David M. Marcovitz suggests that public education has not changed very much in the last 100 years, in spite of information and communication technology (ICT). Is ICT simply…
Abstract
David M. Marcovitz suggests that public education has not changed very much in the last 100 years, in spite of information and communication technology (ICT). Is ICT simply another educational fad or will it have a lasting impact on K-12 education? Lisa C. Yamagata-Lynch and Sharon Smaldino maintain there have been several examples of effective uses of technology in K-12. However, the inability of public schools and higher education to properly train teachers has severely limited the success of using computer technology in most public schools. Sharon Tettegah, Diana Betout, and Kona Taylor describes cyber-bullying, as a phenomenon that is creating difficulty for educators and has led to the humiliation of many students across the nation. David Williamson Shaffer and Kurt D. Squire argue that researchers of educational technology should study Pasteur's Quadrant for “use-inspired basic research” to create better models to evaluate educational practices and the use of technology. John Keller and Matthew J. Stuve discuss teacher quality, a topic that has taken on greater importance since NCLB. They also talk about the use of “teacher as brand” as a construct to further affect teacher quality. In connection, branding has been a very successful venture in the commercial context.
David Williamson Shaffer and Kurt D. Squire
In his book Pasteur's Quadrant, Donald Stokes (1997) argued that research projects can be described by their contributions to theoretical understanding and the solution of…
Abstract
In his book Pasteur's Quadrant, Donald Stokes (1997) argued that research projects can be described by their contributions to theoretical understanding and the solution of practical problems. Building on this model, scholars have suggested that educational research should focus more or less exclusively on what Stokes called “use-inspired basic research.” With this move has come a focus on projects with the potential to create systemic change – and the concurrent devaluation of naturalistic studies of learning in context and design research to develop innovative educational interventions. We argue that this current predilection is based on a fundamental misreading of the processes through which scientific investigation addresses practical problems, and (more important) is counter-productive for the field of educational technology. To make this case, we look more closely at the operationalization of Stokes’ quadrant model in the field of education, suggesting that its short-term focus on systemic change is based on a misunderstanding of history. We use Latour's (1983) study of Pasteur to suggest an alternative lever model for the research-based transformation of educational practices through educational technologies. By way of illustration, we use a brief example of a research project in educational technology to ground a discussion of the broader implications of this alternative conceptualization of the process of education research.
A growing number of educators are turning to games for a model of next‐generation learning environments. To date, there has been a lack of critical inquiry into what kind of…
Abstract
Purpose
A growing number of educators are turning to games for a model of next‐generation learning environments. To date, there has been a lack of critical inquiry into what kind of learning occurs through game play, and how games get learned by their players. Aims to plug this gap
Design/methodology/approach
This paper is a critical study of Viewtiful Joe, a cult‐classic sidescrolling 2D fighting game for the Nintendo Gamecube. Noted for its difficulty, Viewtiful Joe is an interesting case because, as a fighting game, it embodies many of the principles fundamental to the medium, most of which are missed by educators illiterate regarding the medium. It shows the cognitive complexity that goes into a fighting game, as well as a cutting‐edge example of how to manage that complexity. Far from button‐mashing, success in Viewtiful Joe requires the player to learn to read the game symbol systems, understand Viewtiful Joe's capacities, and see potential interchanges between them.
Findings
The paper analyzes how Viewtiful Joe is structured to balance flow and novelty, encourage players both to develop new skills and to master those they have. Finally, the paper examines how learning occurs through game play as an activity system, using player‐generated FAQs to analyze how gamers represent their practice and suggest theories of expert game practice.
Originality/value
Central to this paper is the argument that playing Viewtiful Joe is a performative act, where declarative knowledge, while clearly present for players, is secondary to players' ability to see and do in real‐time.
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Diana Betout is a graduate student at the University of Illinois, Department of Curriculum and Instruction. She is studying teacher education. She plans to pursue her career as an…
Abstract
Diana Betout is a graduate student at the University of Illinois, Department of Curriculum and Instruction. She is studying teacher education. She plans to pursue her career as an elementary teacher.
Proposes to look at how many designers and researchers have become interested in how videogames can serve as forms of cultural expression beyond entertainment alone.
Abstract
Purpose
Proposes to look at how many designers and researchers have become interested in how videogames can serve as forms of cultural expression beyond entertainment alone.
Design/methodology/approach
The study is based on views from the videogame industry and the educational system.
Findings
This article suggests that both the videogame industry and the compulsory educational system are engaged in commensurate crises. The videogame industry is creatively rich but risk‐averse, motivated primarily by wealth and reinforced by its own success. The education establishment is bureaucratic and self‐effacing, endorsing the production of complacency over challenge. With videogames and education caught in similar ruts, to support change in one means endorsing a revolution in the other.
