Category Archives: Games and Gaming

Intelligent games

Picking up the theme of gaming, Marian Petre found teenagers using readily available Internet resources to engage in playful navigation and reuse of the information space. Examples:

  • Pseudo-Friend – create a person in Facebook and see how many friends they can attract
  • Brimstone Rhetoric – justify any position of argument using biblical quotes
  • Degrees of Separation – How many links it takes to get from one concept or another
  • Way Finding – Navigate to a designated destination using only the most-zoomed view on Google Maps
  • Tower of Babel – Use online translators in order to hold conversations in a language you don’t know.

Such games are creative inventive or imaginative. They require, or help develop critical thinking, problem solving or some computational nous. They tend to be mischievous, mildly rebellious or satirical.

Can we bring mischief to the aid of education? Part of intelligent play is that it crossed boundaries and breaks a few rules. Is there a way to bring this into education and still make it compelling?

Petre, M. (2011) Intelligent games. ACM Inroads, (ACM Special Interest Group on Computer Science Education), 2 (2).  ISSN 2153-2184.

Gaming and learning

Games are important when building communities. They help to develop trust and an understanding of each other’s skills and personalities.

In terms of language, wordplay helps us to establish register – to work out what we mean and double mean when we use language. Can we create online community without the use of word games?

Note to self – this begins to pull together work on humour within Schome Park and the work on cohesive ties and register in the same setting. Humour is a way of testing out meanings, and of establishing shared reference points.