Adding to gamification website

The Death of the ‘Traditional’ Classroom​

Gamification is an ever-expanding concept. Education systems have latched on to the developing technology as it promises better and more engaging environments for teaching.

The application of gaming to contexts that are not normally associated with gaming proves to be exciting, as it can make previously mundane or monotonous tasks more rewarding and most of all fun. Students who tend to lack focus or attention may react more positively towards playing a game that provides them with instantaneous gratification and independence in work pace. However, as Goli points out ‘Games are a tool, and their value in education depends on how they fit into our overall strategy’ (Goli, 2013).  Gamification in education is in an early stage and consequently cannot be said to be entirely successful, but there is a lot to support this.

The ‘death’ of traditional modes of teaching has been discussed fervently in recent years, with rapidly changing technologies making their way into teaching methods. It seems inevitable that there must be a re-development of the way in which education approaches the classroom with the students being more tech-savvy and consequently responding to these modes of learning; ‘the reality is that the computer age is here’ (Reekie, 2013).

According to Roger Schank, the director of North-western University’s Institute for Learning Sciences, ‘the only way we learn is through “doing,” and failure. Failure gets our attention; it fosters an emotional response, which is essential for learning. “Doing,” and emotional experiences rarely take place in a classroom’. (Fielding, 2006). This is crucial to understanding why the traditional classroom teaching methods are not as applicable to students in modern times as they once were. Gaming provides students with a way of ‘doing’, applying knowledge as opposed to simply retaining and regurgitating it on to paper. This perhaps conveys the belief that you know something better if you can actually apply it in a real life context, or something simulating it such as a game. Schank’s breakdown of the day into thirds, ‘We should spend about 1/3 of our day at the computer, 1/3 talking with others, and 1/3 making something’ (Fielding, 2006).  is one perception as to how learning occurs- namely, not necessarily in the classroom as we have been led to assume for such a long time.

In Canton Michigan, a mathematics teacher, Kate Fanelli implemented gaming in a school with special needs children, and has proven show excellent results. Fanelli’s job is to ensure that student successfully complete the three math courses that are mandatory for high school graduation. By picking gaming as a way of teaching these students, she is attempting to avoid classically obvious symptoms of ‘seemingly-futile boredom, stagnant scores and chronic absenteeism’ (Ross, 2012).  The use of  ‘levelling’ in Fanelli’s game ‘Mathland’ provides students with motivation to go up in levels by gaining points. This use of instantaneous gratification is helpful for not only motivation but for positive feelings towards learning, if you start with no points and end up with a lot of points, you have gained something and not lost something (as one could argue with the standard grading system where you lose marks for incorrect answers).
As Ross points out in his analysis of Kate Fanelli’s case study on teaching maths, gamifying the classroom doesn’t come without challenges; ‘Gamification isn’t difficult to implement, but… some challenges teachers are likely to encounter’ (Ross, 2012). In tune with students being able to work independently on tasks, this eliminates the need to instruct the class as a group, making it timelier for teachers to present instructions to students individually. The article also points out the compliance with the traditional grading systems being a problem. Teachers would still be required to convert their scores into grades, and this may also pose an issue, as it is not fair on students to be tested differently.

References:
• Design Share (2006) The Death of the Classroom and Roger Schank. [online] Available at: http://www.designshare.com/index.php/articles/death-of-the-classroom/ [Accessed: 6 May 2013].
• Forbes (2013) Can Gamification Save Our Broken Education System?. [online] Available at: http://www.forbes.com/sites/realspin/2013/02/21/can-gamificatio-save-our-broken-education-system/ [Accessed: 2 May 2013].
• Reekie, S. (2013) Death of the Classroom. Faze, Iss. 1.
• Ross, P. (2012) A Case Study In Gamification. [online] Available at: http://www.teachthought.com/trends/a-case-study-in-gamification/ [Accessed: 7 May 2013].

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Work In Progress Presentation

So, I put together the slide show for our work in progress presentation. Looks like the project is finally starting to take shape.

