Two New Game-Based Learning MOOCs

You might like to know about two game-based learning MOOCs (massively open online courses) that you can sign up for now. Like all MOOCs they are free and the level of participation is up to you.

Games MOOC III. When you click this link, you’ll see the following overview of the course and can then look around this well-developed site to see if all or parts of the course (and its delivery modes) interest you.

Our topic for Games MOOC III is Build the Game using Apps, AR and ARGs. The focus of this MOOC will be learning about the resources available to create a game or gaming project for your course.This may take the form of using mobile devices to include even augmented reality. Or it may be a highly immersive interactive project that has your students doing live action role-play. Depending on your class, you may choose to use a little, alot or no technology at all. This course will have us exploring all the options. Educators in any stage of utilizing game based learning are welcome even the merely curious. Lurkers especially!

This 6-week course officially began on Monday, March 18, but it’s not too late at all to sign up. You can get the gist quickly by watching a few short videos that you’ll find linked on the site. And don’t let the “III” in the title scare you off. This course does not assume that you have participated in the previous two versions; there are Game MOOC veterans like me involved, as well as new participants.

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Videogames and Learning. When you click this link, you’ll find an announcement for a 10-week course that includes this information:

 In this course, we will discuss current research on the kinds of thinking and learning that goes into videogames and gaming culture. We’ll investigate the intellectual side of digital gameplay, covering topics that range from perception and attention in Left 4 Dead 2 to the development of historical understanding in Civilization to collaborative learning in massively multiplayer online games like World of Warcraft. Throughout the course, we examine the inherent tensions between contemporary youth culture and traditional education and new developments in games for learning that promise to help bridge that growing divide.

Kurt Squire and Constance Steinkuehler, a husband and wife team at the University of Wisconsin-Madison, are the instructors. If you enroll in the course now, as I did yesterday, you’ll immediately receive an email confirming your registration and saying that you’ll be notified later about the starting date.

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The allure of video games for education is that students learn while being thoroughly engaged in play. Might we design similar learning environments for schools?                 ~Kurt Squire, Video Games and Learning (Teachers College Press, 2011)

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A few words about gun violence and video games

I’m not writing to defend violent video games like Call to Duty and Grand Theft Auto. I’ve never played them, so I can’t speak for or against them. But I do agree that games that engage players in egregious violence against innocent human and animal characters and in role playing felons should be kept out of the hands of children. Moreover, I fully support funding, with federal dollars, research on the relationship between gun violence and violent video games.

dragonblight slice 010513

What troubles me (and I‘m far from alone on this) is the effort by some people to move the conversation away from stronger gun-safety and background-check laws and toward blaming violent video games. Just today, for example, Senator Grassley “argued that legislation must address violence in video games and said that ample research underscored that the expired ban on assault weapon[s] had been ineffective” (New York Times). Odd, isn’t it, that the children in Newtown, the Sikhs in Oak Creek, and the movie-goers in Aurora were killed by semiautomatic weapons with high-capacity magazines, not by video games.

Shieldwall sliceAdam Sessler, in today’s Examiner.com, is quoted as saying, “When tragedies like this happen … I think that people tend to go to what feels most alien, what feels most different and is changing in the society. In this case, it’s video games.” Not so long ago violence on TV and in movies was seen as the culprit – and before that, Sessler notes, in comic books. I think Sessler’s onto something: video games are probably quite alien, and perhaps threatening in some way, to people like Senator Grassley and NRA CEO LaPierre. I wonder if they’ve ever played a video game. If not, perhaps they should give it a fair try.

Dalaran 012613 sliceFor fun, check out this satire, “NRA Defends Right to Own Politicians.”

*The three screenshot slices were taken in the video game World of Warcraft.

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Texas A&M University in Second Life®

Historic Aggieland Water Tower, a re-creation

Historic Aggieland Water Tower, a re-creation

I’d heard good things, from time to time, about Texas A&M’s Second Life Campus and finally made a visit. The campus blends replicated structures, recreated historic landmarks, and interactive virtual locations – an attractive package, both educational and fun (see its homepage for a short machinima tour). This post, then, is a kind of virtual tour of a virtual space, a Second Life (SL) site open to the public.

