About the Educational Gaming Commons

Our Mission

Welcome to the Educational Gaming Commons (EGC) and Virtual Worlds Community Hub. The PSU Educational Gaming Commons is creating a community of users who will support both physical and virtual infrastructure to promote the broad impact of gaming within the teaching, learning, and research environment. (View Goals...)

 

This hub is a place where Penn State faculty, staff and students working with educational games and virtual worlds can communicate and collaborate.

The site is divided into several areas:

There are several ways to use this site:

  1. Anyone can view pages without signing in.
  2. If you want a blog, to create a forum, or to create and edit Book (wiki-style) pages for different projects, contact gaming@psu.edu.

The EGC is an initiative coordinated by Education Technology Services at Penn State.

2010 EGC Gaming Engagement Initiative

Call for Proposals

The deadline to submit is close of business 2-28-10.

Project Focus

This call for proposals will focus on two distinct projects:

Project 1 - The development of supporting educational materials for a commercial, off –the-shelf (COTS) game that is used in a Penn State class.

Project 2 - The development of a small game to be used as supporting instructional materials for a Penn State class.

You must apply for each project separately. They are distinct projects. An individual can apply for each project.

Project 1

What is a Commercial, Off-the-Shelf Game?

Any game that was developed for commercial sale, is readily available, and can be used for educational purposes. Examples include World of Warcraft, Civilization and The Sims. Casual games like Mafia Wars and Farmville also fit into this category. Examples for past EGC projects of this type include the use of SimHealth for HPA 101, Introduction to Health Services Organization. Students play SimHealth over a period of several weeks. In this games, students are virtual legislators who can enact health care policy reform then track the financial and political effects over a period of 16 years. Another example is the use of Guitar Hero for music education. Working with Dr. Ann Clements and Dr. Tom Cody (School of Music) on a way to incorporate Guitar Hero World Tour into a section of Music 112 (Into Guitar Techniques) resulted in a 3 week Guitar Hero project in which the class was divided into teams and was  tasked with using the in game music composer to play and record a simple song.

What Are Supporting Educational Materials?

These are any materials that utilize the game to promote educational activities. Worksheets, discussion forums designed to answer targeted questions, pre-game structuring activities, and post-game reflection activities are all examples of these.

Project 2

What is a “Small” Game?

This is extremely difficult to quantify. It must be a game that can be conceptualized and developed in one semester by the EGC staff. It must be a game that requires little or no maintenance after it’s developed. Many casual games fit this criteria, while no online RPGs do. The proposal reviewers will examine each proposal on a case-by-case basis, and may contact you for additional clarification on specific aspects of the proposed game.

Past examples for EGC-developed games include EcoRacer and ChemBlaster! EcoRacer is a simple car racing game where a player completes laps around a racing track with the engine that offers the best speed, fuel use and least impact on the environment.  The racecar has four engines that may be activated (one at a time) anytime during the game. The goal of the game is to score high by finishing in the least amount of time while producing the least emissions. ChemBlaster is a simple, web based game designed to help Chemistry 101 students connect the correct ion symbols, charges, and names based on the periodic table and 53 faculty identified, key ions (type 1, type 2, and polyatomic ions).

 


Faculty whose proposals are accepted will receive support from EGC staff on the design, development, and implementation of the project. Faculty will be responsible for the maintenance of the materials developed for Project 1. EGC will be responsible for the maintenance of Project 2 to ensure the game continues to operate for a period of two years beyond the completion date. Any additional features desired by the faculty member must be negotiated with the EGC and will not be considered to be part of the project.