 

 

Annotated Bibliography

‘Gamification’

A focus on Education

__________________________________________________________________________

Megan Whytcross

Student Number: s3327902

Tutorial: Friday 10:30-12:30

 

Websites

Hplusmagazine.com

Gamification: Turning Work Into Play

Citation: Huling, R 2010, ‘Gamification: Turning Work Into Play’ H+Magazine (Article, March 2010.) Viewed April 8 2013 <http://hplusmagazine.com/2010/03/25/gamification-turning-work-play/>

i) Summary

This interview style article identifies the application of game technology and game design outside ‘gamespace’, and the emerging acceptance of games in non-gaming sectors of society such as job training. The website is set up as an interview with David Helgason from a company called Unity, which produces game development tools for the web, mobiles and Wii.

ii) Critical Evaluation

The website addresses an audience consisting of employers or employees that have been or intend to be involved in accessing gamification as a training method for workplaces. The text is both analytical and descriptive. Mr Helgason describes the response to gaming used in training employees as both being confusing and exciting. There is a fear associated with this technological change, but also overwhelming support of essentially turning working into playing. The interview touches on the program ‘Ghost Recon Advanced Warfighter’, that has been rented out by companies to use as a team-building exercise. The interview also discusses the teaching of children with games such as Sin City and The Sims that effectively communicate how society works in ‘real-life’ contexts. These methods proved to show children to retain information, but particularly illustrating excellent application of knowledge.

iii) Reflection

The interview provides expert insight into the application of gaming into the workforce as an educational and training tool. The article also discusses the response to such a design as challenging at first, but draws out great results.

 

O’Reilly Radar

Gaming education

 

Citation: Corcoran, E 2012, ‘Gaming Education: Classic ed-tech games and build-your-own methods are now joined by the “gamification” movement’, O’Reilly Radar, viewed 12 April 2013, <http://radar.oreilly.com/2010/10/gaming-education.html>

i) Summary

This text describes and separates the different classes of digital games in schools. These classes include: classic edu-tech games, students building their own games and gamification. The text suggests that education can be drastically improved through gaming classes. The text uses links to other sites to demonstrate claims made. Such as a link to the ‘Scratch’ website, a game developed by the Lifelong Kindergarten Group at MIT’s Media Lab.

ii) Critical Evaluation

This website offers information to an audience interested in insights and research about emerging technologies. The text is analytical of the groups of gaming that are used in schools and their effectiveness. The website points out that edu-tech games keep kids engagement and aim to entertain. Whereas, the class of students building their own games focuses on empowering students who wish to control their learning. The most recently established class, Gamification, is explained in the text as not requiring an internal motivation but rather provides instantaneous feedback, a sense of competition and rewards for progress.

iii) Reflection

This website will be directly related to gamification research as it suggests that ‘gamifying’ experiences in the classroom aren’t the only class of gaming utilised in this scene. It also provides a point of view of what gaming says about education.

 

Journals

Domínguez, A. et al.

Gamifying learning experiences: Practical implications and outcomes

Citation: Domínguez, A. et al 2013, ‘Gamifying learning experiences: Practical implications and outcomes’, Computers & Education , Vol 1, Iss 63, pp. 380-392, viewed 7 April 2013, <http: //elsevier.com/locate/compedu>

i) Summary

This journal conceptualizes the definition of Gamification specifically relating to the necessity to increase user experience and engagement within a technology based system. The research and study conducted involves the design of a plugin in a university course that collected qualitative and quantitative data to analyse the benefits and disadvantages obtained when using games in education. The research investigated which areas of learning were affected by using gaming as a teaching process. The journal employs textual evidence to support claims.

ii) Critical Evaluation

The text is targeted at an academic audience interested in processes of gamification in specific relation to education systems. The journal aims to provide a descriptive research into the benefits and disadvantages associated with using gaming in education. The conclusion of the research suggests that e-learning has the potential to create motivation within students when the design and implementation of the gamification process is executed correctly. Particularly the reward system of gaming, namely the progression of levels and achievement becomes a motivating factor for students. This studied showed that the advantages mainly associated with gaming in education included: immediate feedback, information on demand, productive learning, motivating cycles of expertise, self-regulated learning, team collaboration. Whereas, gamifying education also proved to show disadvantages including: learning educative content, the learning transfer, learning assessment, teacher implication and technological infrastructure.

iii) Reflection

This journal will be helpful for gamification of education research to analyse and understand the varying levels of benefits and disadvantages associated with the process in a tertiary level. In particular providing textual evidence that gaming applied in an educational setting is more beneficial for practical learning as opposed to written or traditional learning assessments.

