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WoW, Learning, and Teaching by Michelle A. Hoyle

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  • 8
    Aug 12

    Persist or Die: Learning in World of Warcraft

      Posted by Eingang
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    Back in March 2011, I gave an invited keynote at the JISC Scotland/Consolarium Game To Learn: Take 2 conference in Dundee, Scotland. The abstract read:

    All you need to understand is everything you know is wrong.
    —Weird Al

    My mother told me cleaning toilets builds character if done repeatedly. The other night five friends spent more than three hours dying over and over again while playing World of Warcraft (WoW). She never said anything about dying. I found cleaning toilets only gets you clean toilets. Dying and playing, however, teaches you important things. Demons, dragons, dwarves, and possibly folklore, you could see, but learning, love, and leadership?

    Sounds crazy, but it’s true: World of Warcraft has something to say about learning. Prepare yourself, because everything you thought you knew is wrong.

    The talk went very well and the slides were available shortly after the talk via SlideShare, but I was somewhat remiss in preparing a version for my blogs. This version was originally posted on my WoW Learning Project site.

    You have a choice of formats:

    1. The original slides (slightly cleaned up) via SlideShare.
    2. The original slides and notes (slightly cleaned up) via SlideShare.
    3. A downloadable PDF version of this blog post (from copy at WoWLearning).
    4. This blog post.

    This post is a written version of the original talk with the more important slide graphics incorporated. It can therefore be read without the original slides. Enjoy! If you have any comments, feel free to leave them.

    Read the rest of this entry »

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      downloads, learning, talks, writing
      collaborative learning, communities of practice, games-based learning, gaming, motivation, presentation, research, World of Warcraft
     
  • 15
    Apr 12

    I claim firsts: Starting Small — The Book Review

      Posted by Eingang
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    Kurt Squire's book I reviewed
    Credit: Photo by Michelle A. Hoyle under an Attribution-ShareAlike 2.0 Generic license

    Last month, amidst the busyness and stresses of my life, an important event passed by without fanfare or notice: I published my first open access article in the Journal of Interactive Media in Education, a recently relaunched journal co-edited by Martin Weller.

    It’s “only” a book review of Kurt Squire’s Video Games and Learning: Teaching Participatory Culture in the Digital Age, but it has a few firsts of its own. It’s the first thing I’ve “formally” published on video games, learning, and community. It’s also the first item published in a traditional academic forum since book reviews and conference papers in 1997/1998. That is a big dry spell, I agree! I’m working on making 2012 the year I turn things around. From small beginnings can come big things, so here’s to more firsts!

     

    Hoyle, M.A. (2012). ‘Book Review: From N00B to Community Organizer: A Review of Kurt Squire’s ‘Video Games and Learning: Teaching and Participatory in the Digital Age’’. Journal of Interactive Media in Education, JIME Special Issue on Open Educational Resources [online]. Available from: http://jime.open.ac.uk/jime/article/view/2012-06 [Accessed April 15, 2012].

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      downloads, publications, writing
      book review, games-based learning, publications
     
  • 27
    Jul 11

    Connectivism and Affinity Spaces: Some Initial Thoughts

      Posted by Eingang
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    Photo Composit: All the colours of the rainbow
    Credit: Photograph by Jake Rome (jakerome) under an Attribution-NonCommercial-ShareAlike 2.0 Generic license

    Image: Photograph composited from pieces of many other photographs: a visual affinity.

    James Paul Gee introduced the idea of affinity groups in his seminal What Video Games Have To Teach Us about Language, Learning, and Literacy (Gee, 2007). It is defined as the people associated with a given semiotic domain. That basically is a domain in which people use particular symbols or language to communicate and interact. We’re already well used to the concept, even if we don’t realize it. A given academic discipline, for example, will have its own vocabulary and, in that context, use language in a particular way, even if others use it differently in another context. It’s all about situated cognition and situated meaning. Games and their communities will have their own semiotics and constitute a semiotic domain. Members of an affinity group will have a way to recognize others who belong and to assess what counts as acceptable or recognizable within that semiotic domain.

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      learning, thinking
      affinity spaces, collaboration, communities of practice, connectivism, games-based learning, gaming
     
  • 6
    Apr 11

    Women in Games Special Issue

      Posted by Eingang
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    Screenshot of pink Lego ladies
    Image: The Pink Mafia
    Credit: Photo by Andrew Becraft (Dunechaser) under an Attribution NonCommercial ShareAlike 2.0 Generic license

    If you’re interested in any combination of women and gaming, including some games-based learning, then look no further than the latest issue of The International Journal of Gender, Science and Technlology. It features a special issue on women and games, with articles and reviews. From the special issue’s introduction:

    In 2004 video games industry veteran Mark Eyles, then working at the University of Portsmouth, recognised the need for an initiative that would increase the representation of women within the gaming industry. The project Mark instigated – Women in Games (WiG) – began with a series of conferences involving an innovative mixture of people from academia and from industry. The aim of these conferences was to generate and promote initiatives and research that focused on narrowing the gap between men and women working in the games industry.

    WiG is now an internationally recognised organisation, still with this mixture of people from academia and from industry. In addition to the annual conferences, WiG members are now also involved in smaller events, online discussions and journals. Now, seven years on, WiG continues to grow and develop and we, in our role as members of the Steering Committee, would like to introduce readers to the special issue section of the GST journal.

    The articles included in this special issue reflect the multiple and overlapping aims of the Women in Games initiative. Each of these aims requires the interweaving of academic enquiry with industry engagement and dialogue, which has been an extraordinary strength of the WiG initiative.

    by Marian Carr and Helen Kennedy

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      Uncategorized
      games-based learning, gaming, gender, women
     
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    • Persist or Die: Learning in World of Warcraft August 8, 2012
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