WIRED for Success: Digital Games, Simulations and Virtual Worlds for Language and Literacy Instruction Stacy Williams, Ph.D. SpeechPathology.com November 19, 2008 Presentation Overview • • • • • Participants will describe the differences and similarities of digital games, simulations, and virtual worlds Participants will identify a variety of digital environments and their potential use in language and literacy intervention. Participants will explain the importance of immersive computer mediated environments such as immersive virtual reality, digital games, and virtual worlds and their application to language and literacy instruction. Participants will be able to identify and discuss the critical components necessary for creating effective digital learning environments. Participants will analyze and discuss possible digital solutions to enhance traditional language and literacy instruction DIGITAL GAME TECHNOLOGY Test Your Knowledge Do you play video games? 1. Yes 2. No Test Your Knowledge Do you use video/on-line games in therapy? 1. Yes 2. No Test Your Knowledge Sixty-five percent of American heads of households play computer and video games 1. True 2. False Digital Games aka Computer and Video Games • • • • Competition / Conflict Rules / Constraints Outcomes / Goals Fun Competition/Conflicts • • • • • • • Play against another player (competition) Play against the system (obstacles) Play on a team (cooperation) Gauge for how you are doing Motivational Too hard: You give up! Too easy: Get bored! Rules and Constraints • • • • Limits behaviors Structure game activity Equality and fairness Playing a game = Accepting the rules Outcomes and Goals • • • • • To win To avoid losing Play as long as possible Achieve the highest score To “Beat the Game” Fun • Balance between too easy and too hard • Balance between too many constraints and too few • Immersing yourself into another world or another character • Achieving goals • Beating the other guy • Learning Digital Games are a way of life • Kids play video games regularly – Age 2-7 play 42 minutes/day – Age 6-12 play 56 minutes/day – Age 13-17 play 78 minutes/day (Gentile and Walsh, 2002) • Most kids play video games – 92% of kids play video or computer games (National Institute On Media and the Family, 2001) • Low income kids play computer games at home – Games are a primary reason for using computers (Jackson et al., 2005) Play Movie So, why digital games in language and literacy intervention? Baby Boomers Generation X Generation Y Age: 45-65 Age: 25-45 Age: 5-25 TV generation Computers The web Typewriters Email Mobile devices Memos Early video games Instant messaging Online communities Video games Popular Mechanic Magazine (1950) X Generation Technology Y Generation Technology Virtual (Z) Generation Generation Y and Generation Z (The Virtual Generations) • Three out of four teenagers are on-line • 93% of teenagers are computer users • Time spent on the Internet is for entertainment purposes • Emailing, instant messaging and gaming is done by the majority of children eight and older So, why digital games in language and literacy intervention? • Games are engaging and motivating – Individualized experience – Challenging – Rapid feedback – Goal oriented – Socialization Test Your Knowledge Less than fifty percent of frequent gamers play computer and video games with friends 1. True 2. False Test Your Knowledge The average game player age is 10 years of age 1. True 2. False Test Your Knowledge Most parents believe that games are not a positive part of their child’s life 1. True 2. False TEST YOUR KNOWLEDGE: Identify The Top Reason Parents Play Video Games With Their Children: 1. 2. 3. 4. 5. Because they are asked to It’s a good opportunity to socialize with the child It’s fun for the entire family It’s a good opportunity to monitor game content None of the above Motivation • Fantasy • Curiosity • Challenge Digital game types • • • • • • • Action Adventure Role Play Strategy God Sports Puzzle Seven Questions to Ask Before Using a Video Game/Virtual Sim In the Classroom 1. Is the game’s cognitive load appropriate for your students? 2. Is the game easily modifiable? 3. Does the game align with your standards (local, state, national)? 4. Can the game present useful outcomes within a short time period? 5. Does the game train or teach? 6. Does the game track player progress? 7. Are the graphics and gaming quality on par with contemporary entertainment titles? Rice, J. (2005) http://edugamesblog.wordpress.com/2008/08/25/seven-questions-to-ask-before-using-a-video-game-in-the-classroom/ Current Language and Literacy Digital Games • Examples (http://www.riverdeep.net/portal/page?