 

E-Books

Kapp, Karl M.

The Gamification of Learning and Instruction

Citation: Kapp, Karl M, 2012, ‘Chapter 8: Applying Gaming to Learning Domains’,  in The Gamification of Learning and Instruction : Game-Based Methods and Strategies for Training and Education, Wiley Publishing, Australia, viewed 7 April 2013, ProQuest Database

i) Summary

This book aims to show how to design online instruction that controls the best elements of online games to influence learning, retention, and application. It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve teaching of factual, conceptual and procedural knowledge.

ii) Critical Evaluation

The audience that this book would attract comprises of education workers and those who work in technological advancements relating to game construction and design.

The chapter specifically seeks out to answer the question of what gamification techniques and mechanics are appropriate for conveying factual, conceptual and procedural knowledge. The text explores the different types of knowledge and demonstrates which methods of gamification techniques are appropriate for those learning requirements. The book describes the different methods to apply in order to achieve the best teaching results of a particular type of knowledge. This is employed through examples of games that have been successful in demonstrating knowledge while utilising a specific technique.

iii) Reflection

This particular e-book offers insight into the teaching methods and techniques that would be used to best teach certain types of knowledge to students. This will be crucial in our research to understanding and categorising the effectiveness of different games in attempts to educate. Therefore, assisting in making an accurate evaluation of the advantages or disadvantages of gamifying education.

 

Bonk, Curtis J.

The World Is Open

Citation: Bonk, Curtis J, 2009, ‘Chapter 3: E-Demand Around the Globe: Opener #2: E-Learning and Blended Learning’, in ‘The World Is Open : How Web Technology is Revolutionizing Education’, Normans Media Ltd, Coventry, United Kingdom, viewed 12 April 2013, ProQuest Central Database

i) Summary

This e-book aims to empower online learning. The basic information this chapter provides is how technology allows new hope for educating people. In opening up education to new possibilities, there is a chance for a more robust, educated and economically sound world. The book draws attention to education ‘trumping’ economy as a means to communicate and participate in the world. This particular chapter focuses on E-Learning and Blended Learning. The chapter employs textual evidence and statistics to support its claims.

ii) Critical Evaluation

The chapter is focused on targeting an academic audience on a global scale, concerned with technology that offers hope in better educating people.There seems to be an assumption underlying the books focus ‘anyone can learn anything from anyone anytime’. This particular chapter focuses on E-Demand around the globe. There is an explanation of how technology has allowed time and distance to exist between learners and teachers. The chapter also discusses the concept of NotSchool- to educate outside of the traditional schooling environment and system is better for society; the world is the classroom and your experiences are your education.

iii) Reflection

This chapter is crucial to research relating to education using advancement of technology, particularly the online world, to educate people. This provides a scope for understanding that the traditional classroom setting is not necessarily the most effective or suitable to the present and future world.

 

Books

Prensky, M.

Digital game-based learning: practical ideas for for the application of digital game-based learning

Citation: Prensky, M 2001, Digital game-based learning: practical ideas for for the application of digital game-based learning, 1st edn, McGraw-Hill, United States, p.1-19.

i) Summary

The chapter promotes the notion that neuroscientists C.Shawn Green and Daphne Bavelier suggests; playing ‘action’ video and computer games has the positive effect of enhancing students; visual selective attention. This poses an important message to parents and educators- Videogames are not the enemy, but the best opportunity we have to engage our kids in learning, through their motivational qualities. Emphasising the revolution of learning to learning that is fun- ‘Digital Learning Games’. This is described through the comparison of serious learning in schools and businesses and interactive entertainment (computer games, and video games). The text is descriptive of scenarios of training methods that cannot be said to be effective in terms of the generational digital gap to prove the point. The chapter utilises interviews with internet entrepreneurs’, university professors and workers in the gaming industry to support claims. The text also employs statistics which uphold the opinion that gamification of education is a positive system.

