Universities Turn to Gaming and Entertainment to Enhance E-Learning

US News & World Report has a nice trio of articles on online learning this week, including one about Dr. Walter Lewin over at MIT, who has created the world’s best online video lecture series on college physics; the increased use of Web 2.0 and gaming apps in online courses; and the increased use of Second Life for educational purposes.

While Dr. Lewin doesn’t use educational videogames per se, he does engage viewers with online lectures that actively illustrate the concepts covered in the lecture. The series ran about $100,000 to produce, and cover Physics 1, 2, and 3 at MIT. All are free to watch by anyone, and Dr. Lewin has garnered international praise for his work. Other professors now use his lectures in their own courses as well.

The SL article is by Lucia Graves, who wrote an article I discussed in October 2007 on dissecting virtual frogs. Graves interviews Jeremy Kemp over at San Jose State’s SLIS, opening the story with an anecdote of students showing up for class in SL as avatars resembling Jell-O or butterflies (no mention was made of the infamous flying phalli SL is sometimes known for).

SL is becoming something of a phenomenon in college online education. Harvard Law opened a course to SL netizens; Princeton owns an island there; and the state of Louisiana is funding a 5 island initiative studying the value of 3-D virtual interactive environments (VIEs) for education. Merrill Johnson over U. New Orleans asserts that even if the hurricane-prone state loses classrooms to disaster, virtual conference rooms can allow classes to continue.

The remainder of the article is devoted to pros and cons of using SL for education. On the pro side:

Educators say Second Life is an effective teaching tool in part because it provides a social laboratory where role-playing, simulations, exploration, and experimentation can be tried out in a relatively risk-free environment. But perhaps the most touted benefit of Second Life is the opportunity it gives students to interact with people around the world—there are users registered from more than 100 countries. It also allows students to visit places that no longer exist, like a townscape reconstructed to look like Elizabethan England in the late 16th century.

On the con side: behavior issues, including griefing, have resulted in Ohio U. shutting its island down after a virtual gunman shot the place up and Woodbury U. permanently closed its island following unabated student misbehavior. Robert Vernon, over at Indiana, is quoted as indicating SL requires a certain level of proficiency to navigate. Peter Ludlow at U. Toronto notes the lack of affordances in the environment negatively impact teaching. This is a point I made in a paper published last year, BTW.

Finally, Kim Clark writes a nice article entitled “New Answers for E-Learning.”

Some professors and schools are redesigning their courses to take advantage of the Web’s interactive and visual possibilities, adopting some bleeding-edge technologies such as gamelike simulations and digital avatars to make online courses more exciting and more effective than traditional classrooms … A growing number of online courses are requiring students to participate in blogs, wikis, or gamelike simulations.

Clark includes a list of university initiatives that focus on these “gamelike simulations”:

Barbara Christe, who teaches biomedical engineering technology at Indiana University-Purdue University- Indianapolis, uses simulations that allow students to scroll over circuit diagrams to see how changes in current affect resistance, for example. Michigan State University has developed a Jeopardy!-like website, packed with quiz questions that science and math students can answer to see how well they’ve mastered key concepts. The University of Maryland-University College has developed a gamelike simulation of a crime scene for students in its criminalistics class. And a growing number of teachers are experimenting with presenting lectures and information as avatars in Second Life.

Although the quiz show study format is an old way to review multiple choice test items, the simulations seem well suited for online format since students aren’t traveling to a physical lab. Open source simulations may be a good way to incorporate these across a wide spectrum of college classes since it seems that good ones would be rather expensive for each university to create. If not open source, perhaps a version developed elsewhere that prevents each university from re-inventing the wheel, something along the lines of the K-12 simulation-type software for math found at the National Library of Virtual Manipulatives over at Utah State. Finally, the crime scene simulation sounds like something that might be able to delve into higher order thinking, if done right.

References:
Clark, K. (2008, January 21). A new Physics superstar. US News & World Report, p. 48.

Clark, K. (2008, January 21). New answers for e-learning. US News & World Report, pp. 46-49.

Graves, L. (2008, January 21). A second life for higher ed. US News & World Report, pp. 49-50. 

7 Responses to “Universities Turn to Gaming and Entertainment to Enhance E-Learning”

  1. Mathematics Education Blog » Blog Archive » Universities Turn to Gaming and Entertainment to Enhance E-Learning Says:

    [...] Rob: [...]

