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	<title>Education Futures &#187; Wikipedia</title>
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	<description>Exploring a New Paradigm in human capital development, driven by accelerating change.</description>
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		<title>The Emerging and Future Roles of Academic Libraries</title>
		<link>http://www.educationfutures.com/2011/03/28/the-emerging-and-future-roles-of-academic-libraries/</link>
		<comments>http://www.educationfutures.com/2011/03/28/the-emerging-and-future-roles-of-academic-libraries/#comments</comments>
		<pubDate>Mon, 28 Mar 2011 18:14:03 +0000</pubDate>
		<dc:creator>Paul Zenke</dc:creator>
				<category><![CDATA[Guest Blogger]]></category>
		<category><![CDATA[21st century]]></category>
		<category><![CDATA[academic library]]></category>
		<category><![CDATA[Accelerating Change]]></category>
		<category><![CDATA[card catalogues]]></category>
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		<category><![CDATA[Librarians]]></category>
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		<category><![CDATA[trends]]></category>
		<category><![CDATA[Wikipedia]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/?p=2729</guid>
		<description><![CDATA[Libraries are actively reinventing themselves for the digital age.  Confronted with corrosive budgets, skyrocketing costs, and challenged by a fear of obsolesce resulting from the accelerating rate of technological change; libraries are struggling for their survival.  For the academic library &#8212; the “heart” of the modern research university &#8212; survival requires demonstrating their value in new ways, [...]]]></description>
			<content:encoded><![CDATA[<p>Libraries are actively <a title="MIT Library in the 21st Century" href="http://techtv.mit.edu/collections/mitlibraries/videos/10837-reinventing-the-research-library-the-mit-libraries-in-the-21st-century" target="_blank">reinventing themselves</a> for the digital age.  Confronted with corrosive budgets, <a title="Library Inc." href="http://chronicle.com/article/Library-Inc/124915" target="_blank">skyrocketing costs</a>, and challenged by a <a title="One Step Closer to a National Digital Library" href="http://chronicle.com/blogs/wiredcampus/one-step-closer-to-a-national-digital-library/27491" target="_blank">fear of obsolesce</a> resulting from the <a title="Education Futures Accelerating Change" href="http://www.educationfutures.com/category/accelerating-change/" target="_blank">accelerating rate of technological change</a>; libraries are struggling for their <a title="Eroding Library Role?" href="http://www.insidehighered.com/news/2010/04/07/survey" target="_blank">survival</a>.  For the academic library &#8212; the “heart” of the modern research university &#8212; survival requires <a title="A Tool Kit to Help Academic Librarians Demonstrate Their Value" href="http://chronicle.com/article/A-Tool-Kit-to-Help-Academic/124391" target="_blank">demonstrating their value</a> in new ways, <a title="Eroding Library Role?" href="http://www.insidehighered.com/news/2010/06/09/hopkins" target="_blank">embedding themselves</a> deeper into the university’s core functions of teaching, learning, and research.  Although daunting, these challenges are nothing new for academic li-braries.</p>
<p>Within a generation, the signs of change are highly visible.  Gone are the card catalogues, monastic study corrals, and <a title="A Truly Bookless Library" href="http://www.insidehighered.com/news/2010/09/17/libraries" target="_blank">physical books</a> replaced by <a title="UMN SMART Learning Commons" href="https://wiki.umn.edu/SMART" target="_blank">media labs</a>, new expertise in strategic areas (teaching and learning, <a title="Searching For Better Research Habits" href="http://www.insidehighered.com/news/2010/09/29/search" target="_blank">information literacy</a>, copyright, data visualization, and media production), and <a title="Commons 2.0: Library Spaces Designed for Collaborative Learning" href="http://www.educause.edu/EDUCAUSE+Quarterly/EDUCAUSEQuarterlyMagazineVolum/Commons20LibrarySpacesDesigned/162265" target="_blank">professionally designed collaborative workspaces</a>.  The resonance of these changes has extended beyond the bookends of the library.  Just this week the <a title="SXSW 2011: The Year of the Librarian" href="http://www.theatlantic.com/technology/archive/2011/03/sxsw-2011-the-year-of-the-librarian/72548" target="_blank"><em>Atlantic Monthly</em> blog</a> crowned the 2011 <a title="SXSW" href="http://sxsw.com/" target="_blank">South by Southwest Festival</a> “The Year of the Librarian”.</p>
<p><a href="http://www.educationfutures.com/wp-content/uploads/2011/03/Screen-shot-2011-03-28-at-12.35.55-PM.png"><img src="http://www.educationfutures.com/wp-content/uploads/2011/03/Screen-shot-2011-03-28-at-12.35.55-PM.png" alt="" width="641" height="288" /></a><br />
<em>Photo: <a title="library cards" href="http://www.flickr.com/photos/dorywithserifs/161243417/">library cards</a> Creative Commons BY NC SA 2.0 dorywithserifs</em></p>
<p>Despite radical attempts to meet the changing needs of every generation of scholars critics have argued that the library &#8212; in its current form &#8212; may have outlived its purpose.  For some change at the library hasn’t come quickly enough.  A recent editorial in<a title="Academic Library Autopsy Report, 2050" href="http://chronicle.com/article/Academic-Library-Autopsy/125767" target="_blank"> <em>The Chronicle of Higher Education</em></a> codifies this position, accusing practitioners of being complicit &#8212; spending the last few decades rearranging the books in the Titanic library.  Sullivan, (2011) <a title="Academic Library Autopsy Report, 2050" href="http://chronicle.com/article/Academic-Library-Autopsy/125767" target="_blank">contends</a>:</p>
<blockquote><p>“… it is entirely possible that the life of the academic library could have been spared if the last generation of librarians had spent more time <strong>plotting a realistic path to the future</strong> and less time <strong>chasing outdated trends</strong> while mindlessly <strong>spouting mantras</strong> like &#8220;There will always be books and libraries&#8221; and &#8220;People will always need librarians to show them how to use information.&#8221; We&#8217;ll never know now what kind of treatments might have worked. Librarians planted the seeds of their own destruction and are responsible for their own downfall”.</p>
</blockquote>
<p>I disagree.  There is ample evidence that library leaders have in earnest set their sights on the future &#8212; most notably, two of the largest American academic library professional organizations (<a title="ARL" href="http://www.arl.org/" target="_blank">The Association of Research Libraries</a> and the <a title="ACRL" href="http://www.ala.org/ala/mgrps/divs/acrl/index.cfm" target="_blank">Association of College and Research Libraries</a>), recently produced future oriented reports to catalyze support for the value of academic libraries, and to provide vision for the future.  In my mind, these reports capture the excitement of an institution in transition, and provide insights into the future of higher education as a whole.</p>
<p><strong>Futures Research</strong><br />
<strong> </strong>The <a title="ARL 2030 Scenarios: A User's Guide for Research Libraries" href="http://www.arl.org/rtl/plan/scenarios/usersguide/index.shtml" target="_blank">first report</a>, from the Association of Research Libraries (ARL), a nonprofit professional organization which represents 126 of the largest college and university research libraries in the United States and Canada, created the ARL 2030 Scenarios project to address their strategic focus:</p>
<blockquote><p>“How do we transform our organization(s) to create differential value for future users (individuals, institutions, and beyond), given the external dynamics redefining the research environment over the next 20 years?</p>
</blockquote>
<p>ARL members were invited to participate in individual interviews, focus groups, and a survey.  Key stakeholders from within and outside the academic library community codified the results into four distinct scenarios.  The results were intentionally distributed inside of a user’s guide to ensure that the scenarios were packaged with an accompanying template for utilizing the scenarios at academic libraries as part of their strategic planning process.</p>