ii) Critical Evaluation

The chapter addresses an academic audience that specialises in the study of processes used in education and training such as business executives, school administers, trainers or teachers.. The text analyses the Sine Qua Non, a $30 billion worldwide computer and video games industry, where motivation itself is the expertise. The attitude that children have towards video games is the opposite that they have towards school, therefore it makes sense to merge the content of school with the motivation/style of games. Digital Game-Based Learning also discusses the mounting evidence that our ‘digital native’ children’s brains are changing to accommodate the new technologies with which they spend so much time. Generational understandings of what constitutes learning are vastly different. The text places focus on the language barriers associated with the older generation teaching a generation that understands and uses very different technological language and terminology. The text portrays the opportunities presented by the revolution of digital game-based learning, and produces a means for motivating educators to update their skills to suit the 21st Century.

iii) Reflection

This text would be essential in understanding the revolution of education in terms of changing methods from an older generation to a younger generation. The text sheds light on the opportunities that gaming in education would place on motivation and engagement of students and employees in a workplace training scenario.

 

Magazines

Cohen, A.

The Gamification of Education: Why Online Social Games May Be Poised to Replace Textbooks in Schools

Citation: Cohen, A 2011, ‘The Gamification of Education: Why Online Social Games May Be Poised to Replace Textbooks in Schools’. The Futurist, Vol 1,  Iss 45, p.16-17.

i) Summary

The magazine article addresses the question as to why online social games may substitute textbooks in schools in the future. The technology driven era that the world has entered allows this to be a motivating factor to change and re-develop the educational systems from the more linear processes to multi-linear technological processes. The text suggests that addiction to gameplay could be a significant issue when transferring content from a book to online or digital games.

The magazine utilises examples of gaming used in schools such as The Oregon Trail, a historical learning game to uphold statements. The text also uses textual evidence from the book ‘A New Culture of Learning by Douglas Thomas and John Seely Brown to support claims.

ii) Critical Evaluation

The audience the magazine article addresses are an academic audience that are concerned with the awareness of change and development in creative solutions to learning and education. The magazine providing a neutral forum for exploration of a possible future could also interest a wider audience that wishes to understand the probability of a shift in the traditional teaching methods used in educational systems.

The texts insinuates that moving to educating students online would make textbooks more or less obsolete. The assumption is that gaming includes the three integral aspects to learning; curiosity, imagination and sense of play. Gaming in a learning environment also allows users to use methods of trial and error, exploration, collaboration and exchange of ideas to further their educational experience. There is a concern in the writing that addiction to gaming could be a major hurdle in making gamification in education a plausible and effective means for teaching.

iii) Reflection

This magazine article will be beneficial in terms of understanding the rapid shift that technological is placing on the educational systems of teaching in schools; the move from textbooks to online. The suggestion that addiction to gaming could hold back the effectiveness and success of gamified learning will also be valuable. The article is also instrumental in visualizing gamification as a development that will help resolve real-world issues through gaming.

 

Newspaper Articles

 

Mather, J.

Tablets Are Cool But Are They Smart

Citation: Mather, J 2012, ‘Tablets Are Cool But Are They Smart’, Financial Review, 8 February, viewed 10 April 2013, <http://www.afr.com/p/national/tablets_are_cool_but_are_they_smart_6yTxDkqrbjYqiXYviWSVDL>

i) Summary

This article discusses the introduction of tablets and electronic whiteboards into schools as teaching devices as opposed to traditional teaching methods. The article uses interviews with the headmaster Rohan Brown of the Trinity Grammar School in Kew, Donna Gronn, a leading expert in information and communications technology in education and Kathleen Morris, a teacher at Leopold Primary School to support claims made.

ii) Critical Evaluation

This article is aimed at parents of students in primary schools, and those interested in government funding in education. The text is analytical of the changing landscape of teaching technologies. The introduction of electronic whiteboards in schools is starting to make blackboards obsolete, which causes confusion to parents particularly as they were taught very differently. The article argues that there is still a focus on personal interaction between teachers and students as a key to good learning outcomes. There is rising concern in the interviews that using these platforms may detract attention away from content as it may become too focused on technology.

iii) Reflection

This newspaper article will be particularly helpful in research as it discusses applying advancements in technology for teaching methods in schools. This is a Melbourne based school, therefore suitable for the scope of the research.