_pageid=336,1&_dad=portal&_schema=PORTAL) – Shavian reversals Reading Skill Dev. http://www.earobics.com/gamegoo/gooey.html http://www.tvokids.com/framesets/gamePicker.html http://pbskids.org/lions/games/ http://www.bbc.co.uk/schools/laac/story/sbi.shtml http://www.kidport.com/ On-line Storybooks http://www.sesameworkshop.org/pinkydinkydoo/podcast_main.php Authors & Books http://www.scholastic.com/kids/games.htm Writing http://www.readwritethink.org/materials/comic/index.html http://readwritethink.org/materials/mystery_cube/ http://www.harcourtschool.com/activity/trophies/writing_detective/WD_E_4_2_pre.HTM http://www.fen.com/studentactivities/WallOfWords/wow19.html http://www.bbc.co.uk/schools/spellits/ad_menu_flash.shtml • Comparisons http://www.ubi.com/US/Downloads/Info.aspx?dlId=55 ~ Alion " "",ong" Hunt - Window< Intorn ol b plo,"r @D · 4. hllp:l!www.o..ob i...co m!g .m ogoo!g.m <>/.lion/ ..h.htm l www.Twe~~~ How can I make games? • Off the shelf – Repurpose • Mod existing games – Far Cry – Neverwinter Nights • Build games from scratch – Flash – C++ • Use game building applications – Game Builder SIMULATION TECHNOLOGY Definition: Simulation Imitating or estimating how events might occur in a real situation. It can involve role playing without the aid of technology, or combinations. The value lies in placing users under realistic conditions, that change as a result of behavior of others involved so the user cannot anticipate the sequence of events or the final outcome. Examples: Actors for training medical residents Flight Simulators Driving Simulators War Games SimCity VICSR What Does Virtual Reality Mean to You????? Strengths and Weaknesses of Simulations • • • • • • • • • Strengths Contextual learning Real life challenges Meaningful Repeated learning Safe environment Motivating Challenging High levels of critical thinking and problem solving Generalization • • • • Weaknesses Costly Difficult to achieve immersion Potential physical side effects associated with computer generated environments Consistency difficult with use of actors Virtual Reality and Situated Learning Paradigms Situated Learning Paradigm: (Lave, J. & Wenger, E. 1991) • • • • • • Practice-based approach with routine, everyday activities Dynamic and interactive learning environment Learning occurs in context Community of learners Potential for improving generalization of knowledge and skills when compared to traditional learning paradigms Studies have found that VR training following a situated learning approach have improved the acquisition and retention of knowledge in comparison with traditional lecture. (Grantcharov et.al, 2004) Situated Learning and Presence Presence: • • • Presence is the extent to which the user feels present in an artificial environment rather than the immediate physical environment (Steuer 1992) A sense of immersion or presence in an actual scenario is CRITICAL for creating a situated learning environment Variables that contribute to high degrees of presence are visual, auditory and interactivity capabilities for an optimal learning environment Pilot Survey Data Targeting Patient Use of Virtual Reality Simulations The purpose of the patient survey was to determine the following information: • What motivates patients to participate in speech, language and hearing therapy? • What motivates patients to practice their therapy strategies outside the therapy environment? • What are patients’ initial perceptions of immersive virtual reality speech therapy? • How do patients currently use computers in therapeutic and daily environments? Virtual Reality Survey Data for CHSC Patients (n=19) • • • • • • • • • • Enjoy Traditional Therapy Play games Helps me communicate better Easy to talk to people Fun Helps me do better in school Enjoy VR Therapy Enjoy computer games Fun to experience Help provide strategies in uncomfortable situations • Fun to learn in a new way • Real life applications • Real time feedback • • • • • • • Dislike Traditional Therapy Gets boring Speech homework One hour therapy is too long Transportation challenges Expensive Timing and inconvenience • • • • • Dislike VR Therapy New application Expensive Lack of human touch More homework Additional data from VR Survey for CHSC Patients (n=19) Computer games utilized in therapy: 30 % YES (concepts, artic, social skills training) 70 % NO Computer use by patients: 100% 75% home 25% school 20% library 5% relative’s house Majority of that computer use was spent playing on-line games and surfing the web. The Virtual Immersion Center for Simulation Research (VICSR) Play Movie Creation of Virtual Reality Scenarios • 2 types of films were initially created: • Student training simulations • Patient use for Cleveland Hearing and Speech Center Targeted Research Group: Patients with Speech & Language Disorders – – – Implement therapeutic strategies and techniques in a variety of “real life” situations Practice techniques utilizing biofeedback technology to help control anxiety levels Demonstrate to patients the reactions of people and every day distracters in “real life” settings in a safe environment Targeted Research Group: Pre-Kindergarten Children Targeting Early Literacy Skills Investigating digital puppetry techniques • real-time/live • 3-D interactive character • Immersive environment Real-Time Animated Characters By: Michael Molinaro