Monday, 12 May 2008

Call for Papers League of Worlds October 2008 Hong Kong

The International Conference on Exploring Virtuality

5th Annual Colloquium on Online Simulations, Role-playing, and Virtual Worlds

October 13-17, 2008
Hong Kong University
Hong Kong

Future worlds: Virtual worlds today and tomorrow

Call for Papers

About the League of Worlds
The League of Worlds (LoW) annual colloquium brings together people engaged in the creation of virtual worlds and real-time simulations for educational and training purposes. Our mission is (1) to stimulate and disseminate research and analysis regarding the theoretical, technical, and curricular developments in; and (2) to contribute towards the development of coherent frameworks for the advancement, application and assessment of educational and social uses of role-playing, simulations, and virtual worlds. Our primary areas of interest include:
  • Theoretical analysis
  • The development of practical applications
  • The documentation of framework projects and case studies.
LoW5 Theme
"Future worlds: Virtual worlds today and tomorrow."

Hundreds of virtual worlds exist to serve youth, educational, and corporate markets, yet few offer anything more than a glimpse of how technological innovations such as virtual worlds may lead to new forms, methods, and modes of communication, collaboration, and creation. We are experiencing unprecedented growth in the funding and development of virtual worlds, but toward what purpose?
This year, we will consider the opportunities and challenges the proliferation of virtual worlds offer today, and contemplate what they hold for tomorrow. In many ways, the future of virtual worlds depends on how early adopters decide to use them to advance and to extend their organizational mission. But what factors will influence which platforms and worlds survive and which ones do not?

About the colloquium
The League of Worlds colloquium is not an ordinary conference.

The League of Worlds brings together creators of virtual worlds and real-time simulations for educational, artistic, and creative purposes. Participants share a passionate interest in advancing theory and praxis in creative, educational, and cultural contexts. The League of Worlds is committed to exploring complex, networked social spaces, such as Second Life, Croquet, Metaverse, Fablusi, Active Worlds and other simulation and/or role-playing platforms, as they relate to questions of virtuality vs. reality, identity construction in new media technologies, and other key questions. In particular, we invite research into framework projects and case studies and strongly encourage exploration with pedagogical or other practical applications. Both creative and technical studies are welcome.
Participants are expected to challenge one another to take a fresh look at the questions
that arise when people meet in virtual territories to play, to learn, and to share. Participation is purposely
limited and there will be no concurrent sessions. Instead, participants will engage in an ongoing dialogue about
virtual environments, integrating their own perspectives and expertise into the
conversation.

Proposal categories
The League of Worlds colloquium is designed to support sharing and meaningful
reflection. Participants should allow one another the opportunity to share experiences,
to demonstrate technologies, and to think critically. To facilitate these activities, the
colloquium review committee is interested in submissions on the following topics:

  • Technologies used to create and manage
    virtual environments (tools, hardware, software)
  • Vision for what virtual environments
    could be (architecture, metaphors)
  • Teaching and Learning in virtual
    environments
    • Role playing and simulations
    • Social constructivism
    • Communication and collaboration
    • Serendipitous interactions and
      learning
  • Community formation in virtual
    environments (interaction, presentation of self, presence)
  • Culture (development of, artefacts)
  • Administrative/technical support issues in virtual environments
  • Change (Advocacy for, dissemination and
    sharing of research, how change takes place)
  • Resources (to create and/or support any
    of the above themes)
  • Research (on virtual environments in
    general or in support of any of the above themes)

Paper submissions

The colloquium review committee requests that paper submissions address the following:
  • Summary of what you are doing with
    virtual environments and how it relates to one of the above themes (including
    description of practice and relevant research)
  • Explanation of how this summary can
    contribute to the dialogue theme planned for the colloquium.

Paper submissions are double blind peer-reviewed. All accepted papers, the colloquium
program, and a list of attendees will be published on the colloquium website.
Papers should be between 2500-5000 words (4-8 pages).

Important Dates

Paper submission - summary and explanation
July 20, 2008
Notification of Acceptance
July 29, 2008
1st Draft Due
August 20, 2008
Registration Deadline
September 5, 2008
Final Draft Due
September 5, 2008
Colloquium
October 13-17, 2008

Accepted presentations will be required to submit the following by September 5, 2008:
  1. Registration for the colloquium
  2. An indication of any special
    requirements related to diets, equipment, or other pertinent needs
  3. Participant information, including:
          • Names of submission author and
            co-authors, if applicable
          • Contact information for each
          • Affiliated institution(s)
          • Job title(s)
          • Brief description of experience with
            virtual worlds, simulations, and/or role playing technology


Submit all proposals in Word, RTF, PDF or HTML format to:
Dr. Stephen Bronack at bronacksc@appstate.edu


Please refer to the League of Worlds website for information regarding fees,
facilities, and accommodations: http://www.leagueofworlds.com

Saturday, 10 May 2008

Glass Harp

Music using wine glasses



Glass amonica (a banned musical instrument, see wikipedia)

Tuesday, 6 May 2008

Vic teachers pay dispute resolved

Teachers in Victoria, Australia were the lowest paid teachers in this country. Finally, they get the raise they deserve - only after 14 months of struggle.

I wonder whose responsibility is it for educating the next generation?

Is It Right That the U.S. Government Spends More on the Digital TV Switch Than Literacy Education?

This is a title of a post on Gizmodo, a gadget blog.

I am just being nosy. It is USA education and I am just an Australian. I should not care less.

Anyway, from Gizmodo (the post itself quoted below because I cannot write it any better, my emphasis):

To be honest, I can't say that I am surprised to hear that the government has allocated $1.5 billion to inform 17 million citizens about the digital TV transition. After all, those uninformed few would undoubtedly take up arms if they missed out on sports broadcasts and NBC's Thursday lineup. However, I was a little surprised to hear that the total proposed budged for literacy education in 2009 stands at a paltry $574.6 million. Once again it seems that our government does not have its priorities in order. That having been said, does this represent a proper allocation of taxpayer money in your opinion? How does broadband access fit into the mix?


Howeever, there is a good news in this. If blogger at Gizmodo questions this, there must be more people having the same question. USA may improve when all citizens demand that.

BTW, it is a poll at Gozmode. Cast your vote and you will see how Gizomodo's readers responded. There is light at the end of the tunnel.

Friday, 2 May 2008

Role play, game, simulation

Role Play
A little girl pretending to be the mother

Role Play Game
World of Warcraft

Role Play Simulation
Drama (play acting using scripts)

Simulation
Landing a plane in bad weather in a flight simulator

Role play simulation game
Political science role play simulation which objectives for different roles to achieve

Thursday, 1 May 2008

On-line Games, Simulations & Role-plays as Learning Environments: Boundary and Role Characteristics

Last July, I posted a paper (draft) on Boundary Characteristics of Game, Simulation, Drama & Role-play Learning Environments. With the help of Roni Linser, it has been updated. The following is the latest draft.

On-line Games, Simulations & Role-plays as Learning Environments: Boundary and Role Characteristics

Introduction

As the arsenal for instructional design strategies increasingly grows to include online games, simulations and role-plays there is an increased need to understand the practical and theoretical issues that are involved in the use of such environments. In this paper, we focus on the boundary characteristics that separate reality from the game space and the consequences of these characteristics to the triad of learner/player/role – a critical intersection between game space and reality.

It is often both argued and assumed that the spaces provided by games, simulations and role-playing, for convenience here called ‘game-type’ environments, are separate from the reality that intersects them. The argument is that these ‘game-type’ environments are artificially created in which players facing adversity and governed by specific game-rules, attempt to reach quantifiable outcomes. (Sales & Zimmerman 2003) While this may be a useful way to understand digital computer and video games in the context of entertainment, it is less than clear whether this separation is as clear-cut for, or applicable to, games generally and ‘game-type’ environments like role-playing games (RPG) and role-play simulation games (RPSG) in particular. Moreover, and as the paper argues, the ‘permeability’ of the boundary between reality and game space is a critical feature of online games, simulations and role-plays with pedagogical intent. Because different game designs result in environments displaying various game-boundary characteristics, understanding these characteristics can lead to better adoption and adaptation of ‘game-type’ learning environments design, as well as better strategies for evaluating the effectiveness of specific ‘game type’ environments in meeting learning outcomes.