 

The New York Times

Learning by Playing: Video Games in the Classroom

Citation: Corbett, S 2010, ‘Learning by Playing: Video Games in the Classroom’, The New York Times, September 15th, Viewed 7 April 2013,  <http://www.nytimes.com/2010/09/19/magazine/19video-t.html?pagewanted=all&_r=2&>

i) Summary

An article from the New York Times, written by Sara Corbett, Published on September 15, 2010. Argues that Gamification in the classroom is more relevant to students, by being connected to the outside world; capturing the attention of children through gaming and therefore keeping them more engaged. The text uses observational material of children using a game called ‘Quest to Learn’ as teaching method, that was created and designed by Katie Salen. The article also employs interviews with experts in the field of education, psychology and gaming.

ii) Critical Evaluation

The audience that this article targets is to those who have children in schools that either use gamification as a means for teaching, or are planning to in the future.

The text is reflective of personal experience in classrooms observing gamification as a learning practice. The article uses expert opinions and supporting evidence to back up claims made through reflection on personal experience.

The article illustrates an evaluation of the gamification in education, in progressing from traditional teaching methods through an advancement in technology. The article investigates the effectiveness of gaming to teach students skills in maths, english, problem solving as a kind of ‘hybrid’ lesson.

iii) Reflection

This website will prove useful for research in Gamification as it offers an analysis of the concept in an actual classroom setting and direct reactions from students in a middle school. The article demonstrates an overview of the advantages associated with using games to teach and engage students in learning, including the exact methodologies employed in classrooms.

 

 

 

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Lecture 5 MI1, Tania Lewis

Media industries lecture 5

Tania Lewis

RMIT University

‘The Role of Lifestyle Television in transforming culture, citizenship and selfhood: China, Taiwan, Singapore and India’

 

Research in industry, consulting experts

Was challenging due to language barrier

 

  • Lifestyle TV- how to teach people to control their lives, health etc aka Backyard Blitz
  • Etiquette manuals for the 21st century, teaching people to manage their complex lives
  • To examine broader social and cultural changes in the region of Asia

 

Television broadcasts to 97% of the population in China

60% advertising money gets spend on TV

 

Lifestyle consumption and branding

Neoliberalism and responsibilised selfhood, self-governing our lives

 

Study Methods:

Fieldwork effects the questions you ask, reflexive approach

 

3 components

1)   Industry studies, interviewing programming heads and executive producers at each site

 

2)   Textual Studies, recording and analysing slices of comparable programming across all sites

Central themes and cultural views

 

3)   Audience studies, interviews with viewers of lifestyle TV in each site

 

Lifestyle and reality TV in India

Kaun Banega Crorepati, version of who wants to be a millionaire

mixture of homegrown reality formats, and international formats

huge audiences, largely due to the population

 

Audience Studies

  • TV has a central place in the home, often in the same place as a shrine, significance of it’s importance?
  • Indian middle class- become a symbol of aspirational modernity- after the 80′s Rajiv Gandhi’s program of liberalization
  • Class doesn’t translate in the same sorts of way, caste, religious and regional differences are majorly important in India
  • Critical about quality of an Indian version of masterchef- preferred to watch the Australian version which had higher production values and didn’t focus on the ‘cheap’ or ‘Bollywood’ perspectives
  • ‘Specificity of lifestyle’ TV in India, urges people to live a certain way (relates to religion etc) careful about not being branded that way, but is very much central to spirituality; ‘live your life as a winner’

Baba Ramdev- Yoga for Obesity

  • popular across generations, linguistic groups, sold himself, changed image over the years, sells himself to entrepreneurial class
  • care for spiritual development and creating a nation of good health citizens, no-liberal in nature

 

Multiple/alternative/comparative modernities eventuated after collating data from research

India and China have the largest number of web-enabled televisions bought, media convergence culture is large

Reality TV as progressive?

