Excerpted from a paper discussing my peronal TEAM objectives
4) I would like to more formally develop the game-playing
Logic class, part of the PTC described below, and modernize it. Some
of the games that I used in the past, can be recreated on a computer.
(A potential post-graduate research project?) I would find other suitable
games that have been developed since I last presented the game-playing
Logic class (20+ years ago). Ideally the new Logic class would incorporate
handheld computers with students beaming collaborative and/or
competitive transactions to each other. If we add wireless broadband
technology to this mix, we gain access to the internet and subsequently
other students in other places, near and far. The hardware and software
to make these connections does exists today, but it is still too "buggy"
and/or expensive to be practical. But I have no doubt that these technology
issues will be resolved in the next few years. (I conveniently stayed
vague.) While the particular limitations of bandwidth and network reliability/security
will go away, new technology issues will take their place.
5) I would like to find (or help create) a high level
curriculum development tool for teachers - a "quasi-programming
language" perhaps, disguised as a graphic application, similar
in purpose to Apple's Hypercard, some years ago. This application would
give teachers a "user friendly" authoring tool to manipulate
objects that interact with each other.
5b) With or without the tools just mentioned, I would
like to find (or help develop) classroom applications that simulate
transactional behavior. The popular SIMS series of entertainment software,
in particular The SIMS, is a good example of two-dimensional "behavioral
transaction processing" (BTP) where the student is transacting
with the computer, simulating human behavior. Most of today's video
games are two-dimentional BTP applications. In a three-dimentional BTP
application, multiple players collaborate or compete. On-line Chess,
Scrabble, etc. are 3D BTP applications. And so are games like EverQuest,
Dark Age of Camalot, Anarchy, etc. It is this last group of games that
is of particular interest educationally. They have become very popular
in recent years. In the computer gaming community, these games are referred
to as MMORPG - Massive Multi-player On-line Roll Playing Games. The
title alone suggests the relevant use of these games in a collaborative
learning environment. Suppose we replace the winning objective of these
games along with their metaphorical context, i.e. slaughtering the opponant
and other high-adventure, etc., with other winning objectives that relate
to the learners' real lives. The challenges presented to the game-players
in the new games will be based on curriculum guidelines for Mathematics,
Science, Social/Civic Studies, History, foreign language, Music and
Art appreciation, et al - and targeted for every grade level. It basically
gives the students (and the teacher) a platform and possible context
to form collaborations. In the educational version of these (M)MORPGs
the game strategy calls for collaborating with other players, not slauhtering
them - an important difference. Some of the applications, being developed
by Elliot Soloway's Hi-Ce group fall into this category. The image of
students beaming transactions to one another with their handheld
computers in a classroom or out on a field trip takes the gaming metaphor
(whatever it may be) off of the computer screen and places it on terra
firma, almost anywhere.
As discussed above, if one adds a wireless broadband internet connection
to this scenario along with a digital camera and streaming audio/video
(live and/or stored), the possibilities, internationally, are endless.
The technology for this scenario exists today but at an early stage.
In two years from now things will have changed. In five years from now,
technology will have changed even more; In ten years from now . . .