Friday, March 28, 2014

Virtual Worlds




A picture of me sitting on my object, a ball.  The Avatar does not directly look at the camera in front view.


Some of my main challenges while exploring SL were navigating my avatar and getting the system to cooperate on my computer, it was running very slow.  I also had difficulty saving the image, I had to restart SL to actually save the image.  My image was different the first time I took it.  The "governor" deleted the object after so much time.  

The major benefits of VR are the communication that is encountered even though in some worlds it is not language you would like students to encounter.  I also think VR gives students a challenge that they must figure out and work through.  In just the short amount of time I played I experimented with the different buttons, explored new worlds, created based on my imagination, and figured out some new things that may help in future exploring.  Antonacci and Modaress (2008) explain, "Students engaged in educational games and simulations are interpreting, analyzing, discovering, evaluating, acting, and problem solving."  (p. 116)  Students are given a world where they are free to create their own lives that requires critical thinking and creativity.  They are interpreting their new world while discovering new things and evaluating what steps to take next and how to accomplish new things.  Communicating with others is a benefit because others can help with your VR experience.  As I explored other virtual reality worlds I noticed there were also virtual classrooms, who wouldn't want to learn and communicate with others from around the world?

Some issues associated with VR are lack of privacy and compatibility of computers with the software. Pridmore and Overocker (2014) wrote about privacy issues in virtual worlds within the US, the journal mentioned virtual worlds being able to record everything you do, where you visit, what you have said, facial expressions, and so much more. (p. 3)  I believe privacy is a big issue when it comes to students and education.  Students will share information that they may not know could hurt them.  I understand that you must educate students but I feel even most adults are not properly educated on what should be shared on social networking or social games.  Another downfall with VR is the amount of space it uses on computers.  If VR was one of the only things you were going to be using on your computer and your computer held a lot of space then in would be ok.  After installing SL on my computer everything began running slower and then I was unable to save a picture to my desktop because I ran out of space on my computer.  The game then started malfunctioning and I had to force it to close because everything started going crazy and my computer completely froze.  I would have to say I got frustrated and was ready to just give up but I tried again and restarted everything.  If students were to encounter this problem I could see how it would not be worth their time to even begin exploring. 


Antonacci, D.M. & Modaress, N. (2008). Envisioning the Educational Possibilities of User-Created Virtual Worlds. AACE Journal, 16(2), 115-126. Chesapeake, VA: AACE.


Pridmore, J., & Overocker, J. (2014). Privacy in Virtual Worlds: A US Perspective. Journal For Virtual Worlds Research, 7(1). doi:10.4101/jvwr.v7i1.7067

Thursday, March 27, 2014

Fix 14


Taking a long view
When playing Settlers you have to think about the outcome of your actions in the future.  You can’t use all your licenses trying to create pinewood when you will need more licenses to build other buildings to produce other resources.  You also have to think about what your building and what resources will be used to produce items using these buildings.  For example, I built 6 coking plants because I was in the red with coal.  However, I did not think about my pinewood production when I built all the coking plants.  I was not looking into the long-term effects one change may have.  I can relate this to personal growth by thinking about changes I make in life.  One wrong decision can have a negative effect on my future.  Therefore decisions need to be thought out thoroughly in which multiple outcomes are foreseen.

Ecosystems thinking

Ecosystem thinking is similar to taking a long view.  You have to think how one change is going to affect the rest of what you have created.  In playing Settlers I have come to realize everything depends on everything.  I also came to the realization that everything needs to be rationed correctly to create a “green” functioning production system.  In life, everything is also a “complex web of interconnected, interdependent parts.” (McGonigal 2011, p. 239)  One change or one decision can change the whole web that is already created.

Pilot experimentation

When I added more coking plants to my settlement I was taking the chance in experimenting with my production to see what the outcome may be and if it may be the best outcome.  I have experimented with many things on my settlement to make my settlement better or in some cases worse.  I have built another mill and bakery to create more bread only to pause the production because I was using too much wheat.  I have leveled up by bronze weaponsmith to have more bronze swords only to run out of bronze bars constantly.  I leveled up two iron smelters only to run out of coal and iron.  My many experiments, or “…small tests of different strategies and solutions…” (p. 240) as what McGonigal (2011) would say, have helped me and hurt me on my settlement but I have learned from each test.  In life you “test” many different things before you know what really works for you.  I have worked different jobs, tried new workout routines, and change my direction in teaching as tests in life.  Everything is not successful and will never be but it doesn’t mean you should stop trying and experimenting in life.