Game environments intended for pedagogical objectives are not only inseparable from reality but intersect it in ways that are immensely useful in enabling deep learning. The paper highlights some of the theoretical and practical issues surrounding the boundary characteristics of such environments based on the teaching/learning experience of the authors focusing on two questions:

 How does reality intersect with these ‘game-type’ ‘virtual’ learning environments?
 How do the boundaries that define and maintain particular ‘game-type’ learning environments impact on the learner/player/role triad and hence on the learning process?

Since computers first entered the educational arena the concept of ‘games for learning’ has become increasingly attractive to educators seeking to create engaging 'interactive' learning environments. The element of ‘play’ as a conduit for learning is clearly not new. Johan Huizinga in his 1938 book Homo Ludens, suggested that ‘play’ was primary to and a necessary (though not sufficient) condition for the generation of culture and as such, is a core-learning mode for cultural transmission for all sentient beings. (Huizinga, 1971)

Education theorists like Dewey (1944), social psychologists like Mead (1934) and psychologists like Winnicott (1980) have all recognized the importance and value of play for learning. ‘Game-type’ environments are of course a more organized form of play. Still, building on more than forty years of work in the use of games for learning, researchers are clearly arguing and demonstrating that everyone can learn something from games (Gee 2003; Gros 2003; Beck & Wade; 2004). Numerous articles have demonstrated ways to select, research, build, sell, deploy, and evaluate the right type of educational games for the right situation (Prensky, 2001; Aldrich, 2004; 2005). While there is a continuing (often silently) passive resistance to the use of ‘game-type’ environments for learning in formal educational contexts this has not prevented learning oriented institutions as military academies, medical bodies, and training institutions from making extensive use of them for skill development, knowledge acquisition and more recently exploration of affective learning goals.

The question is therefore not whether ‘game-type’ environments are useful, but rather the criterion by which to evaluate their utility to meet specific learning outcomes - how to chose between different ‘game-type’ environments to not only meet but also best suit particular learning outcomes? Given the variety of games, simulations and role-playing games in the market, this is not a simple question.

Understanding the constraints and implication that different game spaces produce as learning spaces, or as a strategy to meet learning objectives may be useful for educators who need to answer that question. To do so we must first outline the types of game spaces available to educators.


Types of game space

Game environments may be constructed in any or combination of the following types of spaces:

Physical space

Physical space, and for convenience sake to take the common sense notion of it in order not to delve into the worlds of theoretical physics and metaphysics, is the 3D+Time environment that people perceive for practical purposes as the one they inhabit, act in and upon, change, etc. It is the here and now in which we eat and breathe, the one we sense with our five senses – perhaps more. A football or tennis arena like Wembley Stadium or the Wimbledon center court, or the local golf course, the paint-ball rooms in amusement parks or the kitchen table playing solitaire, the board-game and many others in-door and out-door spaces, both those specifically designed for the purpose of playing a game or used in an ad hoc fashion, are all physical spaces of games. A classroom, laboratory, lecture theatre and observatory are examples of traditional physical spaces used for teaching and learning. In all of them the laws of physics are applicable regardless of the social use to which they apply.

People in physical spaces typically behave consistently with socially constructed rules and norms associated with such physical space. They do so both in game spaces mentioned above and in educational spaces. However, unlike the laws of physics, these socially constructed norms and rules are continuously maintained, contested, negotiated and changed in the social dynamics of interaction. For example, in a lecture theatre most participants will assume the role of "listener" and sit quietly while one or two participants who take on the role of "speaker" that will deliver a "lecture". However a couple of participants may also start up a conversation, perhaps interrupting the speaker, which may contest the prevalent norm, upon which negotiating the rules appropriate to the space ensues. A football field is associated with a football game when there is general consensus by players to be bound by the rules of being on a football field and act accordingly since the same physical space can also be used as a baseball field with alterations to the white marked boundary lines.


Virtual space

Virtual space commonly refers to computer-generated games and simulations created as two or three-dimensional environments that allow a participant to experience and interact with a setting or situation within these environments. In typical ‘immersion’ mode, participants put on head-mount gear, glasses, wear some form of sensor-enabled clothing and walk in a ‘VirtuSphere’ (Christensen, 2005). Alternately, in the ‘token’ mode, players in a game control an Avatar (Website 1) through which they interact with the virtual environment they inhabit. In both cases, the interactions with the environment, including all game artifacts, are generated and controlled by a computer. Highly sophisticated ‘immersion’ mode flight, tank and naval simulations used for training by modern armies or the graphic complexity of fantasy environments like Grand Auto Theft, World of Warcraft or Myst in the entertainment industry are typical of such spaces at the high fidelity spectrum. Less complex graphically, at lower fidelity but still in ‘token’ mode, are games like Civilization or Age of Empires. Both the Sims and Second Life, which have been increasingly presented as a potentially powerful spaces for teaching and learning, belongs to ‘the token’ mode. Second Life is of higher fidelity than the Sims. Though in essence both are virtual environments, Second Life and the Sims are not exactly games as such in the traditional definition (Sales and Zimmerman 2003), and are closer to simulations of hypothetical environments that are used to play – but necessarily games.

Whether such virtual spaces simulate real world physics or imaginary physics the activity of users is governed by rules that are generated by scripts and algorithms - all inputs of users (e.g. moving the joystick to the left) is processed through these embedded rules to produce the activity (output) seen on the screen by the users giving them the illusion of being in that space.
[All following sections condense - ‘game-type’]
Augmented space

Augmented reality

Augmented reality ... deals with the combination of real world and computer generated data. At present, most AR research is concerned with the use of live video imagery that is digitally processed and ‘augmented’ by the addition of computer-generated graphics. Advanced research includes the use of motion tracking data, fiducial marker recognition using machine vision, and the construction of controlled environments containing any number of sensors and actuators. [Website 2]

Again, there are two sub groups here. Physical Reality augmented with virtual artifacts, such as Magic Eye. [Website 3] This lets the user see the real world around him and augment this view by overlaying or composing three-dimensional virtual objects with their real world counterparts. The idea is that for the user it would seem as if the virtual and real objects coexisted. Hear &There [Website 4] is another example. Its an augmented reality system of linked audio that allows users to virtually drop sounds at any location in the real world, and users of the system could then hear the sounds associated with a given area.

The second subgroup is Virtual Reality augmented with virtual artifacts. Examples of this include the Berlin in 3D for Google Earth [Website 5] Las Vegas 3D Buildings [Website 6] Historical events link to Google Earth, such as World War Two Google Earth [Website 7], Famous WW2 Battlefields Today [Website 8]. Last, but not the least, Google street view [Website 9] where physical space's photos are used to augment virtual space.

Some uses of augmented reality in teaching and learning are:
 Arts Center of Christchurch New Zealand (Billinghurst, 2002)
 MagicBook is a book just like any other, complete with a story written on pages that could be read without the help of AR technology. However, the pages also contained virtual animated figures, which once viewed with a heads-up display would act out the story in 3D space above the pages. (Shelton, 2002)
 "Augmented Reality" simulations by MIT [Website 10]
 Handheld Augmented Reality Project [Website 11]
 others [Website 12]

Imagined space

Long before the advent of computer generated spaces, people have been fascinated and absorbed by spaces described by authors. In this type of space, the visualization of the environment, its artifacts and characters occurs solely in our imagination with hints supplied from the text. When there are gaps in the description, our brain will attempt to fill in the missing parts. For example, when reading a novel the imagination of the reader acts on the author's description to construct the novel space in which the story is played out. Consider the vividness of the scenery and characters we imagine when reading such novels as Mark Twain's The Adventures of Tom Sawyer.

The imagined space has long been recognized as a powerful environment for learning as the cultural importance of literature testifies.

It should be noted that these spaces overlap in real situation. Imagined space, in particular, always supplement inadequacy of other spaces.

