1. ekeating

    Back to School!

    by
    I can't believe summer has already come to an end!  It went so fast, but I have to remind myself that not everyone gets two months off so I need to be thankful for the time I did have!  :)I am excited to start this year because we are trying ...
  2. whcalhoun

    Starting again with the balloon

    by
    This project actually started a year ago in another UCD ILT course. It was an experiment in using storytelling to teach a physics concept. I used Twine to build the non-linear story. I only got the story started - the assignment was meant to just intro...
  3. whcalhoun

    Gravity

    by
    This was the assignment for INTE 5680: Create a 30-second video that illustrates a concept using no spoken word. I'm a physics teacher, and always looking for ways to make invisible concepts more visible. So I chose the concept of gravity. Can you tell...
  4. whcalhoun

    A Day in the Life in the Future

    by
    The assignment: produce an Alternative Media Item using a new media tool. I chose ThingLink as my tool for this project. It's a tool for marking up images and video. I think I chose it because I had been thinking of using Zaption for my final project, ...
  5. whcalhoun

    Let’s Make a Rocket!

    by
    After all the reading for this unit, I wanted to create something that really took advantage of a smartphone's strengths while avoiding its weaknesses. Since I'm pretty handy with websites, I created a web app (essentially a single-page website).First ...
  6. whcalhoun

    Lily the Labrador

    by
    Here she is, Lily the Labrador. Is she really from Labrador? Is "labrador" really a word? Find out!So many new tools . . . The video was shot with a hand-held Samsung smartphone, the first time I've ever done that. And the additional audio was recorded...
  7. amalthea13

    Art Educators & Creative Friends: Are You Watching Twitch Creative Streams Yet?

    by
    I'll have to preface this post by saying I've been a bit MIA this Spring as far as blogging goes. 2016 has been a whirlwind rollercoaster of a year (more on that in a later post). However my fascination and passion for creative activities on Twitch certainly has not been missing in action, in fact I find watching and engaging with creative live streams has become part of my daily routine. I know at any time I can pull up the app on my phone and watch and engage with artists of all different
  8. kirklunsford

    Learning Reflections of Games and Learning Part 3

    by
    For the final learning reflection in Games & Learning course INTE 5320 with Associate Professor Remi Holden I have selected a few things to highlight based on key participation this semester. Works featured include blog posts, annotations via hypothes.is, and affinity space participation and presentation.

    http://us.battle.net/hearthstone/en/media/#wallpaper
    I chose to highlight the Hearthstone play journal blog entry for many reasons, but primarily to share what I learned about crafting a game and the value of affinity spaces to learn how to play a game well, or competitively. I learned that this game is relatively easy to play, however at a certain point the player inevitably hits a brick wall and must turn to affinity spaces to come up with deck crafting strategies. Or, risk being so frustrated the player quits. I made it over the “curve” and turned to affinity spaces to learn how to play the game competitively. The affinity spaces I participated in were both nurturing and essential to understanding game mechanics and strategies better. “Expert knowledge is pooled”, game decks are curated by professional players (Gee 2008). Newbies have opportunities to try these decks out and critique their play experience. This is the most critical example from Gee and Hayes that was experienced in the affinity spaces associated with Hearthstone. I discovered that I have never played a game that required reliance on the affinity space and much as Hearthstone.

    https://hyp.is/AVPuNPQWH9ZO4OKSlmzt/gamesandlearning.files.wordpress.com/2016/01/jholden-oth-2016-mobile-play.pdf

    Annotation via hypothes.is this semester was one of the greatest challenges and greatest rewards. The best benefit to using hypothes.is was the ability to directly express inquiry and discussion to the highlighted text in the document freely. This was more engaging than perhaps a Canvas discussion, but the “open” quality made it somewhat less mentally freeing because of self doubt or wanting to look “smart.” Overall, the peer interactions and inquiry changed the way I looked at discovering critical concepts in course literature. Additionally, I discovered a few ways to be more “loose” with annotation rather than Canvas discussion because of the nature of the medium. However this took some getting used to, the experience ultimately changed the way I imagined theory, literature, and peer interaction as it comes together.


    Reflecting upon the affinity space project for Unity Community, I experienced many things through participation. Through observation, I was able to notice how members engaged the space, and who was contributing the most, and how they were contributing. When I contributed to the space, I was able to see what members actually responded to best. I also noticed personal growth in myself. I learned some interesting things about game design, focus, time management. These are all things I can relate to as student and professional worker interested in games and gaming cultures.

    As I experienced personal growth by participation in the affinity space, it became clear to me the value of learning in an informal setting such as an affinity space. Perhaps the most valuable characteristic of nurturing affinity spaces I experienced was a connection to John Sealy Brown and personal trajectories by committed involvement in an affinity space or informal setting. I shared this connection with the space, although I don’t think it was very relatable to them as their focus was on games. I hope a few members did watch the video I linked and appreciated some connection to their personal learning.

    References:
    GEE, J. P. & HAYES E, Nurturing Affinity Spaces and Game-Based Learning

  9. emilysmayy

    Facilitating an Online Synchronous Discussion on Twitter

    by

    Downloadable version As part of my coursework in my ILT Master’s program at the University of Colorado Denver and Professor Len Scrogen’s Facilitating Online and Blended Learning course, I have shared below my expertise in leading significant and engaging learning experiences– demonstrating ILT Competences 1, 2, 3, 4, and 6.  On May 4th, 2016, I planned for and facilitated: Outthink… Read more →

    The post Facilitating an Online Synchronous Discussion on Twitter appeared first on Four Seasons of May.

