June 25-29, 2007 Vancouver BC, Canada - Association for the ...

June 25-29, 2007 Vancouver BC, Canada - Association for the ... June 25-29, 2007 Vancouver BC, Canada - Association for the ...

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PRE-CONFERENCE TUTORIALS & WORKSHOPS Monday, June 25, Afternoon, 1:30 PM - 5:00 PM W5: An Afternoon of Play: Introduction to Video Game Literacy (bring your laptop) Katrin Becker, University of Calgary, Canada Abstract Not sure if games are good or bad for us? Not sure how much of what you hear is hype and how much is real? Want to know what it is that has your students so preoccupied? For many of today’s generation, digital games are replacing television as leisure activity and hype about games for learning in school settings is once again increasing. Digital games have become at least as much a part of our culture as television was to previous generations and so, it behoves us to become familiar with the medium, but where can a novice go to get some experience? Games are no longer trivial so how are we to know where to start? Come join me in this two part tutorial and get a first-hand look at some of the games of interest to educators and see how Serious Games are having an impact on teaching and learning. Part one will introduce you to the field of serious games, some of what we already know about how games teach and some of the challenges to the use of games in the classroom. Part two will offer participants a hands-on opportunity to gain game literacy through play. Objectives - Participants will come away from this tutorial with: • An overview of some of the advantages and challenges associated with the use of digital games in the classroom. • An increased ability to talk about video games from an informed perspective to form new connections between today’s learners and teachers. - Participants will have an opportunity to: • Become familiar with some of the game terminology and genres of digital games. • Be introduced to specific games of potential interest in educational contexts. • Learn how to play a selection of popular ‘E’ and ‘T’ rated games with other novices. Take-aways: CD containing slides from the talk, lists of all games and links to their official websites, an annotated list of resources for more information (books, articles, websites), an off-line copy of the presenters’ Serious Games Pathfinder website, several freeware games. Outline - What are games doing now? • 1.1 Prologue View: “PBS Video Game Revolution” Excerpts from the 2005 PBS special will start at 1:30 sharp and play while people are getting settled - Introduction and Introductions • 1.2 Presentation: What’s All The Buzz? Brief overview of the day’s tutorial, and (depending on audience size) introductions or a series of questions to be answered collectively. [who are you; why are you here; what you hope to get out of it; what is your experience with games;] - Case Study 1: A Simple Message • 1.3 Presentation & Hands On: Why Use Games? Hands on: play with September 12 Facilitator will ‘lead’ the play demo, followed by brief discussion of how something like this might be useful. - Case Study 2: Getting Fancy • 1.4 What Can Games Do? A Look at Several Games through game trailers, official websites, etc. In a few cases the games will be demo’d live (like Oregon Trail). How many of the listed games are examined depends on the audience and the available time. • Games & Official Websites • Trailers/Video clips • and much more! - Hands-on (please bring your laptop) The purpose of the hands on section is to give participants an opportunity to play games in a supportive environment. Participants will be asked to play together in groups so they can help each other and share ideas. The number of sites and games experienced depends on the audience and the available time. During this time questions about where and how video games could be used in the classroom are discussed. -Welcome to the Arcade: Hands On, Q & A, Discussion • WhyVille.com , World of Monkey Island , Hungry Red Planet , Civilization III, DDR (Dance Dance Revolution): • Food Force, The Typing of the Dead • Animal Crossing; New Super Mario Bros. Phoenix Wright; Trauma Center; Electroplankton; Sims 2, Tetris, Mario Kart - Debriefing: Where does that leave us? • Presentation Where to Find; How to Assess; Opportunities for further play • Teachers Evaluating Educational Multimedia [UK] (TEEM) • Games Parents Teachers • GameCritics • MobyGames Prerequisites People with little or no first-hand experience using (playing) modern video games. Note: online gambling and games like Solitaire are sufficiently different from commercial video games that they don’t count as experience. Intended audience: Teachers, Administrators, Academics, Tech Support (pretty much anyone involved in use of, maintenance of, decisions surrounding the use of technology in formal education). Intended Experience Level Beginner Instructor Qualifications Katrin Becker taught Computer Science (CS) at the University of Calgary for 23 years and is currently a Doctoral Candidate in Educational Technology studying instructional design of video games. Her innovations in teaching CS have been internationally recognized and her current work breaks new ground in the theoretical landscape of digital game based learning by using a reverse engineering approach to uncovering instructional design principles in existing successful games. Katrin is uniquely positioned to bring expertise and literacy in both CS and educational research to bear on the question of how and what people learn in digital game based environments. She’s been using digital games to teach since 1998, designed and taught one of the first Digital Game Based Learning courses for an Education faculty, and has published widely in both CS education and digital game design and use for learning. These days she also spends some of her time helping teachers and others gain games literacy so they can see the educational potential of video games for themselves. Tutorials are indicated by a T# and have a lecture/demonstration format. Workshops are indicated by a W# and are primarily hands-on sessions. We advise early registration for all Tutorials and Workshops due to limited space available. 14