Game Environment and Game Boundaries

It maybe trivial to state that any game space has a boundary but given the varied types of game environments technologically possible today it is critical to evaluate this boundary. Within any game space marked by this boundary, a different set of rules applies to the behavior - usually with a game goal that drives all the activity within the game space. As soon as a player steps "outside the game boundaries", the normal socially expected behaviors are in effect. This section, describes our observed "boundary conditions" of the game space.

Our first observation is that game spaces do not exist isolated from the real world even if game boundaries are identifiable. In fact, game spaces are part of (a subset of) the larger space co-occupied by many different actors who act in complex combinations of different roles and stakes. Typically, when a game is used in teaching and learning, the immediately outer space of the game space will be the institute in which the games are hosted. Typical to a game space used in teaching and learning, an "institutional representative" may be present in the game space, not necessarily acting in full compliance to the game rules imposed upon other game players. The composition of the game space itself and the implications of such will be discussed in a later paper.

Many games exist in the physical space. Real world physics governs the behavior of all the artifacts within the game environment

Players can be said to be playing a game only when in game space, marked by chalk, or the imaginary line between two rocks. Even if they obey all the other rules of playing the game of football, as opposed to playing with a ball, they must be within the boundary to be playing the game..

Computer games ‘naturally’ exist in virtual space. The simulator embedded in such computer games, may have quite different rules from real world physics, as it controls the behavior of in-game artifacts. For example, in Tetris, the falling blocks are usually implemented as falling with constant speed. (Real world physics would require any falling object to accelerate.) As the game advances to higher stages, the speed of falling increases, which is not the same as real world.

Many games exist in every of the spaces mentioned about. For games in the physical space. Real world physics governs the behavior of all the artifacts within the game environment. However, the social rules will be continuously interpreted, negotiated and contested. For games in virtual envirnoments, such as computer games, the real world physics may not apply. However, the allowed range of actions by the players is also limited so that the ability to negotiated social rules may be reduced to near zero.

Most simulators are in virtual space.

Role play starts from a physical space and there are a number of initiatives of using role play online. (Hintjens, 2005; Linser et.al. 2004; Shaw & Mendeloff , 2006; Coll & Linser, 2006) Text-based online role-play operates in the Imagined space.

Boundary Characteristics of Game Environments

The game boundary defines the separation between the game environment and the real world environment. That is, it binds the game rules and action to the game space. Salen and Zimmerman argue that such a boundary is critical in defining a game as such. The boundary, they suggest, clearly distinguishes between the ‘artificial world of the game’ and the “real life” contexts that it intersects. (2003; 94)

Linser, Lindstad and Vold (2007) however, have shown that at least in role-playing games, and in particular ones for educational purposes, this boundary is a lot more porous than what Salen and Zimmerman concede. Not only do life experiences of players cross the boundary and enter such games, but also knowledge, norms, values and social rules that exist outside the game, become strategic assets for players. Furthermore and critically important for educational purposes, in-game experiences and actions can and do migrate across the boundary into the real world. This is precisely the reason why games and simulations in general and role-plays in particular, are so useful for education.

The following characteristics do not absolutely have to be apparent in every game environment. Rather, they highlight boundary characteristics that may have pedagogical implications. The characteristics of the boundaries between the real space and the game space can be understood as variables along a continuum. The degree to which each is apparent in particular types of games and in specific game environments impacts on the quality and outcomes of player experiences. Thus, these boundary characteristics need to be considered when designing and implementing games for learning. The same game may be implemented in quite different ways due to the manner in which these boundaries are established, crossed over and maintained.

Permeability

The permeability of the boundary refers to the extent to which game rules defining the boundary are susceptible to factors and influences from the real world to enter the game world. If the boundary were impermeable it would be resistant to external influences flowing into the game space. In contrast, a boundary with high permeability suggests a vulnerability to external influence.

Permeability of boundaries is the hinge that allows the insertion of outside knowledge, attitudes and strategies into the game, as well a facilitating the transfer of knowledge, skills, attitudes and understanding developed within the game environment to contexts in the 'real' world. The issue of Transfer in the literature, referring to the transference of knowledge and attitudes from game activity into the world, hinges on permeability of game boundaries. The assumption that playing games can be used as pedagogical tools to help students learn, though not necessarily, is often accompanied with the assumption that game boundaries are permeable to the transference of knowledge, skills and attitudes. If game environment boundary were impermeable to information and knowledge their utility for education would not be pedagogical, though may serve other purposes.

Most games played in physical space have permeable boundaries. Like all socially constructed rules, those that govern games are negotiated, maintained and contested as part of the game. The very fact that official games an appeal to a third party to adjudicate, a referee, who is both inside and outside game space, demonstrates clearly that the rules are negotiated and contested. Transference of knowledge, skills and attitudes is unambiguously part of the whole social phenomena of Football and players spent a lot of time training in a non-game environment in order to improve their performance during game. Likewise, experience and information gathered within the game environment, such as tenacity, leadership qualities, team spirit, can be used outside of the game environment.

Game environments do not exist in isolation. In the context of formal education and learning they are mostly situated within an "institutional space". In some instances institutional representatives will interfere with the in-character game environment thereby allowing the real world to permeate the game space. In such a situation, there is a risk that institutional relations will impact on players’ actions, which in turn may have tremendous impact on outcomes within the game environment.

Permeability to external power is a risk whenever interactions and task performance of players within the game are subject to formal assessment. One is quite likely to play golf differently when playing against the boss and best friends. Players may be inclined in such situations to be conscious that their play is subject to scrutiny and assessment by external sources to the game action and this may thus limit the scope of action they might take in the game. The course of action players might pursue is thus influenced by the permeability of the game boundary to institutional relations and norms.

However, this risk does not necessarily mean that players will alter their freedom of action within the game. Given appropriate strategies by institutional representatives (the Zen of Mod) it may actually increase the scope of actions players might take. It depends on the type of ‘interference’ institutional representatives insert into the game. For example, by providing alternative strategies, rather than insisting on what should be done, may increase the scope of actions identified by players.

The permeability of institutional relations can be subtle and unnoticeable. Educator should exercise great care when interacting with players during a game. A suggestion from a moderator can be interpreted as a command and hence steel from the players the exercise of real choice. On the other hand, a whole list of suggestions, even contrary ones, without providing preference, may enhance the players understanding and lead to even new forms of actions not envisioned previously. Whenever interactions and task performance of players within the game are subject to formal assessment, players are conscious that their play is subject to scrutiny by a power figure external to the game action and of the assessment value of particular strategies. The course of action players might pursue is thus influenced by the permeability of the game boundary to the inherent power exerted by the assessor.

Fuzziness

Where the boundary starts and where it ends is sometimes very difficult to distinguish. For example in a game of chess, if the players can hear the commentary of the game, the outcome could be influenced. It has been reported many times that when fans cheer a player in a competition this impacts on the performance of the competitor. Are the commentators or the fans part of the game or not? If the game rules of a chess match allows on-lookers to make suggestions to the players, how would that change the game? Is this the same game as a chess game where any suggestions/comments are strictly blocked? An example of this in the case of online role-play simulation is the fuzziness between the 'real' world dispute over the development of the pulp and paper industry in South America and the 'game' world dispute in the BIG Paper b-Sim. [REF] Participants report difficulty in separating the real world events and characters from those of the game world. [REF] Participants in political science simulations run at the University of Melbourne and elsewhere were indeed specifically designed with ‘fuzziness’ merging real and game events. [Linser et. al 1999; Linser, 2004]

Flexibility

Flexibility refers to the capacity of the game boundary to respond to changes to the boundary itself. In other words it refers to the ability of the game environment to accommodate changes to the game rules or artifacts while action is in play - the more flexible the boundary, the easier it will be to introduce 'on the fly' modifications to the game environment (perhaps to reflect changes within the parallel 'real' world outside the game.) For example, the scenario for the Middle East Politics simulation (Vincent and Shepherd, op cit) is set 3 weeks into the future from the commencement date. It is possible, and indeed likely, that 'real' world parameters governing the scenario may change rendering the game environment less relevant - the death of a key character in the role-play or the outbreak of war. A flexible boundary, in other words ability to change rules and roles, will allow the game environment to be changed either explicitly or implicitly to reflect 'real' world changes. In contrast, an inflexible boundary quarantines the game environment so that it remains untouched by such external pressures. Boundaries can be seen to be flexible in different ways and the following is an attempt to unpack these differences.

