Qualities of an Instructional Designer

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I just read a post on this that written back in May. Thanks to Clark Quinn for the Tweet on it! So what is a "quality?" If you look up the definition, you find (among other defs) - "an essential and distinguishing attribute of something or someone."

So is a quality the same as a skill? Seems to me qualities are more on the affective side. Things like having empathy, caring about the completeness of your work, etc. If you read the comments to the mentioned post, you'll see people are mixing skills and affective characteristics together.

This isn't something I've really thought much about. I have my own list of skills an ID should possess, but not qualities. This is something I'll have to ponder more. Just as we divide learning into psycho-motor, cognitive, and affective areas, maybe examining IDs from these viewpoints would shed some light on just who the heck we are.

Multimedia Literacy Across the Curriculum

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I just read a great article about engaging K-12 students via game creation. The key word here is engage. Game creation does necessarily engage students, and game development involves cross-disciplinary teamwork - you have programming, art, video design, sound and music, etc. Yet another example on the power of games for education!

Reading through the article led me to a great video on USC's Institute for Multimedia Literacy. These folks get it. At PSU we may never have a specific degree in Multimedia Literacy, but a certificate program is a possibility. USC has that, and it's working. By taking students from any discipline and working with them over a four-year period, the students obtain skill sets that will give them a leg up in the workforce.

Holly Willis, Director of the IML,  has great vision and I'd love to hear her in person describe the development of the IML. For example, instead of using Second Life to replicate the real world, she's investigating how we can build unique learning environments in SL that truly utilize the affordances of the environment. Imagine a living syllabus, where each week you enter it to experience that week's content and interactivity. Wow. That's one thing IML is working on. Maybe we can invite her to PSU in the future.

Another thought that came from my explorations here is how the PSU Digital Media Commons would be a big part of any multimedia certification program. If we were to take the knowledge Chris Millet and others from the DC have gathered over the years, combine that with our efforts in our Teaching With Technology Certificate, we could really build a great certificate program in multimedia literacy.

Is this possible? Certainly! I'd love to engage in dialog on this topic. 

EGC Works - Our Podcast Series

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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

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

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Tonight in the supermarket I watched a 2-year old watch the cashier work through a problem at the register. Her eyes flicked back and forth between the register keys being pushed and the cashier's face. Do think the little girl wasn't learning? Guess again. This type of learning is akin to what John Seely Brown & Paul Duguid term stolen knowledge.

This is a concept I've been trying to wrap my brain around for some time. Actually, not the concept itself, but how it relates to gaming, virtual worlds, and simulations. There is a fantastic amount of stolen knowledge that happens in a game space. Some comes from the environment, some from reflection, some from game processes, and some from other players (in online games).

How do we quantify this? How do we weigh its value? This is critical as we move forward in our investigations of these spaces most feel are only for fun, yet are truly designed for learning. Just because it's not formal, traditional learning doesn't negate it's value. Yet at the end of the day, week, or semester, we need to assess and prove learning took place. Thus the conundrum.

The immediate tendency is to slam the entire educational system, thump our fists on the table, and decree, "The system is broken! We need to fix it, and here's another example why we should do so." While I don't disagree with the need for systemic change in education, I feel there exists, just beyond my grasp, a way to tie stolen knowledge to acceptable learning practices. Anyone have a smart pill? And an aspirin. My fist hurts.

Custom Google Forms - Nuts and Bolts

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I'm working with the CIC Learning Technologies group on an upcoming virtual conference. One of my tasks was to look into a conference registration system that all the core group could see.

Google forms was the obvious answer. So I created a draft form and we all took a look. The info gathered was fine, but the form layout was not so good.

RegForm1.jpg
So I started looking into a customized form that would still send the data back to the Google spreadsheet associated with the Google form. Turns out this is not so hard. You display the final form, copy the source from it, switch to an HTML editor, and have at it.

The one problem I had was error detection. If you have any required fields and they are not completed, when you submit the form Google checks it, then pops you back into the default form, not your customized form. Bad.

Fortunately, there is an easy fix for this. SneakySheep.com (see http://sneakysheep.com/google-docs-form-tool.php) has a tool that will create the HTML needed to allow you create your own "Thank you" form, so after submission you don't see the default Google thank you form. An added benefit is it also stops Google from displaying the default entry form if a required field is not completed. Instead, your form is displayed, all entered data intact, with the focus on one of the required fields that needs data. Yeah!

I also took the HTML and formatted it for better readability. Then I added a background image, and we're good to go! I'm sure more could be done here, but the bottom line is I got it to work. Here's a pict of the custom form:

RegForm2.jpgSo in this task I ended up diving into code - something I don't do much of anymore.It was fun, but it also makes me realize how complex this has become.

