eLearning in the College of Medicine

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2006 report to UoE Stargazers conference. At the time the dynamic between open source and ou-of-the-box solutions was keenly felt as Blackboard made its aggressive claim on the IP of the VLE

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eLearning in the College of Medicine

  1. 1. Game Informed Learning & Web 2.0 in CMVM Michael Begg, Learning Technology Section College of Medicine and Veterinary Medicine University of Edinburgh
  2. 2. Game Informed Learning & Web 2.0 in CMVM <ul><li>Game Based and Game informed Learning </li></ul><ul><li>Game Based learning often seeks to embed learning (or teaching) within the recognisable context of a game </li></ul><ul><li>Game Informed Learning suggests that learning is a game and, as such, should have more game-like qualities </li></ul><ul><li>Both recognise that of all teaching delivery modes - the computer is the easiest to walk away from </li></ul>Social Technologies: Pioneer to mainstream Game Informed Learning
  3. 3. Game Informed Learning & Web 2.0 in CMVM <ul><li>Commonalities of Games and Learning </li></ul><ul><ul><ul><li>Environment comprising challenges, specific vocabularies, advancement through acquisition of knowledge and associated artefacts </li></ul></ul></ul><ul><ul><ul><li>Engagement </li></ul></ul></ul><ul><ul><ul><ul><li>Computers are easier than other mediums to walk away from so they must engage, entrance, involve </li></ul></ul></ul></ul><ul><ul><ul><ul><li>The player must have context (character) and consequential impact (agency) </li></ul></ul></ul></ul><ul><ul><ul><ul><li>Feedback should be immediate (response to consequential action) and summative (performance stats) </li></ul></ul></ul></ul>Social Technologies: Pioneer to mainstream Game Informed Learning
  4. 4. Game Informed Learning & Web 2.0 in CMVM <ul><li>GIL and Learning Design </li></ul><ul><li>BLOOM - from knowledge to evaluation </li></ul><ul><li>From EROS to the Labyrinth </li></ul>Social Technologies: Pioneer to mainstream Game Informed Learning
  5. 5. Game Informed Learning & Web 2.0 in CMVM <ul><li>EROS - the knowledge base </li></ul>Social Technologies: Pioneer to mainstream Game Informed Learning
  6. 6. Game Informed Learning & Web 2.0 in CMVM <ul><li>Labyrinth - synthesis </li></ul>Social Technologies: Pioneer to mainstream Game Informed Learning
  7. 7. Game Informed Learning & Web 2.0 in CMVM <ul><li>WIKI </li></ul>Social Technologies: Pioneer to mainstream Web 2.0
  8. 8. Game Informed Learning & Web 2.0 in CMVM <ul><li>BLOG </li></ul>Social Technologies: Pioneer to mainstream Web 2.0
  9. 9. Game Informed Learning & Web 2.0 in CMVM <ul><li>POD/VOD </li></ul>Social Technologies: Pioneer to mainstream Web 2.0
  10. 10. Game Informed Learning & Web 2.0 in CMVM <ul><li>BREEZE </li></ul>Social Technologies: Pioneer to mainstream Web 2.0
  11. 11. Game Informed Learning & Web 2.0 in CMVM Social Technologies: Pioneer to mainstream A Report To The Academy
  12. 12. Game Informed Learning & Web 2.0 in CMVM <ul><li>Web 2.0 is… </li></ul><ul><li>Devolution of authoring </li></ul><ul><ul><li>German medical schools effectively authoring their own textbooks </li></ul></ul><ul><ul><li>Warwick - VLE is a blog </li></ul></ul><ul><li>Living Knowledge </li></ul><ul><ul><li>Restless, fluid, ever changing, swelling </li></ul></ul><ul><li>Speed, Lightweight, thin </li></ul><ul><ul><li>Can an institution keep up? </li></ul></ul>Social Technologies: Pioneer to mainstream A Report To The Academy
  13. 13. Game Informed Learning & Web 2.0 in CMVM <ul><li>The Dissolving of the VLE </li></ul><ul><li>“ Features” are being superseded by “services” and “clients” </li></ul><ul><li>Integration / Insinuation </li></ul><ul><ul><li>Data flow passing from service to service, client to client, user to user </li></ul></ul><ul><li>The implications are scary - and exciting! </li></ul><ul><li>How do fixed environments respond to the need for fast, fluid flow and exchange? </li></ul>Social Technologies: Pioneer to mainstream A Report To The Academy
  14. 14. Game Informed Learning & Web 2.0 in CMVM <ul><li>Blackboard / WebCT </li></ul>Social Technologies: Pioneer to mainstream A Report To The Academy
  15. 15. Game Informed Learning & Web 2.0 in CMVM <ul><li>Institutional Concerns </li></ul><ul><li>quality control, “appropriate” content, data protection, policing, administration, controlling, containing, partitioning… </li></ul><ul><li>Be very clear - this is the antithesis of Web 2.0 </li></ul><ul><li>Web 2.0 generates data - at an astonishing rate - that is what it does! </li></ul><ul><ul><li>Case - wikipedia v Encyclopaedia Britannica </li></ul></ul><ul><li>The filtering and feeding is the real skill - and it is user driven </li></ul>Social Technologies: Pioneer to mainstream A Report To The Academy
  16. 16. Game Informed Learning & Web 2.0 in CMVM Contact: michael.begg@ed.ac.uk College of Medicine and Veterinary Medicine Learning Technology Section University of Edinburgh Thank You
  17. 17. Game Informed Learning & Web 2.0 in CMVM <ul><li>xxx </li></ul><ul><li>xxx </li></ul>Social Technologies: Pioneer to mainstream xxx

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