The Cushing Memorial Library reading room, a replication

The Cushing Memorial Library reading room, a replication*

The Cushing Memorial Library, which opened in 1930, was the first TAMU building to serve solely as a library. When a new library took its place in 1968, it was used for offices and archives. Recently remodeled, the Cushing Library now holds special research collections, rare books and documents, and the TAMU archives.

Memorial Student Center Flag Room, a replication

Memorial Student Center Flag Room, a replication

Like the Cushing Library, the Memorial Student Center building and parts of its interior are replicated in SL. The Center is both a memorial to the Aggies who died in World Wars I and II and a student union. The Flag Room is the student lounge and study space.

Historic College Station Depot, a re-creation

Historic College Station Depot, a re-creation*

Long ago, the founders of TAMC chose to locate the college near a railroad track. From about 1876 to 1959, the train would stop to let students and staff on and off the train. Depots were built, which gave the surrounding community its name: College Station, Texas. The College Station Railroad Depots no longer exist, but there is a historical marker that the SL campus has replicated near its recreated depot.

Student-created posters, virtual

Student-created posters, virtual*

Typically SL campuses have areas dedicated to student exhibits. TAMU has a circular poster park with student work that covers an impressive range of disciplines. Most of the posters include web links or SL landmarks for learning more about the topics. I always enjoy such displays and tend to spend more time at exhibits than intended.

Dr. K’s Chemistry Place

Dr. K’s Chemistry Place

Dr. K’s Chemistry Place

Dr. K’s Chemistry Place

One of the wonderful things about virtual campuses is that students, personnel, and visitors can learn and play in imaginative ways not possible in real life. For example, next to the poster park is Dr. K’s Chemistry Place, a delightful space for learning aspects of freshman chemistry while having fun. If you are planning to teach in SL or thinking about using SL to supplement a course, I highly recommend checking out Dr. K’s blog, “A Chemist in Second Life”; it links to a machinima this chemist made for educators and to an informative PowerPoint she presented at a professional conference.

View of Aggie Beach

View of Aggie Beach*

Fire pit at Aggie Beach

Fire pit at Aggie Beach*

Finally, for sheer fun, check out Aggie Beach. You can dance with dolphins, roll logs (be prepared to fall off), water slide, or just relax by a fire pit and watch the dolphins play.

Enjoy!

Dancing with Dolphins

Dancing with Dolphins*

*My apologies to the TAMU Campus in Second life for playing with the environmental settings for the starred screenshots :^).

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Don’t Blame the Teachers: Notes on Poverty and Student Learning

“… nothing makes sense in education without understanding the role of poverty.” ~Anthony Cody

My last post offered some of the lighter moments in the “Poverty Is Not a Game” (PING) unit in my game-based learning course. We, of course, examined darker issues but only glanced at one that’s so dark that it’s practically hidden from those like me cocooned in academe and the comfortable middle class: the effects of poverty on teaching and learning.

I’m aware that many, if not the majority, of my students are financially struggling, but most in this blue-collar community have supportive families and are getting by, even if barely – getting by enough to attend college. I’m aware that my friends teaching in the elementary schools pay out of their pockets to buy pencils and paper for students who show up without them. In fact, last summer my golf league donated school supplies to our teacher members and their colleagues. What I didn’t realize, not until my students and I delved deeper into issues surrounding the working poor, was the extent to which the gap between the ulta-rich and everybody else – especially the bottom 40% of the U.S. population – has impacted the public schools.