These skills teach individuals to take chances and expect failure to only learn more.  Just like the game World Without Oil (WWO) that McGonigal (2011) mentions, you prepare for a world with limited supplies of oil.  You change your lifestyle to adjust to a life without oil. The changes can benefit you to live with limited supplies or you learn that there are things you just can’t live without.  You then learn to ration the use of oil to things you feel are more important and you learn to live that way. (p. 243-254) 


This kind of gaming experience and skill learning can be used in an educational context by allowing the students to encounter chance and failure.  It can empower people by building confidence that they can make a difference.  As I was reading Chapter 14 I couldn’t help but think of the many games that help others like the rice game Free Rice, Foldit, and the many other games for change.  I thought about how my little actions in those games can change big things in our world.  These educational experiences can change the outlook on life for students of all ages.  I believe children have the mindset that they can be anything, do anything, and change anything.  Why not keep this mindset through the use of games where they are continuously making that difference? 



The first most memorable concept from McGonigal’s book is the benefits of socializing while gaming.  I have learned so much more after I began socializing.  I created more, built more, and was more successful after socializing.  The next memorable concept is the sense of community in games.  I mentioned the guild I joined multiple times in my blog and I continue to mention them because I have felt so connected to the community I am a part of.  Everything they have done has helped me become a better “gamer” and has improved my understanding of Settlers so much more.  The last most memorable includes two of McGonigal’s concepts, I have experienced fiero by leveling up and achieving things I never knew I could achieve but this was done in part with accepting failure as something that can be positive.  I failed many times in the game and have felt defeated but I kept trying.  The feelings I got when I finally figured it out, the time I had the “ah-ha” moments, was the best feelings in the world!  I wanted to do more and get farther and I felt like I could do it all and more in those moments.  Overall, the book itself will be memorable as I find new games to include in my classroom.



McGonigal, J. (2011). Reality is Broken. New York: Penguin Group.

Friday, March 21, 2014

Fix 13


Ten Thousand Hours Collaborating

The game Settlers provides many opportunities for collaboration amongst players.  I noticed the strong community amongst Settler players when I had to interview a player at level 25 or higher.  My person I chose was playing the game mostly to help others improve and reach goals that he had already achieved.  He works with others on a daily basis, a minimum of 8 hours, to make sure others are as successful as him. 

Today I also encountered a great opportunity for collaboration when I completed an adventure with 2 other players.  In this adventure their was a mutual regard that each will put in the work to complete the adventure.  McGonigal (2011) mentions mutual regard as putting in your best effort with respect of other players and still encountering a challenge. (p. 216) Upon completion we each received our rewards and completed the challenge.  I, however, did learn something new when I completed the adventure.  I learned to never “claim” the adventure if you are invited to the adventure.  Luckily, I have guild members who understand that completing things are a learning process.  I am learning to establish the common ground that McGonigal mentions. In completing the adventure together we were also in co-op mode in which we “…work together to defeat an AI opponent to increase each other’s scores, rather than competing against each other.” (McGonigal 2011, p. 219) This is what I like most about Settlers; we are all working together to help each other achieve more instead of working against each other. One of my most achievable rewards I received so far in the game is the “Dark Castle”.  When I first started playing I visited other peoples settlements to see how far they were and the first thing I noticed was the dark castles and wondered how much I would have to work to get one of them (not knowing what it was for).  I finally got one and am very excited about it!! J

I have also defeated sector 8 and 6 because of my guild members.  I had a few of my guild members ask me what I needed to build my army to defeat these sectors.  After giving me these resources they then gave me more to “level up” my most valuable buildings.  I would not have gotten as far as I have without the help of others and this is something that I greatly appreciate. The people who helped me I would say function under the term emergensight.  McGonigal (2011) mentions emergensight as being, “…the ability to thrive in chaotic collaborative environment.” (p. 224) I was recently watching a conversation a few guild members were having.  They were discussing their colors of production and mentioned using math when figuring out the perfect production.  They then mentioned not being able to tolerate having red at all.  I then began to think about their mental use of maintaining a “green” level of production along with completing adventures and helping lower level guild members.  Their world to me seems like it is chaotic, especially because I struggle to maintain green production levels and nothing else.

Overall, I think Settlers would not be a successful game if it weren’t for the collaborating aspect. Even if you are not communicating with others to reach higher levels you may still be reading forums and other resources that were made to help people.  You are still in a way using collaborative tools that were meant to help you succeed.  I know I made it this far with the help of others and would not have reach the level I am at without the help.


