Calls for Papers: VS-Games & Virtual Worlds III

Two recent calls, Virtual Worlds III (Paris in July, papers by 16th Feb.) & IEEE VS Games 2012 (Genoa in October, papers by 18th May)

Virtual Worlds III has Craig Reynolds and Ken Perlin lined up for keynotes (two incredibly influential academics, Reynolds work on ‘boids has had a huge influence on agent based AI in games, and Perlin’s impact in graphics has been immense).

No keynotes announced yet for VS Games, but is supported by the EU FP7 GALA network of excellence, so will be guaranteed to bring along many of Europe’s top games and learning researchers.

Call for Papers: ICEC 2012

The IFIP International Conference on Entertainment Computing explores the application of computational technology to entertainment. The conference brings together practitioners and researchers interested in the art and design of entertainment computing applications. ICEC welcomes submissions on the design, engineering, application and theory of entertainment technology. We solicit paper, poster and demonstration submissions, as well as proposals for tutorials and workshops. Papers will be published by Springer and archived in the SpringerLink digital library.

Download here the whole Call for Papers as PDF.

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CFP: Virtual Worlds III, July 2012, Paris (submissions: Jan 16th 2012)

Virtual Worlds III, 3-5 July, 2012, Paris, France

http://www.virtual-worlds.net/vw2012/

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Tranforming Assessment

The new season of online presentations on Transforming Assessment continues on the 7th of September with a presentation on “Stealth assessment: embedded evidence-based assessment in games” from Valerie Shute

During gameplay, students naturally produce rich sequences of actions while performing complex tasks, drawing on a variety of competencies. Evidence needed to assess the competencies is thus provided by the players’ interactions with the game itself (i.e., the processes of play), which can be contrasted with the end product(s) of an activity—the norm in educational environments.

This presentation will describe the design and development of evidence-based assessments (embedded in a game) to measure 21st Century competencies. When embedded assessments are so seamlessly woven into the fabric of the learning environment that they’re invisible, called ‘stealth assessment’ (Shute, 2011; Shute, Ventura, Bauer, & Zapata-Rivera, 2009). Stealth assessments within games provide a way to monitor a player’s current level on valued competencies. That information can then be used as the basis for support, such as adjusting the difficulty level of challenges or providing timely feedback. One to two examples of the approach will be provided, time permitting.

Audience members are encouraged to participate and contribute.

More details, including link to local times for your time zone from the Transforming Assessment site: http://www.transformingassessment.com/

A glut of books

As blogged, tweeted and posted elsewhere, the US National Academies Press, which publishes a wide range of books on science, engineering and medicine developed by leading academics has made its entire catalogue of 4000 odd books available in pdf format for free.

Stephen Downes’ first pick is Learning Science Through Computer Games and Simulation, while The Rise of Games and High Performance Computing for Modeling and Simulation looks more at the capabilities of games for scientific applications.

My own recommendation would be the expanded edition of How People Learn – which summarizes a wide variety research findings from across the learning sciences is a very straightforward way.

I’m looking forward to digging into this amazing resource, but perhaps I need to start with something that will help me deal with the sheer volume of knowledge now freely available? Something like Glut: Mastering Information Through The Ages perhaps? Although sadly this one doesn’t yet appear to be available for download.

Free stuff for virtual worlds and game based learning

[Updated 7/6/2011 - More 2D & sound resources]

At the recent Game2Learn event in Dundee, I spoke about ways of reducing the costs of developing new learning games and/or virtual worlds. One of the key ways to reduce costs is to use free stuff – of which there is a lot out there. Many of these resources are also useful for students learning game development.

Before using any resource be sure to check the license and conditions for use – some resources allow reuse for any purpose, others are only for non-commercial use.

3D Models

If you are developing your own game or using Unity, then chances are that you can import models that are available in the popular Collada format (and with mesh import this should also come to Second Life/OpenSim before too long).

Google’s 3D Warehouse is home to thousands of static 3D models – particularly strong on models of notable buildings, due to the links between Google Sketchup, the 3D warehouse and Google Earth, but interiors, objects and vehicles can all be found.

An interesting new resource (especially if you want military type models, or models of things you might find in or around army bases) is the ADL 3D Repository. You’ll also find a lot of regular household items (chandeliers and bidets!) alongside the weaponry and vehicles, plus models of US soldiers and Afghan civilians.

More commercially oriented sites like TurboSquid are marketplaces for the buying and selling of 3D models – prices vary dramatically but there is a lot of low cost and free content to be found, and the quality is sometimes of a very professional standard.

2D Textures and Images

You can search Flickr for Creative Commons licensed photos, but the photos are not normally very good for use as textures. Wikimedia Commons is another good source of photos, but few are ideal for use as textures.

In comparison, CGTextures specialises in textures that can be used in game development – and has thousands on offer. Free for commercial or non-commercial use. The only use that is explicitly not allowed is in creating your own texture packs (e.g. you can use some of these textures to build something in Second Life that you will sell commercially, but you are not allowed to create an in-world texture pack to sell or give away)

HasGraphics links to a small but quite high-quality range of sprites, tilesets and other 2D graphics resources, while Moosader has posted a range of her own creations under public-domain license at OpenArt.

Keith Ditchburn has collected more links for 2D textures and 3D models over at Toymaker. You can also always do a search for images licensed for reuse at Flick or on Google.

Music and Sound Effects

Freesound is home to a huge number of Creative Commons licensed sound effects, while ccMixter homes similarly licensed music samples, loops and mixes. Also check the Free Music Archive and the Creative Commons audio blog.

