Simnewsletter Spring 2005
Simnewsletter Spring 2005
1 - Winter/Spring 2005
simZine
A NEWSLETTER ABOUT GAMES AND SIMULATIONS FOR EDUCATORS
Will younger teachers think & Business is starting to take note of how future gamer generation employees
could affect business organizations. Their recent research indicates that
learn differently? ...page 14 frequent users of this medium are better at multi-tasking, collaborative decision
by Melanie Zibit
making and leadership (Beck and Wade 2004). Business is starting to get it….
how about educators?
simSchool at Elearn! ...page 15
Educators want to understand how this gamer generation learns best and are
Register ...page 16 asking questions such as “What is it about simulations and games that makes
them compelling learning environments? What are the benefits of learning
simSchool Newsletter through games?
What effect could
Bill Halverson
this medium have
David Gibson
on how future
A New Age of Teaching and
Melanie Zibit teachers teach?” Learning Using Simulations and Games
Mark Favazza
Requires a New eZine. Introducing
Lauren Greenberg As educators,
many of us have simZine!! A Newsletter about Games
seen the power of and Simulations for Educators.
this new medium
and have asked,
"How
How do we learn more about appropriate simulations and games for use as
instructional tools for learning? Where do we find out what others are thinking?
What simulations and games are other educators using in the classroom? Lastly,
simSchool.. a powerful online learning experience
what is the current research saying regarding the use of simulations and games
that builds confidence in the classroom. as teaching and learning tools? We at simSchool want to know too!! So, we
[Link] started simZine!!
Screen shots: inside this issue
by Bill Halverson
.....Welcome to the first issue of “simZine.” We are interested in your comments. If you know of
interesting stories or people using simulations and
Our goal is to produce an eZine for educators and games in the classroom please let us know. If you
others who are interested in understanding the know of any research going on in this field, let us
power and value of using simulations and games as know. Or, if there is simply some interesting nugget
instructional tools for learning and want to learn you want to share, I am always checking my email at
more!! billh@[Link].
In this Inaugural issue, we include interviews with
two leading researchers in educational simulations
and games. Dr. Peggy Benton, Professor of Instruc- A Call to Educational Gamers!
tional Technologies (ITEC) at San Francisco State
University (SFSU) tells simSchool, “Games provide Do you know someone working in the
powerful learning environments where the player
field of educational simulations and
can take risks without the “sting of failure.” A player
tries over and over again, moving toward excellence, games or using them in the classroom.
and contrasts that with what happens in school. We are on the look-out for people who
Dr. Mike Searson, Executive Assistant to the Presi- have exciting ideas about educational
dent at Kean University in Union, New Jersey talks
about his long-held interest in the complex cognitive games and simulations to interview
processes inherent in play and expresses the irony for our next issue and beyond of
that many people think games should not be part of “simZine” .
education.
simSchool wants to keep you informed about this ex- Got Game: How the Gamer Generation
citing world of games and simulations. Go to simPortal
[Link] to find the Is Reshaping Business Forever, John C.
latest articles, research, and other resources related Beck, Michell Wade
to today’s exciting world of educational games and
simulations. Once on simPortal, select simSchool Think video games are kids’ stuff? Think again.
Resources; then scroll down to select “Games and Provocative new data show that video games
Simulations” and browse recent articles by innova- have created a new generation of employees and
tors and international educational gaming experts and executives that will dramatically transform the
researchers. Here are two exciting resources to give workplace. Got Game reveals the profound impact
you a preview of the kinds of items you can find. that the “gamer generation” (already bigger than the
baby boom) will have on the future of business. While
games have made this group dramatically different in
terms of their attitudes, expectations, and abilities, the
Sample article found in simPortal: potential of this generation has scarcely been noticed
in most organizations. But managers won’t be able to
Video Game Studies and the Emerging ignore gamers for long. Comprised of millions of rising
professionals in the U.S. alone, the gamer generation
Instructional Revolution by Joel Foreman
will ultimately dominate the workforce – and they are
already changing the rules of business. Through
An additional development in learning and technology
a large scale survey and hundreds of interviews,
is the emergence of “Video Game Studies” as an
strategists John C. Beck and Mitchell Wade find
academic field in higher education. While this trend that gaming is not a time sink, but an amazingly
may appear recent and relatively marginal, Joel effective training camp for critical business skills. All
Foreman’s account indicates that it has already gained those hours immersed in game culture have created
considerable momentum as more scholars explore masses of employees with unique attributes: bold but
the possibilities of gaming as a legitimate vehicle of measured risk taking, an amazing ability to multi-task,
pedagogy and curricular reform. After surveying the
growth of this field, Foreman considers how gaming
and unexpected leadership skills. ❧
technology can allow students to construct new
knowledge as they navigate through sophisticated
virtual environments suited to different disciplines
Call for articles or contributions!!
of study. The future of gaming technology in higher
education, Foreman argues, will largely depend on You can help make simPortal a com-
the increasing demand of students who seek to bridge
the gap between their technological interests and their
prehensive, state-of-the-art resource.
academic coursework. As Send us your favorite articles, web sites,
with other innovations in graphics, and films. In the future we
technology, the primary will have a peer-reviewed journal so
impetus for revolutionary
change will come from a that all educators can publish work and
new generation of learners make it available to the educational
and aspiring professionals. gaming and simulation community.
