Brett Bixler's blog

Bots in Second Life

Bots, or robots, are a much-needed item in Second Life for complex simulations that require the user to interact with others. It's difficult to stage a complex simulation with live actors, but the advantage of doing so is obvious - there's a real brain behind the avatar/actor.

An alternative is to use bots. By attaching some clever response scripts to an inanimate object, you can create a reasonable semblance of interactivity. Some folks call this AI, or artificial intelligence, but it's not really that at all. It just a very limited set of programs designed for a very specific purpose.

For example, if you staged a disaster with real actors, they could respond to stange or "off the script" comments, such as a rescue worker commenting on your jewelry. A bot would simply not understand this - probably responding with a neutral comment that totally deflates and stops that particular line in the conversation.

Bots in Second Life are much needed for complex simulations that can be run by any one, any time. Some folks have dabbled with this over the years, but I've not seen anything of real promise, until recently. Check out

http://caledonianblogs.net/soh-secondlife/2009/11/02/aiml-test-bot-colin...

I hope Caledonian U contines to work on this and makes their efforts readily available. It would open up a new area for educators in SL.

Jeopardy in Education

Not Education in Jeopardy - another topic that is continuously debated in the US!

This is in reference to a recent blog post about the game Jeopardy at

http://www.hastac.org/blogs/etussey/pre-digital-edutainment-jeopardy-cla...

It's a short read - well worth the five minutes you'll spend to read it. Things that stick out for me:

  • The Jeopardy game is an accepted cultural norm.
  • The game can be used as a springboard for social discourse, part of a good learning experience.
  • The producers of the game show have a classroom version of Jeopardy that includes authoring software and hardware used to produce a delux experience. See http://www.classroomjeopardy.com/index.aspx .

What other good things arise when we use a "standard" game like this for educational purposes?

BTW - The EGC has a version of the game, named Peril! Check it out.

Faculty workshop on virtual world Second Life to be held Nov. 12

Faculty are invited to attend a workshop on the educational benefits of the online virtual world Second Life on November 12 from 1:30-4:30 p.m. The workshop will take place in the Educational Gaming Commons Lab in 6A Findlay Commons at the East Halls, University Park, and will be facilitated by the Educational Gaming Commons staff and Shannon Ritter of Penn State Outreach.

Virtual worlds are 3-D, online, persistent spaces created and evolved by their users. The virtual world Second Life (http://www.secondlife.com/) offers tremendous potential for research and teaching. Within this vast and rapidly expanding place, you can do, create, or become just about anything you can imagine.

Virtual worlds provide many educational benefits. The two strongest benefits may be an immersive problem-solving environment coupled with social interactions. For example, at Penn State, Second Life is used for teaching Spanish, as a meeting spot for World Campus online and distance education students, and more. The Penn State Educational Gaming Commons hosts space in Second Life for educators.

This workshop will first introduce you to the basics of Second Life, including how to acquire a free account and to navigate within the world. The second part of the workshop will demonstrate discipline-specific uses of Second Life to spark your imagination on potential uses of this environment.

Space is limited to a maximum of 12 people. To register, complete the online form at http://tinyurl.com/EGCSLWorkshop. The form will ask you to indicate your academic discipline as well as which aspects of Second Life you would be most interested in seeing during the workshop. If you have any questions, e-mail gaming@psu.edu. The workshop is sponsored by the Educational Gaming Commons, a service of Information Technology Services.

Digital Literacy Contest in PSU Libraries

Hi Everyone,

We wanted to give you information about an upcoming event in the Libraries. On Tuesday, October 13, from 5:30–7:00 p.m., we will be hosting a Digital Literacy Contest for students in 302 Paterno Library.  Students will compete for cash prizes by using the Internet and our library databases to answer questions. Contestants will be given 30 minutes, 20 questions and Internet access. Correct answers earn points, and incorrect answers are penalized. Questions are graded in near real-time and the highest score wins. The competition will be followed by free pizza and discussion about the future of libraries, technology, and society.

