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[ftf] Four tables

We’re divided into four groups. I get assigned to Kurt Squire‘s, who works on games for edu at the Wisconsin Institutes for Discovery in Ann Arbor.

NOTE: Live-blogging. Getting things wrong. Missing points. Omitting key information. Introducing artificial choppiness. Over-emphasizing small matters. Paraphrasing badly. Not running a spellpchecker. Mangling other people’s ideas and words. You are warned, people.

What can we learn from games about transforming education? As technologies of change emerge, his group thinks about how to engage the public in a conversation about them? The write games that try to make discovery visible. “We want people to experience the thrill of discovering something new,” and then, having discovered them, have the public participate in science.

E.g., Virulent for the iPad. Design viruses that will carry medicine throughout your body.

Another example. Anatomy ProAm lets you role play being a doctor saving people. There’s 17% variation in diagnoses of breast cancer, and a 3-4x variation in cervical cancer. Doctors don’t like to admit this. This project was intended to make them more open to discussing the variances in diagnoses with their patients. Imagine getting not a second or third opinion, but two million opinions. The crowd wouldn’t replace the doctors, but aims at helping them. The game has four audiences: children, people in medical training, radiologists and doctors, and the general public. In the game, you get symptoms, and you train beams through the body. The game has been shown to improve understanding of radiology, knowledge about what’s difficult about radiotherapy (you have to avoid frying healthy tissue), about treating cancer, etc. It increased students’ interest in being doctors.; this was especially true for girls.

The next step is to make this multi-player. They’ve started a Facebook game. You’re given a case. You assemble a team of online FB friends. You chat. You submit your diagnoses.

Game communities are not age segregated: In WoW, the elderly and the young play without regard. Curtis imagines professional medical folks playing with kids and the general public. This is the power of games: Get people to engage authentically while spanning demographics, ages, etc. Also, by playing in FB, the game can know a lot about you. It should enable peer ratings, e.g., doctors say that this 14 yr old knows a lot about anatomy. Public assessments will be controversial and will stimulate discussions. In fact, you will be able to roll your own assessments.


We talked about Curtis’ session. The investment in agency is powerful, we agreed.
Now we go to new tables where we summarize what went on in each of our tables.

Table 1: Neurological discoveries. There’s a correlation between how the brain works and how you learn. If a kid has dysgraphia, you can give the kid exercises that change neural pathways. Adding a gambling-based point system stimulates dopamine and learning. It’s not competition so much as the knowledge that there’s a chance you might get it wrong.

Table 2: Conrad Wolfram talked about the ability to create manipulable mathematical knowledge objects. That should change how we teach math. We waste time teaching computation. We should teach how to translate problems into math and how to interpret the results; the computation is the least important part of it. But, someone objects, we embedded these mathematical models into the financial system without knowing the computations underneath them. Response: The problem was in building the models, which Conrad would like students to become more adept at; he is advocating that they don’t need to do the computations themselves by hand. But the countries that do best on the international tests are the ones who drill on computation. Because that’s what get tested? Because it develops high order skills?

Table 3. Stanley Yang presents a biosensor device to wear on your head. It tells you whether you’re concentrating or bored, which problems are challenging, etc. The biofeedback can be integrated into learning. E.g., language learning: It won’t tell you what the Korean word for an object in the room is unless you are actually concentrating on the object. Is there evidence of the results? It’s very early. They are developing it for games, too.

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