While my students were preparing for their final project – designing a “serious game” about living on minimum wage in our community – I looked into the relationship between poverty and academic readiness. Anthony Cody has written the most intriguing piece I’ve found so far, “Can Schools Defeat Poverty by Ignoring It?” (14 August 2012), posted on Impatient Optimists, a blog hosted by the Bill & Melinda Gates Foundation. The post is part of Cody’s exchange with the Gates Foundation that, in part, criticizes the Foundation for focusing on teacher effectiveness rather than student readiness. It addresses the issue of “education reform in relation to the problem of family poverty” and looks for “the best way to achieve greater equity in educational life and prospects for children of poverty.”

Cody supports his argument with research data showing that smart money would go to improving the conditions of low-income children – in their homes, communities, and schools – rather than to grading teachers on the basis of student test scores. He argues that blaming the teacher for poor student outcomes is wrong-headed (as well as divisive and morale deflating). For example, a 2002 study showed that teachers make about a 20% difference in student achievement; another 20% has to do with the quality of a school, and 60% is on out-of-school factors like parents’ income and educational background, their neighborhood, and health care.

Certainly, good teaching makes a difference – and  most of our teachers are professional, are good at what they do, and welcome opportunities for getting even better, if programs cater to their needs and respect their time. Teachers need support, not punitive measures. Their students (our children!) need good schools, supportive families and neighborhoods, and a supportive nation. Unfortunately, the nation’s support for our children in need is on the wane. It’s shameful that the richest nation in the world has the highest rate of child poverty in the developed world.

Cody surveys the following out-of-school factors that affect student learning:

  • Violence. A 2010 study that focused on children in the Chicago area showed that “[a] murder in the neighborhood can significantly knock down a child’s score on an IQ test, even if the child did not directly witness the killing or know the victim…. The findings have implications … for the heavy reliance on standardized tests…. [And] can also explain about half the achievement gap between blacks and whites on such tests.”
  • Health. A 2012 study, called “Assets, Economic Opportunity, and Toxic Stress: A Framework for Understanding Child and Educational Outcomes,” shows that, along with food insecurity and stress, “one of the of the most important indicators of an individual’s health is one’s street address or neighborhood.”
  • Stress. Among the poor stress comes from a wide variety of sources, including neighborhood violence and food insecurity, as well as the incarceration of a parent, unemployment, foreclosure, and homelessness. And stress affects physical, mental, and emotional health which, in turn, affects learning.

Such reforms as the Common Core curriculum and Race to the Top, while well intentioned, ignore the fact that poor students are not on a level playing field “with their well-heeled counterparts in the suburbs,” says Cody. He goes on to say, “The whole system is built around the idea that anyone can make it and therefore we will ensure the highest level of success if we attempt to hold everyone to the same high standards, while largely ignoring the conditions in which they live” – but data does not support this assumption. Cody advocates for greater prenatal, early childhood nutrition, and early education programs. He calls for an end to the “war on drugs” in order to “dramatically reduce the levels of incarceration, and shift resources toward services for impoverished families.” He calls for raising the minimum wage and adds, “The greatest reduction in poverty in our nation coincided with the expansion of collective bargaining for workers, so we should be supporting unionization, not just of teachers, but of all workers.” Hear, hear!

Many of us are aware that the disparity between the “have nots” and the “have mores” is growing and threatens our democracy. For example, according to 2012 data, “The heirs to the Walmart fortune have as much wealth as the bottom forty percent of American families” – up from thirty percent in 2007. A shocking figure! As the fortunes of the Waltons and others  in their rarefied class have risen, the majority of Americans’ wealth has fallen (when adjusted for inflation). Meanwhile, our public schools are underfunded, especially those serving children most in need.

It’s time to stop blaming the teachers and think of our children. As President Obama said in his moving speech last Sunday at the interfaith vigil in Newtown, Connecticut, “This is our first task — caring for our children.  It’s our first job.  If we don’t get that right, we don’t get anything right.  That’s how, as a society, we will be judged.”