Plasticity of the boundary is one way in which the characteristic of flexibility may be exhibited. We have borrowed the concept of plasticity from neuroscience to denote a boundary that is able to undergo organizational change as a result of experience. Adaptive plasticity means that the boundary can change in response to new information and dynamics either within or outside the game environment resulting in changes that may be translated to self-organized modification during the game or later iterations of the game. For example a role-play game set to have, lets say 2 interaction spaces, may change to incorporate 3 interaction spaces as a result of players self organization.

Elasticity is another way in which flexibility can be demonstrated. While elasticity is a component of flexibility, it relates specifically to the ability of the game environment to accommodate changes in the number of players at the start of the game. The more elastic the boundary is the more it can stretch or shrink to match the number of players enrolled to participate. Thus, a game that is scalable in terms of allowing modification to the number of players would be seen to have an elastic boundary whereas a game limited to a fixed number of players would have an inelastic boundary.

Fluidity is a third form of flexibility. It refers to the ability of the game to accommodate changing numbers of players once play has commenced. Can the game continue with integrity if a new player is introduced into the game, or withdrawn from the game whilst play is in action?

There are other possible ways of understanding the flexibility of boundaries. In a computer simulation, the use of props such as a steering wheel or joystick may act to increase the realism of the game thereby reducing the separation (boundary) between real and game worlds. As such, it weakens the boundary. Tokenism on the other hand depends very much on the imagination and psychological makeup of the player. If a player recognizes the token as symbolic of a real world dynamic, this may also weaken the boundary. However, if the token is abstract to the point of meaning little to the player it may have no impact or perhaps strengthen the boundary.


Pedagogical Implications for the Learner/Player/Role

Learning through games, simulations, and role-playing is way of learning that depends very much on design characteristics. But it also depends on the learners themselves. As James Paul Gee puts it:

There are two ways to play a game [of Grand Theft Auto III], you can play proactively and strategically or just become a good button-masher. If you want to be strategic—both in terms of the decisions you make and the ways you solve problems—Grand Theft Auto III is subtle and amazing. I found the gang fights distasteful, so I just didn’t trigger them. I went out of my way to see how little damage I could do while still earning my living through crime. Such choices make the game partly mine and not just the designer’s. Games allow you to accept a given assumption (I have to earn a living through crime) and then see how you personally would think, feel, and act. [Gee, 2003]

In situation such as this, we obviously do not want violent criminal behavior to be learnt and transferred to real life. We don't want to train highly effective criminals, do we? We would like to manipulate the game so that the transfer of knowledge, skill and experience (permeability) are those desired and formulated learning objectives. Playing becomes an excuse for debriefing. For this type of game, the debriefing helps to correct the shortcoming of permeability of the game environment.

For a flight simulator, the skill to land a plane in an emergency situation is a learning outcome. We would seek to ensure that the transfer of knowledge and skill is directly transferred from the game environment into real life. The type of debrief is obviously different from those using Grand Theft Auto.

It is important to remember that the game environment is embedded within a larger institutional space (game, simulation, and/role playing as prescribed as part of a course), the institution representative (teacher/facilitator) has immerse power over the students. This power can permeate into the game environment easily. When a teacher/facilitator gives in-game suggestions, they can be easily interpreted as instruction to take a certain approach, denying the player the freedom to make choices. This can also seriously minimize the ownership of the game/role by the players. The same, may be to a lesser degree, be said about the powerful/friendship relationship among the players in the real world. In order to avoid real-world relationship interfere with the game, we may insist that all players are played anonymously.

Game environments with great flexibility assist administrators in allocating students to the game environment when the student enrolment may change from term to term. A flexible game environment would allow the teacher/facilitator to modify the storyline, game rules or other parameters so that when sudden unforeseen situation arises (such as a critical player is not able to continue due to illness), the game play can continue without impacting the learning outcome.

In online role-play, one way of designing game environment to increase flexibility is to allow each role to be played by a team. If a member of a team is unable to continue, the rest of the team can take up the work. Team size also allows more elasticity.

Conclusion

This paper presented some characteristics of the environment boundaries involved in game, simulation and role-playing with the aim to understand and inform education designs using such learning environments.
[Section expansion]

On a personal note we think that in the head long rush into utilizing the possibilities that the communication revolution has enabled, it has been easy for teachers to over-look developments of very effective deep learning strategies that have been part of humanity’s arsenal from its inception. Role-playing is one of these and the communication revolution has provided this strategy with new opportunities. To the gaming generation, itself a product of the communication revolution, role playing games designed for education rather than entertainment do not seem to have been particularly sparkling – they don’t have the Wow factor of increasingly sophisticated 3D graphical interfaces. But pedagogically the sort of contexualised environments that on-line role-plays provide - graphic, virtual and text-based environments in which experience and reflection playfully interact in a game of identity, imagination and reality – enables an immersive engagement and deep learning experience that very few other strategies can match. In the words of an old Chinese proverb: Tell me and I will forget. Show me and I might remember. Involve me and I will understand. To this we would like to add: Let me play a role and I will transform.




References:

Aldrich., C (2005), Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences

Aldrich, C. (2004) Simulations and the future of learning. San Francisco: John Wiley & Sons.

Beck, J.C. and Wade, M. (2004), Got Game: How the Gamer Generation Is Reshaping Business Forever (Hardcover)

Billinghurst, M. (2002) New Horizons for Learning
http://www.newhorizons.org/strategies/technology/billinghurst.htm (viewed 20/8/07)

Christensen, B. (2005) VirtuSphere Immersive Virtual Reality, Technovelgy.com
http://www.technovelgy.com/ct/Science-Fiction-News.asp?NewsNum=462 (viewed 20/8/07)

Coll, J.F. & Linser, R. (2006) “Web-Based Role-Play Simulations and Foreign Language Learning: An Attitudinal Survey” in European Association for Computer-Assisted Language Learning Conference Proceedings, Granada, Sep 4-7 http://www.simplay.net/papers/BlackBlizzard07.pdf

Dewey, J. 1944. Democracy and education. New York: Macmillan.

Gee, J.G. (2003), What Video Games Have to Teach Us About Learning and Literacy

Gros, B. (2003) The Impact of digital games in education,
http://www.firstmonday.org/issues/issue8_7/xyzgros/index.html

Hintjens, H. (2005) Quixotic moves online: simulating conflict and democracy in action in Venezuela. LoW2005, 2nd Annual Conference on Online Simulations, Role Playing and Virtual Worlds November 14-18, University of Melbourne Australia. http://www.simplay.net/LOW/papers05/donquixote.pdf

Huizinga, J. (1971) Homo Ludens. Beacon Press.

Ip, A. (2006) Why Commercial Off the Shelf Games Will Not Work in Education? And What is the Alternative? in Fong-Lok Lee and Jimmy Lee (eds.) in Pedagogical Design of Education Games - What Makes a Game Educational? Special Group Workshop in the Proceeding of ICCE2006, The 14th International Conference of Computers in Education, ICCE, Beijing China.

Linser, R. (2004) Predictive power of role-play simulations in Political Science: experience of an e-learning tool. Proceedings of the International Conference on Politics and Information Systems, Technologies and Applications (PISTA), Orlando, USA, July 21-25. http://www.simplay.net/papers/RPSpredictive_power.html

Linser, R. Ip, A. and Naidu, S. (1999) Pedagogical foundations of web-based simulations in Political Science. ASCILITE 1999 Conference, QUT, Brisbane, Dec. 5-8.
http://www.simplay.net/papers/PedagogicalFoundations99.pdf

Linser, R. Waniganayake M & Wilks S. (2004) A different lunch: role-play simulations in preparing early childhood leaders. IASTED International Conference on Web Based Education, Innsbruck, Austria, Feb 16-18. http://www.simplay.net/papers/ADifferentLunch04.pdf

Mead, G.H. (1934). Mind Self and Society (pp. 152-154). Chicago: The University of Chicago Press.