 

Proposal Requirements

  • Instructors from any Penn State location or program are invited to apply. Please note that any request for payment in the form of a personal stipend or salary for students cannot be accepted.
  • Instructors must complete the online application form.
  • Instructors must attach a completed description of the project. The description must include the project scope, learning objectives, target audience, structure of the environment (scanned pencil and paper concept sketches are fine), and how you wish to assess the project.
  • At least one instructor participating in the project must be listed as an instructor of record in a Penn State course.
  • Instructors must be available for meetings and consultations with the project team throughout the project cycle.
  • Outcomes of the project will be shared on the EGC Community website.
  • All items and games developed will exist under a Creative Commons License and be available on the EGC Community site.
  • Once the proposal is reviewed, a Memorandum of Understanding (MoU) will be prepared stating project details to be agreed upon by the faculty member and the EGC. Both the faculty member(s) and the EGC must agree to the terms of the MoU.
  • The lead faculty member maintain a journal/blog of progress maintained throughout the project lifecycle that will be shared with the EGC; ideally the world. This must include
    • Shared samples of student and/or instructor work.
    • Summary of assessment of use of developed materials.
    • An article on the use of the materials that can be publically shared.
    • Submitting a request to present your findings at the annual TLT Symposium – see http://symposium.tlt.psu.edu/ .

Proposal Review Process

All proposals will be reviewed by a proposal committee consisting of EGC staff, the director of Education Technology Services, and one outside reviewer. All proposals will be evaluated against an evaluation rubric (see the attached rubric below).

 


 

Project Timeline

The application period for this award will continue until all available slots are filled. Please check the EGC website for availability before submitting a proposal.

Application Period - February 2010

Notification - March 2010

Project Duration Development, 1 semester

Questions? Please contact gaming@psu.edu . 


 

Apply Now

EGC 2010 Gaming Engagement Initiative: Application Form

Simulation Technologies in Higher Education: Uses, Trends, and Implications

Hot off the press - This ECAR research bulletin focuses on the rapid growth in the use of simulation technologies in higher education and the implications this will have for information technology planning and policy decisions.

Download the PDF.

The Nethernet is Back!

The Nethernet is a Firefox add-on that lets you play and create web crawls based on existing web pages. Originally named Passive Multi-player Online Game (PMOG), it was later renamed The Nethernet, then it disappeared. But now it's back!

This is a really nice example of what I'll call an instructional overlay on the web. Think of a transparent window between you and the browser. That's The Nethernet. Now imagine that you can populate that window as desired, placing "stuff" between the browser and your eyes. Thus is born a new web surfing experience.

Once you have the add-on installed, you'll find places on the web with a dialog box that will ask you to take a mission. It might be a tour of wedding dresses, or chocolate. Peopl use it to share their favorite sites on a topic, adding their own thoughts in the journey.

NN is gamelike, in that you have character classes in whick you can build expertise. You can also lay down crates full of goodies (and bed stuff) for others to find. You can place DP cards that give other points they can use to build more NN missions.

I hope now that it's back, NN will continue to grow and thrive. Try it!

V-Learning Integrates Virtual Worlds, Learning Management Systems

From virtualworldnews.com:

Out of Ireland V Rising, the National Digital Research Centre (NDRC) and Trinity College have announced their collaboration for a virtual learning project, V-Learning. The project aims to plug a 3D virtual world into existing learning management systems, allowing users the benefit of an immersive environment for distance and local education without having to build their knowledge and databases from the ground up.

It's not clear what existing platform, if any, V-Learning is built on, but V Rising has worked in Second Life and also lists Qwaq as a partner, both of which have been pushing into the educational market. V-Learning will target the Continual Professional Development (CPD) and corporate training markets, where integration is crucial. The companies say their 3D environment will work alongside traditional 2D offerings.

Kingdom of Loathing Brownbag, Feb 18

This Educational Gaming Commons brownbag session will introduce how the online game Kingdom of Loathing relates to game researcher Richard Bartle's four player types. Implications for game development will conclude the session.

Objectives:

  • Receive a brief overview of Kingdom of Loathing
  • Learn how the game relates to different player types
    http://www.mud.co.uk/richard/hcds.htm
  • Discuss implications for development of future games

For those who are unable to attend in person, this session will also be presented online through Adobe Connect at (http://breeze.psu.edu/egcbrownbag). Note that for the Adobe Connect session, we will be using the telephone option for audio. Click the yellow phone icon to enter the phone wizard (enter your phone number, and it will dial you).

Registration is required and available for the live Adobe Connect session at https://register4its.psu.edu/Public/ShowDetail.asp?scheduleid=107545.