<p><em>Scenario 1: Research Entrepreneurs</em><br />
In this future “individual researchers are the stars of the story”.  Academic institutions and disciplinary silos are no longer relevant for entrepreneurial researchers who chase short-to-long term contract work from private and public sources.</p>
<p><em>Scenario 2: Reuse and Recycle</em><br />
Scenario 2 outlines a world defined by an “ongoing scarcity of economic resources” which forces the reuse and recycling of research activities, with virtually no public support for research.  Academic institutions persist, but have little to offer scholars.</p>
<p><em>Scenario 3: Disciplines in Charge</em><br />
Utilizing advances in information technology “computational approaches to data analysis dominates the research enterprise”, fostering massive research projects aligned around “data-stores”.  Two classes of researchers emerge: those who “control the disciplinary organization and their research infrastructure” and everyone else who “scramble to pick up the piecework”.</p>
<p><em>Scenario 4: Global Followers</em><br />
As funding forces dry up in the West academic power shifts to the Middle East and Asia.  Scholars continue to do their research but with new cultural influences from Middle Eastern and Asian funding agencies.</p>
<p><a href="http://www.educationfutures.com/wp-content/uploads/2011/03/arl.jpg"><img class="alignnone size-full wp-image-2730" src="http://www.educationfutures.com/wp-content/uploads/2011/03/arl.jpg" alt="ARL Scenario Space" width="724" height="568" /></a><br />
<em>Figure 1: ARL Scenario Space, Creative Commons BY NC ND</em></p>
<p><a title="Libraries Are Showing the Way for Everyone" href="http://blogs.forbes.com/adamgordon/2010/10/22/how-libraries-thinking-about-their-future-provides-a-resource-for-decision-makers-in-every-industry/" target="_blank">The real strength</a> of ARL’s scenarios is the <a title="The ARL 2030 Scenario Set Released with User’s Guide" href="http://www.arl.org/news/pr/scenariosguide19oct10.shtml" target="_blank">user guide toolkit</a>.  <a title="Wikipedia - Scenario planning " href="http://en.wikipedia.org/wiki/Scenario_planning" target="_blank">Scenario planning</a> &#8212; and futures research in general &#8212; is often criticized for being too empyreal.  ARL addresses this criticism head-on featuring six chapters dedicated to implementing of the scenarios within an academic library.  Also, as part of an ongoing process towards validating and refining each scenario articles, studies, and reports are being collected and coded as they pertain to each of the 4 possible futures.</p>
<p><a title="ACRL" href="http://www.ala.org/ala/mgrps/divs/acrl/index.cfm" target="_blank">The Association of College and Research Libraries</a> (ACRL), another leader in the academic library world, also recently completed a<a title="Futures Thinking for Academic Librarians" href="http://www.acrl.ala.org/acrlinsider/archives/2161" target="_blank"> future oriented study</a> presenting 26 possible scenarios for 2025.  ACRL is the largest division of the <a title="ALA" href="http://www.ala.org/" target="_blank">American Library Association</a> (ALA) with over 12,000 members worldwide.</p>
<p>Research for this study began with an intensive two-month review of quantitative and qualitative literature related to how academic libraries demonstrate their value.  ACRL staff then combined the results into 26 possible scenarios.  ACRL members were surveyed on the probability of each scenario occurring, the impact of each scenario, the speed at which the scenario might unfold, and whether the scenario reflects a threat or opportunity to academic libraries.  The survey results were then visually displayed on a problem space with a number corresponding to each scenario, with green numbers representing opportunities for academic libraries, and red signaling threats (Figure 2).</p>
<p><a href="http://www.educationfutures.com/wp-content/uploads/2011/03/acrl.jpg"><img class="alignnone size-full wp-image-2731" src="http://www.educationfutures.com/wp-content/uploads/2011/03/acrl.jpg" alt="ACRL Scenario Space" width="724" height="657" /></a><br />
<em>Figure 2: ACRL Scenario Space, Creative Commons NC SA</em></p>
<p>The <a title="The Librarian's Crystal Ball" href="http://www.insidehighered.com/news/2010/06/23/futures" target="_blank">survey results</a> concluded nine of the scenarios were highly probable and impactful including: “breaking the textbook monopoly”, “bridging the scholar/practitioners divide”, “everyone is a ‘non-traditional’ student”, “I see what you see” [advancements in IT make collaboration with users easier], “increasing threats of cyberwar, cybercrime, and cyberterrorism”, “meet the new freshman” [librarians help non-traditional student cross the digital divide], “right here with me” [advances in mobile technology for research and publication], “scholarship stultifies”, and “this class brought to you by…” [increased corporate sponsorships of courses and research].</p>
<p>The combined 30 scenarios presented by ARL and ACRL describe the potentially hostile, but promising world for academic libraries in the next 20 years.  The three most common themes throughout all of the scenarios: the impact of technology, the changing informational and infrastructural needs of their users, and the challenges to creating novel funding sources to combat acute budget shortfalls present real opportunities for leadership on the part of library administrators.</p>
<p>Although some have criticized these first attempts at futures research as a waste of time, I argue these reports have been successful because they have forced the debate about the future of the academic library to the forefront of the profession.  Certainly futures research cannot predict the future, however these scenarios provide academic libraries a chance to both strategize for what is most likely to happen, while advocating from an informed position for their most desirable future.</p>
<p><strong>References</strong><br />
Association Research Libraries. (2010). <em>The ARL 2030 Scenarios: A User?s Guide for Research Libraries</em>. Washington, DC. Retrieved from http://www.arl.org/bm~doc/arl-2030-scenarios-users-guide.pdf/.</p>
<p>Connelly, P. (2011). SXSW 2011: The Year of the Librarian. <em>Atlantic Monthly</em>. Retrieved from http://www.theatlantic.com/technology/archive/2011/03/sxsw-2011-the-year-of-the-librarian/72548.</p>
<p>Staley, D. J., &amp; Malenfant, K. J. (2010). <em>Futures Thinking For Academic Librarians: Higher Education in 2025</em>. Retrieved from http://www.ala.org/ala/mgrps/divs/acrl/issues/value/futures2025.pdf.</p>
<p>Sullivan, B. T. (2011). Academic Library Autopsy Report, 2050. <em>Chronicle of Higher Education</em>. Retrieved from http://chronicle.com/article/Academic-Library-Autopsy/125767/.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>Tapscott: Memorizing facts is a waste of time</title>
		<link>http://www.educationfutures.com/2008/12/05/tapscott-memorizing-facts-is-a-waste-of-time/</link>
		<comments>http://www.educationfutures.com/2008/12/05/tapscott-memorizing-facts-is-a-waste-of-time/#comments</comments>
		<pubDate>Fri, 05 Dec 2008 12:42:25 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[Public Policy]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[Internet]]></category>
		<category><![CDATA[knowledge production]]></category>
		<category><![CDATA[Leapfrog]]></category>
		<category><![CDATA[liberal skills]]></category>
		<category><![CDATA[students]]></category>
		<category><![CDATA[Wikipedia]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/?p=956</guid>
		<description><![CDATA[Cristóbal Cobo forwarded an article from Brand Republic from earlier this year. It contains a few provocative lines from Don Tapscott, co-author of Wikinomics: Tapscott said: &#8220;Teachers are no longer the fountain of knowledge &#8212; the internet is. Kids should learn about history but they don&#8217;t need to know all the dates. &#8220;It is enough that [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ergonomic.wordpress.com">Cristóbal Cobo</a> forwarded an article from <a href="http://www.brandrepublic.com/Discipline/Digital/News/866388/Google-Wikipedia-learning-facts-irrelevant-kids/">Brand Republic</a> from earlier this year. It contains a few provocative lines from Don Tapscott, co-author of <a href="http://www.amazon.com/Wikinomics-Mass-Collaboration-Changes-Everything/dp/1591841933">Wikinomics</a>:</p>
