EDU 800 Annotated Bib

MMORPGS & Higher Education – Could it be a ‘thing’?

Anagnostopoulou, E. (2017). Educational Massively-Multiplayer Online Role-Playing Games as a future technology enhanced learning for adult mathematics. Numeracy: A Critical Skill in Adult Education, 34.

Summary. This article is a literature review on the possible ability of MMORPGS to increase motivation in adult learners within higher education, more specifically when it comes to mathematics. The MMORPG market has already been fairly popular since their creation in the 1990’s but have been steadily growing in popularity more and more with games like World of Warcraft and Final Fantasy XIV (Anagnostopoulou, 2017). The author of the article argues, that in addition to being fun, these types of games can also be used in educational settings because “players are constantly and willingly expanding their knowledge and skills in many sectors in order to advance, be competent and therefore contribute to more fun” (Anagnostopoulou, 2017, pg. 37). The author then goes on to describe how different aspects of these types of games can be used in education in areas such as history, languages, geography, fashion, management, team-work, leadership skills, problem solving skills, social skills, and mathematics. The mathematics portion, based on the literature review done by the author, is very prevalent as each character has sets of attributes and stats that effect their abilities to be successful within the game, players must have an understanding of calculations to know hot to improve their stats.

Evaluation. This article was written in such a way that not only would academics be able to glean some useful information, but non-academics as well. It was refreshing to see an academic article related to this style of gaming and not lean so heavily on outdated games such as Second Life, which makes it more credible in the eyes of current gamers. The article was brief and did not go in-depth on any particular concept and calling it a literature review may be too kind of a classification as it was so broad. However, despite being more of a magazine article in terms of tone and style, it does provide an interesting jumping off point for someone who may be interested in this area of research.

Application. While I may not use this particular article directly, it did get me thinking about how games such as an MMORPG could be utilized in higher education to enhance culturally responsive pedagogy. The Native American community prefers to teach through oral communication and storytelling, which are major components of these games. I also, believe this area needs to be researched more, in general, how MMORPGS are related to student motivations to learn as well as build communities in an online environment. Is creating an educational MMORPG just an example of “edu-tainment” or just a current niche, or is it something that will continue to grow in the future and become a very real means of education?

EDU 800 Annotated Bib

Research & Blended Learning

Dziuban, C., Graham, C. R., Moskal, P. D., Norberg, A., & Sicilia, N. (2018). Blended learning: the new normal and emerging technologies. International Journal of Educational Technology in Higher Education15(1), 3.

Summary. The purpose of this study was to better understanding the impact blended learning has on teaching and learning for faculty and students within higher education. The authors take care to point out that currently there is not a lot of consistent study or research in this area as there are multiple definitions of what blended learning is, and more specifically how to measure it’s effectiveness and standardize it in a meaningful way. The authors narrow their scope on blended learning by looking a student perceptions and access and how blended learning is becoming the ‘new normal’ in higher education. The results of their study found “blending maintains or increases access for most student cohorts and produces improved success rates for minority and non-minority students alike (Dziuban, et. al., 2018, pg. 11). Despite these results, the authors still take care to state that there is still no definitive evidence that blended learning is the new normal, or that it will be the most effective teaching and learning modality.

Evaluation. This offers a very basic literature review that does not overwhelm the reader with information that is not of high value as some other articles I have read tend to do. This study is strong in its ability to be concise and focused on the problem at hand. An obvious disadvantage of this study is the pool of participants was limited to only students attending the University of Central Florida. This study would have greatly benefited, and perhaps more meaningful data could have been exposed had the researchers increased their population. The data was collected from end-of-course surveys which I thought was an effective collection instrument given the population and the context of the research.

Application. I may not utilize the content of this article in my future research, but I may use the data collection methods and the study itself as a foundation for how I may conduct my own research. The goal of my research for my doctoral program is going to involve collecting quantitative and qualitative data on student and faculty experiences based on the specific topic I am researching.

EDU 800 Annotated Bib

Designed Videos as a Means for Storytelling?