Dr. Peggy Benton, Lucas Foundation She is excited and even if she fails, she is willing to try
over and over again, striving to excel. She knew there
Fellow & Professor at San Francisco was a way to win and she was going to find it. She
State, talks about the potential of practiced, and she was motivated to keep trying. It is
games in the classroom the ability to learn without the “sting of failure” that I
find so powerful about learning through games. Seeing
the potential of games through my daughter’s experi-
ences is what made me aware of their importance to
education. She took the learning she found there and
transferred it into real world situations. She ultimately
has become a learner who wants a rich learning situa-
tion. She is now creating her own computer graphics.
The next generation of educators will technology leadership for educators. She directs the
have grown up with simulations and development of ITEC masters culminating work and
games, learning it just like a language. coordinates the courses in technology integration for
pre-service teachers.
In education it is going to take longer. There is a cul- Dr. Benton directed “Teaching with Technology,” a
tural gap between today’s faculty and young educators Preparing Tomorrow’s Teachers to use Technology,
coming up. The next generation of educators will have
grown up with simulations and games, learning it just (PT3, 1999-2004). Funded by the US Department of
like a language. They are digital natives and comfort- Education, her program focused on infusing technol-
able with it. People of our generation are digital immi-
grants trying to learn it after the fact. It wasn’t part of ogy in teaching and learning as well as professional
my college training. So as more and more faculty and development of faculty and pre-credential teach-
teachers retire, particularly those who resist change
the digital natives become faculty. Then we will see the ers. She was selected as an Apple Distinguished
integration of simulations and games in the curriculum. Educator for 2004 and a George Lucas Education
Recently there was a news article about young people Foundation Faculty Associate for 2003 and 2004.
waiting to get into the store to buy the latest X-Box Dr. Benton works with such collaborative partners as
game starting at midnight. Do we see students waiting
in line to go to school at midnight? That should be a Apple Computer, Oracle Corporation, Buck Institute
hint. We do see kids involved in interesting things in for Education, Center for Enhancement of Teaching,
after school programs. We see elaborate scenarios in
project based learning. Some schools are trying but the George Lucas Educational Foundation and local
with a fixed curriculum there is little time to engage school districts. It is in this network of sharing innova-
in an activities such and games or simulations which
tions and working together that she believes we can
seem frivolous. ❧
bring about the solutions we need.
MS: As a child, I was always interested in games They play in a group, share codes, and share infor-
whether board games or just playing games outside mation. There are networks of people (sometimes
because I realized that games were something one forming clans) all over the world that go online to
could learn from …and they were fun! In college, I be- share. Through this collaboration, gamers are push-
came interested in early childhood education and rec- ing their thinking, building on what they know to learn
ognized how important games were for all children’s even more, similar to what Vygosky called the zone of
learning. I have found that games are meaningful to proximal development.1 Another reason why games
a child’s life as well as to anyone who plays them. My are so compelling is that players have “emotional
interest in games continued in my graduate research power.” As game players press the joystick they cause
at the Institute of Cognitive Studies at Rutgers Uni- an event to happen, receive feedback, and then they
versity where I focused my thesis on baseball as an have to react. If you watch, you can see players act
environment for complex cognitive processing. In my out the games they play. They press the button, make
research on baseball, I found, for example, that hitters facial expressions, and shift their body to left or right.
bring much more than a bat with them when they go to Players are totally immersed in the whole environment
the plate. They have plans, predictions, and problem- – verbally, socially, and bodily. This is the emotional
solving strategies, although this processing may be at power! Players are not even aware of the learning that
the tacit level. So when Yogi Berra says “I can’t think playing requires. Learning includes deep cognition to
and hit at the same time,” it’s true, to some extent.
process what is happening and make a decision on
He, too, exercises complex cognitive processing as a
how to move based on a complex set of possibilities,
successful batter (after all, one has only 1/3 to 1/2 of
gaining implicit and tacit knowledge as they problem
a second to react), he’s just not aware of the cognitive
skills he’s employing. When you interview a hitter (or solve situations and solutions. It is the tacit knowledge
pitcher) after a key moment in a game, they’ll often re- - subconscious - and the implicit processing of knowl-
fer to an encyclopedia memory of past confrontations edge that ultimately contributes to what they learn.
they’ve had and develop their current strategy from
prior knowledge.
