PDF version of the slides and slide notes from my Game To Learn: Take 2 invited keynote in Dundee, Scotland, on March 18, 2011.
“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.
Analyzing the meta dimensions in TRPGs: Meta-action, metacognition, and metag...Cristo Leon
Role-play has critically influenced academic dialogue on education, psychology, and narrative. However, little research has been conducted around “gaming sessions” specifically the “point of contact” amongst participants due to its ephemeral qualities and subjective nature of the co-creative process. Acknowledging the complexity of the subject, the authors establish a clear set of definitions and conducted a literature review to examine the existing understanding of key components related to gameplay in Tabletop Role-play Games (TRPGs). Exploring TRPGs through the lens of narrative storytelling to better understand and categorize the ‘collaborative’ and ‘co-designed interactions during the gameplay experience. The paper discusses the three interconnected ideas of meta-action, metacognition, and metagaming, concerning the effective co-creation process and its impact on how participants collectively create and explore fantasy worlds in imaginary cosmos by using a vast system of concepts, rules, and mechanisms that function as the background or canvas for action and interaction amongst them. As Language, Communication, and Education occupy a central role in the gaming experience, miscommunication and assumptions will lead to a break in immersion. Metagaming is commonly labeled as the “worst” that can happen in a gaming session the problem is that it is also commonly confused with meta-action and metacognition which are essential to the game. This article aims to provide the tools, to all players, that will allow them to enjoy a more engaging in-game experience, based on the idea that the more players manage metagaming properly the better the game experience will be for all participants involved. The main focus is to clearly define essential discourse and clarify the line between in-game and extra-game narration, description, and action. The authors will start conceptualizing the situation by defining general terms. Presenting a systematic review of the literature (SRL) integrated by the three phases: Planning, Management and Report the results, will inform the following sections. An analysis of the concepts ‘Gaming and extra gaming’ followed by brief ‘Examples at the point of contact’, and conversations around ‘Action and Meta-actions’ will serve as a reference to discuss the metacognition and metagaming concepts. Finally, the authors will present their conclusions and a glossary of terms.
PDF version of the slides and slide notes from my Game To Learn: Take 2 invited keynote in Dundee, Scotland, on March 18, 2011.
“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.
Analyzing the meta dimensions in TRPGs: Meta-action, metacognition, and metag...Cristo Leon
Role-play has critically influenced academic dialogue on education, psychology, and narrative. However, little research has been conducted around “gaming sessions” specifically the “point of contact” amongst participants due to its ephemeral qualities and subjective nature of the co-creative process. Acknowledging the complexity of the subject, the authors establish a clear set of definitions and conducted a literature review to examine the existing understanding of key components related to gameplay in Tabletop Role-play Games (TRPGs). Exploring TRPGs through the lens of narrative storytelling to better understand and categorize the ‘collaborative’ and ‘co-designed interactions during the gameplay experience. The paper discusses the three interconnected ideas of meta-action, metacognition, and metagaming, concerning the effective co-creation process and its impact on how participants collectively create and explore fantasy worlds in imaginary cosmos by using a vast system of concepts, rules, and mechanisms that function as the background or canvas for action and interaction amongst them. As Language, Communication, and Education occupy a central role in the gaming experience, miscommunication and assumptions will lead to a break in immersion. Metagaming is commonly labeled as the “worst” that can happen in a gaming session the problem is that it is also commonly confused with meta-action and metacognition which are essential to the game. This article aims to provide the tools, to all players, that will allow them to enjoy a more engaging in-game experience, based on the idea that the more players manage metagaming properly the better the game experience will be for all participants involved. The main focus is to clearly define essential discourse and clarify the line between in-game and extra-game narration, description, and action. The authors will start conceptualizing the situation by defining general terms. Presenting a systematic review of the literature (SRL) integrated by the three phases: Planning, Management and Report the results, will inform the following sections. An analysis of the concepts ‘Gaming and extra gaming’ followed by brief ‘Examples at the point of contact’, and conversations around ‘Action and Meta-actions’ will serve as a reference to discuss the metacognition and metagaming concepts. Finally, the authors will present their conclusions and a glossary of terms.
Safe for schools version of slides given during "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014
Slides for my portion of the "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014.