Originality/value
Compares the videogame industry with the educational establishment and suggests ways in which the videogame industry can assist education.
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This paper aims to describe innovations at the Games + Learning + Society Center to explore the future of education.
Abstract
Purpose
This paper aims to describe innovations at the Games + Learning + Society Center to explore the future of education.
Design/methodology/approach
This paper is an overview of several published studies and design interventions.
Findings
Commercial partnerships, particularly generating copyrightable materials can maximize impact and diversify research funding, but they also run counter to the culture and purpose of many research universities.
Research limitations/implications
Researchers interested in forging new partnerships to maximize impact might explore relationships with commercial entities but be aware that they are running counter to the grain of most institutions and goals. Other universities of different sizes, ages and orientations may have different results.
Practical implications
Building private partnerships requires different staffing and skill sets than traditional research. Guidance for staffing key roles and projects are provided.
Originality/value
This paper is a reflection on unique research initiative that generated revenue and helped shape a subfield of education.
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This paper (published in two consecutive issues of On the Horizon) aims to contextualize research on games for learning by describing the current drivers of innovation in learning…
Abstract
Purpose
This paper (published in two consecutive issues of On the Horizon) aims to contextualize research on games for learning by describing the current drivers of innovation in learning technologies situated within broader trends in open educational publishing.
Design/methodology/approach
The paper begins with an overview of changes, driven largely by technology in educational technology and publishing. Using massively open online courseware as an example, it describes how these factors are aligning to challenge the status quo. Next, it provides a brief discussion of changes in higher education more generally, including changes in education as a marketplace, reductions to state funding for education and changes in the research enterprise, particularly the rapid growth of the scientific enterprise and leveling off of federal support.
Findings
The paper pivots to describe the most recent chapter of over 15 years of work within the Games + Learning + Society (GLS) Center, which has sought to create innovative models of learning, innovative models for funding and conducting research in light of these challenges, and innovative ways of engaging the public.
Practical implications
The assumption driving GLS (and this paper) is that rather than wait for these changes to happen to us, educational technologists can help drive the future by creating it. A good way to get the kinds of learning systems we want is to go about creating them and seeing what works. During this time, GLS developed and released over a dozen game-based learning titles, raised US$10,000,000s in grants and contracts, graduated over 30 doctoral students and post docs, spun out multiple companies, created materials in use by 10,000s (or more) students across the world, and helped build a nascent field of games and learning.
Originality/value
The paper pivots to describe the most recent chapter of over 15 years of work within the GLS Center, which has sought to create innovative models of learning, innovative models for funding and conducting research in light of these challenges and innovative ways of engaging the public.
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Charlotte Ryan and Gregory Squires
We argue that by conducting systematic research with communities rather than on communities, community-based research (CBR) methods can both advance the study of human interaction…
Abstract
We argue that by conducting systematic research with communities rather than on communities, community-based research (CBR) methods can both advance the study of human interaction and strengthen public understanding and appreciation of social sciences. CBR, among other methods, can also address social scientists’ ethical and social commitments. We recap the history of calls by leading sociologists for rigorous, empirical, community-engaged research. We introduce CBR methods as empirically grounded methods for conducting social research with social actors. We define terms and describe the range of methods that we include in the umbrella term, “community-based research.” After providing exemplars of community-based research, we review CBR’s advantages and challenges. We, next, summarize an intervention that we undertook as members of the Publication Committee of the URBAN Research Network’s Sociology section in which the committee developed and disseminated guidelines for peer review of community-based research. We also share initial responses from journal editors. In the conclusion, we revisit the potential of community-based research and note the consequences of neglecting community-based research traditions.
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Constance Steinkuehler and Kurt Squire
This brief introductory paper aims to outline seven key principles for educators thinking about life in a continuously partial virtual world.
Abstract
Purpose
This brief introductory paper aims to outline seven key principles for educators thinking about life in a continuously partial virtual world.
Design/methodology/approach
The seven educational design principles are based on observations of both successes and failures the authors have encountered in their work as the “Games, Learning and Society” (GLS) Initiative.
Findings
The seven principles of virtual world cultures that educators should address (if not capitalize on) are: ubiquitous access to information, overlapping copresences, collective intelligence, learners as information producers and not just consumers, authentic participation, learners as designers of messages, and student autonomy.
Practical implications
Already, inside and outside of classrooms, students participate in virtual worlds of their own choosing with genuine consequence for what and how they learn. As such virtual spaces/communities become increasingly ubiquitous to work and play, traditional power structures in schools fall under increasing pressure. This brief paper provides initial heuristics that educators might use to design compelling curricula that take for granted that students will access online content whenever they so please.
Originality/value
Rather than advocating the effort to continue firewalling out the digital world and cultures of today's youth, the paper suggests building on them.