Noggle, M. (2005) A Novel Simulation for the Literature Classroom,
http://www.simplay.net/LOW/papers05/novel_simulation.pdf

O'Toole, J; Burton, B and Plunkett, A, 2005, Cooling Conflict Pearson Longman, Australia

Prensky, M. (2001) Digital game based learning. New York: McGraw-Hill

Shelton, B.E. (2002) Augmented Reality and Education: Current Projects and the Potential for Classroom Learning New Horizons for Learning http://www.newhorizons.org/strategies/technology/shelton.htm (viewed 20/8/07)

Salen, L.and Zimmerman, E. Rules of Play, Game Design Fundamentals, The MIT Press, Cambridge and London, 2003.

Shaw, C. and Mendeloff, D. (2006) Connecting students internationally to explore post-conflict peacebuilding. International Studies Association Proceedings. San Diego, CA. March.

Vincent, A. and Shepherd, J. (1998) Experiences in teaching Middle-East politics via Internet-based Role-Play Simulations. Journal of Interactive Media in Education. 1998 (11) http://www-jime.open.ac.uk/98/11

Winnicott, D.W. (1980) Playing and Reality. Middlesex England: Penguin.

Websites:

Website 1 Wikipedia: avatar: http://en.wikipedia.org/wiki/Avatar_%28virtual_reality%29 (viewed 20/8/07)
Website 2 Wikipedia: Augmented reality: http://en.wikipedia.org/wiki/Augmented_reality (viewed 20/8/07)
Website 3 http://www.cs.cmu.edu/afs/cs.cmu.edu/user/mue/www/magiceye.html (viewed 20/8/07)
Website 4 http://smg.media.mit.edu/projects/HearAndThere/ (viewed 20/8/07)
Website 5 http://www.youtube.com/watch?v=lkTMMJZI65M&eurl=http%3A%2F%2Fblogs%2Eopen%2Eac%2Euk%2FMaths%2Fajh59%2F010445%2Ehtml (viewed 20/8/07)
Website 6 http://www.youtube.com/watch?v=rsTm-nsJcJk&mode=related&search (viewed 20/8/07)
Website 7 http://www.youtube.com/watch?v=AWrbDFRNMEA&mode=related&search (viewed 20/8/07)
Website 8 Part 1 http://www.youtube.com/watch?v=Mm60ZIVnXZw&mode=related&search (viewed 20/8/07)
Part2 http://www.youtube.com/watch?v=FX2VTr-r2sc&mode=related&search (viewed 20/8/07)
Website 9 http://maps.google.com/help/maps/streetview/ (viewed 20/8/07)
Website 10 http://education.mit.edu/ar/ (viewed 20/8/07)
Website 11 http://isites.harvard.edu/icb/icb.do?keyword=harp (viewed 20/8/07)
Website 12 http://www.ims.tuwien.ac.at/media/documents/publications/Imagina-AR_EducationPaper.pdf (viewed 20/8/07); see also 7 Things You Should Know About Augmented Reality
http://connect.educause.edu/library/abstract/7ThingsYouShouldKnow/39384?time=1187613787 (viewed 20/8/07)






Sunday, 27 April 2008

RIP Andrew Vincent

Dr Andrew Vincent of Macquarie University, pioneer role play designer (Middle Eastern Politics Simulation), died on Saturday April 5th in Beirut. Middle Eastern Politics Simulations [MEPS] has a 20 year history and has been used in a many institutions, world-wide. 20 years later, past students can still recall the powerful learning experience provided by MEPS. Unfortunately Dr Vincent did not publish much on his work. This may be the only one which he describes the power of online role play simulation; A Vincent, J Shepherd, Experiences in Teaching Middle East Politics via Internet-based Role-Play Simulations Journal of Interactive Media in Education, 1998 - www-jime.open.ac.uk http://www-jime.open.ac.uk/98/11/vincent-98-11-paper.html

Here are some video clips from his students after playing MEPS. 1 2 3 4

Here are a few posts which I have about him in the past.1 2 3 4 5

Wednesday, 23 April 2008

Spaghetti bridge



Monday, 21 April 2008

(Dis)Honesty of Quotation

By Steve Mirsky

In this podcast, Steve exposed one of the trick of propaganda

examine the writings of somebody you want to smear and then selectively quote those portions that appear to make your point


This case in point is Ben Stein's Expelled.

Toward the end, Stein reads the following quote from the book Descent of Man: “With savages, the weak in body or mind are soon eliminated. We civilized men, on the other hand, do our utmost to check the process of elimination. We build asylums for the imbecile, the maimed and the sick. Thus the weak members of civilized societies propagate their kind. No one who has attended to the breeding of domestic animals will doubt that this must be highly injurious to the race of man. Hardly anyone is so ignorant as to allow his worst animals to breed.”


Is Darwin giving Nazis' philosophical support? The answer lies in what followed the quote as Steve finds out:
from Descent of Man: “The aid which we feel impelled to give to the helpless is mainly an incidental result of the instinct of sympathy, which was originally acquired as part of the social instincts, but subsequently rendered, in the manner previously indicated, more tender and more widely diffused. Nor could we check our sympathy, even at the urging of hard reason, without deterioration in the noblest part of our nature. The surgeon may harden himself whilst performing an operation, for he knows that he is acting for the good of his patient; but if we were intentionally to neglect the weak and helpless, it could only be for a contingent benefit, with an overwhelming present evil.”


Whereis academics value citation, quotation and citation honesty seems to be more important than just quoting.

Sunday, 20 April 2008

The success of serious games is tied to single-player, not multi-player

By Clark Aldrich

While Clark is one of my respected experts in this area, I have to respectfully disagree with him. Depending on angle, I can argue that ALL exercises in training and education is a form of role play. From the 'pure' mathematical exercise of solving an algebraic equation (the student is playing the role of a 'computer'), to problem solving in medical training (the student playing the role of a medical doctor). The exception may be the trade-based apprenticeship.

We learn from role playing since we were very young. Traditional formal education has done a wonderful job of removing human's basic instinct of modeling and role playing.

Classroom role play is VERY different from computer-mediated role playing. (Believe me, I know. I have seen hundreds of online role play simulations created, deployed and debriefed.) I can provide evidences to argue against all of these 7 points
* Everyone is on their best behavior.
* People are reluctant to try risky new strategies.
* The logistics of setting them up is expensive and brittle.
* People can go through them once or twice, but then the players get bored.
* There is little consistency. Some people take them seriously, some do not. Friday afternoon role-plays are different than Monday at 10 am.
* There is little ability for rigorous after-action-reviews (also called debriefings).
* They allow people to play-out existing techniques and strategies, neither learning new ones nor rigorously practicing old ones.

While designing solo serious games are difficult, designing valid, engaging and delivering REAL learning online role play simulations are not easy as well.

My partner Roni Linser has just finished a paper in which he describes the key design principles of successful online role plays. I am including a version of his paper here.



The Magic Circle - Game Design Principles and Online Role-play
Simulations


Abstract



The paper is an exploration of the 'magic' inherent in role-play simulations in educational contexts. It
compares and analyses a range of on-line role-play simulations used in higher education in a variety of disciplines highlighting the structural design and objectives of such role-play games, and in particular, it scrutinizes the game design principles that have been employed. As part of the new generation of educational technologies the use of such role-play is steadily increasing but very few guidelines exist as to how to translate educational goals and desired outcomes into game objectives and processes. Our paper provides a few such guidelines born out of the research and experience of creating such games
.

1. Introduction: ICT and Education


Innovative approaches to teaching are proliferating at academic and training institutions as the impact of information and communication Technology (ICT) becomes widespread. One approach, that of experiential learning, is particularly interesting because of the transformation ICT impose on such experience. The virtual environments made possible by ICT have enabled communicative interactions that not only transcend certain spatial and temporal limitations but have also enabled the creation of new types of spacesand potentialities attractive to business, education and the entertainment industries.

For educational endeavors, the potentialities of the new spaces for learning had a number of effects, including changes to the role of the teacher and the nature of authority (Linser, Waniganayake & Wilkes 2004), the de-centering of the learning process and the separation of the learning space from the institutional space that provides learning spaces. (Linser 2004a) While teaching is still about the transference of knowledge, understanding and skills, the de-centering of the learning process, has meant that teachers have sought, and are still seeking, new pedagogic designs that would leverage the power of the new ICT and with which they can confront their shifting role in education.

