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communication_of_science [2007-10-12 08:53] theunkarelsecommunication_of_science [2007-10-12 11:46] theunkarelse
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-=== PCST: Public Communication of Science and Technology ===+=== New Media and PCST: Public Communication of Science and Technology ===
  
 Notes from the __Sharing Knowledge__ conference organized by the __Da Vinchi Institute__ in Amsterdam.\\ Notes from the __Sharing Knowledge__ conference organized by the __Da Vinchi Institute__ in Amsterdam.\\
  
 +== Some of this may be useful for our research into an ARG for groworld, what attracts people, what problems are associated with informative games, etc. ==
  
  
  
-=== Communication of Science and New Media === 
  
-== Role of Gaming in PCST ==+==== > Role of Gaming in PCST: ==== 
 +----
  
-[[PCST Gaming]] 
 Lecture by __Peter Vorderer__\\ Lecture by __Peter Vorderer__\\
  
-What attracts people to games or anything else for that matter?\\+**What attracts people to games or anything else for that matter?**\\ 
 The standard way of looking at this is the [[http://en.wikipedia.org/wiki/Uses_and_Gratifications_Theory|uses and gratification theory]]\\ The standard way of looking at this is the [[http://en.wikipedia.org/wiki/Uses_and_Gratifications_Theory|uses and gratification theory]]\\
 But Vorderer advocates the use of __entertainment research/theory__: effect-dependent theory of stimulus arrangement. But Vorderer advocates the use of __entertainment research/theory__: effect-dependent theory of stimulus arrangement.
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 PSI/PSR affective dispositions. This is of mayor importance. The success of a tv-show or game (MMOG) or a film depends very much on the popularity or unpopularity of show-hosts, avatars, movie-stars. Do we feel related, this is crucial to success.\\ PSI/PSR affective dispositions. This is of mayor importance. The success of a tv-show or game (MMOG) or a film depends very much on the popularity or unpopularity of show-hosts, avatars, movie-stars. Do we feel related, this is crucial to success.\\
  
-== ConclusionPCST has to target these three needs just like entertainment has to and gaming meets them better than any other media. ==+=== Conclusion. === 
 +**PCST has to target these three needs just like entertainment has to and gaming meets them better than any other media.**
  
-Notes:+== Notes: ==
   * **the popularity of destruction**. We like things exploding, falling over, and crashing, especially old and expensive things. Vorderer speculates that this tapps into a deep longing for change and renewal and the liberation from existing structures. The collapsing of the World Trade Center has overtaken the Challenger-explosion as the most broadcast picture of all time.   * **the popularity of destruction**. We like things exploding, falling over, and crashing, especially old and expensive things. Vorderer speculates that this tapps into a deep longing for change and renewal and the liberation from existing structures. The collapsing of the World Trade Center has overtaken the Challenger-explosion as the most broadcast picture of all time.
   * **The budged for research into education in the USA is dominated by exploring the use of avatars as a learning tool**.   * **The budged for research into education in the USA is dominated by exploring the use of avatars as a learning tool**.
  