ED-MEDIA Committees STEERING COMMITTEE Chair: Carmel McNaught, Chinese Univ. of Hong Kong, Hong Kong; Chair (2002-2008) Alan Amory, Univ. of KwaZulu-Natal, South Africa (2004-2007) Grainne Conole, Univ. of Southampton, UK (2005-2008) Paul De Bra, Eindhoven Univ. of Technology, Netherlands (2005-2008) John Hedberg, Macquarie Univ., Australia (2005-2008) Joseph Luca, Edith Cowan Univ., Australia (2006-2009) Gary Marks, AACE, USA Susan Metros, The Ohio State Univ., USA (2004-2007) Elaine Pearson, Univ. of Teesside, UK (2006-2009) Griff Richards, Simon Fraser Univ., Canada (2004-2007) Malcolm Ryan, University of Greenwich, UK (2006-2009) Don Sheridan, Univ of Auckland, New Zealand (2005-2008) PROGRAM COMMITTEE Program Co-Chair: Craig Montgomerie, Univ. of Alberta, Canada Program Co-Chair: Jane Seale, Univ. of Southampton, UK Tutorial/Workshop Chair: John Hedberg, Macquarie Univ., Australia Panels Chair: Don Sheridan, Univ of Auckland, New Zealand Esma Aïmeur, Univ. de Montréal, Canada Tel Amiel, Univ. of Georgia, USA Alan Amory, Univ. of KwaZulu-Natal, South Africa Trish Andrews, Rangelands Australia, Australia Eun-Ok Baek, California State Univ. San Bernardino, USA Michael Barbour, Univ. of Georgia, USA Sue Bennett, Univ. of Wollongong, Australia Madhumita Bhattacharya, Massey Univ., New Zealand Laura Bock, Simon Fraser Univ., Canada Paul Bohman, George Mason Univ., USA Raj Boora, Univ. of Alberta, Canada Chris Brook, Edith Cowan Univ., Australia Mark Brown, Massey Univ., New Zealand Renee Cambiano, Northeastern State Univ., USA Lorenzo Cantoni, Switzerland Patricia Carlson, Rose-Hulman Institute of Technology, USA Maiga Chang, National Science and Technology Program fo e-Learning, Taiwan Yaowen Chang, Teacher College, Columbia Univ., USA Irene Linlin Chen, Univ. of Houston Downtown, USA Elizabeth Anne Christo-Baker, Univ. of Toledo, USA Barnard Clarkson, ECU, Australia Gráinne Conole, Univ. of Southampton, UK Ben Daniel, Virtual Learning Community Research Group, Canada Christian Depover, Univ. de Mons-Hainaut, Belgium Gail Derrick, Regent Univ., USA Erik Duval, Belgium Jorma Enkenberg, Univ. of Joensuu, Savonlinna, Finland Yoram Eshet, Israel Margaret Farren, Dublin City Univ., Ireland Alejandro Fernandez, LIFIA - Universidad Nacional de La Plata, Argentina Ryan Flynn, Univ. of Greenwich, UK Monique Fuchs, Wentworth Insitute of Technology, USA Denis Gillet, Swiss Federal Institute of Technology in Lausanne (EPFL), Switzerland Tim Green, California State Univeristy, Fullerton, USA Nuno Guimaraes, Univ. of Lisbon, Portugal Thorsten Hampel, Univ. of Paderborn, Germany Barry Harper, Univ. of Wollongong, Australia Stylianos Hatzipanagos, King's College London, UK John Hedberg, Macquarie Univ., Australia Eva Heinrich, Massey Univ., New Zealand Denis Helic, IICM, TU Graz, Austria Rachelle Heller, George Washington Univ., USA Michael Herczeg, Univ. of Luebeck, Germany Jan Herrington, Univ. of Wollongong, Australia Janette Hill, Univ. of Georgia, USA Paula Hodgson, LMI Academy, Hong Kong Phil Holifield, Univ. of Central Lancashire, UK Stefan Hrastinski, Jönköping International Business School, Sweden Sheila Jagannathan, The World Bank Institute, USA Jennifer Jilks, retired, Canada Alan