  10. anniemelzer

    Blurring Lines

    by
    I wanted to respond to the article about Carly McKinney posting half nude pictures on Twitter.  It is clearly completely inappropriate to post pictures like that when you are a teacher.  Obviously Carla knows this and wanted to exercise her freedom of speech rights.  I can see why parents and coworkers would see this as […]
  11. kirklunsford

    Who Are Some Key Members of Unity Community?

    by

    The Structure of Unity Community

    Unity community is an expansive affinity space for members interested in all things Unity. There are approximately 32 threads ranging in topics from “Getting Started” to “Commercial: Job Offering.” The affinity space is so large, I have only focused on a few topics like “Game Design” and “Works in Progress.” I just sort of dived right in to see what sort of things people are posting and talking about without exploring the overall structure. After living in the space for some time, I’m starting to look around and notice some systems in place to better analyze who’s contributing, who’s visiting the space, and how members are measured.

    At the top of the forums menu there is a button to click “members” which takes the user to a new page that displays members based on number of messages. These members are listed from the most posts to the least. A user can also click on”most likes,” “most points,” or “staff members.” All of these categories seem useful except “points” is not currently being fully utilized as everyone has 10 points. Although”points” seems like it would be a way to “gamify” an affinity space dedicated to gamers and developers, perhaps it is not being used because members think it might be cliché or they can see through what some might deem as “bullshit” (Bogost 2011). Most posts, and most likes seems to be the best way to currently analyze who is contributing to the affinity space. I’d like to know more about them.

    The Three Most Notable Members in Unity Community

    Based on the most current number of posts, I have discovered three “Notable Members” in Unity Community: Eric5h5, Dreamora, and Hippocoder. Hippocoder also has the most “likes” so I have ignored the “like” category for now to focus on these three active members based on the quantity of messages, assuming there may be some overlap with the number of “likes.” 


    Eric5h5
    When I click on Eric5h5’s profile, I can see he has listed a website and links to some of his add-ons for Unity. It also shows “moderator” in his profile which would explain a large quantity of posts. He seems to be a programmer, although there is not much personal info listed on either his Unity profile or web page. The web page seems to feature his add-ons, which can be purchased, most dominantly. His news thread features bug fixes and mini-patches to his software. Perhaps his addons are frequently used which would necessitate having this bug or patch info readily available? Overall the website is clean but somewhat cheesy with stars and neon glow (kind of like Star Wars) but things like this are somewhat typical for those of the programmer variety.

    Dreamora
    Dreamora’s profile stands out from most others in the space because he included a picture of himself (I’m assuming) rather than a graphic or avatar. Avatar’s are common in gaming spaces so using a picture can be a bold move. What does it mean when someone includes a picture of themselves? Does this make them seem more professional in this space? In most other websites including an actual portrait of oneself is usually seen as professional, so I will assume that much may be true. When I click on Dreamora’s link to his website, I am greeted with some thoughtful words:
    “I strongly believe that it is on us, the current generation, the set the paths to empower our kids and the following generations to achieve greater things than we ever could think of. As a ‘technology geek’ and a software developer, I strive to do so through technology, especially through ground breaking and highly empowering technologies that build upon augmented reality (AR), virtual reality (VR) and the open, easy to access technology of the web.”
    Dreamora seems to think of himself as an educator by these words, and I can see he has a “learning” button on his website to link to the official Unity tutorials and he curates a “Scoop.it” page dedicated to “Unity Game Engine News, Informations & Learning Material.” This is essentially the same as the “Networked Learning Space” project in INTE 5665 for those UC Denver students familiar with that assignment. Dreamora is an “Interactive Media Engineer,” that has situated himself as an instructor or educator in Unity Community.

    Hippocoder
    Hippocoder is also a moderator for Unity Community. His website SimianSquared is a British developer. The website does not feature much other than a large graphic and links to a couple of games created by SimianSquared. It’s hard to tell by this how Hippocoder is situated in Unity Community, but assuming he created these games, or a portion of them, he’s probably pretty talented. I needed to dig deeper so I check out his most recent posts by clicking on the link to this in his profile. I can see several posts in the “DOOM, are you excited?” thread so I went there to check out what he was saying. Hippocoder seems to recall the good old days of DOOM and says:
    “Give me the retro classic turbo charged, or I may as well just buy a different game TBH. I won't be buying this one.”
    Hippocoder in this case has positioned himself as a critic. And if he’s played the original DOOM when it came out, that would potentially put him in his late twenties to thirties. This possibly positions himself as a gaming veteran who’s seen it and done it all at least once, maybe 4-5 times in the case of sequels. I’ve also seen just as many posts where Hippocoder positions himself in technical inquiry. Needless to say it seems he is well rounded and versed enough to be a valued member of Unity Community.

    Being a valued member
    Given the above profiles and assumptions made by provided info, there are several ways to go about being a productive and essential member to Unity Community. However, it’s critical to be seen as credible and useful. It can be seen in postings from each member that they are savy enough to contribute to technical conversations. Each member also seems to be a veteran gamer offering critique on current video game industry products and happenings. They also seem to provide mostly nurturing commentary when it comes to advice. Although the occasional heated discussion, like that of the latest DOOM product, does reveal some mild flaming but not necessarily at other members but figures in the industry or developers instead. I look forward to learning more about how these community members are situated in Unity Community as the affinity space project comes to a close.

    References:
    Bogost, Ian, “Gamification is Bullshit,” (2011)
  12. kirklunsford

    Being a Hero of The Storm

    by




    Play Journal Entry #5
    As part of the Games and Learning course and study with University of Colorado Denver Information and Learning Technologies Master’s program, students will participate in both shared and individual play sessions. These play sessions are part of “learning by doing” and reflection necessary to understand what it means to be a learner through playing games. The play journals are a synthesis of scholarship and reflection on play per the chosen game.

    How would you describe the social context of Heroes of the Storm, and how did this inform what it meant to play?

    Game: Heroes of the Storm
    Platform: PC (battlenet download)
    Genre/type: RTS, action hero. Free to play microtransaction.
    Players: Multi-player online or with AI players
    Game familiarity: I have watched media about this game for a few years. I have only played it infrequently for 6 months. I still consider myself a “newb.”