New technology applications for teaching and assess- SITE2005 for the first time is premiering simulations
ment show promise as vehicles for authentic perfor- and games for educators by hosting this symposium.
mance that can produce more comprehensive, finer Mike Searson of Kean University and BIll Halverson of
grained data and evidence than many current per- simSchool are moderators. A diverse group of educa-
formance-based assessment initiatives. Online case tors will present a variety of perspectives to address
methods and simulations are beginning to emerge as the role and value of games and simulations as edu-
powerful new teaching and assessment tools. These cational tools. This symposium will open with a power-
tools assist in the creation of products and evidence of ful digital story depicting the profound impact that a
growth as part of a vision of improving teacher educa- games-based curriculum had on the life of one learner.
tion through increasingly authentic performance oppor- It will be followed rich and diverse presentations by
tunities using technology. For example, the new tools a graphic designer, a gaming expert, a professor of
can provide opportunities for experimentation, play, English, an educational technologist, developers of
rehearsal, simulation, practice guided by feedback, an educational-based simulation, and a journal editor.
and support and validation from experts and peers. Each presenter is a multifaceted and renown in his/her
Learning through practice and playing to learn are vital field. They come together to provide provocative
to expertise development and are well supported by insights into the potential role and value of games and
emerging technologies. This symposium will address simulations as powerful educational tools. The sym-
the question of how the emerging technologies and posium will conclude with a discussion of a possible
processes help support the creation of products and research and advocacy agenda that can advance the
evidence of what a new teacher knows and can do role of games and simulations in education.
and suggest theories and pose current questions to
address this challenge. Papers and presenters for this new symposium on
simulations are:
Poster Session
SimSchools: A Teaching Game to Improve Student
Learning
The simSchool
The ability to teach is not abstract knowledge that individuals either do or do not Homepage is where is
have, but a knowledge in practice. Researchers tell us that knowledge is “knowing all begins!!
how,” a capacity to perform or act in particular circumstances. Like “knowing
how “to ride a bicycle, the knowledge can not be separated from the practice.
(Orlikowski 2002)
view sample screens of
Games and simulations provide a context in which to develop “know how” situated the simSchool classroom,
in the practice of doing, To play a game, you immerse yourself in a content area, simStudents and reports
become familiar with all of the potential moves, and interact in context. Overtime showing how well you
a player builds a repertoire of moves or know how that can transfer to other played the game!
situations.
Click on
When you play simSchool you act the role of teacher, instructing students with
diverse personalities, behavioral characteristics, and learning attributes and skills.
Each time you “play” simSchool you interact with a unique classroom of sim- to see additional innovative
Students. Each simStudent has an individual profile - his/her history, academic tools developed by
performance, as well as social and emotional characteristics. Each simStudent simSchool partners.
has a unique personality made up of Traits and Needs, Learning Preferences, and
Click on
Social Expectations that determine how s/he acts, what s/he says in class, and
how s/he performs when prompted.
to connect to all sorts of
As the teacher playing simSchool, you master the language of teaching. You journal articles, as well as
design tasks for the whole class or adjust tasks to fit individual student learning links to other simulations,
needs. To see your impact, watch how your students sit in their chairs. “Alert” games resources and
says they are learning; slumped indicates they have “tuned out.” You can even information for educators.
“talk” to your students through selected exchanges, matching your comments to fit
with a student’s personality, e.g., a supportive statement for a shy student, more Click on
assertive with a hostile student. Use the Grade Book to interpret your simStu-
dent’s performance on in-class assignments, participation in large and small group
discussions, and quizzes and tests. In the role of teaching, you are learning to play simSchool
through action and making a multitude of complex decisions that lead to internal- (available 2nd quarter 2005)
izing the strategies and skills of teaching. ❧
News Flash: simSchool is conducting a nationwide survey on the gaming experiences and attitudes of
today’s preservice students. If you are a preservice student and interested in participating OR you are a
teacher education faculty member and would like your students to take the survey, please contact simSchool at
info@[Link] or go [Link] Results from this survey will be a first look at trends in the
use of games with future teachers, helping us to understand the learning style and interest of the next genera-
tion of teachers.
When projects and organizations want to deploy new Bill Halverson (right) with New Zealand Friendz of
e-learning tools, it is helpful to bridge research, devel- simSchool.
opment and practice by piloting with users to learn what
works, what doesn’t work, and how to create support
systems for full scale implementation (Royer, 2002;
Sanders, Brown & Zellner, 2002). The simSchool team
discussed strategies used during the first year of the
project to successfully recruit a cross section of teacher
education institutions as a pilot group.
simSchool...
To register as a Friendz of
• Improves your understanding of student simSchool click on
learning styles and personal characteristics.
• Helps you develop intuition, strategies and All “Friendz” receive free
skills that will make you a better teacher!! newsletters, information on
simulations and games for
• Allows you to practice teaching and class- educators and FREE use of the
room management skills in a risk-free envi- simSchool simulation when it is
ronment. released!!
Email: info@[Link]
• Boosts your confidence in teaching.