<blockquote><p>Tapscott said: &#8220;Teachers are no longer the fountain of knowledge &#8212; the internet is. Kids should learn about history but they don&#8217;t need to know all the dates.</p>
<p>&#8220;It is enough that they know about the Battle of Hastings, without having to memorise that it was in 1066. </p>
<p>They can look that up and position it in history with a click on Google. Memorising facts and figures is a waste of time.&#8221;</p>
</blockquote>
<p>Absolutely! &#8220;Download&#8221;/banking style pedagogies are made obsolete by Google and Wikipedia.</p>
<p>In our Leapfrog series, we have <a href="http://www.educationfutures.com/2006/10/12/building-a-leapfrog-university-v50/">argued</a> that education should concentrate on &#8220;upload&#8221; pedagogies, based on knowledge production by students and collaborating faculty, together with augmentations provided by a new category of community-based volunteers. Using the most advanced forms of information search engines, networks, early artificial intelligence, and the aforementioned volunteers, there is an opportunity to leapfrog education beyond any of the competition. This will require fundamental changes in the mission, structure, and curricula of education at all levels.</p>
<p>Time to drop memorization and refocus education on the <a href="http://www.educationfutures.com/2006/10/12/building-a-leapfrog-university-v50/">liberal skills</a>?</p>
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		<title>Open Space Technology</title>
		<link>http://www.educationfutures.com/2008/02/16/open-space-technology/</link>
		<comments>http://www.educationfutures.com/2008/02/16/open-space-technology/#comments</comments>
		<pubDate>Sat, 16 Feb 2008 20:58:24 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[co-seminars]]></category>
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		<description><![CDATA[Directed by a Twitter update, I landed on the PF HYPER blog&#8230; which directed me to a Wikipedia article on Open Space Technology: In Open Space, a facilitator explains the process and then participants are invited to co-create the agenda and host their own discussion groups. Discussions are held in designated areas or separate rooms [...]]]></description>
			<content:encoded><![CDATA[<p>Directed by a <a href="http://www.twitter.com">Twitter</a> update, I landed on the <a href="http://pfhyper.com/weblog/blogger.html">PF HYPER blog</a>&#8230;  which directed me to a Wikipedia article on <a href="http://en.wikipedia.org/wiki/Open_Space_Technology">Open Space Technology</a>:</p>
<blockquote><p>In Open Space, a facilitator explains the process and then participants are invited to co-create the agenda and host their own discussion groups. Discussions are held in designated areas or separate rooms known as &#8216;breakout spaces&#8217; and participants are free to move amongst the discussion groups. Each group records the conversations in a form which can be used to distribute or broadcast the proceedings of the meeting (in hard copy, blog, podcast, video, etc). Online networking can occur both before and following the actual face-to-face meetings so discussions can continue seamlessly. In a multi-day Open Space, participants have the opportunity to announce new discussion topics / late-breaking sessions each new morning. At the end of the day (or 2 days or 2.5 days) the full group reconvenes for comments and reflection. This helps participants to re-engage in the full group over the duration of the meeting.</p>
</blockquote>
<p>Holy cow!  That sounds a lot like <a href="http://www.educationfutures.com/2008/02/13/just-what-are-co-seminars/">open seminars/co-seminars</a> &#8212; but with a problem-solving or conference-type focus.  Open seminars and Open Space might have a lot to learn from each other!</p>
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		<title>Games in the Classroom (part three)</title>
		<link>http://www.educationfutures.com/2007/07/30/games-in-the-classroom-part-3/</link>
		<comments>http://www.educationfutures.com/2007/07/30/games-in-the-classroom-part-3/#comments</comments>
		<pubDate>Mon, 30 Jul 2007 19:45:57 +0000</pubDate>
		<dc:creator>Brock Dubbels</dc:creator>
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		<guid isPermaLink="false">http://www.educationfutures.com/2007/07/30/games-in-the-classroom-part-3/</guid>
		<description><![CDATA[Twenty years ago, playing games over a distance might have meant that you played turn-taking games like chess over email, and you were cutting edge. I remember people playing chess through snail mail! You would make your move and wait for a reply. What is happening now is taking place in real-time in virtual environments [...]]]></description>
			<content:encoded><![CDATA[<p>Twenty years ago, playing games over a distance might have meant that you played turn-taking games like chess over email, and you were cutting edge. I remember people playing chess through snail mail! You would make your move and wait for a reply.</p>
<p>What is happening now is taking place in real-time in virtual environments that are interactive and look better than many films.  Decisions, actions, and communications happen like they would in a face-to-face conversation, but they are done through a proxy, that is first and second-person perspectives with an avatar:  a graphical representation of yourself in the game space.</p>
<p><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/grandmasterfoo.JPG" title="grandmasterfoo.JPG"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/grandmasterfoo.thumbnail.JPG" alt="grandmasterfoo.JPG" /></a></p>
<p>Here is my avatar in <a href="http://secondlife.com/whatis/">Second Life</a>.</p>
<p>He is a mix of <a href="http://tinyurl.com/2y287z">Yoda</a>, <a href="http://tinyurl.com/27n2r9">Pei Mei</a>, <a href="http://tinyurl.com/ywvpkp">Zatoichi</a>, <a href="http://tinyurl.com/282s2s">Master Po,</a> and <a href="http://www.realultimatepower.net/">Real Ultimate Power</a>. I would have liked to have made him old, but this is only possible if you learn to use some tools outside of the game to create more specialized characters.  There are many who do this custom avatar creation, and the cool thing is that you could make your avatar something other than a person. Maybe a virus or a mailbox.</p>
<p>In fact, many people are already creating a comfortable living creating products for in game use.  If you have not seen it yet, there are already success stories <a href="http://www.businessweek.com/magazine/content/06_18/b3982001.htm?chan=search">of people capitalizing</a> on the new economies that virtual worlds have created.</p>
<p><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec1.png" title="073007-1945-gamesinthec1.png"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec1.thumbnail.png" alt="073007-1945-gamesinthec1.png" /></a></p>
<p>In this Business Week article, one school teacher in Germany has made substantial gains flipping virtual property!</p>
<p>Imagine that you have the tools and access to build in these environments. In Second Life you do. You can visit models of the Sistine Chapel, Yankee Stadium, or even visit government agencies like the Center for Disease Control. You can build what you like on your virtual land.</p>
<p>What make this kind of play appealing is the ability to play and communicate when you want, and the possibility of meeting people from all over the planet. The prospect of building models and interacting in this environments should be very appealing to educators. This is an extension of the <a href="http://tinyurl.com/29f8v5">diorama.</a> (Tomorrow I will talk about a project using these ideas in the classroom).</p>
<p><span id="more-289"></span><strong> Virtual relations. </strong></p>
<p>Just walk up to another avatar and find out where they are from. I was showing my supervisor around Second Life and we met a person from Austria. It was nice to try and speak a little German. We had opportunity here to practice language with a native speaker. This is a way to internationalize our classroom experiences. Why not use this for language practice? Go to Paris 1900 if you want!</p>
<p>Maybe we need both worlds. The virtual and the real.</p>
<p>Our colleagues, students, and yes, even our grandparents are logging on and playing with tens of thousands of people a night.</p>
<pre></pre>
<pre><tt></tt></pre>
<p>This all goes way beyond contact and communication.</p>