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The Poverty Is Not a Game (PING) Game 1

I spent an hour or so this morning searching the web for anything that connected “World of Warcraft” with “poverty” or “working poor” and came up with several interesting links – to a guild called “Poverty,” for example, and to a blog that lists video games as one of the “40 Reasons We’re Doomed.” Actually I was looking for clues on how poverty is portrayed, if at all, in the game itself. Nothing emerged. If I want an analysis of signs of poverty in WoW, it looks as if I’ll have to do it myself. Someday, perhaps – all I can think of now are the Goblin Slums in Ogrimmar. My search, however, did result in one positive WoW-poverty connection:  this past summer, gamer Athene, famous for being the first to reach level 85 in WoW’s Cataclysm, raised a million dollars in 100 days for Save the Children’s fund to alleviate the hunger crisis in the Horn of Africa. Congrats, Athene!

Lotoa on her flying cloud over the village of Dawn’s Blossom*

PING (Poverty Is Not a Game) is the name I’ve given our last unit in my social and political philosophy course, a game-based learning course about which I’ve previously blogged. Our focus is on the working poor and children in poverty in the United States. Among other things, we’re reading Barbara Ehrenreich’s Nickel and Dimed: On (Not) Getting By in America (2001); gathering data; and examining beliefs, attitudes, ideologies, and policies that swirl around the issue of poverty. All of this is serious business accomplished through game mechanics like quests, but we do include the essential game ingredient: play. Below I offer two examples of PING’s rule-based play: a Thanksgiving Bonus Quest and an in-class “raid” on wealth redistribution.

Lotoa in shadowform looking for a school of fish

Thanksgiving Bonus Quest. Students like having bonus quests (BQs) pop-up in their inbox every week. Each BQ offers students the opportunity to be creative – as they were, for instance, a while back when developing a worst-case, global scenario for the “Dark Imagination” BQ. For our Thanksgiving week BQ, however, my imagination was not so much dark as weak. I had a theme – Thanksgiving and the Working Poor – and nothing more. So here’s what I came up with:

****************************************************************************

! Bonus Quest: Design Your Own Quest

You have activated a bonus quest worth up to 80 XP. The first part is due by 8 AM, Wednesday, 21 November; the second and third parts are due by 1 PM on Wednesday, 21 November. See details below.

Background: It’s Monday afternoon and I haven’t prepared a BQ. What to do? <A lightbulb flashes over my head.> Why not give each Phier trainee the opportunity to design this week’s BQ on the themes of  The Working Poor and Thanksgiving? Make it so.

Instructions

Part 1: Design your own Bonus Quest on the theme of The Working Poor and Thanksgiving. Send it to the other Phier Trainees, as well as to Mage Lotus, by 8 AM, Wednesday the 21st. 15 XP

Part 2: If one other Phier Trainee completes your quest and submits it by 1 PM on Wednesday the 21st, you’ll receive an additional 10 XP; if two complete it, you’ll receive 25 XP, for a total of 40.

Part 3: For each of two BQs designed by another Phier that you complete, you’ll receive 20 XP. So there’s the possibility of earning a total of 80 XP.

An achievement is unlocked for receiving 25 XP and another for earning 80 XP.

********************************************************************************

This BQ was a huge success, despite a little in-class bickering about a classmate who designed a quest but didn’t do anyone else’s. Student quest designs included the following (my summaries): (1) find or use your own ideas for cheap but delightful Thanksgiving decorations and dinners; (2) list 10 things you are thankful for having that the poor may not have, say why you are thankful, and calculate how many hours someone would have to work at minimum wage to buy each one; and (3) make a video about working retail on Black Friday rather than spending the day with family (this one also prompted a discussion on consumerism and the growing phenomenon of retail stores staying open on all or part of Thanksgiving Day).

