and loses everything as he goes from smuggler, to trafficker and finally addict before being caught. In 1890s Africa, Khari decides to oppose European trade and fight back against the Belgian exploitation of his ancient tribal lands along the Congo River. The Belgian’s murderous regime mercilessly extracts rubber using local labour and Khari refuses to let his tribe suffer any more. Resistance is the only choice. 150 years after Agent 355, a social reformer called Thomas Brown decides to disguise himself as a janitor and expose the truth about the infamous Chicago meat packing district. He uncovers a world of filth, corruption and reckless disdain for human life that leads him to question what the future will bring.



7.  What are your plans for the future?
Having just published the definitive version of History Adventures, World of Characters, Revolutions & Industrialization, 1750-1900, we’ve already begun development on the next product in the digital book series, Empires & Interconnections, 1450-1750. This new product will include enhanced interactive features, 3D designs, motion fx, and animation—as well as six fascinating new characters. A conquistador trekking through the treacherous jungles and mountains of 16th Century Peru, doomed to a dismal end in his quest for glory and riches. A woman in the Medieval court of Tokugawa Japan, trading in secrets and intrigue when the politics couldn’t be more high-stakes or ruthless. A man from Angola sold by Portuguese slave traders to the Jamestown colonists in 1619. A zamindar (tax collector) in Mughal India during the British conquest of the South Asian continent. A young woman of Turkish and Byzantine ancestry living through the traumatic 1453 Siege of Constantinople by the Ottoman Empire. And finally, a Spanish alchemist living at the nexus of superstition, science, literacy, and the powerful Catholic Church, experiencing the Inquisition even as the Scientific Revolution is just gaining hold. The big picture goal of History Adventures, World of Characters is to spark enthusiasm for learning about the past… and bring the pages of history to life!

Tuesday, August 30, 2016

Gamification as Invention Strategy in Writing Essays and Research Papers

Using games can be a good way to get your mind moving when writing an essay, report, or research paper. Now you ask: What kind of games? It could be something where you have to search for something, but the quest approach sometimes does not yield what you need, which is a well-developed idea of the topic in which you are immersed to the point that you basically become the problem.  What we're describing is, as you can already see, a role-playing game. 

So, the very first step in gamification for brainstorming is to identify a problem. 

Next, start clarifying the mission and the characters for role-playing.


    * My Challenge: Dealing with escaped exotic pets in my neighborhood
  
    * Role Play:  What would a videogame hero, Master Chief Petty Officer John-117 do?
    * Role Play, Second Round:  What would a famous videogame villain or bad guy do? (What would Bowser do? What would The Joker do?)

Now, once you’ve set up your scenario, don’t let a lack of in-depth knowledge about your selected heroes or anti-heroes slow you down. Remember, your goal is to think of solving a problem, and how to do it in an expedient way that may or may not be very ethical. If you are the extremely unethical Joker, then be sure to reflect on how and why your choices are so, well, evil.

Keep in mind that the gamified mind is the following:
    * Mission-focused
    * Aware of causal relationships / cause & effect
    * Very aware of surroundings
    * Able to predict obstacles and anticipate likely dangers
    * Very aware of competitors and impediments
    * Focused on winning / the prize (desired outcome)
    * Ready to maximize efficiency step by step
    * Willing to apply knowledge gained by prior experience
    * Able to quickly search for helpful information when needed

Gamifying your mind can be a powerful approach to brainstorming because it helps you overcome some of the blocks you might have when you try to develop an idea using written text and outlines, where you are staying perhaps too abstract and conceptual.

By adding the gaming approach, you’re involved in a simulation, and thus are engaging on a higher plane where you are a whole person, focused on an outcome. Focusing on an outcome allows you to organize, streamline, and reality-check your approach, and it forces you to become creative if you see certain obstacles or dangers. By role-playing both a hero and a villain, you’re able to evaluate ethical and unethical choices.

When might gamification not work?  It’s possible to completely stall out on gamification if
    * your goal is not challenging enough
    * your goal can’t be defined
    * you can’t identify any obstacles
    * there are no ethical challenges

If you’re stalling out, you may need to revisit your topic and consider how to make it more complex, so that you have more room to expand your thought process.

After you’ve completed your gamification scenario, the next step is to take a look at transforming the scenario into an outline. You’ll start with THE PROBLEM, and the move to SOLUTIONS, which will be your outline.

Free Video-Assisted E-Learning Text:  Available Now!