Death by chocolate-covered broccoli: A case where gamification killed gaming ...Independent
Cautionary tale about rewards and achievements and rankings, using the story of a WoW raid group and their implosion. :)
Presentation for Canadian Communication Association 2013
Covering a quick definition of games and expert play; a summary of Leet Noobs: The Life and Death of an Expert Player Group in WoW; and current and future research plans. Also, a choose your own adventure intro and a couple of easter eggs. :)
Leet Noobs: The Life and Death of an Expert Player Group in World of WarcraftIndependent
20 min version of book talk that was given at the Keywords for Video Games Colloquium at the University of Washington, May 19 2012.
https://depts.washington.edu/critgame/wordpress/2012/05/2012-keywords-researchdesign-colloquium-saturday-may-19-8-am-4-pm-communication-202/
CSCL 2011: Enrollment of a New Actor to WoW RaidingIndependent
My slides for Computer Supported Collaborative Learning (CSCL) 2011 on how a user-created mod was used by a group of World of Warcraft players. Most of the slides detail how fight mechanics work in WoW since that's what the mod helped players manage.
Expertise and Collaboration in Online GamesIndependent
Mark Chen's dissertation on expertise development and collaboration with a group of World of Warcraft players. Focuses on the socially emergent definitions of expertise and collaborative work by trust building through camaraderie.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Safe for schools version of slides given during "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014
Slides for my portion of the "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014.
Death by chocolate-covered broccoli: A case where gamification killed gaming ...Independent
Cautionary tale about rewards and achievements and rankings, using the story of a WoW raid group and their implosion. :)
Presentation for Canadian Communication Association 2013
Covering a quick definition of games and expert play; a summary of Leet Noobs: The Life and Death of an Expert Player Group in WoW; and current and future research plans. Also, a choose your own adventure intro and a couple of easter eggs. :)
Leet Noobs: The Life and Death of an Expert Player Group in World of WarcraftIndependent
20 min version of book talk that was given at the Keywords for Video Games Colloquium at the University of Washington, May 19 2012.
https://depts.washington.edu/critgame/wordpress/2012/05/2012-keywords-researchdesign-colloquium-saturday-may-19-8-am-4-pm-communication-202/
CSCL 2011: Enrollment of a New Actor to WoW RaidingIndependent
My slides for Computer Supported Collaborative Learning (CSCL) 2011 on how a user-created mod was used by a group of World of Warcraft players. Most of the slides detail how fight mechanics work in WoW since that's what the mod helped players manage.
Expertise and Collaboration in Online GamesIndependent
Mark Chen's dissertation on expertise development and collaboration with a group of World of Warcraft players. Focuses on the socially emergent definitions of expertise and collaborative work by trust building through camaraderie.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Digital Tools and AI for Teaching Learning and Research
Chen.aera2011.social dimensions of expertise
1. Mark
Chen,
U
of
WA,
@mcdanger,
markchen@uw.edu
Moses
Wolfenstein,
UWisc,
@mosesoperandi,
wolfenstein@wisc.edu
Sean
Duncan,
Miami
U,
@scd,
sean.duncan@muohio.edu
Rebecca
Reynolds,
Rutgers,
rebecca.reynolds@gmail.com
Leah
Bricker,
U
of
WA,
lbricker@u.washington.edu
Philip
Bell,
discussant,
U
of
WA,
pbell@u.washington.edu
SOCIALLY
SITUATED
EXPERT
PRACTICE
IN
AND
AROUND
GAMING
Google Doc for AERA2011: http://j.mp/fy8Jw1
2. SOCIAL DIMENSIONS OF EXPERT
PRACTICE IN ONLINE GAMING
Mark
Chen
University
of
Washington
@mcdanger
markchen@uw.edu
This work is funded by the National Science Foundation through the Science of Learning Center program under grant SBE-0354453.
8. Ethnographic methods (Steinkuehler, 2004)
§ Pool
of
60
regular
players,
40
per
session
§ Met
2-‐3
Pmes
a
week
for
10
mos
(11/05-‐8/06),
4-‐5
hrs
each
Pme
§ Larger
ethnography
has
over
1000
hrs
of
chat
data
§ ~100
hrs
of
video
+
select
posts
on
web
forums
§ Disciplined
percepPon
(Stevens
&
Hall,
1998)
Remember, ss target will change at Domo, but
until then, your rezzer is to be ssed at all times.