McGonigal, J. (2011). Reality is Broken. New York: Penguin Group.

Thursday, March 13, 2014

Fix 11-12


Sustainable Engagement Economy
  
Good game world- The game Settlers provides a sense of a good game world by providing the gamers with constant quests that requires research and exploration to achieve the next level and to complete each quest.  McGonigal (2011) mentions, “It [Wikipedia] invites participants to explore, act, and spend large amounts of time there.” (p. 186) Settlers maintain a gamers attention by providing constant, achievable quests. The quests are achieved through “…curiosity, exploration, and collaboration” that McGonigal mentions. (p. 184)

Good game mechanics- The game Settlers has “direct and clear results” (McGonigal, p. 186) by showing your ability to “level up” after completing quests or defeating other camps.  Settlers also show the results of building up your settlement.  I recently leveled up my pinewood cutter, forester, and sawmill to level 3 and noticed the effect it had on my other buildings that require pinewood to produce materials.  However, as I build more buildings that require pinewood I will need to think about placing more cutters, foresters and sawmills to keep up with production.  I know every decision that is made in the game Settlers there will be some effect that will require action.  I have the “…powerful sense of control over the environment.” (McGonigal, p. 186)

Good game community- McGonigal (2011) states, “Good game community requires two things: plenty of positive social interaction and a meaningful context for collective effort.” (p. 186) I know I have mentioned a guild plenty of times in my previous posts and many of you have probably encountered the many benefits of a guild but I have to stress the benefits of the social interaction and the positive impact it had on my settlement.  After joining a guild I build up faster than I did before the guild.  I was given many resources and help to build up my settlement and I was able to socialize with others to help them achieve their goals in their settlement.  My guild members have taken their guild quests and help to a new level by sending out an email daily stating what the guild quests are for each “level band” and ways we can help these people achieve their quests.  The community that the guild had build, I feel, could not be better! We can definitely compare this to what McGonigal (2011) mentions about Wikipedia with “…competition (arguing over recent edits) and collaboration (improving and organizing existing articles).” (p. 186) We are in competition with other players to build a great settlement but we are also collaborating with others (in a guild) to help each other out and build even better settlements than what we have done without.

More Epic Wins

Epic wins are described as “…opportunities for ordinary people to do extraordinary things—like change or save someone’s life—every day.” (McGonigal 2011, p. 200) The game Settlers brings out curiosity daily in me.  I think about how much more I can build and how far I can go each day.  I wonder how to make my settlement better and how to make my settlement like others.  I wonder how I will help people for the day or what kind of help someone will offer me.  This curiosity is a wonderful feeling when I figure out some things and accomplish more each day.  However, I see an epic win as something more that can relate to helping people in the outside world.  After reading about the many crowdsourcing games and seeing how people are making a difference in other people’s lives I wondered if I was really experiencing “epic wins” in the game of Settlers.  I do think the social aspect can help people who would rather socialize behind a screen and in that way I am helping by socializing with them.  I may also be building confidence in some of the players. The gratitude I am showing for their help may make them feel more successful than they may feel in their outside life. Maybe I am doing something that matters to others but I am just not aware of it.


The game Settlers harnesses the social participation of the masses by uniting people all over the world to achieve common goals (quests).  The social participation is also helping others successfully build their settlements.  The social participation does not only stay within the game, there are many forums that have been created to help others with their settlements. The help given is similar to a social participation task for Christel House.  McGonigal (2011) discusses the Christel House, an organization built to help children feel successful in education and life.  One simple but amazing task of the group is to write a note, which is actually delivered to the students, to encourage the student to do well on a test by offering “good luck” messages. (p. 205) The forums and help sites dedicated to helping the players in Settlers are similar to these “good luck” messages because they are giving words of advice to show that every thing in the game can be achieved and many people are guiding others to help others achieve these things.

Crowdsourcing

The crowdsourcing project I found is for a large corporation (publishing company), Houghton Mifflin Harcourt (HMH). HMH is using crowdsourcing to gather ideas from the public to create new products for the education world.  HMH is using this crowdsourcing to reward the public with monetary funds for their ideas.  The “winning” ideas will be rewarded but will have to give up their rights to their idea.  I think this is a great project that involves the community to gather ideas to create new products to educate students (good game community).  I hear way too much that people who create products do not understand the education world, this contest will allow educators, parents, and professionals to give their input and put their ideas into realization (good game world).  There is a set goal, that is direct and clear, for the competition and a reward is given in the end (good game mechanics). 