<p>But can chasing virtual characters in modern versions of capture the flag help kids prepare for a new economy?</p>
<p>The games are developing with the players, by the players, and we are at the beginning of what <a href="http://web.mit.edu/cms/People/henry3/">Henry Jenkins</a> calls <a href="http://www.amazon.com/Convergence-Culture-Where-Media-Collide/dp/0814742815/ref=pd_bbs_sr_1/002-1200696-1936025?ie=UTF8&amp;s=books&amp;qid=1185816761&amp;sr=8-1">Convergence Culture</a>, where consumers –us/we&#8211;are shaping the media and commercial landscape—how we sell, what we sell, and how we use it. We are telling companies how they should run their businesses</p>
<p>. . . if they want to do business.</p>
<p>This is what we are going to face as educators. It is my feeling that we already are.</p>
<p>I would like to put forward a simple idea here: <strong>This is the new economy.</strong></p>
<p>Go and see for yourself. Get a subscription to <a href="http://www.worldofwarcraft.com/info/">World of Warcraft</a>, <a href="http://starwarsgalaxies.station.sony.com/en_US/">Star Wars Galaxies,</a> <a href="http://www.lotro.com/splash">Lord of the Rings</a>, or <a href="http://secondlife.com/whatis/">Second Life</a>. These are interactive communities where people participate and interact for recreation, socialization, and employment.  Younger students? Try <a href="http://teen.secondlife.com/whatis">Teen Second Life</a>, <a href="http://atlantis.crlt.indiana.edu/">Quest Atlantis</a>, or <a href="http://b.whyville.net/smmk/top/about">Whyville.</a></p>
<p>We are creating what we want, when we want it.</p>
<p>This seems to be the games movement: FLEXIBILITY ON DEMAND.</p>
<p>Games are challenging and deep, but also designed for beginners with low initial usability demands. Imagine if no one but experienced players could play . . . there would be no new market for game companies to sell to.</p>
<p><strong>Games are also modifiable.</strong></p>
<p>Jason Hill, one of my students from the Video Games as Learning Tools course I offer at the University of Minnesota presented on how he and his colleagues in World of Warfare customize their Graphical User Interface (GUI) to be more useful and immediate for the tasks they regularly engaged in his game experience.  Here is an image from his game experience:</p>
<p><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec3.jpg" title="073007-1945-gamesinthec3.jpg"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec3.thumbnail.jpg" alt="073007-1945-gamesinthec3.jpg" /></a><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec4.jpg" title="073007-1945-gamesinthec4.jpg"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec4.thumbnail.jpg" alt="073007-1945-gamesinthec4.jpg" /></a><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec5.jpg" title="073007-1945-gamesinthec5.jpg"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec5.thumbnail.jpg" alt="073007-1945-gamesinthec5.jpg" /></a></p>
<p>You will notice the complex symbol systems that represent behavior and action, as well as status and inventory.</p>
<p>What Jason described in the presentation of his project, was that many players were not satisfied with the user interface and had delved into the code to modify the interface to be more useful and applicable for the user’s style of play. You can see here that these are complex interfaces that aid the player in their quest, help them manage resources, as well as control the character. To make them work for your purpose in learning and doing is to have some control and purpose.</p>
<p>Learners like this. There is plenty to recommend it.<a href="http://website.education.wisc.edu/steinkuehler/"> Take a look at Constance Steinkuehler&#8217;s thesis.</a> There is plenty in her study of online literate activities and informal scientific reasoning to give you an idea how you might reverse engineer content to validate gaming as a productive classroom tool.</p>
<p>Further, the  graphical user interfaces <a href="http://en.wikipedia.org/wiki/Graphical_user_interface">(GUI)</a> are the precursor to the interfaces and controls of many new computer mediated machines. My former neighbor worked on a project that used video game GUI for controlling <a href="http://www.army-technology.com/projects/predator/"> unmanned military vehicles.</a> He told me that game players were much more adept at controlling the vehicles than non-game players. Much of our equipment will use GUI like video games.</p>
<p>So not only are students learning to play these games with very complex user interfaces, but they are modifying these interfaces to suit their style of play.</p>
<p>The same is happening with open source communities where HUD (Heads up displays) are being created to connect <a href="http://secondlife.com/whatis/">Second Life</a> to<a href="http://moodle.org/"> Moodle</a> (an open source <a href="http://en.wikipedia.org/wiki/Learning_Management_System">learning management system</a>), so that we can begin to link embodied performance and description of experience to an online grade book. Imagine moving beyond traditional distance education and offering shared simulations that are <a href="http://en.wikipedia.org/wiki/SCORM">SCORM compliant</a>, which allows for the action to be the assessment given the right scripting and activity.</p>
<p>So, with all of these new tools waiting to become more cost friendly, we might want to think about getting on board before the train leaves the station.</p>
<p><strong>We can do this with school too.<br />
</strong><br />
Education and other services may be delivered like this in the future. These virtual worlds can be connected to when convenient, and can be turned off just as easily.</p>
<p>But this is really not all I want to tell you about.</p>
<p>We are already seeing the potential for using these environments for distance learning and hybrid models for classrooms. With my supervisor Renee Jessness, I am currently designing online content for virtual worlds for <a href="http://moodle.mpls.k12.mn.us/online/">Minneapolis Online</a> using technologies developed in open source movements like <a href="http://www.sloodle.com/">Sloodle. </a></p>
<p>Make no mistake, as educators, we are making progress.</p>
<p>We are also working to put established curriculum, like <a href="http://website.education.wisc.edu/kdsquire/">Kurt Squire&#8217;s </a>work on Civ 3 on Moodle so that students can play the game Civilization and get course credit while improving knowledge of history, cultural geography, and accelerating their reading and critical thinking. There are other games we are beginning to integrate as well. Try <a href="http://www.politicalmachine.com/index.aspx?c=1">Political Machine</a>, <a href="http://www.educationarcade.org/labyrinth">Labyrinth,</a> <a href="http://www.making-history.com/"> Making History</a>, <a href="http://legostarwarsthevideogame.com/flash/index.cfm"></a><a href="http://www.freedomfighter56.com/">Freedom Fighter 56, </a>Star Wars Legos, <a href="http://www.2kgames.com/pirates/pirates/home.php">Pirates!</a>, <a href="http://www.hmfarm.com/">Harvest Moon</a>, <a href="http://www.legacygames.com/gameinfocd_c.php?q=Pet%20Pals:%20Animal%20Doctor">Pet Pals</a>, <a href="http://muve.gse.harvard.edu/rivercityproject/">River City</a>, <a href="http://www.wolfquest.org/">Wolfquest</a>, <a href="http://www.creaturecontrolscience.com/play.php?site=kids">Creature Control</a>, <a href="http://www.konami.com/Konami/ctl3810/cp20103/si1740501/cl1/dance_dance_revolution_ultramix_4_with_dance_pad">Dance Dance Revolution</a>, and of course, <a href="http://www.redoctane.com/">Guitar Hero!</a><br />
<strong>We are also integrating traditional content into hands on studies with amazing equipment.</strong></p>
<p>I was a little tough on Minneapolis&#8217; magnet programs and did not tell the whole story. We are making progress. Wendie Pallazo, director of <a href="http://cte.mpls.k12.mn.us/">Career and Technical Education</a> at Minneapolis Public Schools has just purchased a <a href="http://en.wikipedia.org/wiki/Rapid_prototyping">Rapid Prototype Machine</a> as part of the CTE Engineering program, where content is embodied in Project based learning. Imagine that you take your design from the CAD software and you print off what you designed with a 3dimensional object printer.</p>
<p>What if we combine this with games and online environments?</p>
