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Bibliographies Gamification

Reading notes: The Rise of Videogame Zinesters

I just finished reading Anna Anthropy‘s most recent book on the topic of DIY games. Here is the full reference, part of my short yet growing bibliography on the subject:

Anthropy, A. (2012). Rise of the videogame zinesters : How freaks, normals, amateurs, artists, dreamers, dropouts, queers, housewives, and people like you are taking back an art form (Seven Stories Press 1st ed.). New York: Seven Stories Press.

As far as essays go, this reads like a novel. I could hardly put it down, Anna frames making games as something anyone can (and should) do, so one feels like they are the protagonist in this story. The text as a slight self-help or therapeutic slant, but I quickly got over that (it is, after all, part of the DIY you-can-do-it-too message).

Here are some of the things that stuck as really interesting:

In writing about the problem with videogames in the first chapter, Anna asks a very astute question: “what are games good for” and posits that “non-professionals” should think about games (p. 20):

because different forms are suited to different kinds of expression, and some are more effective at communicating in certain ways than others. Broadly, films and photographs are best sited for communicating action and physical detail. Novels are best suited for communicating internal monologue and ambiguity.
What are games best suited for? Since games are composed of rules, they’re uniquely suited to exploring systems and dynamics. Games are especially good at communicating relationships; digital games are most immediately about the direct relationship between the player’s actions or choices and their consequences. Games are a kind of theatre in which the audience is an actor and takers on a role – and experiences the circumstances and consequences of that role. It’s hard to imagine a more effective way to characterize someone than to allow a player to experience life as that person (p.20)

In chapter 3 further examining what are games good for, Anna establishes that “a game is an experience created by rules” (emphasis in her text). Using the games of Tag, Tetris and chess (european and viking), Anna highlights these characteristics of games, such as creating “house rules” (on-the-fly variations to a game).

In digital games, the computer keeps the rules. The computer tracks all the numbers. Digital Games therefore have much greater control over what information the players have access to, making video games capable of much greater ambiguity than board or card games. (p. 52)

This ambiguity allows for more complexity and assists in “telling stories” (id). In fact,

the format of the videogame-which lets rules be changed and introduces over the course of the experience, and which lets the author hide the causes for events and show only the effects-lends itself more easily to an overt, sustained narrative than any physical game format.
Because the rules are kept by the machine, the rules in digital games tend to be more numerous and more subtle. (p.52)
[…]
Through playing the game, the player develops a sense of the limits and subtleties of these hidden rules. This interaction between the player and the game, dependent on the game’s hiding information, gives digital games their special capacity for subtlety and nuance. (p.53)

I like the discussion surrounding folk games (like Tag), commercial games (Anna refers mostly to high-budget commercial games, such as first-person shooter games or elaborate adventure games, as the archetype of this category), role-playing games (such as in-person dungeons and dragons) and “zine” games. But you have to wait until chapter 5 (“the new videogame”) for Anna to get to talk directly about the role of the author of a game (at p. 102).

For example, in commercial games, the producer has the most impact on the narrative structure of a game, but they are the most removed from the actual creation of it as huge teams are deployed in their creation. In folk games, the author is all but forgotten, as the game has entered into our common cultural experience. Rarely are authors of games known or remembered for their contribution.

Chapter 7 (“by your bootstraps”) gets into suggested steps involved in designing a game:

Task #1: Choose a tool (p.144)
Task #2: Introduce a Character (p. 145) [the protagonist or the player]
Task #3: Teach your Character to do something (p. 146) [using the simple “subject” (player) “verb” (action) “object” (thing) structure, such as “Mario jumps over a flame-throwing flower”]
Task #4: Introduce a second Character (p. 147) which could help or hinder the player…
Task #5: Make some Noise (p. 149) [add sound effects which could assist the player understand the consequences of their actions and help narrating the story]
Task #6: Round out the player’s vocabulary (p. 150) [add more verbs that the player can use: run, throw, sink…]
Task #7: Design a level (p. 151) “I am using level to mean the sequence of events the player has to negotiate using her vocabulary of verbs”
Task #8: Finish the story (p. 154) [end, start, screens…]
Task #9: Have someone play it, then change it (p. 156)
Task #10: Distribute your game
Task #11: Make another game [better, different, experiment]

I already covered some tools (also here, in my French blog) one could use to create videogames, but Anna adds a few others (at p. 163, appendix A):
Kilk & Play the Games Factory from ClickTeam
Gamemaker
Scratch
Twine
Inform 7
Wariorware D.I.Y. (for Nintendo DS)
Knytt Stories (level maker)
ZZT (DOS based ASCII game maker).