One particular pedagogical strategy within the experiential learning approach, the use of games, role-plays and simulations, has long been used both institutionally in formal learning (Akilli 2007) as well as in informal acquisition of social knowledge understanding and skills. Informally, from childhood to adulthood we learn about our society through various forms of games and role-plays. Indeed from a socio-psychological perspective, the conceptual understanding of social roles, their acquisition and maintenance is a critical theoretical component in understanding how we become who we are and the relations we form with the world around us. (Lynch 2007, Turner 1990, Biddle 1986, Winnicott 1980, Holland 1977, Giddens 1979, Goffman 1969, Mead 1934)

However, where as modern commercial games, role-plays and simulations using ICT are rapidly becoming the entertainment industry's most lucrative product, educational use of these seems to considerably lag behind.
There may be many reasons for this, both theoretical and practical, including the failure of educators to understand the structural constraints of the different media used in the games, virtual worlds and simulations they choose to use as instructional tools. (Ip 2006, Linser & Ip 2005)

Fortugno and Zimmerman argue that the reason for the failure of games to take off as educational tools is to a large extent a failure of educators to understand game design and of game designers' failure to understand pedagogical concerns. (Fortugno & Zimmerman 2005) Similarly in his conclusion Akilli points out that while instructional designers need to pay more attention to game design principles, there are in fact very few guidelines to be followed. (Akilli 2007) The rest of the paper explores precisely those game design principles to which educators need to pay more attention in designing role-play simulations with pedagogical intent. The paper thus focuses on those critical game design features highlighting theirimplications for role-play-simulations aimed at achieving learning objectives.

2. Games, Simulations and Role-plays: Artificial Systems and Rules

Salen and Zimmerman define games as artificial systems in which players engage in conflict, defined by rules and resulting in quantifiable outcomes. Four salient features emerge from this definition: artificiality, conflict, rules, and quantifiable outcomes. They argue that while games and role-plays share the key features that define them as games, they are different in one critical respect. Whereas games have a priori quantifiable outcomes, role-plays do not necessarily have such outcomes. Thus they maintain that role-plays seem to be a limiting case to their definition. They do however concede that it depends on the framework from which role-plays are understood. (Salen & Zimmerman 2003)

They argue that what games and role-plays share is that they are artificial systems, requiring players to interact according to a priori rules in a contest or in conflict. As artificial systems, so the argument goes, they thus set both temporal and spatial boundaries between 'real life' and the artificial life of the game. In crossing the boundary from the real world to the game players thus find themselves in what Salen and Zimmerman call the Magic Circle. They insist that there is 'in fact' a distinct boundary between the artificial world of the game and the real life contexts that it intersects. Crossing the boundary means one is within the frame that communicates ˜this is play, a space that is separate from that of the real world. (Salen & Zimmerman 2003)

The notion that games are artificial systems is particularly interesting as it also closely ties up with the idea of simulation, which in our perspective is also further associated with educational role-plays. A 'simulation' in our definition is an artificially dynamic and closed systemic environment in which a particular set of conditions is created according to a priori rules in order to study or experience something that exists or could exist in reality. In computer simulations (and indeed simulation type games) the a priori rules are predefined algorithms that determine the output or outcomes of the system.

For pedagogical purposes a role-play is rather closer to a simulation as defined above. The reason is that to the extent that the acquisition of real world knowledge, understanding and skills by students are pedagogical objectives, a role-play designed with this purpose in mind is an attempt to simulate processes, issues and conditions that exist in the real world. A role-play simulation game in our definition is thus a dynamic artificial environment in which human 'agents' interact by playing roles with semi-defined characteristics, objectives and relations (social rules) to one another and within a specified scenario (set of conditions).

Given this understanding, the first major issue is that in role-plays, if not in games generally, the boundary between the space of the real and the space of playing is more porous than Salen and Zimmerman suggest in relation to games. In games generally, players take on the roles inherent in the game “ black or white in Chess, goalkeeper, center forward in Soccer, chief or emperor in Civilization, commanders, medics and soldiers in America's Army Special Forces. The rules of the game specify precisely what each role in the game may or may not do, what powers they posses, and how to deploy their powers “ they are completely within the game even if they model real world roles. The only link to the real world is the meta-understanding of what it means to follow a rule “ and in computer games this is already embedded as predefined algorithms that enable the types of actions made available to players. The Magic Circle players experience in entering a game can thus be
conceptualized as separable from reality.

In contradistinction in order to play a role in a role-play simulation, a player must ask himself/herself two questions. Firstly ˜how should this role act? i.e. what are the characteristics of the role that would lead the role to act in one-way rather than another? And secondly the player must ask ˜how should I play this role? i.e. what do I know about these characteristics and how would I act if I had these characteristics?


In the cognitive and emotive resonance between these two questions of identity and action, between imagination and experience, the boundaries of play and reality become less distinct. (Linser 2004a) Players have to insert their knowledge and understanding of the real world into the game. And it is precisely this, in the reflective process set up between the real and imaginary, that makes role-plays such an effective tool for pedagogy. When players enter the magic circle in a role-play they insert this understanding of the real and the reflective process of identity into the space of the game. This enables the integration of the experience in the game to impact on understanding of the real. It is where the magic happens - the space where the ah ha I get it!!! experience of realization blooms.

While a sharp distinction between the ˜real world and ˜the world of playing a game may serve the purpose of entertainment, it is problematic for education in which knowledge and understanding of, and skills for, ˜real life is hopefully what pedagogical purposes are attempting to achieve.

The second major issue in applying game design principles to role-plays with pedagogical intent is that the rules for a role-play have two different senses that set them apart from games in general. Salen and Zimmerman argue that rules of games specify constraints to action that must be adhered to in order for the game to remain a game. In contradistinction, the rules that govern role-plays, to the extent that they simulate real world processes, have both social rules that may or may not be followed and game rules that specify what cannot be done and what must be done to achieve outcomes and objectives within the game.

These two related issues, the porous boundary of role-play simulation games and the double sense of rules mean that the Magic Circle to which players enter in educational role-plays is not the same as the one they enter in games. It retains more of the reality to which it pertains than games generally do. By the same token it also means that in designing role-plays for education not only is it problematic to simply import game design principles, but also these principles have to be implemented differently.

3. Analysis and Comparison of Online RPS

In what follows a series role-play simulations are compared on the basis of how their design places players in a position to meet learning objectives. These RPSs were all used in higher educational institutions in different disciplines. Due to space limitation only immediately relevant aspects of the design are described.

Case 1. At the University of Melbourne Political Science department a series of RPS were created and run with undergraduate students over a period of 10 years. (Linser & Naidu 1999, Linser & Ip 2001, Linser 2004b) The pedagogical objective of these was to motivate students to acquire knowledge of conditions, processes and states of affairs in various international relations arenas; to understand the issues and problems faced by leaders; and to acquire some research skills. The game objective or outcomes however were open ended and described as ˜pursuing the interests of your roles as defined by the role profile ( role profiles were a set task that each role had to complete before entering the Magic circle “ a right of initiation. Each role had to decide what interests and objectives they should pursue. Once entered each participant could read all profiles (apart from the hidden agendas which only the moderators could read.) Almost all roles were real world leaders, not fictional ones, and were played by groups of 2-4 students collaborating on research of the role, deciding what the role should do in responding to emerging circumstances and what the role should initiate given the role profile.

Initially, having entered the Magic circle roles had to respond to a scenario written by the moderators on the basis of real events. Once underway roles initiated and responded to events created by other roles according to how they understood the role would act under these conditions. The only rules defined were: a. that all violent action had to pass moderator approval; b. that all events in the real world during the RPS could only be entered as historical precedents to action in the simulation if they did not contradict already given events that occurred in the simulation; c. that within the Magic circle (i.e. during play) all roles had to remain in character though they could develop new behaviours; and d. that a minimum of 2-5 messages a day, 5 days a week, had to be entered by the role.