Lotoa finally reached Exalted in the Order of the Cloud Serpent

Raid: Distribute the Wealth. For us, a raid is an in-class group activity that takes collaborative effort to solve a problem. The problem this week concerned the growing gap between the very rich and everybody else. The idea for this raid came from the Morningside Center for Teaching Social Responsibility, specifically its lesson plan “Wealth & Taxes: What’s Fair?,” which includes a group activity called “Redistribute Our Wealth” that I modified. As Morningside suggests, I placed five sheets of paper on a table, each a different color and each representing 20 percent of the population in terms of income, from top to bottom. Then I gave the group 50 quarters, each representing 2 units of wealth to divvy up among the five percentiles. First they had to estimate the actual distribution of U.S. wealth – agreement came quickly. Next they had to decide what would be a fair distribution – disagreements immediately arose as to what was fair and why. Then, prior to discussion, we looked at a graph that had the actual distribution of U.S. wealth and the estimated and ideal distributions that 5000 Americans, overall, arrived at in an academic study. My students’ results were very close to those in the study: they considerably underestimated how much wealth the top 20 percentile control (over 80%), which, of course, skewed their estimates on the rest; and they had a much more equitable and balanced distribution as their ideal, including the student who espouses a hard-line, free-market philosophy. If you are interested or involved in “social & emotional learning,” as the Morningside Center puts it, and/or offer lessons on current events, I highly recommend looking over the Morningside website.

Sunset at the finish line for the Cloud Serpent Race

Enjoy!

*The screenshots were all taken in World of Warcraft’s Pandaria. Although the images have nothing to do with this blog’s content, I include them because I much enjoy WoW’s graphics and sharing my shots. In this post, I’m using narrow-cropped images as an experiment.

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Play to Learn: Notes on Gamification

Perhaps you’ve heard this term: gamification. If not, you probably will, especially if you’re in education, business, or other forms of motivation management. Time magazine, for example, recently ran an article in its Business & Money section called “Six Reasons Why ‘Gamification’ Will Rule the Business World.” The author, Gary Belsky, describes gamification as “any number of ways in which businesses try to engage customers and/or employees using the core principles of, well,  games.” More to the point, Sebastian Deterding, in his Goggle Tech Talk “Meaningful Play: Getting Gamification Right,” defines  gamification as “applying game design in non-game contexts.” Here “game” mostly refers to digital games, like those for mobile devices and on Facebook, game consoles, and various websites from non-profit sites (e.g., Nobel Prize’s new Blood Typing Game) to commercial sites (e.g., Blizzard’s World of Warcraft).

Temple on a spire near the magnificent Jade Temple, Pandaria (World of Warcraft)

“Gamification” has spawned a verb: “to gamify.” And gamify is what I’ve done to my social and political philosophy course this fall, a course I call SuperPhi (see my three previous posts). Only recently, though, have I looked at the growing scholarship on gamification. (Deterding, for instance, describes himself as a “grumpy German scholar” because he’s a critic of much gamifying practice – but his talk, which I highly recommend, is far from grumpy.) My purpose in this post is to try to come to terms with a major criticism of gamification that Deterding shares with another scholar, Scott Nicholson, who draws on Deterding’s work (among the work of many other scholars) in two recent papers. Both scholars agree that many gamifiers have a serious problem: they’ve left play out of game. First, though, I’d like to give a shout out to the Game Based Learning MOOC where I heard  Nicholson speak last Thursday (his talk “Meaningful Gamification” is available on YouTube and well worth the listen).

Jade Temple in the background (WoW)

In his first paper “A User-Centered Theoretical Framework for Meaningful Gamification,” Nicholson, like Deterding, sets out to improve gamification by first looking at its shortcomings. While Deterding’s Google Tech Talk audience seem to be techies with interests in the gaming industry, Nicholson’s likely readers are educators in the schools, libraries, and museums. Even so, both scholars aim their criticisms at gamifiers who, in Nicholson’s words, “typically use only the least interesting part of a game – the scoring system.” In his second paper “Strategies for Meaningful Gamification,” Nicholson calls this scoring system BLAP, an acronym for Badges, Levels and Leaderboards, Achievements, and Points. What’s often missing is play. So he calls for “the integration of pure play elements” – a “game without scoring” – and offers the delightful example of a Swedish subway that added a piano keyboard to its stairs to encourage people to walk rather than ride the escalator (“User-Centered”) – musical exercise in the tube, gotta love it!

