More intro, Information Processing Model of Cognition - Serious Games - Spring 2009

Contents

Overview of Today's Class [1/7]
21st century skills [2/7]
Another view [3/7]
Role of Serious games [4/7]
Reflection on Readings [5/7]
My points from reading [6/7]
Reading for next time [7/7]

Slides

Overview of Today's Class [1/7, 2009/04/02]


21st century skills [2/7, 2009/04/02]

Chapter 2 in same book, by Hiller Spires

Daniel Pink's (2005): not information age, left-brain thinking, but right-brain senses:

design Creating something aesthetically appealing, whimsical or emotional engaging
sotry tool enriched by emotion, deeper understanding of how we fit in the world, why it matters
symphony ability to put together pieces, synthesize rather than analyze, see relns among unrel fields, detect patterns, invent sth new by combining elts in new way.
empathy can discern what makes other person tick, forge relns, care for others
play evidence for health, prof bens of laughter, lightheartedness, games, humor
meaning our abundance frees (many of) us to pursue desires, transcendence, spiritual fulfillment.

Another view [3/7, 2009/04/02]

Henry Jenkins, MIT (2007): focused on media literacies

play can expt with surroundings as a form of prob solving
performance can adopt alternative idents for improv and discovery
simulation can interpret and construct dyn models of real-world procs
appropriation can meaningfully sample and remix media content
multitasking can scan environmnt, shift focus as needed to salient details
distrib cog can interact meaningfully with tools that expand mental capacities
collective intelligence can pool knowledge and compare notes with others toward common goal
judgment can evaluate reliability and cred of diff info sources
transmedia nav follow flow of stories and info across multi modalities
networking search for, synthesize, disseminate info
negotiation travel across div communities, discern and respect multi perspectives, grasp and follow alt norms

Role of Serious games [4/7, 2009/04/02]

Becker and Wade (2004): Gamers can:

But which came first, gaming or skills?

Bruner: our organization of experience and knowledge with social world is "narrative rather than conceptual". Crystal Island (at NCSU). Half-life-based environment where students go to research station to study unique flora and fauna. Someone gets sick. Help figure out why.


Reflection on Readings [5/7, 2009/04/02]

What were the main points?


My points from reading [6/7, 2009/04/02]


Reading for next time [7/7, 2009/04/02]

James Gee