Designing the game to meet pedagogical objectives meant that roles were specific personalities taken from the real world; that the scenarios that provided the context were also real with a few fictional elements; that the objectives were open-ended objectives; and that the rules of interaction (social rules) were open ended as they are in the real world. In this sense these RPS were more simulation than game.

Two other political science simulations, Venezuela” at the Institute of Social Studies (ISS) in The Hague (Hintjens 2005) and Afghanistan at Wichita State University (Shaw & Mendeloff 2007), both run a number of times, are worth noting. The Venezuela  simulations at the ISS had a very similar design structure to the ones run at the University of Melbourne, with open-ended game objectives, very few rules and reality-based roles. On the other hand the Afghanistan  simulation in Wichita was designed with the very specific game objective of developing a policy document for Afghan reconstruction. The rules of the game were also very specific, ordering the activity of the roles; specifying the exact steps to be taken; and an exact timetable of when they should be taken. Finally all the roles were functional but fictional. The focus was on developing policy from certain functional perspectives rather than allowing roles to develop characteristics that might influence how such a policy might be framed and developed as in The Hague's RPS and at Melbourne.

Case 2. At the Saskatchewan Institute of Applied Science and Technology (SIAST) in Regina, Canada a RPS for nursing students was developed and run three times. (Nelson & Blenkin 2007) The pedagogical objective was to support skill development in managing difficult behaviors strongly influenced by medical conditions that lead to such behaviors. The corresponding game objective was to appropriately respond to a scenario in which a patient's death caused instability in a fictional care facility. Students played either patient roles “ that initiated and exhibited such behaviors “ or staff roles that responded and collaborated in addressing the initial scenario and subsequent behaviors of ˜patient' roles. Unlike the Political Science RPS at Melbourne and The Hague, the roles were completely fictional and functional (e.g. 34 year old nurse with history of substance
abuse or 40 year old male psychotic patient.) Though roles did have personal names and students were instructed to create fictional characteristics, the rules stated that the medical conditions of roles had to be played based on research. Also unlike the political science RPS the rules were more specific “ each role was given certain tasks that had to be completed in specific ways.

Case 3. A role-play simulation based on a novel, The Scarlet Letter, run twice at Caldwell community College in Hickory North Carolina for an English Literature course (Noggle 2005), was designed with the pedagogical objective of familiarizing students with the novel and the core values and mores of Puritan society in the period in which the novel was set. Students played the characters in the novel. The game objective was to find out whether given these Puritan values and mores, an alternative ending to the novel could be created and if so what would be the consequences. The rules and roles of the game were defined and constrained on the basis of the novel 's setting but remained open as to how these were to be interpreted and played out.

Case 4. At TAFE Gippsland in Australia a role-play simulation was designed for a staff development project with the dual purpose of acquainting teachers with the idea of RPS and with enabling understanding of sexual harassment issues in higher educational institutions. In this RPS the roles were functional, though each role was also given specific characteristics like in the nursing RPS. But unlike the nursing RPS and closer to the Political Science RPS, the rules were open-ended allowing players to choose how they would act out their part. However given the scenario of a higher educational environment it was expected that the players would use their knowledge of university life and follow the appropriate social rules and procedures. So while fairly flexible in terms of how roles should be played, the constraints as to what was appropriate relied on the social rules imported from reality.

Case 5. A number of similar role-plays for students in an Instructional Technology course at Appalachian State University in North Carolina were designed with the pedagogical objective of familiarizing students with online role-play simulations. Unlike the Political Science RPS where the game objectives were different for the different roles, the game objective was to research and draft a document about implementing new technology in a higher education institution. All the roles were functional and their characteristics mostly defined by players.

Case 6. At Headmark University college in Norway a role-play was designed for a course in International Crisis Management Communication and Collaboration. The learning objectives included providing students with tools  to better understand cross-cultural and intercultural issues that may give rise to miscommunication and/or misunderstanding. It was also intended to provide participants with awareness and experience of problems and communication breakdowns using English rather than their mother tongue. The simulation was thus designed to enable an exploration of typical issues and problems that arise in intercultural collaboration. (Linser, Ree-Lindstad & Vold, 2007). While some roles were fictional like the Nursing simulations at SIAST, other roles were reality-based as in the political science simulations at Melbourne and ISS in The Hague. Unlike all the simulations above, the design of the simulation included two different scenarios, an earthquake in Turkey and a Refugee Camp on the Sudanese/Eritrean border, and each participant played 2 different roles corresponding to each of the scenarios. The game objective in both scenarios was to mange the crisis depicted in these scenarios. Some roles were given specific instructions to create communication misunderstandings so that other roles would need to find ways to overcome these in order to meet the pedagogical objective of the role-play. Like the political science simulations, very few rules were specifically defined allowing the social rules to become the main focus. Indeed it was these social rules that were the designed target that participants had to understand given the pedagogical objective.

Case 7. Finally a series of RPS developed and implemented at the US Army War College were designed with the pedagogical objective of exercising high-level officers in strategic thinking. Like the Instructional Technology and Afghan simulations, it had very specific game objectives of developing policy from certain pre-defined functional and organizational perspectives. In some, roles did not even have names but where known by their organizational position e.g. Intelligence Liaison Officer. Further like the Afghan RPS an exact time-table of activity and rules for interaction was provided leaving very little room for creative maneuvering as the political science simulations at Melbourne or the Sexual Harassment simulations had done.

4. Principles of Design for RPS: What Worked and What Did Not?

Nearly all role-plays described above included questionnaires designed to get student feedback on their experience after the end of play. The overall perception by students was that role-plays were useful for learning. However, when analyzing the level of engagement in the different role-plays by comparing the quantity and quality of interaction in the different designs four salient issues corresponding to the main design
features that comprise a game become evident.

Firstly, role-plays that had overt conflict between roles tended to be much more engaging to players. All the political science role-plays apart from Afghanistan  highlighted the conflict between roles. Conflict was also a feature build into the relations between roles in the Sexual Harassment, The Scarlet Letter and Crisis Management role-plays. The Afghanistan  role-play where the functionality of roles and cooperation to draft a proposal was highlighted resulted in less enthusiasm and engagement. Similarly, the Instructional Design simulations at Appalachian State University and the strategic thinking RPS at the US Army War College where the game objective was to cooperate in order to draft a document also resulted in less engagement and enthusiasm.

Designing conflict into role-play simulations, as in games, seems to raise the level of engagement by participants.

The Nursing simulation at SIAST however had no overt conflict built into the role-play yet students still remained highly engaged. One explanation could be that playing clients and nurses intrinsically sets up adversity, as the first group creatively engages the second in manifesting behavioral problems that the second group has to creatively manage. But there may be other factors involved both in design and administration of a role-play that also contribute to greater engagement.

Secondly, it became clear that greater flexibility in game objectives, i.e. Limiting quantifiable outcomes of the game; was associated with higher levels of engagement and motivation. This seems to go against the idea that games require quantifiable outcomes if one allows role-play simulations to count as games. Creating a document as a game objective (a quantifiable outcome i.e. 1 document) in the Afghan, Instructional design, and strategic thinking RPS were all associated with lower levels of engagement as opposed to the rest where open ended game objectives were designed into the role-plays, including the Nursing RPS. In this latter RPS, greater flexibility in game objectives may be a contributing factor to the levels of engagement despite the absence of overt conflict.

Designing open-ended game-objectives, where participants decide the objectives they pursue in role-play simulations seems the better design strategy to elicit engagement.

Thirdly, the more stringent the game rules that were imposed the less students felt engaged but on the other hand when the RPS design required attending to the social rules of the game as game rules, the greater the sense of creative engagement. All the political science RPS, apart from the Afghanistan one, were designed with very few game rules governing interaction. Participants negotiated role relationships according to how they perceived their role should act. This was also true in varying degrees in the Scarlet Letter, Sexual Harassment, Crisis Management, and Nursing RPS. The Instructional Design, Afghanistan and strategic thinking RPS had more formal game rules imposing constraints on the interaction between roles and how game objectives were to be achieved.

Allowing social rules to act as game rules governing interaction to achieve game objectives thus seems to be associated with more creative engagement. Conversely the association to such engagement is weaker in designing formal game rules governing the interaction.