The Jade Temple (WoW)

Play is voluntary, inherently interesting, improvisational, and fun. It’s done for its own sake, not for BLAP-style external rewards. In fact, research has repeatedly shown that external rewards decrease internal motivation – and they tend to devalue the activity itself. Moreover, when a company or educational system begins encouraging or requiring desired behaviors through external rewards, it has to keep it up – which underscores a perennial  problem for educators, whether they gamify or not: how to motivate students to want to learn – to want to learn rather than to want to accumulate points or letter grades.

Gamification is one avenue to pursue if, Nicholson argues, it adds “an overlay of play elements to a real-life setting.” Otherwise the educational innovation envisioned may actually be a continuation of the external rewards system, like putting old wine in new bottles, you might say: substituting experience points (XP) for grades, badges for gold stars, and so on. “When someone is engaged in a playful space,” he says, “that person will also learn more easily. Creating playful information-based spaces allows the learner to explore and engage with content on the learner’s terms instead of on the instructor’s terms” (“Strategies”).

Great! But how? It  won’t be easy, Nicholson warns, but he does offer advice, for example:  foster exploration, use role-playing, have students create content that’s shared with others, always include challenges and reflection, let students co-create and deepen the narrative, let them design badges and achievements, and so on. He concludes his second paper, “Strategies,” in this way:  “… to be meaningful, gamification models should allow participants the freedom to choose how to engage, the tools to create their own gamification elements, and the ability to build social connections with other users based upon common interests.”

Stone dragons guarding the bridge to the Jade Temple (WoW)

Deterding quotes Ralph Koster who says, “Fun is just another word for learning.” Like Nicholson, Deterding emphasizes the importance and power of play. Play is at play, so to speak, in all three elements he says are often missing in gamification: meaning, mastery, and autonomy.

(1) Meaning occurs whenever players (“users,” “customers,” or “students” – all three apply) bring their personal goals and passions to the platform, whenever the game allows for customizable goals and especially prosocial goals like helping to “save the world,” and whenever the game is wrapped in a compelling story with engaging visuals.

(2)  Mastery has these components: the presence of clear goals with rules, well-ordered structure of steps, interesting and scaffolded challenges, achievable missions in which tasks match players’ abilities, varied pacing of tasks with hard interspersed with easy, opportunities to fail in order to learn, and excessive positive (“juicy”) feedback for major accomplishments.

(3) Autonomy is at the core of play – voluntary and open to creativity (like a child’s sandbox). Autonomous players decide how they want to reach desired outcomes and, ideally, pursue the task for its own sake. They reap meaningful rewards because their activity is something they want to do and take pleasure is having done. Should students  find “Easter eggs” (unexpected extrinsic rewards) in their basket, from time to time, well, that’s part of the fun.

Entrance to the Jade Temple (WoW)

Recall that Deterding is talking mostly to techies in the gaming industry, not specifically to educators for whom student autonomy is a much more difficult issue given the demands of covering content and meeting external standards. Yet Nicholson believes that autonomy, which he also calls self-determination, is so vital to learning that he spends much of his first paper stressing it. He says that “[a]llowing users to self-identify with goals or groups that are meaningful is much more likely to produce autonomous, internalized behaviors, as the user is able to connect these goals to other values he or she already holds.” Yes, prescribed outcomes have to be achieved, but everyone doesn’t have to hit the mark in the same way: “either allow different ways for users to achieve goals so that users can be involved in the ways most meaningful to them or … allow users to set their own goals and achievements.” Constraints, he says, “can be placed upon the user’s choices to guide him or her toward making choices that are both meaningful to the user and that meet the needs of the organization.”