Jones, Univ. of Teesside, UK Tricia Jones, Univ. of Michigan, USA Nitya L. Karmakar, Univ. of Western Sydney, Australia Toshinobu Kasai, Okayama Univ., Japan Akihiro Kashihara, Japan Abtar Kaur, Open Univ. Malaysia, Malaysia Robert Kemm, Physiology Department, The Univ. of Melbourne, Australia David M Kennedy, Hong Kong Mike Keppell, Hong Kong Institute of Education, Hong Kong Linda Kieffer, Eastern Washington Un iversity, USA Joris Klerkx, Katholieke Univ. Leuven, Belgium Piet Kommers, Univ. of Twente, Netherlands Tony Koppi, Univ. of New South Wales, Australia Georgios Kouroupetroglou, Univ. of Athens, Greece Poonam Kumar, Saginaw Valley State Univ., USA Paul Lam, The Chinese Univ. of Hong Kong, Hong Kong Geoffrey Lautenbach, South Africa Tracey Leacock, Simon Fraser Univ., Canada Susan Rachel (Suki) Lechner, Technion, Israel Institute of Technology, Israel Chul-Hwan Lee, Univ. of Pittsburgh, USA Insook Lee, Sejong Univ., Korea (South) Geraldine Lefoe, Univ. of Wollongong, Australia Eric Zhi-Feng Liu, National Central Univ., Taiwan Min Liu, USA Lori Lockyer, Australia Joseph Luca, Edith Cowan Univ., Australia Brian Mackie, Northern Illinois Univ., USA Gary Marks, AACE, USA Hermann Maurer, Graz Univ. of Technology, Austria Iain McAlpine, The Univ. of New South Wales, Australia Mark McMahon, Edith Cowan Univ., Australia Carmel McNaught, Hong Kong Michael Meire, Katholieke Univ. Leuven, Belgium Christina Metaxaki-Kossionides, Univ. of Thrace, Greece Susan Metros, The Ohio State Univ., USA Tanja Mitrovic, Univ. of Canterbury, New Zealand Craig Montgomerie, Univ. of Alberta, Canada John O'Donoghue, Faculty of Health, UK Ron Oliver, Australia Meg O'Reilly, Australia Betul Ozkan, Long Island Univ., USA Elaine Pearson, Univ. of Teesside, UK Samuel Rebelsky, USA Thomas Reeves, The Univ. of Georgia, USA Griff Richards, E-Learn 2005 Program Chair, USA Riccardo Rizzo, Italian National Research Council, Italy Joan Robson, Retired from ACU, Australia Regina Royer, Salisbury Univ., USA Malcolm Ryan, Univ. of Greenwich, UK Steve Ryan, Centre for Learning Technology, UK Demetrios Sampson, Greece Jaime Sanchez, Chile Jason Schenker, Research Center for Educational Technology, Kent State Univ., USA Nick Scherbakov, IICM, TU Graz, Austria Vijayakumar Shanmugasundaram, Concordia College, USA Donald Sheridan, Univ. of Auckland Business School, New Zealand Gavin Sim, Univ. of Central Lancashire, UK Rod Sims, Knowledgecraft, Australia Stephen Sorden, Northern Arizona Univ., USA Elsebeth Korsgaard Sorensen, Aalborg Univ. Dept. of Communication, Denmark J. Michael Spector, USA Sribhagyam Srinivasan, Lamar State College-Orange, USA Lars Svensson, Univ. West, Sweden Karen Swan, Kent State Univ., USA Akira Takeuchi, Kyushu Institute of Technology, Japan Ivan Tomek, Acadia Univ., Canada Leo Valdes, Vision Office, Canada Mark van 't Hooft, Research Center for Educational Technology, USA Duan vanderWesthuizen, Univ. of Johannesburg, South Africa Katrien Verbert, Katholieke Univ. Leuven, Belgium Ellen Walker, Hiram College, USA Simon Walker, The Univ. of Greenwich, UK Stephan Weibelzahl, National College of Ireland, Ireland Edgar R. Weippl, Vienna Univ. of Technology, Austria Craig Zimitat, Griffith Univ., Australia 15

