First, as a student and as an Instructional Designer in-training, I have to admit that I was shying away from this because I'd rather read than listen. Unpacking that a little bit further, I think I at least like some visual cues with my learning and information access -- this can be text to follow along with, a face to watch, etc. I have a strong aversion to audio in my individual education and pursuit of information online. I say this with my current education in mind because it seems that this is a very easy path for me to avoid and miss serving students who are better listeners than visual learners. Of course, an entertaining lecture on technology that requires little more than my comprehension of the concepts being discussed is easier fare to digest aurally than an intense how-to course with no visual, spatial, or hands on experiences.
All this being said, I enjoyed listening to Dr. Jenkins discussion and will probably return to Tech Nation for more tidbits in the future.
My discussion of my own learning does tie into this lecture, as Dr. Jenkins describes the future of entertainment and education as offering experiences across multiple media. For instance, a video game may be associated with a movie. The game does not necessarily repeat the movie but adds another dimension, timeline, and/or perspective on the storyline. The Matrix Revolutions did this with comic books, the trilogy, video game, and anime shorts.
As to education, Dr Jenkins talks about interactive games that add an immersive element to the experience of a child's education. This departs from the old drill-and-practice games that most of us, if at all, have experienced in our own primary, secondary, and (yes) post-secondary educations. I like how he brings up the notion of field trips and special situations in the course of an education that stand out because it gives the students a context and experience to hinge upon the learning, memory, and potential application. Games, when done right, can do this. Offering the learner a space to explore, make decisions, and create an experience will add to their capacity to learn the presented material.
The New Media Institute on campus is offering an undergraduate course on virtual worlds this fall. I think this would be a fascinating medium to study as a potential community for learning. For instance, what learning takes place now in virtual worlds and community-based online games? What is the educational potential for these virtual realities and online role-playing venues? How can the medium be tweaked to bring better education experiences to the table? What would a educational communication package like BlackBoard, WebCT, and other collaborative tools look like -- modified to fit in these worlds?
There are ideas of other growths for technology -- some only imagined, some being unveiled. I think of Jeff Han's interactive drafting table and how that might influence the way we interact with technology and the information we pursue/create/experience with it. I also think of Jakob Neilsen's concept of an ideal virtual world for folks with disabilities -- creating an environment that becomes 3-D for a blind user to make choices spatially instead of with a computer keyboard.
Project testing this week:References:
- Jenkins, Henry. 2004. Videogames and education. Tech Nation interview. [podcast] Available: http://www.itconversations.com/shows/detail435.html
- Nielsen, Jakob. 2003. Alternative interfaces for accessibility. [Online] Available: http://www.useit.com/alertbox/20030407.html
- Han, Jeff. 2006. Unveiling the genius of multi-touch interface design. [Online] Available: http://www.ted.com/index.php/talks/view/id/65