We will also host an optional, free 45-minute workshop on digital literacy, on Wednesday, October 14, 11:30 a.m. in the same location (open to the PSU Community) and a subsequent workshop at 1 PM for the Libraries' faculty and staff to discuss the contest and engaging students with similar events. Please let us know if you would like posters, handouts, or table tents about the contest for your area.

Purdue University students created the contest in 2007, and in 2009, they received the MacArthur Foundation Young Innovator Award. Cornell University, Indiana University, Northwestern University and the University of Michigan are a few participating universities. The contest creator, Daniel Scott Poynter, will be here to facilitate the contest and the 2 workshops.

Free and open to all students, registration is required due to limited space. Registration is available online at: http://www.DigitalLiteracyContest.org or edit and text the following to 41411: signmeup your@email.com.

Please encourage any students you know to participate, including students in your classes and your student employees (who should have an edge on the completion!).

For more information contact Emily Rimland, erimland@psu.edu or Loanne Snavely, lsnavely@psu.edu.

Thank you,
Emily Rimland and Loanne Snavely

EGC Works - Our Podcast Series

Have you heard about EGC Works? It's a new offering from the EGC. Every several weeks, our "Mr. Podcaster" Jamie Oberdick interviews a PSU faculty member that has worked or is working with the EGC. These 10 minute interludes are a great way to catch up with the EGC during a walk, the drive home, or time at the gym. Check them out!

EGC Works Podcasts

Podcast #1:  Ecoracer Game Accelerates Learning in Penn State Engineering Course

Peter Idowu, Electrical Engineering at Penn State Harrisburg

Podcast #2: Guitar Hero Enhances Learning in Music Education Course

Ann Clements, School of Music, Penn State University Park

Podcast #3: A Virtual Hacienda in Second Life

Gloria Clark, Humanities and Spanish at Penn State Harrisburg

Podcast #4: Second Language Learning Immersion via World of Warcraft

Steve Thorne, Department of Applied Linguistics, College of Liberal Arts, Penn State University Park

PSU Alumni Create Virtual Sports Site

Check out http://fangamb.com/ !

Created by PSU Alumn Justin Goldman (creator of LionMenus), this site promises to be an addicting game for those into fantasy sports. I wish him the best of luck!

Learning Happens All The Time - Even If We Have To Steal It

This is a post at my other blog site. Enjoy!

NYU-Poly Students Challenge Peers in Cyber War Games

What a great idea!

http://campustechnology.com/articles/2009/09/17/nyu-poly-students-challe...

Why not take some course content and wrap some game activities around it?

PSU Libraries 2009 Open House

The EGC participated in the PSU Libraries 2009 Open House over the past several days. We had a booth in the main check-out area, and talked to quite a few students about educational gaming and the new EGC Lab. Wow - it's always good to talk to the students.

Day two of the event we brought in the new Beatles Rock Band. The Beatles are timeless, so it's maybe not so amazing that traditional age students know the tunes and the lyrics. We even had the Nittany Lion sit down at the drums for a song!

Penn State Nittany Lion playing Rock Band drums.

In addition, the EGC worked with the library to help conceptualize an Augmented Reality Game (ARG). The premise here was that our President, Graham Spanier (an amateur magician) was practicing a magic trick and it want awry, causing a Nittany Lion statue in the library to disappear. Your job in the ARG is to scour the library for clues that eventually lead you to a "reverse the spell" spell that bring the lion back. View the great intro video for the ARG done by the PSU Digital Media Commons.

Fun stuff, and if you complete the ARG you are entered for a prize drawing of a Dell laptop! So far 53 players have completed the ARG, with six days of play time remaining.

All told, this was great event, and I'm happy the EGC was invited to participate. It helps us keep current on student thoughts in the realm of gaming.

 

 

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