McGonigal, J. (2011). Reality is Broken. New York: Penguin Group.

Saturday, March 1, 2014

Fix 9-10


More Fun with Strangers

I have been playing the game Settlers for more than a month now and must say it gets more enjoyable as the weeks go by.  I recently joined a guild and have experienced so much more with the game than I have before.  I do not think I have ever given so much gratitude to other people inside of a game.  On a daily basis my guild members have helped me out or have asked how they can help me achieve my guild quests, production, or even clearing land.  McGonigal (2011) states, “They [players] learn to see strangers for the potential relationships they represent, not just as obstacles to avoid as they pass by.” (p. 140)  I have to admit, I avoided other players and thought I could achieve things on my own.  That mindset did not get me very far…I struggled to complete quests and it took me a lot longer than it does now.  Now, I talk with a lot of my guild members on a daily basis and share things that does not always pertain to the game.  We share how our day is going, challenges outside of the game, and give well wishes to each other.  McGonigal (2011) also states, “It not only heightens your awareness of the potential for strangers to play a role in your life, it also provokes a real curiosity about others, and longing to connect.” (p. 140) I find myself wondering how people’s lives are and if they are as helpful outside of the game. I have started asking more questions about the game itself and about the people.  I have also started sharing more information about myself within the game and outside. I am enjoying the community feeling.  It is nice to know that everyone is there to help each other and not each other fail.

I believe by having guilds in the game it creates an environment where everyone works towards a common interest. We are trying to create a strong guild that allows for positive interaction and strong sense of unity where we help each other build up their settlements.  McGonigal mentions, “Learning to improvise with strangers toward a shared goal teaches players what they call “swarm intelligence”—intelligence that makes people better able and more likely to band together towards positive ends.” (p. 142) I recently had a guild member ask me what I needed to clear sector 8 on my settlement.  I told him I was trying to build up my army in order to start attacking.  He then asked me what supplies I needed to build more and faster.  At that time I was waiting for bronze swords and brew in order to create more.  I told him I was waiting on these few things and he donated 10,000 of each then he donated 8,000 bread so I had extra.  After that he donated 1,000 marble so I could upgrade my barracks to speed up my production of my army.  I was in awe…I could not believe someone would do so much to help me!  I said thank you a billion times and his response was, “if you need anything just ask.”  He also said he was helped a lot when he was new and he is helping me out now so I can do it in return too. How amazing!  I try to help out as much as I can and as soon as I started producing quantities as large as the others I will too want to help someone new.

Happiness Hacks

I have previously explained how much gratitude I have expressed towards my guild members and how kind each one of them are to help me build my settlement and complete my quests.  I believe this is an experience of a happiness hack in the game.  McGonigal (2011) has found that, “The two most frequently recommended happiness activities across the scientific literature are to express gratitude and practice acts of kindness.” (p. 155) I have expressed a lot of gratitude and am still working on helping others if at all possible.  I have been shown a lot of kindness from my guild members and in return I want to show the same amount of kindness to my community of guild members.

When it comes to “jen ratio” (p. 155) that McGonigal mentions, I believe I have experienced nothing but positive interactions within my guild.  I am comparing my guild chat room as the “given place” and my time spent in the chat room as my “given time”.  I have not experienced any negative interactions and have actually enjoyed participating in the chats and have enjoyed watching my guild members chat.  There are times that the guild members will notice I am on and ask how I am doing…I feel a real sense of belonging when they notice me and ask how things are going.  They seek me out instead of me just seeking them out. Again, I believe this is another example of a strong happiness hack.

Overall, the Settlers experience with a guild seems like a “happiness hack.”  Compared to the game C2BK, we are providing kindness to others and helping each other out when we can, making everyone happy and fulfilled.  McGonigal (2011) states, “The game also has the novelty than ordinary acts of kindness.  It encourages you to think about being nice to strangers in different environments—and the possibilities are endless.” (p. 160) We do not know the people we are interacting with in the game Settlers or in the game C2BK but we are still kind and nice to one another. We do not know where our kindness will go or where it will take us but we do know no matter if we are receiving or giving kindness we are remaining happy.

Also, wanted to share that I recently experienced a “loot spot” and was amazed by that experience.  To know that someone would allow you to join in on their adventure and not do much only to get all the loot they would get is just a pure sign of kindness! If you haven’t experienced this yet ask your guild members about it and join in on one! J


McGonigal, J. (2011). Reality is Broken. New York: Penguin Group.