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EGC Video
http://media.nmc.org/2010/03/egc-video.mp4
Who am I
•   I ask this daily!
•   Lead Instructional Designer at PSU
•   At PSU 26 years
•   Work at Education Technology Services
Why I Do This - Games
• Games have many motivational aspects
  – http://archive.nmc.org/events/2006summerconf/mate
    rials/Bixler/m&g.pdf
• Games hit our affect
• Games can tap into different innate aspects of
  the individual – explorer, achiever, socializer,
  killer
  – See Bartle, http://www.mud.co.uk/richard/hcds.htm
• Why can’t education be fun?
Why I Do This – Virtual
             Worlds
• Sense of self                         FREEDOM
  – You care about your presence
• Death of distance                     Flow
                                        Repe,,on
• Power of presence
                                        Experimenta,on
  – Immersive AND social
                                        Engagement
• Pervasiveness of practice             Doing
• Enrichment of experience              Observing
  – Safe place                          Mo,va,on
  – Lowered inhibitions

      Adapted from Karl Kapp - http://karlkapp.blogspot.com/
Why I Do This - Simulations
• Faculty are more receptive
• Can practice complex procedures
• Can increase the efficiency of an individual
  for a particular process
• Inspirational and motivating
• Fail-safe
Why I Do This – Fringe Benefits
Why I Do This – Future Wisdom
 http://media.nmc.org/2010/03/why-games.mov
Past “Stuff”


A Day
in the
Life…
Past “Stuff”



S.C.O.R.E.
Past “Stuff”



Old-style RPG
       Games
What is the Educational
      Gaming Commons?
• EGC
• Two years old
• Mission – Support teaching, learning, &
  research in educational games, virtual
  worlds, & simulations
EGC Goals
• Stimulate research, application and
  education utilizing games, and virtual
  environments
• Develop educational games
• Create an Affiliate Program
• Implement the Educational Gaming
  Commons Lab
Who is Involved?
• Staff
  – Brett Bixler – Manager (60%)
  – Chris Stubbs – Education Technologist (20%)
  – Elizabeth Pyatt – Instructional Designer (30%)
  – Jason Wolfe – Programmer (100%)
  – Interns (10-20 hrs/wk)
EGC History
• Fall 07
  – Formation of the
    following groups:
  – Steering Committee
  – Labs Sub-Committee
  – Community Hub
    Sub-Committee
  – Committees guided
    infrastructure development
EGC History - 2
• Develop the Affiliate Program
  – Provides opportunities for faculty, staff, and
    students with interest in serious games to
    establish a connection to the EGC
  – EGC acts as a catalyst
• Establish the Gaming Commons Community
  Hub
  – Similar to existing ETS hubs
  – Contains Affiliate Program
  – http://gaming.psu.edu
EGC History - 3
• Spring through Summer 2008
  – General Awareness PR Campaign
  – Continue Implementation of Affiliate Program
  – Workshops for faculty, researchers, and
    instructors
  – Sample Educational Game Development
    • EcoRacer
  – Physical Game Lab Design & Development
EGC History - 4
EcoRacer

•Supplemental
•Raise environmental
awareness
•Fuel types
   •gas
   •solar
   •wind
   •hydrogen
EGC Accomplishments
• Projects
  – Engagement Initiatives
  – One-on-one consultations
  – Sponsoring presentations, guest speakers,
    etc.
• EGC Lab
  – Innovative space containing PCs, game
    consoles, and a variety of games, virtual
    worlds, and simulations
EGC Accomplishments - 2
• Active Second Life Presence
  – Virtual Hacienda
  – Virtual Palmer
    Museum
  – Many spaces
    for faculty to
    experiment
EGC Accomplishments - 3
• EGC Works Podcast Series
  – http://podcasts.psu.edu
     • Click “Access Open Content”
     • Click “Information Technology Services”
• Game-like activities in the class
  – Useful for the five-minute game
  – Easy to prepare and run
EGC Engagement Initiatives
Chemblaster
EGC Engagement Initiatives