<p>The process of manufacture and distribution can be a costly process in getting products to shelves. But what if these virtual products were connected to a distribution and production system that would allow you to have it at home instantly?</p>
<p>So you go to virtual Target, and Target has shelves of virtual products to sell you. And in addition to selling you the object, you get the tool kit to modify the product, and, you are encouraged to change its design and sell it on Target’s virtual shelves to other virtual customers. What if you go to check out where there is  an RPM machine that will print off your design in a 3d model? Myabe you can modify in the store and at home. Maybe you get a designer&#8217;s cut &#8212; I don&#8217;t know.</p>
<p>This is convergence culture and the logical extension of the AMAZON model of customer recommendation. Design it online, print it at home.</p>
<p>The products we design may be available to us by RTM 3d printer like Wendie just purchased for one of our high schools. I ti s nice that our students will experience technology like this first hand.</p>
<p><strong>People are also using these environments to produce more media. </strong></p>
<p>How about that lamp you mod&#8217;d online at virtual target? <a href="http://en.wikipedia.org/wiki/3D_printing"></a><a href="http://en.wikipedia.org/wiki/3D_printing">Print it!</a><br />
What if you want a book?</p>
<p>How about the <a href="http://www.makezine.com/blog/archive/2007/06/espresso_book_machine.html">Espresso® book machine</a> . . . print off one book at a time.</p>
<p><strong>It is not just about products, it is about information and entertainment too.</strong></p>
<p>There is <a href="http://bellsandspurs.com/_video/">Machinima</a>, <a href="http://www.fanfiction.net/">Fan Fiction</a>, <a href="http://www.gamespot.com/features/6113893/p-10.html">Play-throughs</a>, and <a href="http://en.wikipedia.org/wiki/Mod_%28computer_gaming%29">Mods</a>.</p>
<p>People are learning dangerous sports and serious professions without the risk of injury because game of technology. There are peripherals that enable virtual kayaking with <a href="http://tinyurl.com/2paghs">simulated water feel on the paddle</a>; how about new fields like <a href="http://www.time.com/time/interactive/health/doctor_np.html">distance surgery</a>—and ps. video games help surgeons in their <a href="http://archsurg.ama-assn.org/cgi/content/abstract/142/2/181">accuracy</a>.</p>
<p>So instead of asking ourselves if we will be able to compete with these kind of learning environments, we should be asking ourselves when we are going to join in the fun. The biggest foes we face as educators are apathy, learned helplessness, and irrelevance.  You will not find those words in the same sentence with <a href="http://brockdubbels.efoliomn2.com/index.asp?Type=NONE&amp;SEC={D4D3310C-741F-4020-9035-8C66E29D4849}">Play and Fun</a>. According to Mumford and Huizinga, play is representation and the ability use analogy and metaphor. According to them, this is how our culture was created and the way we perpetuate and share it.</p>
<p><strong>It takes a really disciplined kid to put down the controller and pull out the textbook from school. So why should they?</strong></p>
<p>And as we all know, many are not disciplined in this way. If you speak to most professionals who deal with young people, you will probably find them telling you that kids struggle with the ability to delay immediate gratification.  Many young people, and one middle-aged educator I know of for sure, would much prefer to play video games than diagram sentences and do second-drafts of papers.  I think we struggle even as adults. Parents and people who play and develop games have much to teach us about learning and delivering instruction, and as educators, we should position ourselves to ask for that help</p>
<p>Parents have learned that they can leverage these games to get kids to do things that they don’t want to do.  And believe me, they do. Many young people have at least one gaming platform at home: Xbox, ,Xbox 360 GameCube, Wii, PlayStations  1, 2, &amp; 3, as well as handheld game platforms like the Game Boy, Game Boy Advance, the PlayStation Portable, the Nintendo DS. Parents understand that they can get their kids to do things by using games in a token economy. Some parents take it a step further, and play the games with their children.  This is smart parenting. If you are afraid of what might be hiding inside, you should go in and take a look.</p>
<p>Tell me,</p>
<p>How in the world can we compete with this?</p>
<p>Why would we compete with this?</p>
<p>Why are we not teaching like this?</p>
<p>Like I said, there are not the games your father bought you.</p>
<p>They are complex, dynamic, interactive, highly engaging, and evolving with the players:  good games are great teachers.</p>
<p>Video games represent a great opportunity for teachers and students to connect, and not just because games are fun and they encourage play, but because it allows us to share experience and be on the same level. It allows them to see an adult learn a new thing as a beginner.</p>
<p>And believe me, you won’t be an expert in the beginning. Modesty and humility are wonderful when mixed with openness, eagerness to learn and share, as well as a little collegian competition. And many young people are great teachers as well as great competitors. And they do want to help you.</p>
<p>When I have played games with young people, I have been able to talk about the experience with them and model my reflective process. When I non-judgmentally share my experiences of the game and how I felt, and how I am making sense of what happened in the context of my values, I get a chance to talk at a whole different level of discourse. I give respect and seek to understand before I seek to be understood. This is a great way to model metacognition, affective processing, and courteous sportsmanship&#8211; a few things the world could use!</p>
<p>One of the coolest things we do on games is debate. <a href="http://www.cqpress.com/product/Researcher-Video-Games-v16-40.html">The CQ Researcher has a nice article on this,</a>a and after we have had a careful reading, we debate about things like violence and games.  I asked students if we should teach kids that are seven years old to play Grand Theft Auto®. The classes have generally split half &amp; half.  The method comes from <a href="http://www.co-operation.org/">Johnson &amp; Johnson</a> and it is this method of creating constructed controversy and debate;  it allows me the opportunity to moderate a controversial subject and suggest that we can disagree, learn from each other, and not be at war because we think differently.  And the kids have great takes on why we have violence and how games might play a role.</p>
<p>Maybe adoption of these new approaches to play and learning can help us continue our progressive evolution. It is clear the next steps involve ubiquitous computing devices like PDAs and phones. If we all have access to the web, will we be creating hybrids between real and virtual field trips. Folks at the MIT Media lab have been doing this already and are calling them <a href="http://education.mit.edu/pda/">participatory simulations</a> and <a href="http://www.educationarcade.org/aurg">augmented reality.</a></p>
<p>We can extend this by having our open source LMS capture data online as students solve the mysteries and provide the data and construct critique and evaluation supporting their findings and position.</p>
<p>Further, assignments that are uploaded using the built in quiz tools and other auto-grading features can evaluate the data as assignments/quizzes and give feedback, clues, and progress in the grade book in real-time. We can give scavenger hunt assignments for our museums, historic sites, government centers, and imaginary futures mapped out in real space. And these don’t have to be fictions; they can be real problems that need solving.</p>
<p>So when we talk about games, we are talking about what is current and maybe a little out front into the future. There is so much happening connected to these tools and so many ways that they can be used and connected.</p>
<p><a href="http://wcco.com/video/?id=17627@wcco.dayport.com">Tomorrow I am going to share a little about my use of games for teaching literacy and literature.</a> I will offer some approaches to teaching games as game studies and how I improved reading performance with my eight graders.</p>
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		<title>Video Games in the Classroom (part two)</title>