    I have not played this game with other players, only AI players as teammates and opponents. I would like to explore multiplayer matches with humans and a means for voice communication at some point. I don’t really feel comfortable doing this however until I explore more of the game and learn the shortcut keys and various nuances. I would also like to watch some YouTube video tutorials and read some articles about strategies and other game mechanics. The game does a pretty good job at guiding the player through a match, however there is a lot going on simultaneously so it’s relatively hard to follow all things.

    The game universe is centered around Blizzard entertainment products. If you are a player new to Blizzard you may wonder how this odd combination of heroes and villains came together. I think Blizzard addresses this by providing a trailer for each hero or villain. For veteran Blizzard fans the game serves as a fantasy mashup with humorous elements. To play this game you should be familiar with the class types or roles, which are rather typical for Blizzard. Players may also need to have a basic understanding of the objectives of each battleground. Some knowledge of the maps helps as well. The website ultimately suggests to play the tutorials in game first before seeking too much information via the Heroes of the Storm website. Like any RTS, especially one developed by Blizzard who has a history of successful RTS games like Warcraft 1-3, players expect a solid tutorial experience which I believe Heroes of the Storm delivers.

    What - if anything - did you learn during this particular play of Heroes of the Storm, and what lessons (more generally) does the game teach?

    During this play test, I played with AI set to “adept” setting. I played as E.T.C in the Dragon Shire. I like to play E.T.C. “Rock God” because he is rated high in the survivability category. Otherwise I probably would have died more. The respawn timer can be long at times so it’s annoying to wait for resurrection. In the Dragon Shire players have to hold the two dragon shrines (north and south sides of map) then a player has to activate the dragon in the center of the map. This is hard with AI players because I cannot tell the AI to stay at one shrine or another to defend while I take the middle, or devise any sort of strategy. Instead I have to predict what my AI teammates will do then fill in the gaps. I did not get to activate the first dragon in the match. The opposing team did and I defended it fair enough. I did however win the other two dragons and I won the match on the third dragon spawn. I thought for sure I was going to lose after I lost the first dragon because I could not communicate with the AI. However I didn’t give up, perseverance lead to victory.


    So what did I learn?
    • To understand strategies to win map objectives
    • Reminded of short cut keys by in game tutorials
    • Predictive play based on AI
    • Basic talent building as leveling
    • Basic ability rotation based on cooldowns and various types of skirmishes

    Critique Heroes of the Storm: What established constraints, or "game mechanics" (such as specific rules systems), inhibited alternative forms of learning or creative expression? Yet why do these constraints matter?

    Heroes of the Storm has many constraints based on the battleground and hero talents and abilities. These are important because it helps pace gameplay and balance team progression through a map. Understanding how these mechanics work are critical to successful advancement. I did not read up on any talents for E.T.C. but I picked what felt right to me at the time. When a hero levels up during the match, a player can choose talents to gain abilities. This happens quickly and frequently in the match and in the middle of action. It is hard to read about these talents and continue with the action simultaneously. It would be strategic to read up on talent specifications in combination with other heroes as teammates. I also forgot the short cut keys since last I played so I kept forgetting to mount up with “Z” and hearth back to my base with “B.” The in game tutorial kept on reminding me to mount up. This was mostly helpful and mildly annoying. I also don’t feel like I had set ability rotation down, I just used my abilities whenever they were not on cooldown. I’m sure with more practice and time to understand these abilities I could be more effective.


    From our second or third cycle of course readings: What one reading - and specific idea - do you find most relevant to playing, and perhaps learning with/from, Heroes of the Storm? And why?

    The primary reason why I wanted to play Heroes of the Storm was to compare my experiences in a modern, action packed, arcade-like RTS versus what I can recall from RoN and Warcraft II and III in comparison to Gee “Situated Language and Learning” (Gee 2004). Gee describes his experiences in RoN and Warcraft III and ultimately admits his failings, yet describes how incredible RTS games are at capturing learning scenarios. He describes game play in RTS games like moving through a “supervised fish tank” and how information is always given “just in time” (Gee 2004). I experienced this while playing Heroes of the Storm in a ways that were very appealing for learning. Such as, the game reminding me to mount up by using the shortcut key “Z.” The button would flash and “Uther,” the tutorial narrator, would also emote this with voice. The use of auditory and visual feedback in combination with play at the right time, allows learning to be reinforced in ways not necessarily possible in typical learning scenarios. Gee also discusses game experiences in contrast to typical schooling scenarios. Such as players being able to self assess in very formative ways on time and task, versus in school, you may have to turn in your homework before any assessment is given (Gee 2004). I would recommend this game to anyone who wants to experience the ultimate action packed in-game tutorial.

    References:
  13. kirklunsford

    Learning Reflections of Games & Learning Part 2

    by

    Understanding of games and learning

    During cycles 4-5 in the Games & Learning course at UC Denver, the way in which I think about games, gaming cultures, and affinity spaces have been transformed. Most of the research conducted during this phase has been on gender issues surrounding gaming culture. Topics about gender in game cultures are interesting to me for several reasons. Firstly, I am a white male who is privileged to be positioned in gaming culture as the dominant “norm.” However I do not identify with dominant white heteronormative culture. None the less, just by being present in some gaming communities, one could assume that I would or could perpetuate sexist or biased notions by being privileged as such. Because of this, it is very important that I do understand these issues. And as an educator, especially in settings where I may be implementing game based learning scenarios, it’s critical to exemplify fairness and equality and understand gender issues that may come to light during game play and gaming community experiences.