Schwartz, D. L., & Hartman, K. (2007). It is not television anymore: Designing digital video for learning and assessment. In Goldman, R., Pea, R., Barron, B., & Derry, S.J. (Eds.), Video research in learning science (pp. 349-366). Mahwah, NJ: Lawrance Erlbaum Associates.

Summary.  The authors of this chapter look to explore the effectiveness of designed videos for assessment in classroom learning. The authors define a designed video as a video “where the author of the video decides on its components and features beforehand,” and then the video is used as means of assessment (Schwartz & Hartman, 2007, pg. 2). They then provide a framework that can be used to map various uses of designed video in the classroom. The authors also point out their frustrations of the limited amount of research that has been conducted on video for learning or designed videos. The authors urge educators to put careful consideration on learning outcomes when decided what type of video to design for assessment and learning.

Evaluation. A strong and obvious disadvantage for this chapter is a lack of research in the area of designed videos being used for assessment and learning, and this is a weakness even the authors acknowledge. Another weakness of this paper is that is was more or less a literature review, and the authors never performed a study. The authors mention that the chapter “would have been much more effective if [they] had used video in an interactive multimedia context” during their research (Schwartz & Hartman, 2007, pg. 23). A major benefit of this chapter are the high quality figures that were created by the researcher, particularly, Figure 1, which is a map of sorts to help readers see different types of videos that can be used and the skills or purposes desired when using those types of videos. This figure serves as the framework from which the rest of the chapter is focused on.

Application. This article is applicable to my research, particularly in creating media for online courses with Culturally Responsive Pedagogy in mind. More specifically, the Native American Culture is a culture that puts a high amount of value in oral communication and storytelling – a designed video may be a means of recreating traditional storytelling methods in an online environment. Perhaps I can design videos or create instructions for faculty on designing videos using the framework set-forth by Schwartz and Hartman (2007) while still utilizing Culturally Responsive Pedagogy.

EDU 800 Annotated Bib

Researching Educational Technology: Stop Beating a Dead Horse, and Narrow the Scope.

Ross, S. M., Morrison, G. R., & Lowther, D. L. (2010). Educational technology research past and present: Balancing rigor and relevance to impact school learning. Contemporary Educational Technology1(1), 17-35.

Summary. The purpose of the study discussed in this article was to take a more focused look on technology usage in a K-12 environment with special emphasis on the following: effective uses of technology in schools “as  topic for research,” “historical trends in research on educational technology,” and “alternative research designs for balancing internal (rigor) and external (relevance) validity,” as well as “suggested directions for areas of inquiry and research approaches” (pg. 18). The authors found that educational technology is a challenging subject to study as those researching must try to sift through the mass of past research, and focus on conducting research that is relevant and addresses contemporary issues. The first step that a contemporary researcher needs to make is identifying topics to investigate that are meaningful and can hopefully apply to the next decade of educational technology. The authors end their article with the recommendation that future researchers should “reduce efforts to prove the ‘effectiveness’ of technology, while focusing on conducting rigorous and relevant mixed-methods studies to explicate which technology applications work to facilitate learning, in what ways, in which contexts, for whom, and why” (pg. 31).

Evaluation. This article, and the literature review study that was conducted was high quality and very accessible in terms of readability and understanding. The authors clearly defined the questions they were going to explore within the study and defended their choices behind their research approach(es). The authors clearly conducted a very detailed literature review and qualitative study, which I believe is often they most effective approach when discussing educational technology.

Application. While I typically review articles that are not part of my assigned reading for my EDU 800 course, this particular piece was very impactful in terms of how I will start to steer my own research. Prior to reading this article, I had focused heavily on the effectiveness of technology, and really I need to be honing in on a specific technology solving a specific problem for a specific audience. We know, as individuals working in higher education and K-12, that technology does have an effect on learning, that is no longer a debate – now we need to focus on more specific technology and how it is being used in a narrower environment. For my own areas of interest, I brainstormed how i would apply the recommendation in this paper, to my own approach to research within this course and my program. For example, I could focus on how certain technologies can allow for storytelling within online classes and how that impacts Native American students in terms of information retention and future application.

Additional Reading
Alismail, H. A. (2015). Integrate Digital Storytelling in Education. Journal of Education and Practice6(9), 126-129.