		<link>http://www.educationfutures.com/2007/07/29/video-games-in-the-classroom-2/</link>
		<comments>http://www.educationfutures.com/2007/07/29/video-games-in-the-classroom-2/#comments</comments>
		<pubDate>Sun, 29 Jul 2007 16:44:05 +0000</pubDate>
		<dc:creator>Brock Dubbels</dc:creator>
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		<guid isPermaLink="false">http://www.educationfutures.com/2007/07/29/video-games-in-the-classroom-2/</guid>
		<description><![CDATA[To do is to be To be is to do So Do We? It is just good teaching Games taught me that modeling environments and taking on the roles are powerful ways to teach and learn. Piaget talked about roles as assimilation. You try on the role and see what part of the character is [...]]]></description>
			<content:encoded><![CDATA[<p>To do is to be</p>
<p>To be is to do</p>
<p>So Do We?</p>
<p>It is just good teaching</p>
<p>Games taught me that modeling environments and taking on the roles are powerful ways to teach and learn.</p>
<p>Piaget talked about roles as assimilation. You try on the role and see what part of the character is you.</p>
<p>Gibson talked about environment and context, with affordances and constraints. What the world gives you for advice, warning, limitation, and opportunity.</p>
<p>These ideas are present in embodiment and how we might contextualize our curriculum as an <a href="http://en.wikipedia.org/wiki/Activity_theory">activity system.</a></p>
<p>One of the big lessons from games is design. Good learning is by design. A teacher, like a game designer creates the environment where we learn.</p>
<p><span id="more-283"></span>We are already attempting to embody what we teach in purposeful ways with Professional Content Magnets in our secondary schools. In Minneapolis we have Automotive, Cosmetology, Medicine, Business, and Fine Arts—just to name a couple. What we often don&#8217;t do is to integrate the abstractions of the  core competencies from the traditional content areas into the context of the professional development.  I have noticed that the many of the magnets still teach school the same way. Students still go to math and use a math text book, and they learn Math the same way they do in Auto as they do in Medical &#8212; they just have some specialized classes and placement programs that allow students to specialize.</p>
<p>We often do not teach our content in the context of doing the professional work. We do not find Algebra in the everyday world of Engineering, we teach the formulas as content rather than showing how a formula can be used for building a model for an engineering project. There is a new kind of engineering for schools – reverse engineering.</p>
<p>Some schools and teachers do this when they design their curriculum. There are <a href="http://www.amazon.com/Understanding-Design-Expanded-Grant-Wiggins/dp/1416600353/ref=pd_bbs_2/002-1200696-1936025?ie=UTF8&amp;s=books&amp;qid=1185724678&amp;sr=8-2">books</a> on it and we have explored this idea going all the way back to <a href="http://en.wikipedia.org/wiki/John_Dewey">John Dewey</a> .</p>
<p>Can we teach physics with an internal combustion engine? Dewey thought so.</p>
<p>Games ask us to take on the roles and then teach us to do things in the context of that role in the simulated environment.</p>
<p>That is embodiment.</p>
<p>Schools can do this too.</p>
<p>We can structure reflection to connect experience to our abstracted tradition of curriculum to generalize and transfer.</p>
<p>If you are playing as a doctor, you will do the things that doctors do.</p>
<p>And as you are acting like a doctor, the game gives you clues to achieve a win-state, in the form of feedback and performance assessment.</p>
<p>Games provide performance assessment in real time embodied in the context of what a doctor does and how a doctor gets feedback. So you learn to be a doctor by playing in a simulated world as a doctor. In the process, you are assessed on your performance by the game.  It is how they keep score!</p>
<p>In games students are scored based upon criteria for performance that is built into the activity.  The assessment is the activity.</p>
<p>This is different from taking tests on the content and elements of performance in print based tests and questionnaires. <a href="http://en.wikipedia.org/wiki/Edward_Thorndike">Thorndike</a> anyone?</p>
<p>This is what games do when they are well-designed, and this is what curriculum can do when it takes these steps as well. Good teaching is good teaching, but often our teachers are not given the opportunity or resources to create hands-on experience for their students with the content built into the context of doing in the world. We tried to do this a number of years ago with the Profiles of Learning and Performance Packages here in Minnesota, but we just did not do a good job of helping our teachers do it.</p>
<p>Instead, we are writing a paper about what doctors do, &#8220;because this is what we do in English.&#8221; We are preparing for a time when you can be a doctor. You must write first in school, and then you can apply to medical school. Why are we withholding the fun?</p>
<p>I am sure you are saying to yourself that this reminds you of apprenticeship programs. And &#8220;what about the value of a good liberal arts education?&#8221;</p>
<p>I am with you. I originally wanted to be a philosopher! I still try to connect great books with issues we face in society. My own eight grader helped me by telling me that &#8220;sonic the hedgehop is like Odysseus Mr. Dubbels, he is trying to get home.&#8221; We also made our own version of the Odyssey&#8211; studying it to make a game. The kids said that Odyssseus was put off the bus (Poseidon Bus Lines anyone?) for being arrogant and had to walk home in a modern day, urban Odyssey.</p>
<p>Actions speak louder than word when it comes to learning.</p>
<p>And words are what many students&#8217; days are full of: in the texts, in the lecture, in homework.</p>
<p>I like words, but it is important that I have experience to write and read about to connect. Something purposeful and fun.</p>
<p>I am here to tell you, you don&#8217;t need a computer to make learning environments like this. You can construct modern Odysseys.</p>
<p>I am not saying that what we are doing in school is wrong. Good teaching is good teaching, and there are many things I like to do and teach that have nothing to do with video games. I am an English teacher, and I like to read. I like to write, and I like big ideas.</p>
<p>Shouldn&#8217;t we be considering how we might work to teach the <em>words-words-words</em>-<em>abstraction-as-content</em> curriculum<em><br />
</em>in a more tangible way, that allows students to use the skill sets of an historian or botanist with reading, writing, numeracy, technology, and scientific reasoning built-in,  as a botanist or historian would do it in the context of their job?</p>
<p>Imagine being Indiana Jones. Would you prefer to be Indy on a mission or in the lecture hall? I think I like the whip for jumping over a canyon better than using it as a teacher.</p>
<p>We can teach traditional content areas and standards as elements of embodied practice. Most of us use reading, writing, and numeracy in the context of our professions and recreation, not as we do in English class or Geometry.</p>
<p>When was the last time you took a content-test at work?</p>
<p>Subject matter expertise comes out in situated performance in my experience. Games are actually built to teach and assess through performance. In addition, games demand mastery and continuous improvement in pursuit of winning the game and even provide replay, scoring, and commentary!</p>
<p>What if we built curriculum in the form of games?</p>
<p>Can you imagine getting an <a href="http://www.youtube.com/watch?v=ObXlkY2Ml2c">instant replay</a> with color commentary like you get in <a href="http://www.easports.com/madden07/">Madden 2007</a> on your test? In games, you have to perform with enough mastery to move on, or <a href="http://www.google.com/search?q=define%3A+level+up&amp;ie=utf-8&amp;oe=utf-8&amp;aq=t&amp;rls=org.mozilla:en-US:official&amp;client=firefox-ahttp://en.wikipedia.org/wiki/Level_up">level up</a>.  Games do the assessment as part of their programming.</p>
<p>You may be asking now, &#8220;But are<em> there games that can do what a text book does?</em></p>
<p><em>&#8220;What about the teacher?&#8221;<br />
</em></p>
