I had to the
opportunity to work “Opening Minds: People Who Make Video Games.” Throughout the
week, we helped to set up cameras, audio, and the switcher board to make sure
the show ran smoothly. I was able to assist with audio, video, stage set-up,
lighting, and synchronization of picture and sound (clapperboard) during the
show. There was a nice crowd and the show was a success. One thing that I
learned from this show is that you must have many different elements to keep an
audience immersed. The house band and interaction kept the audience engaged.
Instead of there being down time while the audience had to sit and wait for the
next guest, the house band kept them entertained. Also, during the show, there
were many different components exhibited.
Samuel Sewall, Next-generation game programmer and developer, displayed
his game on the panel screen during his presentation. If that was not enough to
excite the crowd, Diana Reichenbach and Hyuk Jang invited audience members to
“Explore Ancient Egypt” and actually get a chance to test out their game.
Marko Suvajdzic,
owner of Organic to Digital, spoke about his five key elements of interactive
gaming: Gammification, Flow Theory, Educational Games, Data Collection, and
Adaptive Learning. Gammification is using the incentives that we use in video
games to help kids to learn. Kids are always willing to learn if the method of
learning is fun. The flow theory is a description of how to be fully engaged in
what we do. Suvajdzic proposed the question, “Video games fully immerse you,
but how do we do that for learning?” There are many distractions in the world
that cause kids to stray from learning in school. But, if we create more
educational games where students can have fun while learning, they will be
fully engaged while acquiring knowledge. Data collection is important to
tracking the success of educational games and what areas can be improved.
Suvajdzic stated “collecting data is useful because it stores information that
teaches us how to make education more efficient and make it better.” The last
concept was adaptive learning. Adaptive learning uses technology, more
specifically computers, to help teach students. Suvajdzic thought this concept
still had at least five years to develop before it is fully accepted and
teachers begin to use technology more for educational purposes.
I was not able to
take specific notes for Samuel Sewall, Diana Reichenbach and Hyuk Jang, but
they spoke about some very interesting topics. It amazed me that Sewall was so
young and heavily involved within his field. Similar to Suvajdzic, he spoke
about trying to find a way to make education more fun through gaming. His
expertise was coding and he explained some of his methods when creating a game.
He stated that at times his group would create a concept and idea and finish
creating a game within 24 hours. Reichenbach and Jang introduced a game created
for the South Florida Science Center. This was an interactive game that used
the Xbox Kinect to take students through Egypt and into the Afterlife. They
explained each step from the proposal and initial concept to body recognition
and creating characters.