Google Analytics Training

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One thing I'll say about the folks at Google - they NEVER sit still! Today I attended a session on how to use G-Analytics for site analysis. I've been using G-Analytics for some time now to analyze the http://istudy.psu.edu site, and now am analyzing the http://gaming.psu.edu site as well.

It appears that quite recently Google added some customization features that allow you to drill down in your data better, and produce custom reports. I'm excited about both. Currently I look at a site's data, run it through my own head, transfer data from the web page to another document, write up my findings, etc.

That's OK the first several times through - you need to understand the process. After that, I find it to be a necessary evil. I just want the report, so I can make decisions based on the data it contains. I'm hoping I can manipulate the custom reports feature to give me just want I want.

Learning Design Summer Camp 2009 - Musings

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Camp Logo.jpg
Wow - what an event! We had three days of great fun, inactivity, and learning. The pre-conference activity was excellent, and the two days of the main event went by so fast, my head spun.

I have several observations from this event:

1. It's important for Learning Designers to hear from the faculty innovators. Their perspectives drive change at PSU.

Hearing innovators is always a treat. They have passion, drive, and want to share. We need to hold these folks up to the light so all can see. Faculty drive other faculty to adoption of best practices, but even they are only somewhat effective in doing so. What about the other 98% of faculty? We need to hear from them, at least the early majority and late majority folks. What are their thoughts on pedagogical approaches in this age? How do we engage them at their comfort level?

2. Learning Designers at PSU, as a group, have a ways to go.

As a group, Learning Designers at PSU are still not functioning as efficiently and effectively as possible. We have this event, and the All ID monthly meetings. Yet in between these F2F activities, little to no sharing of ideas, processes, and outcomes is happening. Why? We have a Learning Design Community Hub for asynchronous activities, but it is barely used. I'd truly like feedback on this - perhaps a survey is in order?

3. We promote this as a camp, and I believe we've succeeded.

People did dress casually. We had Dean Blackstock for music the first day. The atmosphere was relaxed - especially at the evening dinner I attended. One thing I noticed was lack of audience questions. Even when prompted by moderators, people were silent. Hmmm. Maybe we need to mix up the panel sessions with smaller ones in breakout rooms to encourage participation?

The optional 5K Run and tour of the Educational Gaming Commons Lab were also well received. I missed the run because I had a group of folks at the lab. We grabbed some beanbag chairs, set in a circle in the lab, and talked for over an hour about educational gaming and the lab. It was the first time I've had a group in the lab for that purpose, and it was truly enjoyable.

Behind the Scenes


I wanted to share with you what it took to get the event up and running. In addition to the normal wiki setup, and monitoring of all the itsey-bitseys that always accompany an event, we have five volunteer meetings done F2F and via Adobe Connect. I used Doodle, a free online scheduler, to set these up. Next year I think I'll cut the total number of meetings down. Once folks have their tasks they usually roll with them and don;t necessarily need to meet together so often.

The location was the true nightmare this year. We were set to use Foster Aud. in Pattee Library, but due to a construction schedule change less than two weeks before the event, we had to locate another place. Finding a room at UP that can hold 120 people, and provide electricity and wireless access proved impossible on such short notice. We tried for the IST Cybertorium, but it was booked. In the end, only 112 Kern had the space we needed. There were precious few outlets in the room, and the wireless tapped out at 30 simultaneous users. So I spent a great deal of time in the week leading up to the event scrambling to cover these two issues. Fortunately Telecommunication and Network Services came through with a temporary wireless solution. It's not a service they can offer normally, so I am in their debt.

The power was another issue. The only thing to do was to obtain a number of extension cords and power strips and install them. So Kasey Weatherholtz, Chris Demchak, and I spent several hours Monday afternoon running the cords, taping them down, placing the power strips, etc. Not fun, but absolutely necessary for a technological event where the bar was set last year in Foster.

So the week before the event was, shall we say, a bit stressful. Many emails, late hours. Yet it all came together beautifully, and I'm looking forward to next year already!

Game Education Summit 09 Musings

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Game Education Summit 09 Musings

Held in the Entertainment Technology Center at Carnegie Mellon University, this two-day event focused on game development.

Thus, there were many developers from game companies present. I got to rub shoulders with people that works on tactical/strategy games, etc.  It was great to hear their #1 issue:

People need team skills.

It doesn't seem to matter what you work on in today's world. If you can't function in a team, you are handicapped.

Don Marinelli, Executive Producer of the ETC, had this to say in his opening remarks:

Why doesn't the media cover the state of education?
 - American education is headed for a meltdown.

Videogames are NOT a fad. They are here to stay.
 - Games are art AND science.
 - Mario franchise has made more than all Star Wars movies combined.