  2. jeremy Kemp Says:

    Thanks for the mention.
    About butterflies, jello, etc. - these are interesting from an instructional perspective because they add a new dimension to e-learning. We are used to flat and colorless communication like threaded messaging, drop boxes and email. We have focused on creating a persona in text to heighten a sense of presence and engagement. But emoticons and media flourishes only go so far. The constructive 3D streaming environments open a completely new field of study and offer information affordances laden with lightening emotion and visceral learning. In the wrong hands this affective voodoo can be shocking, disgusting, juvenile.

    We’re seeing an explosion of interest in this “game” from the likes of AECT, ISTE, Sloan-C, NASA, and hundreds of universities.

    The key to this platform’s viability as a learning tool is its ability to connect to existing asynchronous tools. See my http://www.sloodle.org for such a system. It aims to connect Moodle with Second Life so “avatars” do work that’s reflectly directly in the Moodle database.

    These are the killer apps in Second Life: web connectivity to asynchronous scaffolds and metaphors communicating emotion to charge up the learning space.

  3. John Rice Says:

    Dr. Kemp - Thanks for one of the most interesting comments to be posted here so far. Thanks also for the link to Sloodle.

    I wonder if your experiences teaching in SL mirrors those of the professors and institutions mentioned in the US News article that have had so many difficulties? While a student showing up as a bowl of Jell-O indeed has displayed creativity and know-how, the student showing up as a mass murderer “shooting” other avatars in the classroom is displaying juvenile behavior at best, and illegal abusive behavior at worst.

    My question is, how do professors harness the wide open capabilities offered in SL while discouraging socially inappropriate activities? Probably this is related to the old filter/don’t filter debate that libraries grapple with.

    Best regards,
    JR

  4. Peteris Krumins Says:

    Hi! Since you are writing about e-learning, I’d like to let you know about my blog.

    I have been collecting video lectures for 1.5 years now.

    My blog is at Free Science Online.

    I have collected maths, physics, computer science, biology, engineering and many other lectures!

    Sincerely,
    Peteris Krumins

  5. Jeremy Kemp Says:

    When I hear “shooting” I have to chuckle. In Spring of ‘07 I logged in to visit Stanford Law Professor Lauren Gelman’s course in There.com. We had a nice session with about a dozen student avatars. As class wound down a group of students pulled out their paint guns and started blasting the prof! “Pow” went the guns and Ms Gelman’s avatar flew a dozen yards, “Pow” another dozen. It was hard to keep track of her and her voice got fainter as the avatar moved away.

    This sort of action - and the butterflies and jello avatars - make great copy. Reporters eat these colorful anecdotes up. Was there a “gun” ? Nope. Just as in Julian Dibbel’s Rape in Cyberspace, the crime is completely metaphorical.

    One of our grad students brought up a great point. Students who used the Web in 1997 wouldn’t learn much by searching for “Free fun.” And one of my colleagues who specializes in young adult literature told me her shock when first using the Internet in the ’90s and she looked around for “teen” literature.

    The messy, disorganized public information space that is the current “metaverse” of Second Life needs librarians badly. It needs meta data and use guides and ontologies. Filtered or not, the current state of information display and organization in constructive 3D streaming settings is pretty weak.

    As for griefing - fear not particle emitters, cages, teleporters and men in clown suits shooting penises. But be VERY afraid of snap judgments based on a poor understanding of the liberal use of metaphors in this mind space!

  6. EquMath: Math Lessons » Blog Archive » Universities Turn to Gaming and Entertainment to Enhance E-Learning Says:

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  7. Henry Borenson Says:

    A game-like approaching to introducing algebra to grade school students as early as the 3rd grade is Hands-On Equations. The program uses game pieces, in particular pawns and numbered cubes, to enable the student to set up equations such as 4x + 3 = 3x +9, 2(2x +3) = x + 10 as well as other more advanced equations. The students then physically carry out the mathematical property involved, such as the subtraction property of equality, for example, by taking off equal number of pawns from each side.

    The site http://www.borenson.com has examples of children solving algebraic equations using this system. The site also lists a recent research report of work done by Dr. Larry Barber and myself that shows 4th, 6th and 8th graders being equally successful with the types of equations shown above after having the first seven lessons of Hands-On Equations, with all three student groups scoring in the 85% to 92% on the post-test.

    The gaming aspect of the program removes the intimidation which students normally have when confronted with the “abstract” subject of algebra. If the solution, does not work, there is no erasing of the paper; the student simply sets up the pieces and tries to solve it a second time. Besides the game-like aspect, there is also the aesthetic element of the program that adds to the attractiveness. For example, the teacher game pieces are chess bishops placed on an elegant looking model of a balance scale. This gives the Hands-On Equations program a certain aura of importance. When trying to teach students, we need to use our most creative ideas to be sure they succeed, especially in the area of mathematics.

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