Category Archives: Blog

Game development as a student laboratory?

Ripple visualization from Catlike Coding
Ripple visualization from Catlike Coding

A recent opinion piece by Ben Serviss on Dash Jump postulates that video games might be the chemistry set of the future. Game development provides a safe and cheap way for students to experiment with crazy ideas. Learning development also provides students with skills that they might need in the modern wetlab. In our digital age, where molecular biologists are learning Python to handle massive datasets, coding (or hiring a coder) is becoming a necessity. Even if your laboratory doesn’t require coding, there is probably a principal investigator at a competing lab with a facile programmer who is getting the job done twice as fast. Game development might be a great way to prepare students for the programming skills needed to handle large datasets.

Game development might also encourage logical thinking that is valued in all the STEM disciplines. Educators are constantly citing critical thinking as a skill that needs to be developed in students. Programming demands logical thinking, which fosters critical thinking. Development of simulations can be used to test theories computationally before taking those ideas into the field or the wet lab. Game engines are so cheap and accessible these days that they can be used by labs with little to no funding. The Unity3d game engine, which is free for academics, has been used by NASA, NOAA, and a variety of other government and NGOs to visualize complicated datasets (or at least bring those data to the people).

Explore Mars at the NASA Jet Propulsion Laboratory

Earth Information System at NOAA

Catlike Coding – A guide to visualization in Unity3d

Unity3d visualization page

-Originally posted at TransformativeGames.org

Board Games for Teaching and Learning

Unfortunately I had to miss THATCamp Games II this year, held last month at Case Western Reserve University. Luckily (and in the traditional THATCamp spirit) attendees have shared their collaborative notes (and games!) from the unconference so those of us who weren’t there can catch up. And Anastasia Salter, who teaches information arts and technologies at the University of Baltimore, wrote up her experiences leading a pre-conference workshop on making board games in the classroom. I know lots of us in the CUNY Games Network are interested in non-digital games for teaching — I highly recommend Salter’s article, it’s well worth a read.

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Image by Tim Ellis

“Why I let my Students Cheat” — terrific article!

From the article…

A week before the test, I told my class that the Game Theory exam would be insanely hard—far harder than any that had established my rep as a hard prof. But as recompense, for this one time only, students could cheat. They could bring and use anything or anyone they liked, including animal behavior experts. (Richard Dawkins in town? Bring him!) They could surf the Web. They could talk to each other or call friends who’d taken the course before. They could offer me bribes. (I wouldn’t take them, but neither would I report it to the dean.) Only violations of state or federal criminal law such as kidnapping my dog, blackmail, or threats of violence were out of bounds.

Gasps filled the room. The students sputtered. They fretted. This must be a joke. I couldn’t possibly mean it. What, they asked, is the catch?

“None,” I replied. “You are UCLA students. The brightest of the bright. Let’s see what you can accomplish when you have no restrictions and the only thing that matters is getting the best answer possible.”

 

http://www.popsci.com/science/article/2013-04/why-i-let-my-students-cheat-their-game-theory-exam