--------------------

For those of you not familiar with the game, Kingdom of Loathing (http://www.kingdomofloathing.com/) is an role playing adventure game, unique for it's relativelu simple graphics (by which we mean stick figures). It's also known for its satiric twists. For instance, one can choose to be a master of "saucery" with weapons like secret spice mixes.  You can also battle drunken rats and hordes barbecuing trolls.

It can be a good introduction to role playing games and provides intresting insights on how they can be used in education.

 

Typo: Improving Proofing Skills

    “Form reading, judy brady’s essay entitled Why i want A wife i learned many Rhetorical techniques to use in my now writing.”
    Microsoft Word only picks up on three of the errors in the above sentence. Unfortunately, most college students would correct only those three and then confidently hand in the essay, leaving their instructors to encircle the rest in red with reminders to proofread more carefully. Typo, EGC’s newest release, encourages students to do just that. The game features scrolling text plagued with common typographical errors like capitalization, spelling, and punctuation. Students strive to identify these errors with the click of a mouse, scoring points for each error they find.
    One unique aspect of the game is its addicting nature. After each level, players receive their score and ranking so that they can see where they stand with others who have played thegame . There’s also an option to play again for an even better score. As the text becomes more familiar, errors are easier to spot and students can compete for top scores in their class. Furthermore, the levels become increasingly more difficult, with text scrolling at a faster pace and errors more difficult to find. Typo, then, follows the model of popular video and computer games, introducing players to the gist of the game in early levels, then challenging them in later levels as the players’ abilities progress. Also great is that professors of all disciplines can input their own text and errors into the program, making the game customizable for any course.
    Though still at an early stage of development, Typo promises to students a much-needed alternative to tedious grammar drills while still promoting the type of careful editing skills necessary for both academic and professional success. Check it out at http://gaming.psu.edu/EGCTypo.

By Lauren Tyrell

 

Webcast on Social Interaction in Virtual Spaces - Today @ 12:30

Sorry for the short notice, but FYI:

Jeremy Bailenson, director of Stanford's Virtual Human Interaction Lab, will be giving a talk titled "Transformed Social Interaction In Virtual Reality" today at 12:30 EST.  Check out the abstract below for more information:

In this talk, I describe a series of projects that explore the manners in which avatars (representations of people in virtual environments) qualitatively change the nature of remote communication. Unlike telephone conversations and videoconferences, avatars have the ability to systematically filter their physical appearance and behavioral actions in the eyes of their conversational partners, amplifying or suppressing features and nonverbal signals in real-time for strategic purposes. These transformations have a drastic impact on interactants' abilities to influence others in social and professional contexts.

As I'm assuming no one outside of the greater Massachusetts area can make it to Harvard in an hour, the talk will also be webcasted, thanks to Harvard's Berkman Center for Internet and Society.   For the webcast, or more information about Jeremy or the talk, check out:

http://cyber.law.harvard.edu/events/lawlab/2010/01/bailenson

 

 

EGC Brownbag on Typo!

01/21/2010 - 12:00
01/21/2010 - 13:00
Etc/GMT-4

This semester, the Educational Gaming Commons will be hosting a series of luncheon brownbags, usually on the 3rd Thursday of the month.

At the first luncheon we will demo the Typo! game and hopefully brainstorm on games and activities to improve writing.

Date: Thursday, 21 January 2010
Time: 12:00 - 1:00 PM
Location: 202K Rider

Adobe Connect Room - https://breeze.psu.edu/egcbrownbag

To register, please go to https://register4its.psu.edu/Public/ShowDetail.asp?scheduleid=107520

EGC Brownbag on Typo!

This semester, the Educational Gaming Commons will be hosting a series of luncheon brownbags, usually on the 3rd Thursday of the month.

At the first luncheon we will demo the Typo! game and hopefully brainstorm on games and activities to improve writing.

Date: Thursday, 21 January 2010
Time: 12:00 - 1:00 PM
Location: 202K Rider
 

To register, please contact gaming@psu.edu.

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