Fourthly, the greater link of roles to real world personalities, rather than functional or fictional personalities the more research and engagement that took place. The political science and Venezuela role-plays all used real world personalities for almost all roles as opposed to all others role-plays discussed above. Both Conflict Management and the Scarlet Letter role-plays used a very small number of real world personalities as roles but like the Nursing, Sexual Harassment and Instructional Design RPS, the greater majority were fictional characters. But in these, all roles were given some information about each of the roles upon which to construct the role's personality. The strategic thinking RPS based the roles on functions within an organization “ so that in some of these RPS the roles did not even have personal names but something like Intelligence Liaison DD  “ seemed the least engaging.

The issue of designing roles as real world personalities goes to the heart of the porous boundary between the real world and game world of role-plays. Ultimately it is an issue of identity. The experience of playing chess, perhaps hones strategic skills, but very little if anything about the White role. Playing Civilization, which bases the role of chief on historical leaders, or a medic in America's Army, moves the emphasis closer to reality but like Chess the emphasis is on honing skills within the game “ the world outside the game bears little impact on the game. Playing a real world personality in role-plays not only refers the players to their knowledge, understanding, skills and experience in reality but more significantly to a reflexive process between their identity as a role and their real world identity. The Magic Circle into which they enter in a role-play simulation
game is magic because they are both inside and outside the game examining and acting on their ˜other' self.

It should be emphasized that every role-play simulation will have the principles of artificiality, conflict, and rules embedded in the design. The issue is not that they are irrelevant but that they need to be applied differently in role-play simulation games with pedagogical intent. The mix between formal game rules and social rules, between the artificial and the real and between pre-determined game objectives and quantifiable outcomes on the one hand, and flexible game objectives that are decided by players as roles, on the other, needs to lean towards the second of these oppositions for role-plays to be more engaging.

In summary, highly structured rules that are essential to games seem have been somewhat counter-productive in role-plays; on the other hand, leaving participants to identify and/or define the social rules of the interaction in the game exhibited greater appropriate engagement. Moreover, while quantifiable outcomes and specific objectives that have to be reached, seem to lower engagement in role-plays, open-ended outcomes are associated with higher engagement. Finally, the more functional and abstract were the roles as opposed to roles based in reality, the less enthusiasm for the playing.


5. Concluding Remarks

While there is no panacea method to developing game objectives and process from pre-defined pedagogical goals, in role plays clear relations to the realities being studied seems to motivate students more. Perhaps because the more obvious the relations to reality, the more students feel they are engaged in a productive enterprise of learning. Yet it is clear that like all games, role-play simulations are artificial and there is a boundary between the real and the game. However, the Magic Circle that requires players to traverse the boundary between reality and the game, to be both inside and outside the game simultaneously, enables players to do and say things they would not otherwise do or say, to be both self and ˜other', and consequently
to integrate the experience to meet pedagogical objectives in an engaging manner.

For educational purposes the Magic Circle in role-play simulations is magic precisely because of the inter-penetrability of reality and game boundaries. While clear separation of the two is perhaps what makes games an appealing endeavor and commodity in the commercial and entertainment industries reproducing it in designing role-play games with pedagogical intent seems counterproductive.

For educational purposes to maintain engagement and motivation the design needs to be more attuned to the learning opportunities inherent in the inter-penetrability of reality and game boundaries “ in other words the more research into roles and social rules a player conducts vis-Ã -vis their role and the more they insert these into the role play, the more engaging it becomes and the more opportunities that open up to learn about the real from playing a role.

Perhaps role-play simulations are not games, but they certainly feel like they are upon entering the magic-circle.

References

Akilli, G. K. (2007) Games and Simulations: A new approach in Education? In Gibson, D. Aldrich,C., and Prensky M. (eds.), Games and Simulations in Online Learning: Research and Development Frameworks, Information Science Publishing Hershey PA, 1-20

Biddle, B.J. (1986) Recent Developments in Role Theory. Annual Review of Sociology 1986 12:67-92

Fortugno, N., & Zimmerman, E. (2005) Learning to Play to Learn - Lessons in Educational Game Design. 2005.
Retrieved 7 April 2008, from: http://www.gamasutra.com/features/20050405/zimmerman_01.shtml

Goffman E. (1969) Where the Action Is Allen Lane, London 41

Giddens, A. Central Problems in Social Theory, The Macmillan Press, London, 115-120

Hintjens, H. (2005) Quixotic Moves online: Simulating Conflict and Democracy in Action in Venezuela. LoW05 Proceeding of the League of Worlds Conference, 2005, League of Worlds, Melbourne, Retrieved 7 April 2008, from:
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Holland, R. (1977) Self and Social Context, The Macmillan Press, London, 81-163

Ip, A. (2006) Why Commercial Off the Shelf Games Will Not Work in Education? And What is the Alternative? Pedagogical Design of Education Games - What Makes a Game Educational? Special Group Workshop in the Proceeding of ICCE 2006, The 14th International Conference of Computers in Education, ICCE, Beijing China.

Linser, R. (2004a) Suppose you were someone else... the learning environment of a web-based role-play simulation. SITE 2004 Society for Information Technology and Teacher Education 15th International Conference Proceedings, AACE, Norfolk VA.

Linser, R. (2004b) Predictive Power of Role-play Simulations in Political Science: Experience of an e-Learning tool.
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Linser, R., & Ip, A. (2005) Imagining the World: The Case for Non-Rendered Virtuality - the Role Play Simulation Model. AusWeb05 The Eleventh Australasian World Wide Web Conference, AusWeb, 2005. Retrieved 7 April 2008, from: http://ausweb.scu.edu.au/aw05/papers/refereed/ip/index.html



Linser, R., Ree-Lindstad, N. & Vold, T. (2007) Black Blizzard “ Designing Role-play Simulations for Education. International Educational Technology Conference Proceedings, 2007 Nicosia, North Cyprus, May 3rd-5th. Retrieved 7 April 2008, from: http://www.simplay.net/papers/BlackBlizzard07.pdf

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Tuesday, 15 April 2008

How will you spend 3 Tillion dollars?

This website gives you a chance to spend that much money.

I assume I were a US citizen and tried to do the following:

$2.5T Make poverty History

OR

$952.1B (universal health care for every American - 300M people)
$420B to overhaul of the nation’s energy infrastructure to switch it to solar
$100B (%5B per year for 20 years) to teach every man, woman and child on the planet to read
$10B Increase sustainable Organic Produce in the US
$3M for Non-Violent Leadership Training for 10 Million Leaders (10 years)
$3M [The last item is too cheap! Add a similar amount to donate to UN for them to spend]

Well it is too hard to spend 3 Tillion dollars.

What will you do?

Friday, 11 April 2008

$50 interactive white board

From TED.com



From youTube.com


The software is available from his website (http://www.cs.cmu.edu/~johnny/projects/wii/).

ps Another interesting Johnny's project is "Poor man's steadicam"

Wednesday, 9 April 2008

Collaboration; wiki or email

Monday, 31 March 2008

How to build Stongehenge without machine?

via BoingBoing

Thursday, 27 March 2008

AnswerTips

My blog is now enabled with . Double any word, you will be shown the definition or fast facts powered by Answers.com. Hope you like it.

Regenerative human organ

Future is definitely going to be very different. CBS reports new medical development which allows damaged parts by regrowing from own cells.

Tuesday, 4 March 2008

Collaboration and its fractal

(1) We usually think of collaboration as students group together to solve, collaborative, a problem. I can visualize this as a problem (or course) as at the centre with students working around it.

(2) When we are faced with a problem, we would try to find information related to the problem in order to find a solution. It is an inverse of the visualization above. A student is at the centre with different information surrounding him/her to solve a his/her problem.

(3) However, it is important to note that the simplistic visualization of (1) is inaccurate because each student in (1) also brings in a lot of information. So each student should be a visualization similar to (2).

The simplistic visualization of (2) is also inaccurate because each piece of information was a problem because and has been solved collaborative by a group of people. Hence each information in (2) should be replaced by (3).

Collaboration is a fractal recursion of information/problem/solution with people.

Do you agree?