Back at OpenArt, Moosader has collected (and produced some of) a small range of retro-styled music files suitable for games.

OpenSim and Second Life Specific

There are two OpenSim specific archive formats – OAR and IAR. OAR files archive complete regions – including terrain and all objects including textures, scripts, sounds and more. IAR files archive users’ inventory – again including all data required to fully restore the items (scripts, sounds, etc.).

A third archive option (for which I’ve been unable to find a specific name) is the xml format used when backing up objects from Second Life or OpenSim using the export option in Imprudence and other 3rd party client software. (See discussion e.g. here). While most online discussion of this format is based on how to transfer your own objects, it also provides another way to share OpenSim/Second Life objects.

OAR files

Four sources for OpenSim Archives (OAR files, Hypergrid Business)

OpenSim Creations (OAR files, IAR files, XML objects, terrains files, textures. Includes many NSFW)

OpenSim Terrains – Flickr Set

OSAvatars – Avatar textures, parts and clothing

Computer Games and Instruction

Nothing for ages, then it all happens at once…

My short piece for EDUCAUSE Review “Second Life is Dead. Long Live Second Life?” is now online. I’ve had a few emails from different folk, generally in agreement. No hate mail yet :-)

In the same week, I learned that Computer Games and Instruction, edited by Sigmund Tobias and JD Fletcher, is now available. I co-wrote a chapter in this book with Jon Richter on Multi-User Games and Learning – trying to encapsulate this broad, broad area in a single chapter, quite a challenge. The book also contains chapters by James Paul Gee, Chris Dede and Kurt Squire amongst others – so we are in very good company. I’m looking forward to receiving my own copy, but for now I have to settle for scanning the pages available via the Google-books preview (available from the book page, here)

Table of contents below.

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Game 2 Learn: Take 2 – Free Game Based Learning Conference

Forwarded invite from Kenji Lamb… I’ll be talking on the Friday morning of this event, perhaps see you there?

Date:                     17th-19th March (come for one day – or all three!)

Location:             Dundee College (17th-18th), University of Abertay (19th)

Website:             www.gametolearn.org

Cost:                      FREE!

HI,

I’d like to take just 5 minutes of your time to invite you to Scotland’s largest Games-based Learning Conference: ‘Game to Learn: Take 2!’ This year’s event, which we’re organising in partnership with Learning & Teaching Scotland builds on last year’s success – growing almost 3 times in size, with a staggering 50 keynote, seminar and hands-on workshop sessions over the 3 days!

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Call for Papers: 5th ECGBL (October 2011)

This is a second call for papers for the 5th European Conference on Games Based Learning being held at The National and Kapodistrian University of Athens, Greece on the 20-21 October 2011.

Over the last ten years, the way in which education and training is delivered has changed considerably with the advent of new technologies. One such new technology that holds considerable promise for helping to engage learners is Games-Based Learning (GBL). The Conference offers an opportunity for scholars and practitioners interested in the issues related to GBL to share their thinking and research findings. Papers can cover various issues and aspects of GBL in education and training: technology and implementation issues associated with the development of GBL; use of mobile and MMOGs for learning; pedagogical issues associated with GBL; social and ethical issues in GBL; GBL best cases and practices, and other related aspects. We are particularly interested in empirical research that addresses whether GBL enhances learning. This Conference provides a forum for discussion, collaboration and intellectual exchange for all those interested in any of these fields of research or practice.

The conference committee welcomes both academic and practitioner papers on a wide range of topics using a range of scholarly approaches including theoretical and empirical papers employing qualitative, quantitative and critical methods.  Action research, case studies and work in progress/posters are welcomed approaches. PhD Research, proposals for roundtable discussions, non-academic contributions and product demonstrations based on the main themes are also invited.

You can find calls for papers for these tracks at:

http://academic-conferences.org/ecgbl/ecgbl2011/ecgbl11-call-papers.htm

Conference proceedings are submitted for accreditation on publication. Please note that depending on the accreditation body this process can take up to several months.

Papers accepted for the conference will be published in the conference proceedings, subject to author registration. Papers presented at the conference will also be considered for publication in a special issue of the Electronic Journal of e-Learning.

Papers presented at the conference will be published in the conference proceedings, subject to author registration and payment.

For the first time there will be a prize for the best PhD paper and the best Poster presented at the conference.

Please feel free to circulate this message to any colleagues or contacts you think may be interested.

Reward Systems that Drive Engagement

Over the summer I’ve been ‘running’ UNversity – an online choose-your-own-project summer un-school for UWS game technology and game development students. A key feature of this was that it had to require minimal investment of time from myself (other stuff to do!), but I wanted to try to engage students, and encourage regular participation. Using a custom Moodle site, with some minor hacks, we have a points system and a leader board. We also have a basic badge system  – though I haven’t been able to spend the time to award badges, and they aren’t automatically awarded – so students have to self track their badges until UNversity wraps up and I’ll give out certificates and prizes.

The system has kind of worked – it has engaged some folk, and once folk have got into it, they have indeed kept up regular participation. But a number of students started, and quickly stopped – while others never really got started.

I’ve just watched a video of a presentation on by Amy Jo Kim from GDC 2010 that might have helped me better design my points and badge system – MetaGame Design: Reward Systems that Drive Engagement. This has given me food for thought, and I can see a couple of ways I went wrong – particularly on the need to provide more ‘early’ rewards for people getting started, and making those more visible. (A way to automatically tweet or send a Facebook message  from Moodle would be nice to make this easier!)

Overall, I think I’d have been limited by what I had time to implement though, so I’m not going to beat myself up too much about it… but perhaps there is a good student project in this – building the system I need to do this better next year.