PRE-CONFERENCE TUTORIALS & WORKSHOPS<br />

Monday, <strong>June</strong> <strong>25</strong>, Afternoon, 1:30 PM - 5:00 PM<br />

W5: An Afternoon of Play: Introduction to Video Game Literacy (bring your laptop)<br />

Katrin Becker, University of Calgary, <strong>Canada</strong><br />

Abstract<br />

Not sure if games are good or bad <strong>for</strong> us? Not sure how much of what you hear is<br />

hype and how much is real? Want to know what it is that has your students so preoccupied?<br />

For many of today’s generation, digital games are replacing television as<br />

leisure activity and hype about games <strong>for</strong> learning in school settings is once again<br />

increasing. Digital games have become at least as much a part of our culture as television<br />

was to previous generations and so, it behoves us to become familiar with <strong>the</strong><br />

medium, but where can a novice go to get some experience? Games are no longer<br />

trivial so how are we to know where to start? Come join me in this two part tutorial<br />

and get a first-hand look at some of <strong>the</strong> games of interest to educators and see how<br />

Serious Games are having an impact on teaching and learning. Part one will introduce<br />

you to <strong>the</strong> field of serious games, some of what we already know about how<br />

games teach and some of <strong>the</strong> challenges to <strong>the</strong> use of games in <strong>the</strong> classroom. Part<br />

two will offer participants a hands-on opportunity to gain game literacy through play.<br />

Objectives<br />

- Participants will come away from this tutorial with:<br />

• An overview of some of <strong>the</strong> advantages and challenges associated with <strong>the</strong><br />

use of digital games in <strong>the</strong> classroom.<br />

• An increased ability to talk about video games from an in<strong>for</strong>med perspective<br />

to <strong>for</strong>m new connections between today’s learners and teachers.<br />

- Participants will have an opportunity to:<br />

• Become familiar with some of <strong>the</strong> game terminology and genres of digital<br />

games.<br />

• Be introduced to specific games of potential interest in educational contexts.<br />

• Learn how to play a selection of popular ‘E’ and ‘T’ rated games with o<strong>the</strong>r<br />

novices.<br />

Take-aways: CD containing slides from <strong>the</strong> talk, lists of all games and links to <strong>the</strong>ir<br />

official websites, an annotated list of resources <strong>for</strong> more in<strong>for</strong>mation (books, articles,<br />

websites), an off-line copy of <strong>the</strong> presenters’ Serious Games Pathfinder website,<br />

several freeware games.<br />

Outline<br />

- What are games doing now?<br />

• 1.1 Prologue View: “PBS Video Game Revolution” Excerpts from <strong>the</strong> 2005<br />

PBS special will start at 1:30 sharp and play while people are getting settled<br />

- Introduction and Introductions<br />

• 1.2 Presentation: What’s All The Buzz? Brief overview of <strong>the</strong> day’s tutorial, and<br />