9. Ethnographic methods (Steinkuehler, 2004)
§ Pool
of
60
regular
players,
40
per
session
§ Met
2-‐3
Pmes
a
week
for
10
mos
(11/05-‐8/06),
4-‐5
hrs
each
Pme
§ Larger
ethnography
has
over
1000
hrs
of
chat
data
§ ~100
hrs
of
video
+
select
posts
on
web
forums
§ Disciplined
percepPon
(Stevens
&
Hall,
1998)
Remember, who you give soulstones to will change when we encounter
Majordomo Executus, but, until then, the priest or shaman who you ve
been assigned to should have your soulstone at all times.
Remember, ss target will change at Domo, but
until then, your rezzer is to be ssed at all times.
10. Ethnographic methods (Steinkuehler, 2004)
§ Pool
of
60
regular
players,
40
per
session
§ Met
2-‐3
Pmes
a
week
for
10
mos
(11/05-‐8/06),
4-‐5
hrs
each
Pme
§ Larger
ethnography
has
over
1000
hrs
of
chat
data
§ ~100
hrs
of
video
+
select
posts
on
web
forums
§ Disciplined
percepPon
(Stevens
&
Hall,
1998)
a magic item that warlocks can give to others so priests and shaman can bring
that they can come back to life if they are killed others back to life (resurrect)
Remember, who you give soulstones to will change when we encounter
Majordomo Executus, but, until then, the priest or shaman who you ve
been assigned to should have your soulstone at all times.
Remember, ss target will change at Domo, but
until then, your rezzer is to be ssed at all times.
it s important to give rezzers the ability to come back
to life so they can rez the rest of the raid group
11. Theorizing the practice
• Push-‐pull
relaPonship
of
objects
in
a
network
of
acPvity…
– Actor-‐Network
Theory
(Latour,
2005)
– Distributed
CogniPon
(Hutchins,
1995)
– Mangle
(Pickering,
1993;
Steinkuehler
2006)
– Assemblage
(Deleuze
&
Guitarri,
1987;
Taylor,
2006)
– Arrangement
(Stevens,
Satwicz,
&
McCarthy,
2009)
– Object-‐Oriented
Ontology
(Bogost,
2006,
2009)
– Roles
and
responsibiliPes
constantly
renegoPated,
redistributed,
and
reconfigured
to
adapt
to
local
seengs
14. various
bits
of
info
to
keep
track
of
minimap
temporary
bonuses
or
and
impairments
(buffs
addon
streaming combat text
and
debuffs)
bugons
name and health of enemy
tank
targets
the jumble in the
middle is the actual
more
ability
bugons
cooldown
Pmers
for
in-game fight
temporary
effects
my
health
and
status
threat
enemy
meter
enemy
health
debuffs
and
status
unit
frames
showing
health
and
status
of
raid
members
chat
window
ability
bugons
15. Expertise as sociomaterial practice
§ Emergent
through
push-‐pull
of
constraints-‐workarounds
§ Limited
by
access
to
the
right
social
networks
23. Conclusions and Takeaway Issues
• CogniPve
frameworks
for
experPse
don t
account
for
emergent
situated
pracPce
that
depend
on
available
sociomaterial
resources.
• Becoming
expert
depended
on
access
to
expert
groups
and
expert
pracPce
(Collins
&
Evans,
2007)
• Not
all
players
could
gain
access
24. SOCIAL DIMENSIONS OF EXPERT
PRACTICE IN ONLINE GAMING
Mark
Chen
University
of
Washington
@mcdanger
markchen@uw.edu
This work is funded by the National Science Foundation through the Science of Learning Center program under grant SBE-0354453.
27. Mark
Chen,
U
of
WA,
@mcdanger,
markchen@uw.edu
Moses
Wolfenstein,
UWisc,
@mosesoperandi,
wolfenstein@wisc.edu
Sean
Duncan,
Miami
U,
@scd,
sean.duncan@muohio.edu
Rebecca
Reynolds,
Rutgers,
rebecca.reynolds@gmail.com
Leah
Bricker,
U
of
WA,
lbricker@u.washington.edu
Philip
Bell,
discussant,
U
of
WA,
pbell@u.washington.edu
SOCIALLY
SITUATED
EXPERT
PRACTICE
IN
AND
AROUND
GAMING
Google Doc for AERA2011: http://j.mp/fy8Jw1