css.phpAll posts by Robert O. Duncan

I'm an Assistant Professor of Behavioral Sciences at City University of New York, with joint appointments in Neuroscience and Cognitive Neuroscience. I also have an appointment as a Visiting Scholar at New York University. My research interests include cognitive neuroscience, functional magnetic resonance imaging, glaucoma, neurodegenerative disorders, attention, learning, memory, educational technology, pedagogy, and developing games for education.

GAME ON FOR INFORMATION LITERACY!

Maura Smale, Associate Professor and Chief Librarian at the New York City College of Technology (CUNY), has developed Game On for Information Literacy, a brainstorming card game to help librarians foster information literacy and library instruction. The game is a modification of What’s Your Game Plan?, a card game that teaches instructors the basics of game-based learning. Considering how easy it is to generate and distribute these games via the web, perhaps the academic community should build a portal for instructors to design their own domain-specific games like the popular Cards Against Humanity?

Design and Development of Educational Technology Course from MITx on EDx

Getting up to speed on the history of education theory, and keeping up with recent developments in pedagogy is not easy, especially if you are a new Assistant Professor saddled with many tasks. It might also be difficult to learn how to become an excellent instructor if you are an Adjunct Professor, commuting from college to college. There is now a free online course created at MIT and produced by EDx to help educators understand active learning, inquiry-based learning, and integrating technology into the classroom in a meaningful way. The online course, MITx: 11.132x Design and Development of Educational Technology, runs asynchronously throughout the year, and you only need to sign up on EDx to participate. Despite the Course Overview, the course itself is more about pedagogy than actual technology.

COURSE OVERVIEW

To be effective, educational technologies must be designed based on what we know about how people learn. This course explores educational technologies, outlines the theories that influenced their development, and examines their use. We walk you through this exploration through video interviews with experts in the field, readings on educational theories and approaches, activity breaks where you try out ideas yourself, assignments where you put those ideas into practice, and the course-long project which you will develop into a product pitch. This course does not emphasize grades, but instead leverages the rich community we will create in the forums to provide peer feedback. At the end of the course, if you put real effort into the materials and activities, you will have a final project that can be part of an ed tech portfolio. This will demonstrate your level of understanding of the affordances and challenges of educational technology.

https://www.edx.org/

Intel’s Two5six Scholars program helps bring women and people of color to videogames

At Kill Screen’s recent Two5six festival, the company introduced the Game Academy, which included workshops sponsored by Intel and led by the beginner-friendly teachers at Code Liberation.

twp5six-group-shot

The goal was to get participants to take the first steps to becoming creators themselves. In the hands-on workshop, scholars learned to use Construct 2, a program that helps people create games without code. The participants were 30 diverse “game scholars,” who were selected for their interest in the game industry, background, identity and level of gaming experience. Those with little to no programming skills weren’t just accepted; they were downright championed.

“The first time someone opens up Photoshop without ever having seen it before is overwhelming,” said UX designer and Code Liberation instructor Caroline Sinders, who led a Game Academy workshop. “And that’s true for Construct 2.” She said, “Even with a background in coding or design, learning any sort of new software can be challenging, hence our decision to choose a wide variety of applicants with a wide range of skills.”

to engender real social change

One of Sinders’ top priorities is maintaining a perfect balance of fun and frustration while teaching, rendering game-making as just another game you can conquer with hard work. According to Lee Machen, Intel’s Director of Developer Relations, because frustration was built into the learning process, participants needed to possess a certain level of character. He said the ideal Two5six scholar was eager to learn and make a difference.

Machen said technology can be interesting on its own, but how people use it, what they do with it, is where it gets thrilling and meaningful to our lives. When a wider variety of people learn to use and push technology, the possibilities open up.

“We also believe diversity in our workforce and our industry is critical to achieving the greatest success,” he said. “Someone who brings a variety of fresh perspectives that will in turn inspire the rest of us.” The scholars who gathered that Sunday didn’t disappoint, demonstrating how a (mostly) homogenous industry can excel when it encourages everyone to participate.

Two5Six scholars included children’s science fiction writer Katherine Burke, whose work in educational publishing sparked her interest in video games. She noticed the medium pushing more boundaries in the area than even print or video. “The workshop was a great nuts-and-bolts introduction to the Construct 2 environment — like examining game design through a magnifying lens,” Burke said, “while the festival was like getting grabbed by the talons of an eagle and flown over the game design landscape, with a bird’s-eye view of the horizon in every direction.”

Gina Sipley, an academic studying digital literacy, saw the workshop as a way to further develop her understanding of games into a teaching tool. She’s already making plans to use what she learned at Game Academy in her own classroom of community college students. Sipley said that the workshop’s emphasis on smart prototyping helped her see “the advent of gaming as an opportunity to develop a new, multimodal literacy that is at once visual, verbal and experiential.”

“So the question is how can games facilitate the development of essential literacies, for both academic and professional advancement, but more importantly to engender real social change?” she asked.

Miguel Melendez, a scholar and Kill Screen intern, noted that “diversity” goes beyond gender and race to include “people with various outlooks, personalities, career paths.”

Jessica Gutierrez, another workshop attendee, agrees. “There were ladies making games there who could’ve been my grandmother,” she said. “That was especially inspiring for me, since in the Hispanic community, game-making isn’t considered a ‘real career’ and my own grandmother sees this passion of mine as just another hobby.”

The Two5six Game Academy is a positive step forward in increasing the industry’s diversity, but there’s still a lot of room for improvement. Creating safe spaces for burgeoning but otherwise shunned creators remains essential.

“Why do a group of diverse women (ages, races, interest) come together and start an educational program? Why do we teach on the weekends or after work?” asked Caroline Sinders, the Code Liberation instructor.

“Because we are dedicated to creating safe spaces for women and marginalized groups to learn in. Because the world we exist in is very hostile to women and minorities, and we need to do something about it,” she said.

Worlds inside video games are as varied and colorful as the real world outside. As part of a larger look at diversity in our world, this series explores the talent behind and in front of the games people play.

Intel’s Two5six Scholars program helps bring women and people of color to videogames – Kill Screen – Videogame Arts & Culture..