Copyright Lectures and conferences

Copyright a contrario – CDACI Lecture series, Université de Montréal

Here is the video of a lecture in English I gave yesterday at Université de Montréal’s Centre du droit des affaires et du commerce International. I also pasted below the abstract and the poster of the event :

[youtube http://www.youtube.com/watch?v=A3GBJPTcf4M&w=640&h=360]

Copyright, caught in a digital maelstrom of perpetual reform and shifting commercial practices, exacerbates tensions between cultural stakeholders. On the one hand, copyright seems to be drowned in Canada and the USA by the role reserved to exceptions by the legislature and the courts granted to certain institutions. On the other, these institutions, such as libraries, are keen to navigate digital environments by allocating their acquisitions budgets to digital works.

Beyond the paradigm shifts brought by digital technologies, one must recognize the conceptual paradox surrounding digital copyrighted works. In economic terms, they behave naturally as public goods, while copyright attempts to restore their rivalrousness and excludability. Within this paradox lies tension, between the aggregate social wealth spread by a work and its commoditized value, between network effects and reserved rights. How can markets emerge if we are not able to resolve this tension?

After discussing some theoretical aspects described above, this paper will attempt to cast new light on user rights (as posited by the Supreme Court of Canada in 2004) and other emerging concepts in copyright. In particular, the making available right will be analysed from the perspective of the library community. The goal is to express how libraries can fit in a distribution chain of cultural products through the two copyright tools at their disposal: licences/limitations and exceptions.

Concordia University Critical Thinking Gamification Information literacy

Experiential Learning and the InterPLAY Model from prof. Hirumi

Prof Hirumi I learned so much from the e.SCAPE conference at Concordia – but professor Hirumi inspired me to look into grounding the curriculum I am developing for business information literacy in proven theories.

Professor wrote a book in 2010 on this model:

Call Number LB 1029 S53P53 2010
Title Playing games in school : video games and simulations for primary and secondary classroom instruction / edited by Atsusi “2c” Hirumi
Edition 1st ed
Publisher Eugene, Ore : International Society for Technology in Education, c2010

He also wrote a book chapter in 2006:
Atsusi Hirumi — Designing interaction as a dialogue game : linking social and conceptual dimensions of the learning process
Call Number LB 1044.87 I548 2006
Title Interactions in online education : implications for theory and practice / edited by Charles Juwah
Publisher London ; New York : Routledge, 2006
Prof. Hirumi’s chapter in this book is available here.

In addition, prof. Hirumi offered some great summaries of contemporary proven learning theories For example, see this 30 page summary I found on a conference website (title: Grounding e-Learning Interactions to facilitate Critical Thinking
& Problem Solving)
.

During the conference, he presented his InterPLAY model, as seen here from a few of his slides:

20130409-155748.jpg

He also presents it as such in the pdf document linked above (title: Grounding e-Learning Interactions to facilitate Critical Thinking
& Problem Solving )
. On page 19, he describes it as such:

Interplay Strategy
(Stapleton & Hirumi, 2011; Hirumi, Atkinson, & Stapleton, 2011)
Based on the belief that the learning of facts, concepts and principles occurs best in context of how they will be used, the Interplay strategy evokes emotions and sparks imagination, based on cognitive neuroscience research, to enhance experiential learning theories by addressing three primary conventions of interactive entertainment and their related elements (i.e., Story – characters, events, worlds; Game – rules, tools, goals; Play – stimulus, response, consequences).
1. Expose – Exposure provides the back-story to entice empathy for the character or player, and orients the audience into the same reference point or point of view. Exposure sets up specified learning objectives in a meaningful way to invite the student to contribute, to engage and to achieve the challenges set before them.
2. Inquire – Inquiry validates Exposure. If exposure sets a desire to learn, then inquiry is automatic. Inquire provides a response to student’s curiosity with something to do that showcases different elements that will be used later.
3. Discover –Discovery provides the personal reward, achievement, and the “ah ha” moment. The consequences of discovery, whether negative or positive, provide feedback to inspire further exploration to the next level of achievement.
4. Create – Transforms the experience from being merely reactive to truly interactive. Instead of responding to cues, the learner contributes to the content by applying the elements of the subject matter in novel ways.
5. Experiment – Provides an opportunity to assess learning and provide feedback without losing or winning. The goal is less about the hypothesis being right or wrong, but rather setting up the elements of the subject matter so that new knowledge can be gained. Failure should be fun.
6. Share – The sharing of personal experiences and feelings is facilitated at the end of the lesson or unit, to seal the memory of the learning experience. Sharing compels learners to put lessons learned in their own perspective as well as others.