    Secondly, I teach courses in a program where females make up approximately 95% of the student body. I don’t think this will be the case throughout my career but it certainly matters to me in how I am perceived as being a male instructor to a female dominant class. And how does the influence of the male instructor and perhaps one male student in a classroom of 16 change the dynamic? If I were to implement some GBL in these classrooms, would gender issues arise based on gameplay and subjects in the games? Based on minimal research I would suspect “yes” as it’s fairly easy to assume most games are created by males who are mostly ignorant to gender issues. Thus, likely to perpetuate tropes against women. And would the culture in the classroom assume some things based on the prevalent male culture in gaming media and communities? Like men assuming they would be better prepared to play games than women because of the association with gaming and dominant male culture. Or perhaps some students would be involved in affinity spaces or modding communities. It’s possible they may face some discrimination or biases based on gender identity. It’s especially important to understand these scenarios as they are likely to come to light at some point in time during game based learning situations.

    My latest research, as well as cycle 4 readings have helped me explore gender in more detail as can be seen in two blog posts and ongoing annotated discussions via open course texts.

    Will Video Games Become "Gender Neutral"?

    The Sims 2 and Gender, Not so "Nurturing"

    Peer Networking to improve learning

    Through both peer play sessions, and social networking, mostly via Twitter and blogging, my understanding of games and learning has been enhanced this term. Although during the phase in the course in which this reflection concerns, I have done less networking via Twitter than before. Instead the focus in networking has been on the affinity space, Unity Community, and supporting sites and blogs. However I have not abandoned Twitter, I still used it to network in different ways with less educational focused individuals, and rather, gamers and game developers. Using the hash tag #gamedev and #unity3d has helped me acquire some followers and helped me introduce myself to indie game developers. Some people have asked me to check out their game and give them some feed back, etc. I’ve also met some friendly bots who have helped broadcast my messages.
    Feels good to be retweeted even if it's mostly bots. I guess I can live with that. #ilt5320 #gamedev
    — Kirk Lunsford (@KirkLunsford) April 6, 2016
    I have also reached out to Curtiss Murphy, a moderator for Unity Community (otherwise known as Gigiwoo) “Game Design” forum, via Twitter, Unity Community forums, and his website blog. I have also reached out to some other members of Unity Community. Although so far the discussions have appeared somewhat one sided (no one has directly responded to me) I have learned about community members via their resources and profile pages. I have learnt how Curtiss Murphy in particular is situated in Unity Community as a veteran game designer. He has numerous resources on his website for members interested in learning more about game design. Such as his game design zen podcast and associated blog discussion. Several of Curtiss’s podcasts have helped me learn about game design and in general life issues around the games business. The podcasts also shows how Curtiss is situated as a mentor and game design veteran for Unity Community. This networking, although one sided and observatory, is a big part of understanding game communities and affinity spaces.
    There are three blog posts associated with ongoing developments with the affinity space project for the course:

    My Affinity With Unity 3D

    Situated Learning As a Member of Unity Community

    Is Unity Community a Nurturing Affinity Space?

    What can I do to improve engagement in the affinity space project?

    Becoming a participatory member of Unity Community has been interesting. There are many forums covering many topics with many threads. The threads seem to mostly be about an individual problem or topic rather than general concerns. Because of this, it seems like engagement by users is limited to 1-2 comments per thread, then they move on. Some comments are never addressed as users tend to skip over some postings to focus on another. Not because a particular post was off topic or “trolling” necessarily, but because there are other, more comments to address maybe more interesting. I have commented in detail on several threads but I have not received any direct responses. I am not sure if this is because of lack of interest about what I am saying? Or if the forum thread is “dead?” Maybe my profile does not indicate enough “status” or credibility for someone to take note? My next approach to improve engagement may be to say less in a post but post more times to several different people. I may also try to create an asset or idea about a game or game object and allow members to critique this. By taking the next step and producing artifacts for the community to consume I do believe I can become a more “included” community member.

    What are my curiosities about games and learning moving forward?

    As I move neck deep into the affinity space project, I'm really curious to learn more about Unity Community members and what drives them to participate. What do they learn about games and game creation by engagement in the space? There are a few filters in the interface for Unity Community to search for profiles based on number of postings, likes, etc. I would like to take a more in depth look at these users with the most amount of posts and see how they are situated in the space. Are they currently employed as a game developer? Are they a hobbyist? Do they work for Unity as a moderator or community enthusiast? How did they become so involved with Unity Community? By being extremely active members I’m sure there will be some evidence to demonstrate what these members are learning about games and games creation. I’m interested to find out if there are some particular things that are explored more in depth, as it concerns games and learning, by creating games or games assets than what could be experienced through playing a game only. Ultimately, I would like this inquisitive focus to allow me to explore more completely the affinity space project and round out the experience to be presented towards the end of this month.

  14. kirklunsford

    The Sims 2 and Gender, Not so “Nurturing”

    by
    https://en.wikipedia.org/wiki/File:The_sims_2.jpg

    The continued scholarship and research, as part of the Games and Learning course at UC Denver, has lead me to explore adult learning, simulations, and gender and identity as it concerns gaming. For the most part, videogames and gaming cultures have been the focus. While I searched for articles related to these topics I discovered “Gender and Identity in Game-Modifying Communities” by Hanna Wirman in the Simulation & Gaming journal as part of Sage journals published in 2014. In this article Hanna describes her research based on email interviews with THE SIMS 2 players in Finland. She also described how the media received THE SIMS 2. Finally, Hanna discussed the marginalization of THE SIMS 2 players (Wirman 2014, 71). Hanna wrote her Phd. dissertation on “Playing The Sims 2” so you can bet this article is an incredible resource on the subject. I was interested to see how Hanna presented her research findings compared to what was “nurturing” in “Nurturing Affinity Spaces and Game Based Learning” by Gee.


