If you're thinking about adding games to your lesson plan, its a fairly safe bet that you'll see gains in areas like student satisfaction (which in and of itself can be extremely beneficial). But while satisfaction is great, it can also be somewhat nebulous, which makes it a difficult metric by which to support an educational tool like video games. If we hope to prove the value of games we must be able to show that they can improve learning - and that means improvements to test scores and grades.
One the goals of every engagement project the EGC runs is to find a way to produce evidence that shows how exactly games are impacting learning. In the case of ChemBlaster, our Faculty Partner Mary Shoemaker has been collecting data for the past several years on how her students perform on early semester quizzes designed to test students on elements, ions, and polyatomic compounds (the same content which we have used as a foundation for the ChemBlaster game). As you can likely guess, this sets the stage for a very obvious question - will ChemBlaster help to improve student quiz scores? But there are also several other important questions we're curious about. Will the use of a game aid in improved long term information retention? Will it lead to longer periods of engagement with the subject matter than more traditional study aids? Will it serve as a catalyst for additional Chemistry based discussion, competition, and mentorship among classmates and friends? And with Chem101 recently having gone online, will ChemBlaster have a different impact on purely online students as compared to those taking resident classes. These are just a few of the many questions we're hoping to answer in the coming months when ChemBlaster is deployed to Mary's students this coming spring and beyond.
Just how will ChemBlaster do? For that answer, you'll need to stay tuned.
Many of you may have heard about the EGC's work with Ann Clements and Tom Cody (Music Education), who were interested in looking at ways to bring the commercially successful game Guitar Hero into the music classroom. The Guitar Hero project is currently being run for the second semester and is enjoying great success. However, beginning next week, we're excited to share that the project will be taking its next step.
Though using Guitar Hero in the classroom can provide a number of benefits to music students, at the core of Ann and Tom's efforts has always been the goal of teaching Music Education majors (who will themselves, become the next music teachers) how games like Guitar Hero can be used to inspire the next generation of music students. As a part of the project, MusicEd students have been asked to create customized songs in Guitar Hero World Tour's music studio - songs, which, based on their own experience learning to play guitar, could help younger students bridge the gap between playing a game and learning to play a real instrument. Over the next two weeks, those MusicEd students will have an opportunity to put their efforts to the test, as they visit several music classes at Mt. Nittany Middle School and work directly with middle schoolers using the custom tracks they have created.
Be sure to check back next week - we can't wait to share how things go!
Though its been a bit longer than I had intended since my last update, I wanted to take a few minutes to show off some new screen shots from ChemBlaster
These screenshots were taken from the game's second level, which deals with ion identification (as compared to level 1 which is about element identification). Though the core gameplay is the same, in level two, the player fires positive and negative charges at randomly generated elements to build out 10 of a possible 30 cations or anions.
As you can see if you compare the new screens to the old ones, quite a few new interface elements have been added since the last update. A few highlights for your reading pleasure:
Next up on the ChemBlaster agenda is the addition of compound levels as well as conducting student testing to make sure the game scratches chemistry students where they itch. Stay tuned for more updates and maybe even a gameplay video in the near future.
The attached file is the EGC LabCon breifing delivered at the Lab Consultant training on August 23, 2009.
Thanks to the great work of ETS Multimedia Developer Zac Zidik, we're happy to show off a first look at the ChemBlaster game as it comes to life. Though the scoring mechanic and several other interface elements are still under development, these screens can give you an idea about where things are headed.
What you see is based on the game's tutorial level, which will eventually help students to pair element names with their chemical symbols, while learning the basic mechanics of the ChemBlaster itself.
Stay tuned for more updates!
Though last week's student pilot test of the EGC lab represented a great opportunity to test out the lab's technical capabilties, it also served as our first opportunity to solicit student feedback on the completed space. Check out the video below to hear what they had to say.
With the Fall semester fast approaching, we're just a few short weeks away from the grand opening of the EGC gaming lab. We've spent a good amount of time the last few weeks working through some of the final to dos in preparation for the new semester, but yesterday the EGC saw its first real test: students. 48 students in 2 sections of Bart Pursels IST 110 class spent time yesterday and will be spending time throughout the week in the lab as part of a machinima assignment - giving us our first chance to see the lab in action! Though things were a little cramped (and a little warm) the results of the lab's first classroom test drive were very promising!
Its incredibly exciting to finally see a project that has been in the works for so long having a tangible impact on learning - and we can't wait to open the lab up completely come Fall '09. Take a look at some of the shots below to see how things played out with the EGC lab's first 2 classes.
One of our major goals in undertaking the current EGC engagement initiatives is to maintain a level of openness throughout the design and development process, in large part, to help showcase what goes into bringing a game from proposal to classroom implementation.
As such, I hope to be posting regular project updates here, to share the happenings, progress, and even major hurdles we have to overcome in our efforts to bring ChemBlaster to life.
To kick things off, I'd like to point you to a few design sketch drafts of ChemBlaster which can be viewed under the media tab of our project page at http://gaming.psu.edu/Projects/chemblaster. These sketches may not seem like much, but they represent the first visual conceptualization of the game itself and serve as a critical tool to help facilitate discussion between members of the project team. Not only do these sketches help us to bridge the gap from conceptualization to prototype, but they'll also undoubtedly provide a view smiles when we look back at the end of the project and see how far we've come.
I also wanted to share our project's wiki page, which serves as our HUB for design thoughts, questions, as well as general project information. It, like everything you'll see in the projects area, is a work in progress, but thats part of what makes it exciting to show off.
Stay tuned for more screen shots, notes, and updates as the project moves forward!
For anyone who was unable to attend our February 10th Virtual Worlds Lunch on Eve Online, I've finally had a chance to post a few of the notes/ talking points, along with a few pieces of supporting media over on my personal blog. Though the recap most certainly does not cover everything that was discussed at the lunch, it will give you an overview if you were not able to attend of if you made it and were looking for a refresher.
The post also contains a few screenshots, the Eve Tournament analysis video, and the EBank financial report I mentioned during the lunch. Enjoy!
As Bart mentioned in his recent post, the EGC is hoping to bring some of the games and game concepts we discuss to life with a new series of video shorts.
Below is a brief review of some of the key features of Stardock's Political Machine 2008 - a campaign simulation game that allows you to take charge of running your own presidential campaign. Though obviously it lacks some of the depth of a real campaign, Political Machine is quite intricate, and suceeds in making the race for the white house an approachable, informative, and ultimatly fun process that even the least politically minded people can enjoy.
(PS - Youtube seems to have slightly desynched the sound by a few seconds).