 +
 +
 +
 +==== > Games and Learning. ====
 +----
 +Lecture by Ute Ritterfeld.\\
 +
 +**Games, if kids would only devote this kind of attention to their education.**
 +
 +== Three ways to improve learning: ==
 +  - motivation paradigm: making it more fun, and rewarding good results.
 +  - reenforcement paradigm: combining different ways to deliver the message, text, graphics.
 +  - blending paradigm: (as she calls it) enjoying the process of learning.
 +
 +== Serious Games, some statistics: ==
 +
 +Ritterfeld looked into serious games in the English language.\\
 +In early 2007 they found some 650 of them:\\
 +
 +|        ^ subject area                ^ example           ^
 +^ 60%    | academic education          | Reading Blaster   |
 +^ 15%    | social change               | Darfur is Dying   |
 +^ 10%    | occupation related training | the Business Game |
 +^ 10%    | health knowledge            | Remission         |
 +^  5%    | military training           | Americas Army     |
 +^  1%    | consumer behavior           | The Arcade Wire   |
 +
 +My rough translation of her statistics:
 +
 +|        ^ age group        ^
 +^ 40%    | elementary school|
 +^ 40%    | high school      |
 +^ 15%    | adult            |
 +^  5%    | preschool        |
 +
 +|        ^ educational goal           ^ example          ^
 +^ 50%    | skills                     | maths / reading  |
 +^ 25%    | problem solving            | saving seals game|
 +^ 20%    | discovery / exploration    | history          |
 +^  5%    | awareness / attitude change| behaving well    |
 +
 +== Gaming environments; some results: ==
 +
 +In working with disadvantaged children in LA she found that it remains extremely difficult to engage children into a topic they are not already interested in, even with gaming-environments.
 +
 +They did an experiment where they presented the exact same content in 4 different ways:
 +  - interactive game.
 +  - just action replay.
 +  - hypertext.
 +  - text.
 +
 +(I will develop this further later.)
 +
 +== Determinants of presence. ==
 +
 +What holds the attention / increases engagement in educational games?
 +  * aesthetics.
 +  * challenge (at the optimal level).
 +  * narrative, the power of which she feels, is only very recently acknowledged.
 +  * personal relevance;
 +    * as a private laboratory for identity development.
 +    * developmental tasks such as dealing with competition, fear, joy, losing, winning.
 +    * mimic past experiences, for instance to deal with traumatic experiences.
 +    * enabling you to go beyond limitations, like a boy with muscular dystrophy who claims walking around a game environment are his happiest moments.
 +    * physiological arousal.
 +    * suspense / arousal due to the use of time and time-limits. 
 +
 +== Some Interesting Experiments with Games: ==
 +
 +Virtual Cliff (Blascovich 2006)\\
 +Person enters a room then gets a VR-headset which presents a cliff. The rendering is just with simple lines, nothing very intricate, and the person is asked to walk forward. 50% refuse to go there and 40% of those still refuse with a guide. 
 +
 +Virtual Combat 1 (Rizzo et al. 2007)\\
 +War veterans are helped to overcome their Post Traumatic Stress Syndrome.
 +
 +Virtual Combat 2 (Henderlite 2005)
 +War veterans with and without combat experience are allowed to play for as long as they like.
 +  * without combat experience - 4 hours.
 +  * with combat experience - 9 hours.
 +
 +
 +Temporary Suspension of Disbelief.\\
 +From neurological data gathered on gaming in a MRI-scanner, Ritterfeld speculates that subjects when gaming are constantly engaged in a balancing-act between accepting the fiction as real and sometimes letting it collapse into disbelief.
 +
 +
 +== Attributes of the Perfect Educational Game. ==
 +
 +  * scaffolding learning environment.
 +  * encourages self regulated learning.
 +  * is a safe and private environment.
 +  * challenges you to go beyond impasses and problems.
 +
 +
 +=== Conclusion.===
 +
 +  * Games can be shallow entertainment, but they can also give very meaningful experiences to people.
 +  * Games are excellent at keeping the attention of individuals.
 +  * deliberate and sustained practice is the most important factor in learning, not just talent.
 +  * future games will respond to the learner state more closely to give the optimal challenge level by monitoring physical behavior:
 +    * hart rate and other physiological measures.
 +    * keyboard speed and correctness.
 +    * monitor facial expression.
 +    * body posture.
 +    * monitor voice and language.
 +
 +
 +==== > Transaction approach to Interactive Learning. ====
 +
 +Lecture by Jaqueline Broerse.\\
 +----
 +**Science communication and public health.**
 +
 +== Two Models: ==
 +
 +|        ^ model        ^ methods                             ^ influences ^ 
 +^ old    | transmission | top down dissemination of knowledge | public     |
 +^ new    | transaction  | consultation / dialog / discussion  | scientists |
 +
 +In the transaction model scientists and general public meet on equal terms and share their knowledge.
 +
 +This leads to a win /win situation:
 +  - More contextualized science.
 +  - More societal legitimacy of science.
 +  - More implementation of research.
 +
 +Anticipated problems:
 +  * small impact on policy and science.
 +  * little public interest.
 +  * results are not representative in any general sense.
 +  * expensive.
 +  * how to deal with science-illiteracy among non-scientific participants.
  
  
  
  • communication_of_science.txt
  • Last modified: 2007-10-12 12:42
  • by theunkarelse