Another part of the Jade Temple complex (WoW)

Whew! Tall orders. Reflecting on SuperPhi, I’m pleased to say that it does, in some ways, respect student autonomy. For example, the way students complete quests (prescribed outcomes) is limited only by the skills, interests, and creativity they bring with them, and students are involved in creating the narrative and visuals. In fact, a lot of what we do feels like play (and I now feel less guilty about that aspect of the course :^).  Our achievement badges for certain accomplishments and for reaching milestones have no point value, and I occasionally give out unexpected rewards, “Easter eggs.” I don’t use a leaderboard for the same reason Nicholson mentioned: its possible negative effect on student morale. But I have fallen into the trap of using external rewards – mostly experience points (XP) for quests – and I don’t know how to get out of it. I suspect that earning  XP, rather than learning the material, remains students’ primary motivation. I’m wondering, is there any way around external rewards in an educational system that requires grades?

Cloud Serpents and their riders near the Jade Temple (WoW)

Enjoy!

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SuperPhi Bonus Quests & Achievement Badges: Game-Based Learning 3

The Heartland in Pandaria’s Valley of the Four Winds is a vegetable-lover’s delight with its giant carrots and squash, purple pumpkins, and leafy greens. But watch out! Munching in several fields are the most vicious rabbits I’ve ever had the misfortune to bump into. In Philand we have our own vicious creatures, at least in the hostile territories surrounding the capital. Yes! the Phier trainees (students) did embrace the bonus quest I mentioned in my previous post and asked for more. They seem eager to flesh out the Philand narrative and help create this fantasy world, which is our playground for applying and evaluating social-political philosophical thought.

Purple pumpkins grown in The Heartland (WoW)

I was glad to agree to post a bonus quest each week. However, after receiving the second bonus quest, a few students apparently spent more time on fantasy than philosophy; so I informed the group that I would unlock the third quest after follow-up work from a raid (applied philosophy) was accomplished, work on which they were dragging their heels – and the work got done in a timely manner. Unlocking bonus quests on the condition of completing necessary work is a practice I will probably continue.

Giant carrots, with their root tops taller than my toon, grow in The Heartland (WoW)

For the bonus quests so far, students have created vivid maps of Philand and its territories (cartographer badge); placed Philand and its star-system in a galaxy (astronomer badge); and described administrative leaders and their duties, including a cabinet of sorts (executive branch organizer badge). Each of these quests required the use of images along with text. Most students used found images; and one student, MidNight, earned a special Video Astronomer badge for producing a charming YouTube video for his images. Praise from his colleagues may have led him to include another video as part of his mission quest on Plato’s Forms of Government. MidNight now holds the title Philand Filmmaker.

The Temple of the White Tiger in Pandaria (WoW)

Creating achievement badges is something I rather enjoy. Pretty much I follow the World of Warcraft model of awarding badges after students have shown substantial progress or accomplished something epic. Progress badges, for example, include “Five Badges Earned,” “Busy as a Beaver” (after earning 1000 XP), and “Gaming Giants” (for completing all the quests in the first four missions, which focused on philosophical “giants”). Epic or special badges have included “I Did It My Way” for a student who blended creativity and scholarship in an exemplary PowerPoint on John Stuart Mill’s political views and “Let’s Get Connected” for another student who stylishly completed all four quests for “Mission 3: Reconnecting” in record time

Farming giant green squash in The Heartland (WoW)

To create a badge, I simply use clip art or Google stylized images, frame the image, give it a title, and include the student’s name and the date accomplished. I keep a running list of badges earned on the SuperPhi Achievement Scroll and send the scroll to students once a week. When a student earns five badges (two have so far), she or he receives an individualized scroll.

Lotoa off to mine ore on her dragon Phlox (WoW)

Like World of Warcraft achievements, these badges have no experience point (XP) value; in other words, receiving a badge does not affect students’ grades (at least not directly). Rather, badges publicly acknowledge students’ accomplishments, and in this way, I hope, add to students’ incentive to do good, timely work. I like to imagine that when they receive a badge, they experience a fiero moment and express it with an energetic fist pump :^).

Now I’m going back to The Heartland, which is rich in ore as well as vegetables, where I plan to mine ghost iron ore – this time without getting killed by a vicious swarm of rabbits.

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