DEMONSTRATION Hanson Robotics Conversational Character Robots Play Movie CrazyTalk Software DEMONSTRATION http://www.reallusion.com/crazytalk/default.asp Simulations for Future Language and Literacy Intervention • Immerse students in a variety of learning environments to explore and practice (e.g. space, lost civilizations, historic moments) • Reading skill development with virtual characters and settings • Animate stories in virtual environments to experience written work • Demonstrate appropriate types of speaking in virtual environments (e.g. negotiation, persuasion, public speaking) Current Simulation Research • • • • • • • • Cerebral Palsy Motor Impairment Brain Injury Developmental Disability Psychotherapy Autism Learning Disability Fluency VIRTUAL WORLD TECHNOLOGY Test Your Knowledge: The frequency of stuttering is similar in virtual and real world conditions. 1. True 2. False Definition: Virtual Worlds A virtual world is an interactive environment accessed by multiple users through an on-line interface. Virtual worlds are also called “digital worlds”. Examples: Second Life Virtual Magic Kingdom Realmcrafter Cybertown Definition: Virtual Worlds A virtual world is an interactive environment accessed by multiple users through an on-line interface. Virtual worlds are also called “digital worlds or MMORPG”. Best for Kids Disney's Toontown Mokitown Virtual Magic Kingdom Whyville Best for Teens Coke Studios Dubit Habbo Hotel The Manor The Palace Playdo Second Life for Teens The Sims Online Sora City There TowerChat whyrobbierocks.com Yohoho! Puzzle Pirates Best for 20s - 30s Active Worlds Cybertown Dreamville The Manor Moove Muse The Palace Second Life The Sims Online Sora City TowerChat There Virtual Ibiza Voodoo Chat VP Chat VZones Worlds.com Best for Ages 40+ The Manor Moove The Palace There Traveler VP Chat Voodoo Chat Worlds.com Yohoho! Puzzle Pirates 6 Features of Virtual Worlds 1. 2. 3. 4. 5. 6. Shared Space Graphical User Interface Immediacy Interactivity Persistence Socialization/Community Virtual World Technology: Teen Second Life http://teen.secondlife.com/ Second Life is a 3-D virtual world entirely created by its Residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by millions of Residents from around the globe. Play Movie Second Life Statistics Second Life in the Classroom Play Movie Second Life in Education • • • • • • • • • Gold Rush Gold Rush! is a simulation game based on the California Gold Rush experience National Oceanographic and Atmospheric Administration The National Oceoanographic and Atmospheric Adminsitration's (NOAA) Island (SLurl) features a real-time visualisation of the US weather, a tsunami simulation , a ride through a hurricane and a simulation showing the effect of melting glaciers on the ocean level. Genome Island Developed by Professor Mary Anne Clark aka Max Chatnoir, a Professor at Texas Wesleyan University, Genome Island (SLurl) is focused on using Second Life to teach genetics. Using the building and scripting tools in Second Life, she has created laboratories where students can take part in virtual experiments that produce analyzable data. Historical Re-creations and Re-enactments, Living and Immersive Archeology Kids Connect - Collaborative performance and storytelling in Second Life The Kid's Connect project illustrates how Teen Second Life can allow kids can connect with kids in other countries and construct a connected performance while learning about other cultures. Virtual Tourism, Cultural Immersion and Cultural Exchange Global Kids' Digital Media Initiative The Global Kids project, based in New York and supported by the MacArthur Foundation, is focused on raising young people's awareness on a range of issues including human rights, the rights of the child, the environment and respecting difference. Support and Opportunities for People with Disabilities http://sleducation.wikispaces.com/educationaluses#roleplays Second Life: Language and Literacy Goals and Objectives • • • • • • • • Vocabulary Writing Research Communication Assigned Readings Creativity English as a Second Language Foreign Language Partners Virtual Worlds for Speech, Language and Hearing Intervention • • • • • • • • Socialization VOIP technology and written text Challenging Motivating RPG capability Sense of community Contextually based Creativity Current Virtual World Research for Learning • Collaborative Virtual Environments for People with Autism • Social conventions in virtual environments for ASD • English as a Second Language on a Virtual Platform • Social Networking NEW Virtual Simulation Project Advocacy • What can we do? – Be selective in what you choose and buy – Consider designing your own games • If you have an idea and can’t program seek an independent programmer-you’re the SME – Look for grant funding – Get your associations involved • Competitions Question and Answer Stacy Williams, Ph.D. [email protected] 216-368-3352 Mace Mentch, Ph.D. [email protected] 216-368-4690
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