Wednesday, June 27, 2012

Badges ... Good, Bad, Ugly?

As a follow-up to my earlier post on the badges movement, here's an Education Week article by Katie Ash  "Digital Badges".

Here article reports some points raised by skeptics.  I found one of those mentioned to be particularly noteworthy, in that she reports that Henry Jenkins (USC) thinks that badges "run the risk of contributing to the "gamification" of education.  Further, she says:

"[Gamification] is a system which does not trust the power of intrinsic motivation and feels the need to add a layer of extrinsic motivation," says Jenkins, who was interviewed by email. "Some forms of gamification rely so heavily on points schemes that there is far less effort to make the activities meaningful in and of themselves."

Already, many students are caught up in such a conception of education, he says, with high-achieving students focusing more on receiving high grades—or a multitude of badges—than the learning itself.

"I worry that badges can become just another points system … [that] undercuts the motivational structures," he says.

And when it comes to informal learning, part of what makes such learning unique, he says, is precisely the lack of hierarchical structure and formalization that badges threaten to impose.

"Too quick a move towards badges runs the risk of destroying the complex but fragile ecosystem within which participatory learning thrives," Jenkins says. Providing adult validation for student achievements through digital badges in places where that validation did not previously play a role could turn some students off, he says.

"There is a value in helping these youths find ways to value what they are doing as intellectual pursuits, and there is a value in seeking to validate these experiences and help them learn how to mobilize that knowledge as they learn to work through the formal structures that exert power over their lives," says Jenkins. "But making badges too central to the process may alienate them before they have a chance to exert ownership over the knowledge they are acquiring."
I was surprised by such a broad-brushed statement in asserting that "gamification" is a system which does not trust the power of intrinsic motivation and feels the need to add a layer of extrinsic motivation.  My sense is that you'd have a hard time finding any ten people that would agree on a single description of "gamification" as any kind of codified system.

Since I don't yet have any direct experience with badges, I'm very curious to hear/read what is happening with this movement and what early adopters and researchers are reporting.

How about you?  Do you have any direct experience with and/or opinions about the badge movement?

Monday, June 25, 2012

Makers

Last week, at the NSF DR K-12 PI Conference, I was chatting with Dr Gerhard Salinger, NSF Program Director, who asked me if I was familiar with the 'maker movement' ... I wasn't, and he gave me some suggestions about finding out more about this movement that was so closely connected to the physical modeling aspect of the SMTE research project that we're working on ...

This CNN segment is a quick teaser:



PBS News Hour did a segment on the Maker Movement called Can DIY Movement Fix a Crisis in U.S. Science Education?

Checkout the Make blog, magazine, videos, projects, and forum!

Monday, June 18, 2012

MdBioSphere Serious Game Platform for STEM Learning

 MdBio Foundation, Inc. today announced it will provide science teachers and students nationwide with an innovative and immersive educational video game platform free of charge beginning in 2013. The online platform, called MdBioSphere™, seeks to advance student comprehension in science, technology, engineering and math (STEM) and revitalize student interest in science-related careers through the use of innovative gaming technology. The serious game is being developed by Hunt Valley, Md.-based BreakAway, Ltd., and will be previewed at the BIO International Convention (June 18-21, 2012, Booth 0753 in the Maryland Pavilion) in Boston.

"The Foundation believes that creating a globally-competitive U.S. workforce begins in the classroom," said J.J. Finkelstein, chairman of the MdBio Foundation. "The MdBioSphere platform, which will be the first serious game platform to be mapped to the new U.S. science education standards, can be a breakthrough application that helps inspire the next generation of scientists that America needs if we are to compete in the 21st century. The MdBioSphere platform merges the captivating elements of online gaming with educationally-driven STEM curricula to deliver an exciting classroom experience that enriches both students and teachers."

The first MdBioSphere game will be "Survival!," which will let students explore the building blocks of life science, including heredity, DNA structure and genetic code. Students create their own living creature by selecting different mates and genetic traits that must survive a virtual world by finding food, building shelter and defending against predators. Game play challenges and reinforces student knowledge to ensure retention of critical life science curricula.

"Serious games and simulations are some of the most innovative tools available to educators today," said Douglas Whatley, CEO and founder of BreakAway. "As a pioneer in the serious games market, BreakAway harnesses the power of game technology to transform the way people work, learn and live their lives. By creating powerful learning tools, like MdBioSphere, students are exposed to content in an engaging format and become empowered learners. BreakAway is excited to work with the MdBio Foundation in support of its vision for enhancing middle and high school bioscience education and awareness."

"Troubling signs" in Science EducationThere is growing consensus that science education in the United States has failed to keep pace with other developing countries. The President's Council of Advisors on Science & Technology warned of "troubling signs" in a 2010 report, stating that "despite our historical record of achievement, the United States now lags behind other nations in STEM education at the elementary and secondary levels. International comparisons of our students' performance in science and mathematics consistently place the United States in the middle of the pack or lower. On the National Assessment of Educational Progress, less than one-third of U.S. eighth graders show proficiency in mathematics and science." In the Foundation's home state of Maryland, nearly two-thirds of eighth graders are not proficient in science, according to the 2011 National Assessment of Educational Progress.

How Serious Gaming Can HelpIn its 2012 report on higher education technology trends, the New Media Consortium believes it is just two-three years before there will be widespread adoption of game-based learning. Studies show serious games can improve student performance in the classroom. Serious game-play can deliver a 40 percent increase in learning improvements when compared to traditional lecture programs, according to a 2009 study published in Science Magazine by the Kaufman Foundation. Serious games allow the student to engage in inductive learning -- or learning by example -- so that the student uses modern technology to think differently and solve real world problems. The expectation will be to improve science learning outcomes and assessment scores while stimulating student interest in science topics and careers. Serious games are increasingly used by top U.S. employers, including IBM, Booz Allen Hamilton and Cisco, for product development and public awareness.

About MdBio Foundation: The MdBio Foundation is a private 501(c)3 charitable organization that provides and supports bioscience awareness, education and workforce development in Maryland. It has been instrumental in providing companies with business development and information services in addition to education and workforce development programs. Its signature program, the MdBioLab, is a state-of-the-art mobile laboratory that travels to Maryland high schools each year providing students with a unique bioscience laboratory experience. The Foundation is an affiliate of the Tech Council of Maryland.

From:
Technology Digital
Brad Wills
06/14/2012