  • Democratizes access to information, lifestyle, platform to identify with

 

 

 

 

 

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Character Development Start

Start of Character Development

 

Ryan Leen, 32, Male

 

Background

- Struggling writer, divorced with no kids, works from home.  Straggly looking, has regrets. generally unironed clothes. Moved out at a young age to make it on his own, he was a bartender as a side job, Mum got sick and passed away at his 26, lives off inheritance, generally quite depressed about life, never knew his father.

 

Needs

- more writing jobs, a social life, a purpose in life, to stop mulling around and get help.

 

Goals

- to become a successful writer

 

Aspirations

- to pick himself back up again

 

Media

- Visual representation POV. Death via another medium

- He uses: blog/diary/letter

- Voice mail

- Voice over

- Korsakow

 

Brands

• Clothes- All second hand from op shops and vintage stores

• Music- Frank Sinatra

• Likes mystery books and films, plays the bass

 

Tribes

• Communities of interest…

 

Key Characteristics from Original Short

- Familiar and possibly unadorned by the neighbourhood: “There was nothing surprising” “the same children… dog”

- Observant

-  “Weekend were for sleeping, enjoying the freedom of days unhindered by alarm clocks and schedules for school and work…”

-   “He felt as though he should be doing something other than standing there… but what could he do?”

-   “Ryan watched it all in stunned silence. What had he just seen?”

Lily Reynolds, 5, Female

 

- Background

- Generally happy child, few worries in life, loving parents. Has ballet and drawing classes.

Media

- Missing Girls Posters

- ‘Finding Lily’ Facebook Page

- Visual Rep of kidnapping

- Photographs of Lily

- Lily’s sketch book, drawing, artwork…etc

 

Brands

• Clothes – Kids clothing

• Music – Justin Beiber, One Direction

• Cartoons, drawing, dance

Tribes

• Communities of interest…

 

Key Characteristics from Original Short

“sat on the driveway with a bucket of chalk”

“The girl sat with her legs spread in a V”

“purple flip-flops”

Vincent Pilar- (Kidnapper), 36, Male

 

Background

- Lives alone just outside the city, has a happy bachelor lifestyle. Is able to make ends meet working under Ben at ConstructNation. Became a shareholder at OZ Tech 2 years ago and has since been able to live a more comfortable lifestyle with the company’s economic growth. OZ Tech wants build a retail hub underneath a new 5 star apartment complex that would bring in billions. Good at putting on a facade, feels that he’s been undermined his whole life and deserves better.

 

Needs

- to feel more accomplished in life in terms of wealth, wants to be taken more seriously

 

Aspirations

- to take over ConstructNation, envious of Ben

 

Media

- Interviews with the police

 

Brands

• Clothes

• Music

• Tv, games, films, books…

 

Tribes

• Communities of interest…

 

Key characteristics from original short

“was nicely dressed in a neat button-down shirt and slacks”

“He angled his head to study her chalk drawing, and said something that made her smile”

“reached into his pocket and held something out, apparently encouraging her to come closer”

 

Greg Miller – Art Teacher

Basic information

- Greg Miller, 25, Male

Background

- Recently finished his Honours in Art Design. Freelances as a full time job, tutors children part-time. Simple, friendly and generally minds his own business. Is able to separate work and personal life.

 

Goals

- to save up enough money to start his own business

 

Aspirations

- to start his own design school to groom future designers & artists to provide a platform for young talents

 

Media

- Interviews

Ben- Lily’s Dad

Basic information

- Ben Reynolds, 43, Male

Background

- Quite the family man, treasures his Jane and Lily dearly. Building a welfare centre

Needs

- (eg: to feel connected)

Goals

- (eg: to use free time well)

Aspirations

- (eg: to ‘get out of the box’)

Media

- Devices

- Tools (eg: Word, Gmail…)

Brands

• Clothes

• Music

• Tv, games, films, books…

Tribes

• Communities of interest…

Jane- Lily’s Mum

 

Basic information

- Jane Reynolds, 40, female

 

Background

- Jane is a stay at home mum who works 2-3 days a week for the Kids Help Line. Jane loves looking after Lily and the two are very close. She’s very passionate about cooking and baking and will often bring food to her neighbours.