<p>My answer: &#8220;do you want your kids learning from textbooks?&#8221;</p>
<p>Textbooks are great, but limited in what they can present. And they may serve a valid purpose as a reference point for exploring issues in the contexts of analysis, history of what others have done and thought, as well as jumping-off-points for more serious inquiry and investigation—just like the<a href="http://en.wikipedia.org/wiki/Main_Page"> Wikipedia</a>.</p>
<p>Yes, I know, the wikipedia is only as good as the posters, but at least there is discussion and room for published public dissent on the article in the context of the webpage where the information is posted.  Can you do this with a text book?</p>
<p>My work as a media specialist gave me an opportunity to take a serious look at what we were doing with books and how we were using them. I was surprised that my library was more of a repository of relics, curiosities, and histories – as well as some great fiction and how-to-books.</p>
<p>What I was thinking as I weeded out geography texts on Yugoslavia and the USSR, was that much of what we purchase in non-fiction texts actually work better on the World Wide Web. In fact, what makes the WWW better is that we can find starting points for research and inquiry like the Wikipedia; we can read a variety of sites that might inform us and create contrast and opposing viewpoints, as well offer a variety of media opportunities in the form of video on demand, live web-camera viewing, links to other sites, community forums for discussion and community, as well as interactive media like games. And the WWW is generally updated. Not like the books on the USSR and Yugoslavia.</p>
<p>We should be moving beyond the static curriculum of text books.</p>
<p>Games can provide the context and action for our content knowledge in a situated context—almost as good as being there.</p>
<p>Games can do this whether they are computer games, or games that use paper, pencil, and dice.</p>
<p>Further, what games do well is provide context and necessitate performance. I am not the first person to say this and many more have said it better.  The big idea here is that games represent an opportunity to be in a role, doing things that people in those roles do, in places where they do them, and then get assessed in that performance. A nice book on this – I like books—<a href="http://epistemicgames.org/eg/?cat=64">is David Shaffer&#8217;s book</a> and his take on <a href="http://epistemicgames.org/eg/?cat=28">Epistemic Games.</a>  What David proposes is that there are beliefs, acts, and contexts for what the professions do.</p>
<p>A game I like that does this is <a href="http://www.globalconflicts.eu/">Global Conflicts Palestine</a>. I have <a href="http://brockdubbels.efoliomn2.com/index.asp?Type=CLASSES&amp;SEC=%7bE0316068-3154-4001-A0EC-C150F7664D11%7d">been using this game</a> with middle school students in Minneapolis at Richard Green-Central K8 school to teach about being a journalist;  teach about issues in Jerusalem that affect us all as a planet; and issues in composition such as thesis and supporting details, the use of data collection, writing to inform, and rhetorical situations like writer&#8217;s purpose, audience, topic, and context. The cool thing is, in this game you play the journalist and you deal with these issues as a journalist. And this includes the creation of the articles from informants you have quoted in the game. You have to do the things I teach in English class, but while playing as a journalist.</p>
<p>Yes, Playing. That typically means fun is included there too!</p>
<p>There are still two unanswered questions here:</p>
<p>&#8220;What about the textbooks?&#8221; and &#8220;what about the teachers?&#8221;</p>
<p>Texts can tell a story, provide relevant reference, as well as provide models for how we create texts. I do prefer reading fiction from a book.  There will always be a place for texts. But should they be our primary tools?</p>
<p>Teachers become coaches, resources, and designers of instruction. They help students through the experience of becoming. Help students set goals. Assist them in connecting their experience and structuring reflection. They become more connected.</p>
<p>These are not new ideas either, but they have not been implemented. Texts and teachers are often the focus of the classroom experience, even though experience and common sense tell us that student learning should be the focus.  Teachers can create contexts, structure reflection, and provide resources like text books and other references to further the growth and learning of their students. They become the designers of content systems, instructional environments, or whatever you want to call them.  We do need support in this. As teachers, we are not islands or independent states. Administrators, school boards, other teachers, parents, students, schools of education, game companies, philanthropic entities ( my email is below if you are a philanthropic entity) can all help.</p>
<p>And like I said, many of us do this now. We use cooperative learning, projects, performance, experience, and encourage students to have wonderful ideas. And this is what creates knowledge and innovation. What our country was built upon. But maybe we can take this a step further and become student growth centered. Games can help us do that.</p>
<p>In the next entry, I will be going into aspects of games and how they might be used to extend learning time outside of the classroom and bring the lives of our learners in. Games provide a great opportunity for distance learning. My last post will be a description of how I taught with games and some outcomes, and maybe most importantly, how I was able to get the equipment and make it happen. And to get to the point:  I had no grants. I had no special resources. I bought no equipment.</p>
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		<title>Top ten list #6: Tech tools and Web resources to start leapfrogging now</title>
		<link>http://www.educationfutures.com/2007/06/25/top-ten-list-6-tech-tools-and-web-resources-to-start-leapfrogging-now/</link>
		<comments>http://www.educationfutures.com/2007/06/25/top-ten-list-6-tech-tools-and-web-resources-to-start-leapfrogging-now/#comments</comments>
		<pubDate>Mon, 25 Jun 2007 16:59:16 +0000</pubDate>
		<dc:creator>Education Futures Editors</dc:creator>
				<category><![CDATA[Top ten list]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[Creative Commons]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Leapfrog]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Skype]]></category>
		<category><![CDATA[social networking]]></category>
		<category><![CDATA[wiki]]></category>
		<category><![CDATA[Wikipedia]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/2007/06/25/top-ten-list-6-tech-tools-and-web-resources-to-start-leapfrogging-now/</guid>
		<description><![CDATA[We&#8217;re back this week with the final five top ten lists! Today&#8217;s list contains tools and Web resources to help people start leapfrogging now. Note: It&#8217;s hard to create an innovative tools top ten list while omitting services from Google – but, for the purpose of this list, Google is left off because everybody wants [...]]]></description>
			<content:encoded><![CDATA[<p><a href="/category/top-ten-list/"><img src="http://www.educationfutures.com/wp-content/uploads/2007/06/ten-days-sm.png" alt="ten-days-sm.png" align="right" border="0" /></a>We&#8217;re back this week with the final five top ten lists!  Today&#8217;s list contains tools and Web resources to help people start leapfrogging now.</p>
<p>Note: It&#8217;s hard to create an innovative tools top ten list while omitting services from Google – but, for the purpose of this list, Google is left off because everybody wants to be like Google.  Why be <em>like </em>Google when you can <em>leapfrog</em> the industry?</p>
<ol>
<li><a href="http://www.gnu.org/" target="_blank">GNU</a>/<a href="http://www.ubuntu.upc.edu/" target="_blank">Linux</a>:  It&#8217;s open.  It&#8217;s free.  It works.  And, it&#8217;s very well supported.</li>
<li>Tom at <a href="http://skybluewaters.org/" target="_blank">Sky Blue Waters</a> believes no leapfrogger can get by without a proper <a href="http://en.wikipedia.org/wiki/RSS_(file_format)" target="_blank">RSS feed</a> to quickly digest and disseminate information.</li>
<li><a href="http://wordpress.org/" target="_blank">WordPress</a>:  Get your message out and solicit reponses with the best blogging tool out there.</li>