He presented the context of the InterPLAY model as such:

20130409-155807.jpg

Bibliography
In addition to the books references above, here are some works prof. Hirumy contributed to:
Crippen, K. J., Archambault, L., & Kern, C. (in press). Using Scaffolded Vee Diagrams to Enact Inquiry-Based Learning. In A. Hirumi (Ed.). Grounded Designs for Online and Hybrid Learning: Practical Guidelines for Educators and Instructional Designers. Eugene, WA: International Society for Technology in Education.

Hirumi, A. (2002). Student-centered, technology-rich, learning environments (SCenTRLE): Operationalizing constructivist approaches to teaching and learning. Journal for Technology and Teacher Education, 10(4), 497-537.
Hirumi, A. (1998, March). The Systematic Design of Student-Centered, Technology-Rich Learning Environments. Invited guest presentation given at the first Education Graduate Students and Academic Staff Regional Meeting, Guadalajara, Mexico.
Hirumi, A. (1996, February). Student-Centered, Technology-Rich Learning environments: A cognitive-constructivist approach. Concurrent session held at the Association for Educational Communication and Technology Conference, Indianapolis, Indiana.
Hirumi, A. & Stapleton, C. (in press). Designing InterPLAY Learning Landscapes to Evoke Emotions, Spark the Imagination, and Foster Creative Problem Solving. In A. Hirumi (Ed.). Grounded Designs for Online and Hybrid Learning: Practical Guidelines for Educators and Instructional Designers. Eugene, WA: International Society for Technology in Education.
Hirumi, A., Atkinson, T., Stapleton, C. (2011). Interplay: Evoking Emotions andSparking Imagination through Story, Play and Game. Concurrent Session presented the annual Association for Educational Communication and Technology conference, Jacksonville, FL. Nov. 8-12.
Stapleton, C. & Hirumi, A. (2011). Interplay instructional strategy: Learning by engaging interactive entertainment conventions. In M. Shaughnessy & S. Fulgham (eds). Pedagogical Models: The Discipline of Online Teaching (pp. 183-211). Hauppauge, NY: Nova Science Publishers, Inc.

Concordia University Information literacy Open access Outfind.ca

e.SCAPE Conference

[youtube http://www.youtube.com/watch?v=8so2aBH7uEI&w=640&h=360]
I gave a talk at the e.Scape conference at Concordia University on the topic of :
The unexpected journey from a 60 minute lecture to a MOOC: a librarian’s mid-way report
Here is the description:

Information Literacy can be understood as the curriculum Librarians must curate without a classroom. Traditionally, this has meant organising library services as well as in-class lectures to advise students on research skills and strategies. But two factors have moved me to explore a new approach. Firstly, the Internet and open education offer incredible opportunities to disseminate knowledge and collaborate with colleagues worldwide. Secondly, as one of the Business Librarians working closely with the John Molson School of Business, my community is broad and their needs are as deep as their passion for their field. In order to meet this challenge, I’ve implemented a series of training videos in order to test a new curriculum deployment strategy.

Learning objectives for the session
Determine the resource implications of designing a MOOC, in terms of effort (time), technology and skill
Evaluate the relevance of the MOOC model for one’s teaching

I briefly discuss MOOCs. More on MOOCs here (this is the video I show in my lecture):
[youtube http://www.youtube.com/watch?v=eW3gMGqcZQc&w=560&h=315]
I position MOOCs as the extreme end of the elearning continuum – both in terms of structure and pace. I may never achieve this end-game in my development of curriculum and learning objects. In fact, I realistically envision that I will develop a series of learning objects that will be embedded in various courses throughout the undergraduate experience at the John Molson School of Business. Taken as a whole, these learning objects may constitute enough content to be called a MOOC or an online class. But for now, I am focussing on developing my curriculum and building meaningful learning objects from that.