    Compelled to learn about THE SIMS and gender

    Reading about THE SIMS 2 and gender is interesting because I’m oddly situated as a white male gamer whose profession is teaching and practicing interior design, a profession dominated by women. Before that I made games for a living, a profession dominated by men (especially when I was making games), and I don’t consider myself in any way shape or form a typical white hetero normal male. I have two students this semester that have talked about playing THE SIMS before seeking a degree program for interior design. For them it was the first step into some basic design and digital literacies including modding. One of the students is male, the other is female which is also interesting. Although I’ve been a gamer and part of gaming culture all of my life, I have not looked deeply into peeling away the layers of the onion to discover what many would suggest a culture dominated, and in some ways exclusive to, white male heterosexuals. The analysis Hanna provided in this article makes it much easier see these layers and subversive dimensions as THE SIMS 2 players and modders.

    THE SIMS 2 in a male dominated gaming culture

    Although THE SIMS 2 was a very successful game, journalist did not seem to know exactly how to handle it’s popularity. It’s a game deemed by popular culture to be dominated by the feminine domain and likened to “dollhouse” play. This poses a problem for media outlets dominated by male culture as the product is seemingly deemed “too feminine” for proper coverage (Wirman 2014, 74). Males admittedly playing, or wanting to play, THE SIMS 2 suffer emasculation at the hands of peers and society because of established gender roles associated with heteronormativity. Hanna described how one of her respondents reacts to her question:

    HW: Why do you think they [male school mates] haven’t played [THE SIMS
    games] themselves?
    Player 5: I assume they just haven’t bothered to try, exactly because it is considered
    a “girls” game, it would make them look somehow “sissy” in their friends’ eyes (Wirman 2014, 75).
    Hanna went on to describe how playing THE SIMS does not earn the player much credibility or “capital” as a gamer. Because the game is devalued as such by being “too feminine” and not something seemingly more masculine like a first person shooter (Wirman 2014, 76).

    “Skinning” as modding discredited

    THE SIMS 2 supports and encourages modding and there are several types of modding communities. I first read about this in “Nurturing Affinity Spaces and Game Based Learning” by Gee. As Gee refers to affinity spaces about The Sims as shining examples of nurturing affinity spaces. What I did not learn by Gee and Hayes work was how modding, in particular by skinning, in THE SIMS 2 was considered within gaming communities to be a lesser form of modding. Hanna described this as “not fitting into the hacking paradigm.” Why? Hanna seems to suggest because skinning typically only addresses visual and aesthetic appearances, often deemed a more feminine form of modding. Where as coding or otherwise dramatically changing the way a game is played by hacking is considered more masculine in nature and typified by white male culture. Thus, devaluing skinning in THE SIMS modding communities. Is it women are more inclined to enjoy skinning and be less interested in coding because skinning may be thought of as feminine domain? Is it possible girls are not as reinforced in schooling as boys in math and engineering so that they would be more inclined to coding? There may be some truth there, but ultimately, Hanna suggests modding such as skinning (in THE SIMS 2) involves “taste,” in particular taste for fashion and home decoration which lends this form of modding to be discredited due to apparent feminine traits. (Wirman 2014, 83).

    Marginalization of The Sims players

    Hanna described the way in which the rest of the world received THE SIMS 2 similarly to the Finnish reception. THE SIMS players are marginalized both locally to Finland and globally. Most players that play THE SIMS do so exclusively which works to alienate them in more general gaming cultures (Wirman 2014, 87). Overall the description of THE SIMS 2 Hanna provided was a nice contrast to the more optimistic nurturing view Gee offers. To learn more about Hanna and to see her dissertation on THE SIMS 2, check out Hanna’s website.
  15. ekeating

    Greek Mythology Par II- Favorite People

    by
    This week we read the story of Perseus and Medusa.  While it seemed a little gory for some of the girls, the boys all loved it!  I asked the students to write about their favorite person so far and as you can see, Perseus is the favorite!

    My favorite person is Perseus because he was brave and nice.  He went to get Medusa’s head and he did not turn into stone.

    Hector



    My favorite person is Athena because she’s a goddess of beauty and what’s cool about her is she helps Perseus complete his quest.

    Damious

    My favorite person is Perseus because he is brave and nice.  Something that he did that was brave was that he went to go get Medusa’s head to save his mom from Polydecetes.

    Alex

    My favorite person us Perseus because he solved most the problems in the story.

    Robert

    My favorite person is Perseus because his adventurous and brave.  He’s adventurous because he went to cut off the head of Medusa and he cut it off.

    Julian

    My favorite person is Perseus because he saved his mom.  He saved his mom by getting Medusa’s head.

    - Josh


    Pandora's Box is up next week!
  16. kirklunsford

    Is Unity Community a Nurturing Affinity Space?

    by
    BingoBob Profile

    "I don't know what I don't know. Thanks for being patient with this newb." -BingoBob


    A newb’s question

    After spending some time getting acquainted with Unity Community, particularly the members of the “Game Design” forum, I started to dig into some analysis of this affinity space. Is it nurturing in a similar sense that Gee refers to in “Nurturing Affinity Spaces and Game Based Learning?” In seeking the answer to this question I wanted to see how a newb, BingoBob, was treated when he posed a common and important question: “What do I do with my great game Idea?” Often times this is the question that irks someone enough to wonder if they should make games. Unity, being an engine very popular for learning how to make games or game assets by use of it’s software and learning tools means it’s a good place for newbs to get started. BingoBob’s question overall was received well, however a part of his statement opened him up to some mild flaming, and certainly, some sarcasm. BoredMormon says: “Just throw it away. It’s a rubbish idea anyway.” His sentiments captured a recurring theme in the thread that no one wants to pay for ideas, they want to pay for a playable experience. In other words, a working prototype of a game. Ideas are a dime a dozen.