<li><a href="http://wikimediafoundation.org/wiki/Home" target="_blank">Wikimedia</a> or other open knowledge-based software to quickly publish your stuff and open it for public additions, corrections, or (if necessary) deletions.  Wikimedia is the platform that powers <a href="http://en.wikipedia.org/wiki/Main_Page" target="_blank">Wikipedia</a> and <a href="http://en.wikiversity.org/wiki/Main_Page" target="_blank">Wikiversity</a>.</li>
<li><a href="http://www.secondlife.com/">Second Life</a>, <a href="http://www.worldofwarcraft.com/" target="_blank">World of Warcraft</a>, <a href="http://dmc.umn.edu/spotlight/croquet.shtml" target="_blank">Croquet</a> and other virtual environments for building new social contexts, experiences and for trying out things you can’t get away with in the real world.</li>
<li><a href="http://www.skype.com/" target="_blank">Skype</a>:  You’ll want to talk a lot to others around the world.  Why not do it for free or almost free?</li>
<li>Old skool media (also available on the Web):  <a href="http://www.nytimes.com/" target="_blank">New York Times</a>, <a href="http://www.wsj.com/">Wall Street Journal</a>, <a href="http://www.washingtonpost.com" target="_blank">Washington Post</a>, etc., etc., etc&#8230;</li>
<li>Social bookmarking (e.g., <a href="http://del.icio.us" target="_blank">del.icio.us</a>): Find new ideas and resources, share them with others, and learn more along the way.</li>
<li><a href="http://creativecommons.org/" target="_blank">Creative Commons licensing</a>:  Mark your creative work with the freedoms you want it to carry.</li>
<li>Finally, if the resources you need aren&#8217;t out there, create your own.  Need help?  Consider <a href="http://sourceforge.net/" target="_blank">building a team online</a>.</li>
</ol>
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		<title>Wikipedia big with experts?</title>
		<link>http://www.educationfutures.com/2006/11/28/wikipedia-big-with-experts/</link>
		<comments>http://www.educationfutures.com/2006/11/28/wikipedia-big-with-experts/#comments</comments>
		<pubDate>Wed, 29 Nov 2006 00:43:39 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Wikipedia]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/2006/11/28/wikipedia-big-with-experts/</guid>
		<description><![CDATA[An interesting article appeared at Ars Technica yesterday: A new salvo has been fired in the perennial war over Wikipedia&#8216;s accuracy. Thomas Chesney, a Lecturer in Information Systems at the Nottingham University Business School, published the results of his own Wikipedia study in the most recent edition of the online journal First Monday, and he [...]]]></description>
			<content:encoded><![CDATA[<p>An <a title="Ars Technica article" target="_blank" href="http://arstechnica.com/news.ars/post/20061127-8296.html">interesting article appeared at Ars Technica</a> yesterday:</p>
<blockquote><p>A new salvo has been fired in the perennial war over <a title="Wikipedia" target="_blank" href="http://en.wikipedia.org">Wikipedia</a>&#8216;s accuracy. Thomas Chesney, a Lecturer in Information Systems at the Nottingham University Business School, <a target="_blank" href="http://firstmonday.org/issues/issue11_11/chesney/">published the results</a> of his own Wikipedia study in the most recent edition of the online journal <em>First Monday</em>, and he came up with a surprising conclusion: experts rate the articles more highly than do non-experts.</p>
</blockquote>
<p>The study involved a small pool of 55 graduate students divided into two groups (experts and non-experts), bringing into question the generalizability and validity of the findings.  This follows, however, last year&#8217;s finding that <a title="Accuracy of Wikipedia matches Britannica, review shows" target="_blank" href="http://www.cbc.ca/health/story/2005/12/15/Wikipedia-review051215.html">Wikipedia matches the Encyclopedia Britannica in accuracy</a>.</p>
<p>The evidence is mounting.  <a title="Wikipedia" target="_blank" href="http://en.wikipedia.org">Wikipedia</a> is pretty darn good.</p>
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		<title>Philly Inquirer: Top 10 ed tech trends</title>
		<link>http://www.educationfutures.com/2006/01/17/philly-inquirer-top-10-tech-trends/</link>
		<comments>http://www.educationfutures.com/2006/01/17/philly-inquirer-top-10-tech-trends/#comments</comments>
		<pubDate>Tue, 17 Jan 2006 13:30:22 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[Blackboard]]></category>
		<category><![CDATA[Firefox]]></category>
		<category><![CDATA[Internet]]></category>
		<category><![CDATA[Moodle]]></category>
		<category><![CDATA[OpenOffice.org]]></category>
		<category><![CDATA[podcasting]]></category>
		<category><![CDATA[trends]]></category>
		<category><![CDATA[WebCT]]></category>
		<category><![CDATA[Wikipedia]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/2006/01/17/philly-inquirer-top-10-tech-trends/</guid>
		<description><![CDATA[The Philadelphia Inquirer reports their take of the top ten trends affecting education in 2005: The browser-based application Firefox Wikipedia&#8216;s news reporting The $100 laptop Podcasting A renewed debate on what students are doing on the Internet OpenOffice.org 2.0 Web 2.0 Moodle Blackboard&#8217;s takeover of WebCT Read the original article.]]></description>
			<content:encoded><![CDATA[<p>The Philadelphia Inquirer reports their take of the <a title="Philly Inquirer article" target="_blank" href="http://www.philly.com/mld/inquirer/business/technology/13573401.htm">top ten trends affecting education in 2005</a>:</p>
<ol>
<li>The browser-based application</li>
<li><a title="Firefox" target="_blank" href="http://www.mozilla.com/firefox/">Firefox</a></li>
<li><a title="Wikipedia" target="_blank" href="http://en.wikipedia.org">Wikipedia</a>&#8216;s news reporting</li>
<li>The $100 laptop</li>
<li>Podcasting</li>
<li>A renewed debate on what students are doing on the Internet</li>
<li><a title="OO.org" target="_blank" href="http://www.openoffice.org/">OpenOffice.org 2.0</a></li>
<li>Web 2.0</li>
<li>Moodle</li>
<li>Blackboard&#8217;s takeover of WebCT</li>
</ol>
<p><a title="Philly Inquirer article" target="_blank" href="http://www.philly.com/mld/inquirer/business/technology/13573401.htm">Read the original article</a>.</p>
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		<title>Wikipedia turns five years old today</title>
		<link>http://www.educationfutures.com/2006/01/15/wikipedia-turns-five-years-old-today/</link>
		<comments>http://www.educationfutures.com/2006/01/15/wikipedia-turns-five-years-old-today/#comments</comments>
		<pubDate>Mon, 16 Jan 2006 03:43:09 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[Wikipedia]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/2006/01/15/wikipedia-turns-five-years-old-today/</guid>
		<description><![CDATA[Today, Wikipedia turns five years old. From their announcement: &#8220;The English Wikipedia alone now has more than 920,000 articles, with over 340,000,000 words. The millionth article is expected to appear in late February or early March. The combined Wikipedias for all languages have an estimated total of over 3,100,000 articles in some two hundred languages. [...]]]></description>
			<content:encoded><![CDATA[<p>Today, <a target="_blank" title="Wikipedia" href="http://en.wikipedia.org">Wikipedia</a> turns five years old.  From <a target="_blank" title="Wikipedia day 2006" href="http://en.wikipedia.org/wiki/Wikipedia:Wikipedia_Day#Wikipedia_Day_2006">their announcement</a>:</p>
<blockquote>
<p style="font-style: italic">&#8220;The English Wikipedia alone now has more than 920,000 articles, with over 340,000,000 words. The millionth article is expected to appear in late February or early March. The combined Wikipedias for all languages have an estimated total of over 3,100,000 articles in some two hundred languages. Eighty-four of the non-English Wikipedias have over 1,000 articles, thirty-six have over 10,000 and seven have over 100,000.&#8221;</p>
</blockquote>
<p>That&#8217;s over 500 articles per day for the English-language version alone!</p>
<p>This follows last month&#8217;s finding that <a target="_blank" title="Accuracy of Wikipedia matches Britannica, review shows" href="http://www.cbc.ca/story/science/national/2005/12/15/Wikipedia-review051215.html">Wikipedia matches the Encyclopedia Britannica in accuracy</a>.</p>
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