Typo!
EGC Guests




Blizzard
EGC Lab
• Designed for research, teaching, learning
• Space is where the first computer lab at
  PSU was installed in 1988
• In a freshman dorm
• If not reserved, an open lab for fun
EGC Lab Design

Started with overhead
diagram
EGC Lab Design - 2

Then a
mockup in
Second Life
EGC Lab Design - 3
• Involved a team that works on computer labs
  and learning space designs
• Worked with PSU Office of the Physical Plant
  before and during the room renovation
• Hired an outside company to do the video
  switching unit
• Involved faculty and students in design
  questions
• Brought in a sound engineer to test the
  sound levels
EGC Lab Design - 4
• Results – Innovative space
• Card swipe into the room for security
• Eight PCs
  – Two groups of four
  – Software in on DVDs or loaded via Steam
• One Wii, PS3, Xbox
  – In locked cabinets
• Ceiling Projector
EGC Lab Design - 5
• Five wall-mounted LCD panels
• Video Switch Unit
  – Can output video & audio from any PC,
    Console to any LCD or ceiling projector
  – Can accept video (VGA) & audio in from five
    additional sources
• Wireless in the room is robust
• Five mobility ports allow five hard-wired
  connections to the internet
EGC Lab Design – PC DVDs
• Remain a sticking point – too many
  updates!
EGC Lab Design - Security
Card Swipe




                  Cameras
EGC Lab Design – Security - 2
Computer Access
EGC Lab Design – Security - 3




         Console Access
EGC Lab Design – Security - 4
              Console Security




All hooked to a Cisco Firewall with certain
ports blocked on each console.
EGC Lab Design – Video &
         Audio

                 Choose
 Choose         Output 
  Source
EGC Lab – Results - 1
• A vibrant space where research, teaching, and
  learning occur around educational gaming,
  virtual worlds, and simulations.
EGC Lab – Results - 2
EGC Lab – Results - 3
EGC Lab – Results - 4
EGC Futures – Leveling up!
•   Continue to grow faculty contacts
•   Continue Engagement Initiatives
•   Build a second lab?
•   Mobile games
•   Partnerships with other Universities and
    businesses
EGC Lab – Questions?

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EGC Presentation at NMC 2010 Symposium