    Hard work is expected

    Making games takes specialized skills, knowledge, and experience to do it well. But BingoBob said: “I've messed around with Blender and Unity and researched what assets I would need to execute this plan but I just lack the skill and experience. And I really don't want to do all that work.” This statement, although honest, just insulted a community of creators in the Unity Community. You are expected to be working at something. Usually something niche and specialized being programming, art, design, or all of the above. BingoBob seems to struggle with this. Even Gigiwoo, a moderator, jumps in with a few choice words but ultimately reminds him “Like anything worth doing, it takes years of try, improve, and repeat. The answers to your questions are here.” Gigiwoo uses his design zen podcast to help reinforce his stance on the statement and with the provided link. Ultimately this is nurturing and establishes Gigiwoo as a community member who knows.

    How did I respond to the question?

    I added my own advice to BingoBob in the thread establishing myself as a gamer and educator and relating to his struggle:

    Bingo Bob,
    I'm with you in some ways. I often think of ideas for new games or experiences out of my own interest. Sometimes I get so excited about an idea and I start exploring ways in which I can create this experience. What I usually find out, is that I never have all of the skills needed to produce what I envision. This can be discouraging of course, but what it lead me to was finding others who are good at things that I am not. And through the process of connecting with others, I've also found that I enjoy talking about games, playing games with others, and experimenting / playing other people’s games concepts or mods and critiquing that experience more than I enjoy making assets for games. You may find some similar things about yourself once you dive into a community, such as you've done here in Unity Community. So have you thought about being more exploratory in nature rather than executive? Surround yourself with people who enjoy making games, share and critique your experiences. Dive into Unity and a find a specialized niche you would like to explore. Make a mod and share it with others. Seek out local game companies and see if they are looking for testers. Essentially, get involved first, see what you find out about yourself and games. What will your trajectory be?
    Have you checked out a local Unity group you may meetup with in person?
    User Groups
    I'm an educator, here's where I'm coming from with my advice to you:
    John Seely Brown on Motivating Learners (Big Thinkers Series)

    Joining participatory cultures

    I have not seen a response to my posting however I think it’s sound advice and I hope to inspire others by the John Seely Brown video that was linked. In my experiences as an educator and student I always think back to those times where a teacher was able to take a look at me and see my struggles and get into my head to motivate me. Perhaps BingoBob is capable of producing games inspired by his ideas but he’s struggling to make the commitment? The responses in the thread proves there are many people in the community who want to offer advice and help freely. It’s definitely a nurturing affinity space, we are trying to get BingoBob to join us in our commitment to learning how to effectively create games. Many times taking that leap to join others is the hardest part.

    References:
    Gee, James Paul; Hayes, Elisabeth; “Nurturing Affinity Spaces and Game-Based Learning.” (2008)
  17. emilysmayy

    Will Work for Brains! Engagement Strategies for Synchronous Online Learning

    by

    As part of my coursework in my ILT Master’s program at the University of Colorado Denver and professor Len Scrogran’s class “Facilitating Online and Blended Learning” I worked in a team of four to create a multimedia deliverable to explain neuroscience-based strategies in online synchronous learning environments. We had a little over a month to get creative and collaborative to… Read more →

    The post Will Work for Brains! Engagement Strategies for Synchronous Online Learning appeared first on Four Seasons of May.

  18. kirklunsford

    Situated Learning As a Member of Unity Community

    by


    Unity Community, an affinity space for all things Unity and game development is a robust online space with many forums. The study of this space, as part of the University of Colorado Games and Learning Course, is just one of many things cooking in the fire of learning ecology. We have our own interest-driven research, participation in course readings through shared annotation via hypothes.is, we have our play sessions, and play journals or other blog posts. As a participant of the chosen affinity space, I am shaped by these various means of simultaneous learning and production. I am not participating in the affinity space as a typical person looking for self-improvement through production of games or game assets, rather my participation so far is more of observation and research. The depth of topics and technology involved in this space is incredibly vast. Therefore, I have chosen to focus on “Game Design,” “Teaching,” and “Works in Progress” forums.

    Identity and influence

    My initial participation was with the Game Design forum. I posted a comment in the “Clicker Games” thread. But there has not been too much activity there. However, by looking more closely at the thread, and the “Game Design” forum, I discovered Gigiwoo as the moderator. When I looked at his profile, I was able to find out more about him on his web page goodgamesbydesign.com. I was surprised to find a number of resources for game design including “Game Design Zen” podcasts and YouTube videos. There is also a comments section on his web page for each podcast where more discussion can be seen. This is a reminder of the multilayered depth many affinity spaces involve. There’s the forum itself in the affinity space, an avatar and user that interacts with the affinity space, then the person behind this persona and their own website or resources and discussion there. It’s important to understand how others are situated in the affinity space when interacting. Some members may be more inclined to game production, others to theory, others are just starting out looking for direction, and many other possible scenarios. It’s also crucial to pick out certain members as key participants to understand why they are situated this way in the space, and what they offer to the community. In the case of Gigiwoo, he acts as a mentor for design theory and discussion as a video game industry veteran with a lot of experience. And as moderator, he has the ability to spread his influence and direct discussions.

    I wanted to see what Gigiwoo is all about. So I started listening to his podcasts because the topics genuinely peaked my interest. I initially had my guard up about this because some focus of the affinity space itself is removed by being a participant on another website or affinity space, although related to Unity Community. However I thought listening to these podcasts were critical to understand how the moderator of the “Design” forum is situated. Where is he coming from? What does he do? What topics concern him? How does this influence Unity Community? Some of the podcast topics are directly related to games development, some are related to life issues around games and quality of work, and other topics are more abstract theory about games. Of course, topics directly related to games are interesting, however I found topics more about life, focus, and quality of work to be most applicable to me as a person situated in the affinity space.