Monday, February 23, 2015

The Best Possible Collaborations in the M-Learning Space

I've been doing quite a bit of thinking about the way in which new needs and technologies are impacting the way education and training are prepared, delivered, and administered. All the advantages of m-learning come to the forefront: on-demand, ubiquitous (esp with wifi), and practical. There are also new advantages as well, which have to do with the way in which multimedia and social networks make collaboration and the use of multiple types of content possible.

As a result, there are some significant changes in the way in which materials are developed and deployed, and there are also differences in expectations of the learners / users.

The high-definition, high production value end of the instructional materials spectrum. Materials for m-learning can also be collaborative and created by learners.
Changes in Development / Deployment: Because the technology changes quickly and because instructional materials emerge quickly, it's very important to have a quick-to-market platform which incorporates existing multimedia and resources.

Here are a few considerations:
    * The LMS will be a shell from which content is accessed
    *  It may be desirable to develop programs that do not use an LMS, but instead, utilize a bundle of products, such as Google materials
    *  Assessment can be done via a lite version of an LMS or via collaborative archiving (GDrive, Dropbox, etc.)
    *  Social media can be used for communicating with group members and making them aware of resources (Twitter, Instagram, Facebook), but not for confidential elements
    *  Instructional materials will be available in a "just in time" manner, and not necessarily developed months or years in advance
    *  Courses respond to changing needs (regulations, new technologies, new job opportunities) and so are often in flux

Implications for Credit Evaluation:
    * It may be necessary to evaluate the *type* of materials, and be comfortable with the fact that a textbook will not be the only materials
    *  The educational institution would simply provide representative samples

Increased Focus on Collaboration:  Collaboration is important and with new technologies students have more flexibility than ever to learn from and with each other.  This changes the nature of tasks and assignments, and also the way in with learning takes place.

Here are a few considerations:
    * Increased number of games and gamification that should be situated and purposeful (ties to learning objectives) not random or simply amusing
    * More interactive uses of shared texts, images, maps, and videos that are produced by students and posted in social media (youtube, instagram, etc.)
    * More need for informal communication done quite quickly (via Twitter, Google Hangouts, WhatApp, Skype, FaceTime, etc.)
    *  May not be possible to evaluate the nature of the collaborative processes -- but important to provide guidelines
    *  Will be important to have examples of products / projects to be completed by students
    *  Rubrics may seem a bit subjective, and so the process itself should be important and students need to reflect on their learning journey, and focus on meta-cognition
    *  Experiential learning / prior knowledge are easily incorporated in collaborations

Implications for Credit Evaluation:
    *  Rubrics should take into consideration the process as well as the final product
    *  Incorporate meta-cognitive strategies for instruction and evaluation
    *  Games / gamification should focus on situated learning that can build on prior knowledge

Changes in Assessment / Evaluation:  M-Learning makes assessment via gamification, interactive quizzes, and collaboration very convenient.

Here are some considerations:
    * Gamification should be easy to implement and change in order to maintain maximum situatedness
    * Portfolios can include multimedia, with clear tie-ins to learning objectives
    *  Rubrics need to be clear and also to incorporate a learning journal to reflect on metacognition
    *  The process of collaboration itself should be a part of the assessment, and can be done by means of a learning journal
    *  Interactive quizzes should be of the appropriate difficulty
    *  Quizzes should work easily on all devices
    *  Collaborative efforts (portfolios, projects, etc.) need to be clearly situated in the learning setting / goals, and appropriate scaffolding needs to have been developed
    *  Collaborative efforts need to clearly tie to learning objectives
    *  Allow students to build on prior knowledge and experience when possible, and form collaborations so that they can incorporate experiential learning

Implications for credit evaluation:
    *  Need to be clearly tied to learning objectives
    *  Higher levels of Bloom's taxonomy often represented in collaborations
    *  Interactive quizzes can be effective for the lower level Bloom's taxonomy elements (identification, etc.)
    * Institutions need to provide a backup / contingency assessments in case of massive technology fail   

Final Thoughts
It is hard to predict the future, except to know that there will be changes, and the demand for new information, skills, and education will continue to be strong. There seems to be an increasing sense of urgency, and those institutions that are nimble and can provide knowledge transfer and skills building in a quick, effective, easy-to-implement and easy-to-complete manner will be the most successful of education / training providers. Entrepreneurship will always be rewarded, especially for those entrepreneurs are particularly adept at recognizing, assessing, and taking advantage of opportunities.

susan smith nash with fresh coconut taking a break from designing an online course
Susan Smith Nash eating fresh coconut, thinking about training and education that includes collaboration and can be accessed via smartphone, laptop, tablet, or regular computer, and which does not require much bandwidth.


Blog Archive