  • 1.
  • 3. Who am I • I ask this daily! • Lead Instructional Designer at PSU • At PSU 26 years • Work at Education Technology Services
  • 4. Why I Do This - Games • Games have many motivational aspects – http://archive.nmc.org/events/2006summerconf/mate rials/Bixler/m&g.pdf • Games hit our affect • Games can tap into different innate aspects of the individual – explorer, achiever, socializer, killer – See Bartle, http://www.mud.co.uk/richard/hcds.htm • Why can’t education be fun?
  • 5. Why I Do This – Virtual Worlds • Sense of self FREEDOM – You care about your presence • Death of distance Flow Repe,,on • Power of presence Experimenta,on – Immersive AND social Engagement • Pervasiveness of practice Doing • Enrichment of experience Observing – Safe place Mo,va,on – Lowered inhibitions Adapted from Karl Kapp - http://karlkapp.blogspot.com/
  • 6. Why I Do This - Simulations • Faculty are more receptive • Can practice complex procedures • Can increase the efficiency of an individual for a particular process • Inspirational and motivating • Fail-safe
  • 7. Why I Do This – Fringe Benefits
  • 8. Why I Do This – Future Wisdom http://media.nmc.org/2010/03/why-games.mov
  • 12. What is the Educational Gaming Commons? • EGC • Two years old • Mission – Support teaching, learning, & research in educational games, virtual worlds, & simulations
  • 13. EGC Goals • Stimulate research, application and education utilizing games, and virtual environments • Develop educational games • Create an Affiliate Program • Implement the Educational Gaming Commons Lab
  • 14. Who is Involved? • Staff – Brett Bixler – Manager (60%) – Chris Stubbs – Education Technologist (20%) – Elizabeth Pyatt – Instructional Designer (30%) – Jason Wolfe – Programmer (100%) – Interns (10-20 hrs/wk)
  • 15. EGC History • Fall 07 – Formation of the following groups: – Steering Committee – Labs Sub-Committee – Community Hub Sub-Committee – Committees guided infrastructure development
  • 16. EGC History - 2 • Develop the Affiliate Program – Provides opportunities for faculty, staff, and students with interest in serious games to establish a connection to the EGC – EGC acts as a catalyst • Establish the Gaming Commons Community Hub – Similar to existing ETS hubs – Contains Affiliate Program – http://gaming.psu.edu
  • 17. EGC History - 3 • Spring through Summer 2008 – General Awareness PR Campaign – Continue Implementation of Affiliate Program – Workshops for faculty, researchers, and instructors – Sample Educational Game Development • EcoRacer – Physical Game Lab Design & Development
  • 18. EGC History - 4 EcoRacer •Supplemental •Raise environmental awareness •Fuel types •gas •solar •wind •hydrogen
  • 19. EGC Accomplishments • Projects – Engagement Initiatives – One-on-one consultations – Sponsoring presentations, guest speakers, etc. • EGC Lab – Innovative space containing PCs, game consoles, and a variety of games, virtual worlds, and simulations
  • 20. EGC Accomplishments - 2 • Active Second Life Presence – Virtual Hacienda – Virtual Palmer Museum – Many spaces for faculty to experiment
  • 21. EGC Accomplishments - 3 • EGC Works Podcast Series – http://podcasts.psu.edu • Click “Access Open Content” • Click “Information Technology Services” • Game-like activities in the class – Useful for the five-minute game – Easy to prepare and run
  • 25. EGC Lab • Designed for research, teaching, learning • Space is where the first computer lab at PSU was installed in 1988 • In a freshman dorm • If not reserved, an open lab for fun
  • 26. EGC Lab Design Started with overhead diagram
  • 27. EGC Lab Design - 2 Then a mockup in Second Life
  • 28. EGC Lab Design - 3 • Involved a team that works on computer labs and learning space designs • Worked with PSU Office of the Physical Plant before and during the room renovation • Hired an outside company to do the video switching unit • Involved faculty and students in design questions • Brought in a sound engineer to test the sound levels
  • 29. EGC Lab Design - 4 • Results – Innovative space • Card swipe into the room for security • Eight PCs – Two groups of four – Software in on DVDs or loaded via Steam • One Wii, PS3, Xbox – In locked cabinets • Ceiling Projector
  • 30. EGC Lab Design - 5 • Five wall-mounted LCD panels • Video Switch Unit – Can output video & audio from any PC, Console to any LCD or ceiling projector – Can accept video (VGA) & audio in from five additional sources • Wireless in the room is robust • Five mobility ports allow five hard-wired connections to the internet
  • 31. EGC Lab Design – PC DVDs • Remain a sticking point – too many updates!
  • 32. EGC Lab Design - Security Card Swipe Cameras
  • 33. EGC Lab Design – Security - 2 Computer Access
  • 34. EGC Lab Design – Security - 3 Console Access
  • 35. EGC Lab Design – Security - 4 Console Security All hooked to a Cisco Firewall with certain ports blocked on each console.
  • 36. EGC Lab Design – Video & Audio Choose Choose Output  Source
  • 37. EGC Lab – Results - 1 • A vibrant space where research, teaching, and learning occur around educational gaming, virtual worlds, and simulations.
  • 38. EGC Lab – Results - 2
  • 39. EGC Lab – Results - 3
  • 40. EGC Lab – Results - 4
  • 41. EGC Futures – Leveling up! • Continue to grow faculty contacts • Continue Engagement Initiatives • Build a second lab? • Mobile games • Partnerships with other Universities and businesses
  • 42. EGC Lab – Questions?