    What I learned about myself and how I am situated

    As a learner, a non-traditional adult student, with a full time job, a part time job, and a student in a graduate course. As a gamer, artist, designer and participant in an affinity space ̶ it’s a lot to juggle! The podcast “20: How Do You Do it? Three Tips For Getting Things Done,” really made me think about my habits and how I “do it.” I never really assessed myself in these ways. Moving through life assuming more and more responsibilities and interests, on top of profound levels of communication, phone calls, texts, instant messages, forums, social media, hypothes.is, emails, etc. there are many ways to get distracted. Thinking about “quality of work - all work is not the same,” and “focus” was a wonderful reminder about how I should spend my time. Perhaps these are good things for Unity enthusiasts and developers and people getting started in games to consider? It definitely speaks to me and participants in the thread dedicated to Game Design Zen podcasts in the Unity “Game Design” forums.

    Understanding identity

    The point is, in an affinity space like Unity Community, it’s easy to interact with someone in a forum, but there is so much more to discover by learning how key members are situated, and reflecting on yourself as a member of the space. What do I have to offer to this community? What will others expect from me based on the information I provide with how I am situated? Being aware of these things can help myself and others be conscious of the identity crafted by interaction in the space. By picking out topics and discussions concerning specific things where I can offer my expertise will help shape this identity. I hope to create some sense of this before the affinity space project is completed. I’m looking forward to learning more about how my own identity will take shape and how others have created an identity in Unity Community.
  19. anniemelzer

    How do you build a tribe?

    by
    I work at Employee Services for the University of Colorado. I see and speak to many diverse individuals on a daily basis.  I came up with creating a Networked Learning Space (NLS) that caters to new employees in higher education.  There is always room for improvement in regards to updating resumes or polishing one’s interview […]
  20. emilysmayy

    Webinar Recap: How to Make Your LinkedIn Profile Stand Out

    by

    Last week, I hosted my first webinar: How to Make Your LinkedIn Profile Stand Out. Big thanks to my professor, classmates, and boyfriend for joining me on this adventure! I hope everyone learned something new and enjoyed the experience. Since this was something new for me and we still have one more webinar to go before the semester ends, I… Read more →

    The post Webinar Recap: How to Make Your LinkedIn Profile Stand Out appeared first on Four Seasons of May.

  21. kirklunsford

    What’s it Like Being a Game Dev Tycoon?

    by


    Play Journal Entry #4

    As part of the Games and Learning course and study with University of Colorado Denver Information and Learning Technologies Master’s program, students will participate in both shared and individual play sessions. These play sessions are part of “learning by doing” and reflection necessary to understand what it means to be a learner through playing games. The play journals are a synthesis of scholarship and reflection on play per the chosen game.

    How would you describe the social context of Game Dev Tycoon, and how did this inform what it meant to play?

    Game: Game Dev Tycoon
    Platform: PC (Steam download)
    Genre/type: Sim, strategy, indie, casual
    Players: Single player
    Game familiarity: None! Until I browsed for games on Steam, a computer platform for game purchases, play, and social interaction. A few past co-worker and game developers “own” the game according to Steam social network so I decided to give it a try. Good reviews on Steam also helped me make a decision to purchase along with the $4.99 price. Although many of the reviews were sarcastic critiques on games and game development, it still seemed enjoyable. I would expect nothing less from the Steam community.

    If you are a person interested in this product you are probably a game developer, aspiring game developer, or a person interested in gaming business development, or learning. The game is text based with limited interface and choices which determine various outcomes. I decided to start a company with a cheesy, but catchy name, called “Ultrasoft.” The cleverness of this seemed to work well with the writing in the game.

    What - if anything - did you learn during this particular play of Game Dev Tycoon, and what lessons (more generally) does the game teach?

    I was really interested in trying this game out of interest in adult learning and to experience a simulation about business development. The subject of the game, game development, is also of interest to myself and the affinity space which I am participating in for the affinity space project, “Unity Community.” I have worked on games before as an artist, so I have some familiarity with the game subject matter, however I only have a myopic view from those experiences. The game uses a historical context with references only a shave off of “reality.” Such as, literally showing pictures of consoles or platforms that look just like a Nintendo or Playstation, but instead, they would be named something like “Playsystem.” Of course, I have some familiarity with this history being a child of the 80’s and 90’s, as can be seen in an introductory blog post for this course about how I am situated as a video game player. As I marched through the development choices each time I created a new game to develop, I referred to what I knew about successful games in history. This is interesting, because had I not grown up during that time, how would I be so familiar with possible combinations that would be successful for the market? The game allows you to “generate game report,” after you complete a game and to give the player a better idea of what combos work or what attributes are not as advantageous for the particular genre. I played the game until I earned just over a million dollars and moved out of my garage and into an office. I hired two employees and trained them then released a few games. Invites to “G3” started coming in along with potential publisher deals. At this point the game started to get a little overwhelming, but it painted a pretty realistic picture of what it might be like to see what things come into play as a developer. The game does a really good job at simulating game development from a general perspective in a historical context.

    Critique Game Dev Tycoon: What established constraints, or "game mechanics" (such as specific rules systems), inhibited alternative forms of learning or creative expression? Yet why do these constraints matter?

    Although the game does very well at text based simulation, I wish the game had a little bit more personalization involved. It would be neat to personalize the office space. Perhaps game posters about the games that you made, or notes on a white board. Maybe the ability to walk around in third person to walk over to other employees? What if you could create a dialogue with an employee, fan, or other interested party with a more expressive character? These things all have the potential to add a layer of depth to the game that would allow users to be more invested in the story of their game company. However, because the game lacks some of the typical personalization and character development qualities, it allows for quick play. You can quickly generate games, engines, and research without having to deal with fluffy dialogue. I found this to be relatable to articles about Muzzy Lane reasearch and non-traditional learners. Or adult learners with limited amounts of time. Students like these are interested in accessibility and available time to spend in a game. It’s very easy to access, create a scenario or two, and reflect on the results of that experiment. I found this could be applied to other types of employment or business scenarios that could be helpful for adult learners. Educational games for professions that involve human resources, project management, or scientific research could benefit from running simulations in a similar fashion. It helps players reflect on cause and effect relationships and resource management. These things are of utmost importance for many professions but seldom do students have opportunities to experiment or take risks in the “real world.”