(depending on audience size) introductions or a series of questions to be<br />

answered collectively. [who are you; why are you here; what you hope to get<br />

out of it; what is your experience with games;]<br />

- Case Study 1: A Simple Message<br />

• 1.3 Presentation & Hands On: Why Use Games? Hands on: play with<br />

September 12 Facilitator will ‘lead’ <strong>the</strong> play demo, followed by brief discussion<br />

of how something like this might be useful.<br />

- Case Study 2: Getting Fancy<br />

• 1.4 What Can Games Do? A Look at Several Games through game trailers,<br />

official websites, etc. In a few cases <strong>the</strong> games will be demo’d live (like<br />

Oregon Trail). How many of <strong>the</strong> listed games are examined depends on <strong>the</strong><br />

audience and <strong>the</strong> available time.<br />

• Games & Official Websites<br />

• Trailers/Video clips<br />

• and much more!<br />

- Hands-on (please bring your laptop)<br />

The purpose of <strong>the</strong> hands on section is to give participants an opportunity to play<br />

games in a supportive environment. Participants will be asked to play toge<strong>the</strong>r in<br />

groups so <strong>the</strong>y can help each o<strong>the</strong>r and share ideas. The number of sites and<br />

games experienced depends on <strong>the</strong> audience and <strong>the</strong> available time. During this<br />

time questions about where and how video games could be used in <strong>the</strong> classroom<br />

are discussed.<br />

-Welcome to <strong>the</strong> Arcade: Hands On, Q & A, Discussion<br />

• WhyVille.com , World of Monkey Island , Hungry Red Planet , Civilization III,<br />

DDR (Dance Dance Revolution):<br />

• Food Force, The Typing of <strong>the</strong> Dead<br />

• Animal Crossing; New Super Mario Bros. Phoenix Wright; Trauma Center;<br />

Electroplankton; Sims 2, Tetris, Mario Kart<br />

- Debriefing: Where does that leave us?<br />

• Presentation Where to Find; How to Assess; Opportunities <strong>for</strong> fur<strong>the</strong>r play<br />

• Teachers Evaluating Educational Multimedia [UK] (TEEM)<br />

• Games Parents Teachers<br />

• GameCritics<br />

• MobyGames<br />

Prerequisites<br />

People with little or no first-hand experience using (playing) modern video games.<br />

Note: online gambling and games like Solitaire are sufficiently different from commercial<br />

video games that <strong>the</strong>y don’t count as experience.<br />

Intended audience: Teachers, Administrators, Academics, Tech Support (pretty<br />

much anyone involved in use of, maintenance of, decisions surrounding <strong>the</strong> use of<br />

technology in <strong>for</strong>mal education).<br />

Intended Experience Level<br />

Beginner<br />

Instructor Qualifications<br />

Katrin Becker taught Computer Science (CS) at <strong>the</strong> University of Calgary <strong>for</strong> 23<br />

years and is currently a Doctoral Candidate in Educational Technology studying<br />

instructional design of video games. Her innovations in teaching CS have been<br />

internationally recognized and her current work breaks new ground in <strong>the</strong> <strong>the</strong>oretical<br />

landscape of digital game based learning by using a reverse engineering<br />

approach to uncovering instructional design principles in existing successful<br />

games. Katrin is uniquely positioned to bring expertise and literacy in both CS and<br />

educational research to bear on <strong>the</strong> question of how and what people learn in digital<br />

game based environments. She’s been using digital games to teach since 1998,<br />

designed and taught one of <strong>the</strong> first Digital Game Based Learning courses <strong>for</strong> an<br />

Education faculty, and has published widely in both CS education and digital game<br />

design and use <strong>for</strong> learning. These days she also spends some of her time helping<br />

teachers and o<strong>the</strong>rs gain games literacy so <strong>the</strong>y can see <strong>the</strong> educational potential<br />

of video games <strong>for</strong> <strong>the</strong>mselves.<br />

Tutorials are indicated by a T# and have a lecture/demonstration <strong>for</strong>mat. Workshops are indicated by a W# and are primarily hands-on sessions.<br />

We advise early registration <strong>for</strong> all Tutorials and Workshops due to limited space available.<br />

14

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