 

Needs

- A hardworking and supportive husband

 

Goals

- To be a great parent

 

Aspirations

- To start up her own catering business when Lily grows up

 

Media

- Recently started her own Facebook page to catch up with old friends

- She manages the ‘Find Lily Facebook Page’

 

Brands

• Jane wears conservative and respectable clothes, she always looks presentable

• Andre Rieu and Norah Jones

• Jane watches the news and loves reading old romance novels

Tribes

• She is interested in helping childrens charities

 

Characteristics from original short

“she rushed across the front yard towards the car. Her face was wild, angry, and frantic, her mouth open in a scream”

“landed in a crumpled heap on the pavement, still screaming”

 

 

 

 

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Collaborative Contract

 

Groups Goals

 

  • Make sure all areas sought out to be researched are covered

  • Successfully create, distribute and analysis a survey on Gamification

  • Work together to solve issues, questions and problems

 

Responsibilities

 

  • Time management

  • At least one meeting a week

  • Respond to others

  • Allow once a day check in with Facebook Group

 

Decision Making

  • Ensure all members are consulted before decisions are made

  • Discuss all areas of decisions before making them definite

 

Dispute Resolution Procedure

 

  • Be open to others ideas

  • All members have equal input

  • You must buy a beverage for other members if you start an issue/fight

 

Media Industries Lecture 1

Structure for research website-
Problems/areas you need to cover- for role allocation also

An example from last year-
‘The Influence of Hollywood on the Australian Film Industry’

Getting started:

Idea/topic
*
Literature review
*
Research question/problem/issue

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Project Brief

Background

 

  • Emerging gaming culture amongst RMIT students, and other generations

  • The existence of the Exertion Games Lab at RMIT university, which is undertaking research into games discipline

Aims

 

  • Look at the benefits/disadvantages games can add to the sectors of Social Media, Education, Health

  • Understanding the addiction to games and what effects this can have

Scope

 

  • Government representatives in Gaming, Education, Health

  • Gaming expert

  • Social Media Expert

  • Qantm College, Half Brick

  • Start with RMIT and ACMI research to a national scale

  • Written texts, interviews (filmed), video, website,

Research Questions

 

  • How Health, Education and Social Media can benefit through Gamification?

  • What platforms are key to the process of Gamification?

  • What does the future of Gamification look like?

  • How does Gamification link with the concept of Augmented Reality?

  • How RMIT is implementing Gamification?

  • How Social Media platforms are defining social behaviour?

  • Multi-player games and their supposed ‘social experience’?

Research Design

 

  • Text analysis; books, websites, journals, articles, podcasts

  • Interviews with:

  • game developers

  • health experts

  • education experts, such as RMIT academic, Primary Schools with advanced technologies

  • Survey- break into demographics of age

    • Why the use gaming

    • How they perceive gaming

    • What gaming they use

    • How much gaming they are involved in

     

    Outcomes

    A collaboration of research data, research reports from interviews, video documentations from interviews, reports and analysis

    Time-line

     

    Week 4- Project Brief and Collaborative Contract completed

    Week 5- Research concepts/ideas/questions, Create interface for Website

    Week 6- Start Interviewing experts, Create Survey, Vox Pops

    Week 7- Contact Primary School, Hospital for Interviews

           Editing interviews

    Week 8- Work in Progress Presentations

    Week 9- Work in Progress Presentations

    Week 10- Finalising Research, Reflecting on Peer Feedback

    Week 11- Editing, Aesthetics of website/interviews, Bibliography

    Week 12- Finishing Website, practice presentations

    Week 13- Presentation

    Week 14- Reports Due

     

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