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Call for Chapter Proposals

CALL FOR CHAPTER PROPOSALS
Proposal Submission Deadline: May 31, 2009

Serious Educational Game Assessment
Sense Publishers

A book edited by Dr. Len Annetta (North Carolina State University) & Stephen Bronack (Clemson University)

Background

In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities.

Although a few innovative research efforts are trying to accommodate these new realities, we believe the field could significantly benefit from a broadly inclusive, far-reaching dialogue on this issue. Authors wishing to submit chapters for this edited book should address the following question:

Given the rapidly changing landscape of education, including the blurring of boundaries related to when, where, why and who is learning in Serious Educational Games and 3D virtual learning environments, what are the best practices for assessing learning, presence, identity and interactivity?

The audience for this edited book collection will be researches working in the Serious Games arena along with distance education instructors and administrators. Just as the boundaries of what, where, when, how and why learning occurs is broadening and expanding, so too are the boundaries of who is involved in the learning research enterprise. Many research frameworks also now embrace the importance of more meaningfully involving practitioners from a wide range of learning settings in the research process.

A major goal of this initiative, and in turn this special call for chapters, is to help build bridges across diverse research communities in order to foster dialogue and synergies, making particular efforts to bridge the differences between those historically focused on specific aspects of distance learning and Serious Games. We also hope to discuss strategies for beginning to break down silos between content areas such as science, mathematics, social studies, language arts, etc. and build meaningful connections between research and practice within and across these diverse learning communities.

Examples of re-defined research frameworks might include questions, designs and approaches that:

1. How are 3D virtual learning environments being used to collect user data in world?

2. How are asynchronous platforms being integrated into 3D virtual environments to collect and analyze user data?

3. What research frameworks have been used to collect both in-world and integrated data from other platforms?

4. How can multiuser, synchronous environments be improved to support education research and data collection?

Submissions of interest should include a title for the chapter, a 250 word abstract describing: the context of the Serious Educational Game or 3D VLE,
the assessment techniques used, and implications from research for practice in future virtual environment construction. Also, an outline of the chapter will help the editors make an informed decision to the flow of the book.

Inquiries and submissions can be forwarded electronically (Word
document) to:

Dr. Len Annetta
North Carolina State University
Len_annetta@ncsu.edu
____________________
Dr. Stephen Bronack
Clemson University

Decisions will be made the first week of June and a formal invitation will be sent out to authors of all chapters accepted immediately following acceptance. Final chapters will be due to the editors by September 30, 2009. Chapters should build on relevant literature and be no less than 10,000 words not including references.

Panel proposal on Games and Sims in Teacher Education

I have contacted several projects, including some international colleagues, who are working on games or simulations intended to improve teaching and the preparation of teachers. I have 4 to 6 groups in mind at this point in time (Korea National University of Education, simSchool, Cook School District from Western Oregon University, and the aha!Process SimClassroom application).

The idea would be to explore how these applications represent teaching and learning with computational models, and to introduce people to the audiences, purposes, and potential uses of the applications.

If you know of others working in this area and would like to recommend names to me, I would love to expand the working group to be as inclusive as possible, even if that means starting more than one panel or symposium or just ensuring that there is a strong thread of these projects that can present together when possible.

Thanks!

Ideas for a 2008 Panel on Games and Sims in STEM Education

The “ITEST” community (NSF funded projects for IT experiences for students and teachers) includes several projects that focus on the use of games and sims in STEM education. I have heard interest from 3 projects thus far that could create a panel on that topic for SITE 2008.

I’d like to identify 1 or 2 more projects at a minimum from either the ITEST or the broader community and invite them to join in that panel. Please help pass along names that I can contact about this…and provide me with any other feedback or inquiry you may have about this proposed panel.

If there is a strong response, we might consider dividing into elementary, middle and high school approaches…or into “using” versus “building” games and sims approaches…or contrasting approaches, etc.

I’d love to hear other thoughts about this idea for a panel and most important, to get other names to invite.

Many thanks!

Do you have a Second Life?

This year I have begun a journey with my colleagues exploring the virtual world of Second Life for teaching, learning, and community building in our university. I am intrigued by the blue waters that Second Life offers for new expressions in communicating, teaching, learning, and multimedia development. New opportunities and professional relationships have developed in world, from taking part in a class with Intellagirl to meeting educators from England, Ireland, and the US.

With the desire of encouraging communication amongst SITE members and the Games & Simulations ITC, I have created a group in Second Life called the SITE Games & Simulations ITC. Please search for the group when you are next in-world and join. We will be holding our first in-world gathering at noon (SLT) on Tuesday, March 20th. Please feel free to IM me (EdTek Xeno) as well if you need help joining the group. If you haven’t visited Second Life yet, take this as an opportunity to get started. You can setup a free, basic account at http://www.secondlife.com.

See you in world!

It’s Only a Game

It’s hard to believe that it was only two years ago that SITE started the IT Council committee on Games & Simulations. While mainstream acceptance of games as an educational medium is still a ways off; certainly, the role of games as a social phenomenon is now better understood. Just consider the past holiday season that saw an epic struggle among three boxes—PS 2, X-Box and Wii. The loser in that battle sold billions of dollars, while the winner sold billions more. (Read the article)