Concordia University Information literacy Lectures and conferences Open education

Talking at the e.Scape conference today

I will be giving my talk shortly this morning at the e.Scape conference at Concordia University on the topic of :
The unexpected journey from a 60 minute lecture to a MOOC: a librarian’s mid-way report
I’ll be talking about how my use of technology has changes my professional practice.
I’ll briefly discuss MOOCs also, positioning them as the extreme end of the elearning continuum – both in terms of structure and pace. More on MOOCs here:
[youtube http://www.youtube.com/watch?v=eW3gMGqcZQc&w=560&h=315]
Mostly, I’ll discuss my training videos as well as the development of a business information literacy curriculum as part of my employment, most of which are in various stages as pilot projects or drafts.

Gamification K-12

Game used in Lithuanian libraries

From the eIFL website (an association of libraries from developing countries, see this post about a game used in school libraries :

Utena A. and M. Miskiniai Public Library in Lithuania has received funding to expand their innovative Play to Study service, which includes an educational computer game for vulnerable children, to more than 50 schools in nine municipalities, reaching 7,000 children.

More on the project here.

Concordia University Lectures and conferences

Open Access debate tomorrow

Access to knowledge SCPA event 2013-03-12 Here is the poster for a debate I am participating in tomorrow from 6PM to 8PM at Concordia University’s Bronfman Center:

Concordia University
School of Community and Public Affairs
Concordia to Hold Panel Discussion on Open Access to Intellectual Property and Collective Rights Management in Canada

MONTREAL, March 12th, 2013, 18h00-20h00. The School of Community and Public Affairs, Concordia University, will host a panel discussion on open access to intellectual property and collective rights issues. With the recent passing of Bill C-11 by the Federal government and various proposed bills in the United States that enhance copyright law, this topic has garnered much attention in recent years. Advocates for limited copyright restrictions believe that easier access benefits education and research, while opponents argue that without clear and concrete regulation, this will result in a significant loss of revenue for creators and publishers. The event will feature five panelists from both sides of the spectrum. This discussion will take place on Tuesday, March 12, 2013, from 6:00-8:00 p.m. at Concordia University’s Samuel Bronfman building, located at 1590 Dr. Penfield. A small reception will follow the discussion.

Concordia’s School of Community and Public Affairs is one that has implanted itself deeply into the Montreal community and for decades has been at the forefront of public affairs, community concerns, policy evaluation, and has presented an environment for discussion, debate, and discourse on all related matters. The School is sending an open invitation to all students and faculty from the Concordia community and neighboring universities, as well as the general public and all media to take part in this event and to contribute to the discussion in order to educate and inform the public about the current debate.

Panelists for this event include; MP Charmaine Borg, NDP Digital Affairs Critic; Dr. David Lametti, professor and researcher for McGill University’s Centre for Intellectual Property Policy; Mr. Olivier Charbonneau, librarian for Concordia University; Me. Frédérique Couette, Legal Counsel for Copibec; and Mr. Philip Cercone, Executive Director of McGill-Queen’s University Press. Moderator: Me. Jonathan Levinson, Executive Director Institutional Planning and Analysis, Concordia University.

There is no admission fee, but places are limited.

The Facebook page of this event contains additional information.

Concordia University Lectures and conferences

My presentation for the e-Scape

Here is my proposed lecture for the e-Scape Conference at Concordia University:

1. Presentation Title:
The unexpected journey from a 60 minute lecture to a MOOC: a librarian’s mid-way report

2. A 100-word description of the session
Information Literacy can be understood as the curriculum Librarians must curate without a classroom. Traditionally, this has meant organising library services as well as in-class lectures to advise students on research skills and strategies. But two factors have moved me to explore a new approach. Firstly, the Internet and open education offer incredible opportunities to disseminate knowledge and collaborate with colleagues worldwide. Secondly, as one of the Business Librarians working closely with the John Molson School of Business, my community is broad and their needs are as deep as their passion for their field. In order to meet this challenge, I’ve implemented a series of training videos in order to test a new curriculum deployment strategy.

3. One to three learning objectives for the session
Determine the resource implications of designing a MOOC, in terms of effort (time), technology and skill
Evaluate the relevance of the MOOC model for one’s teaching

4. A bio about you, between 75 and 100 words
As an Associate Librarian at Concordia University, Olivier Charbonneau is primarily interested in copyright issues as well as questions of open access and social media (Web 2.0). He is a doctoral student at the Faculté de droit, Université de Montréal. He has over 15 years of professional involvement in library and cultural communities. He holds two masters degrees from Université de Montréal, one in information sciences and another in law, as well as an undergraduate degree in commerce from McGill University. He has kept a research blog since 2005 in French at www.culturelibre.ca and a work blog since 2011 in English at OutFind.ca.