If games are a paradigm shift in education, how do we make it happen? Let's forge a plan of attack.

 - No more apologies
 - Enlighten all
   - The potentials of gaming for education
  - We need to demonstrate the power of games within a societal context. Make it relevant to those that don't get it.
 - Young people find formal education less appealing, inspiring than ever before.
   - Maybe kindergartners should go on strike!

Richard Hilleman, Chief Creative Director for Electronic Arts, was also very interesting. EA is looking to develop smaller games. The days of the monolithic, $30 million game are almost over. Instead, EA will work on smaller games, and more of them.

Personal Note - This may mean EA is open to working with education to develop educational games?

I attended many other sessions, but the main takeaway was the people. I talked to many folks who were very interested in the Educational Gaming Commons concept, and set the groundwork for future speakers for the EGC Virtual Worlds Brownbags, etc.


Games, Learning, and Society 09 Musings

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The Annual GLS Conference took place at UWM June 10-12. What a treat! This conference is chock full of researchers, practitioners, and teachers that are interested in gaming, virtual worlds, and simulations for education. Here are my main takeaways.

1. It's not about games. It's about situated cognition, constructionism, constructivism, and active learning. Games, virtual worlds, and simulations embody these theories and bring them to life.

2. Jim Gee is the guru in this area, and rightly so. His broad swath of knowledge allows him to place all this in perspective, to give us a glimmer of where it all fits in the scheme of things. Read one of his books and you know what I mean. I was able to hear him as the conf keynote, then later in a much more informal Q&A session.

3. I participated in Real-time Research while attending the conference. This was a double session (one at the beginning, one at the end of the conf.) where teams devised a research question, tested it during the conf., analyzed gathered data, and reported out on their findings.

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This sounds suspiciously like ETS' Hot Team Process, and I believe it would make a nice "snap-on" component for future Hot Teams where some data gathering from subjects makes sense. The only issue is IRB approval if we want to publish our results. That's not a minor issue, and I'll need to do some digging to see what's possible at PSU.

The neat thing is my team won best data analysis, and we get to publish our work in an upcoming book on RTR that will be produced by CMUs ETS-Press.

4. Some educators are producing in-house tools to develop games. By next year, it should be quite interesting to see what emerges.

5. Mobile gaming is gaining steam. IMO platform differences hamper this; you have to tie your development efforts to a platform, thus limiting distribution. I will continue to monitor this space, and at the EGC our developer, Jason Wolfe, continues to refine his knowledge in this area.

6. The people and connections I made are, as usual, at least as valuable as the conf sessions. This almost goes without saying, but it's worth noting that the frontier mentality re: ed gaming is slowing wearing away, to be replaced by a more mature, normal one. By this I mean people are increasingly collaborating, rubbing shoulders and sharing ideas, and devising joint projects. People are tapping into traditional funding agents, as these agents are now funding in this area.

I'm also seeing the Empire-builders appearing, the folk that always twist ANY conversation around to their projects, their ideas, their ways of thinking. If you fail to fall into their narcissistic black hole, they immediately discard you are irrelevant. How sad, yet how expected. There are two people I admired for some time that I met at the conf. that fit this category. My admiration for them has dimmed.

Finally, to read my minute-by-minute thoughts while attending the conference, see http://twitter.com/#search?q=brettbixler%20gls09

James Gee Keynote at GLS 09

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James Gee = Ed games guru.
GLS = Games, Learning, and Society Conference. Held in Madison, WI.

This man is a genius. He gets games, is a great researcher, and knows how to communicate his complex, deep thoughts.

My notes:

In his recent book - ignored Sims and women gamers.

But, in research, the marginal things are often the most interesting. This is true here!

Women in the Sims are doing amazing things - the future of gaming.

Gamers can become designers with today's games and tools.

Nickel and Dimed challenge by yamx - To the Sims community.
 - Based on the book, but at a metaphorical level.
 - Must be a "poverty" mom.
 - Raise kids until they are old enough to be on their own.
 - They can't die or be taken by social services.

Rule book for challenge created. Limits what you can do in the game, set boundaries.

This game "mod" is building social engagement.
Example - community wrote back and discussed the rules, argued them, some made mods of this mod rule set!

This is a new form of modding - built on social tools as opposed to "hard" programing skills. It involves "emotional intelligence."

That skill is critical for solving the problems of today and tomorrow. Games are one way to foster it.

This is an example of 21st century leadership - fostering connections, building people up, and allowing other's leadership to emerge.

We need people to use their emotional intelligence to engage all socially to solve the problems of today and tomorrow.

General responses to audience questions:

The game must be fun first! Learning of content should emerge naturally from the fun.

Fun is not the same as engagement. We don't always have fun playing games, but we are engaged.