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a forum for the uses of videogames in advertising, politics, education, and other everyday activities, outside the sphere of entertainment
ABOUT About This Site - RSS Feed Ian Bogost (editor) Gonzalo Frasca (editor emeritus) SPONSORS
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E3: Education Arcade, year 2 in brief May 19, 2005 - by Ian Bogost E3 is busy this year. It took literally an hour to park even at the very start of the day. I ran a workshop on in-game advertising on Tuesday (which I'll post about later), so I couldn't attend the Education Arcade this year. Last year I covered the conference extensively. Nevertheless, I managed to catch one session, on using Neverwinter Nights for education. Click through for my notes (special thanks to Cyprien Lomas and Mark Wagner for letting me in on their SubEthaEdit notetaking session). Case Studies: Neverwinter Nights Philip Tan, Media Development Authority Russell Francis, Oxford University Among the learning objectives of the game, Russell included geography, trade and employment, social class, gender relations, slavery, family obligation, and communication. In one hour of class play, Russell wanted to see how the students would model the complex social system of an 18th century colony. Of special interest was how to develop a games-based pedagogy around Revolution and apply it to learning outcomes. Russell borrowed criteria from the New London Group's multiliteracies pedagogy (which, incidentally, Jim Gee was a part of). This included four criteria, roleplay leading to situated learning, drawing out tacit knowledge, production, and critical framing. He was interested in how the game could telegraph social roles in the 18th century colony, especially the restrictions based on rank or social status. Russell found that the play experience underwrote a meaningful discussion of abstract concepts afterward. To demonstrate this, he had the students synthesize this learning in other ways. He by having students write a diary of a character in the game, but then moved to a machinima diary -- a great success. Russell also pointed out that the machinima diaries and their constituent artifacts could become platforms for further learning or discussion email to friends, or share the assets for creating machinima diaries or other artifacts. Alice Leung, BBN Technologies Leung also took advantage of the NWN user community, finding free third party data-logging software that allowed them to record every action a person takes, their location, and their communication with one another. This was critical for later assessment. Peter Gorniak, MIT Media Lab But robots present numerous other challenges, including just getting them built and functional. For this reason, Peter moved over to games, and specifically NWN, of which he was an avid fan. Peter articulated three problems of situated speech and demonstrated his very cool hacks of NWN to create AI agents in the game to try to perform well in each situation. Situated speech covers cases where we can't know what the speaker means unless we know the situation they are in. Type 1: Ambiguity of form (what was said?) Type 2: Ambiguity of reference (what are they referring to?)Demo: "unlock this chest" (standing by a wooden chest). With two chests in the room, the agent disambiguated by the position of the speaking character. Type 3: Ambituity of intention (what do they want) POST A COMMENT
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