    My Achievements for Game Dev Tycoon

    From our second or third cycle of course readings: What one reading - and specific idea - do you find most relevant to playing, and perhaps learning with/from, Game Dev Tycoon? And why?

    How does this game relate to the course readings thus far? I’m really struggling with this answer as most of the readings refer to “children” or “young people,” when clearly a simulation such as this captures a more adult perspective. It’s not networked play other than through Steam. Steam does share achievements with people in my friends list or people who look me up. But the achievements have not brought up any social interactions about the game. I have not referred to any affinity spaces about this game either. It really does not directly relate to any core readings thus far but perhaps cycle 5 and 6 readings will? I think the most relevant connection would be to adult learning scenarios and Muzzy Lane research that was a topic of discussion earlier this year. I’m really excited to have played this game and I hope to apply what I learned to the games and learning course and to games I may develop for adult learning scenarios.


  22. ekeating

    Introducing Greek Mythology!

    by
    As we near the end of another school year, I decided I wanted to branch out from our current curriculum.  I remember learning about Greek Mythology when I was in 5th grade and how I loved every second of it.  I figured if I love something this much, maybe my students will too!  I did some searching on Teachers Pay Teachers and discovered amazing units by Nicole Shelby (find her units here).  Because Greek myths can be a bit racy, she took the main myths and re-wrote them in kid friendly language.



    We are a week into the unit, and my kids are in love!  They walk in every morning and ask when we are going to do more Greek mythology.  Music to my ears!! As we finished our first week, I had the students write their favorite thing they’ve learned so far or one new thing they have learned.  I hope these make you smile as much as they made me! J 



    My favorite thing I learned so far is King Midas is a greedy man and powerful man.  I learned that Zeus is the boss of all the Gods and is married to Hera and his brother Hades is the God of the underworld.

    - Juan



    Something new I learned in from the Golden Touch is never like gold more than your family because you can get sad when something happens.

    - Lupita



    My favorite thing I’ve learned so far is King Midas because he had the golden touch and because he learned his lesson that family is more important than money.

    - Emily



    My favorite God is Zeus because he is the king of every God and the king of lightening. 

    - Luis



    My favorite thing that I've learned so far was sometimes there is bad luck and good luck.
    - Josh T.

    My favorite thing I've learned so far is King Midas got the golden touch.  One new thing I've learned is never wish a foolish wish.
    - Priscilla

    More to come every Friday!


  23. ekeating

    Compare and Contrast Part III

    by
    Chimpanzees and Gorillas


                    Do you know a difference between a Chimpanzee and Gorilla? First, Chimpanzees and Gorillas both don’t have hair on their faces.  Second, Chimpanzees have brown fur, but Gorillas have black fur. Third, Chimpanzees have flexible arms, but Gorillas arms are longer than their legs.


    Have you ever wondered what Chimpanzees and Gorillas eat? First, they both eat bananas, fruit, and flowers. Next, Chimpanzees eat small mammals, apples, sprouts, and seeds. Third, Gorillas eat bamboo, berries, young twigs, tree bark, and plums.


    Do you know where Chimpanzees and Gorillas live? First, they both live in Africa, Rwanda, and Uganda. Then, chimpanzees live in Rain forest, middle of Africa, Burundi, and Jungles. Last, Gorillas live in Mountains, Dense Jungles, in small groups, and Western Lowland.


    FUN FACTS ABOUT CHIMPANZEES! IF Chimpanzees stand up they are 4 feet. Baby Chimpanzees stay with their mom about 8 or 9 mouths. When a mom dies another mother adopts it. Chimpanzees use tools to help them. Chimpanzees can be 6 or 7 times stronger than a human. Chimpanzees can get the same diseases as humans.


    FUN FACTS ABOUT GORILLAS! There are two different kinds of Gorillas a Eastern and Western. Gorillas are the world’s largest primates. Gorillas are almost related to humans, but they are 98% different. Adult Gorillas can eat up to (30kg) of food each day. Female Gorillas only give birth three or four times.

    I hope you had fun learning about Chimpanzees and Gorillas!


    By: Breanna and Nylah


    Gorilla





    Chimpanzee
    ________________________________________________________________
    Follow Deer and Chinese Water Deer


                    Can you tell a different between a Chinese water deer and Follow deer? First, both have small tails and have small legs and small horns. Second, A Follow deer have white spots or dots and have red and brown fur A Chinese water deer only have brown fur. Third, A Follow deer can be brown or black, A Chinese water deer can be white or black.


    Do you know what a Chinese water deer and a Follow deer eat? First, they both eat grass. Second, A Chinese water deer eat wheat, But a Follow deer eat fruit berry. Third, A Follow deer eat leaves, and chest nuts.


                    Do you know where a Chinese water deer and A Follow deer live? First, A Chinese water deer and a Follow deer both live in grassy places. Second, a Chinese water deer live by small trees, but a Follow deer live in woodland and in deer park. Third, a Chinese water deer live around river and streams, But a Follow deer live in the Isles, Europe and in North Africa.  Those are some facts about a Follow deer and a Chinese water deer.        


    By Eimy


    Chinese Water Deer

    Follow Deer


  24. ekeating

    Compare and Contrast Part II

    by
    Basking Shark and Great White SharkYou will learn about what Basking shark and great white shark looks like. First, basking shark has no teeth but great white shark have sharp teeth. Next, basking shark and great white shark are both 14 feet big. Then,...
  25. ekeating

    Compare and Contrast

    by
    The last few weeks, the students have been researching two animals and writing compare and contrast essays about those animals.  We've also been discussing blogging and how when we blog, the whole world can see our work, not just their teacher and...

UMW Spring 2024 (Bond & Groom)

Welcome to Paul Bond and Jim Groom’s Spring 2024 ds106

Student Blogs

(9 posts)

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