Conspiracy Code Intensive Reading (reading literacy through gaming) [VIDEO]

Florida Virtual School’s second online course / video game, Conspiracy Code Intensive Reading, appears to be ready.

 

I blogged about Conspiracy Code American History a year and a half ago. Check out that video too.

Happy viewing. What do you think of this model of teaching / learning?

7 Responses to “Conspiracy Code Intensive Reading (reading literacy through gaming) [VIDEO]”

  1. Conspiracy Code Intensive Reading looks like a well-designed game. To answer your question, I’m a proponent of using games for learning. It’s important to engage students via media they’re accustomed to and that they like. With video games students can learn without realizing it. One great organization at the forefront of this is the Games, Learning, and Society group based here in Madison, WI. They hold a great conference each year: http://www.glsconference.org/2011/

  2. I admit, I was a skeptic of the impact of gaming on education until recently. It was during Christmas vacation when my younger brother-in-law brought with him a couple of interactive, point-of-view PC games to our house. He twisted my arm, and I tried it. Five hours later, my eyes were bloodshot, my wife was angry, and I was one with my keyboard; I was convinced that “gaming” must interface with education as a huge opportunity. It bridges the gap between rationalism and empiricism, which in-turn motivates the learner. I also learned something about my fellow colleagues who show contempt toward the possibilities of gaming as a tool for learning. They have to first try it before making a judgement on it.

    • I agree. I see it work everyday with our 7th grade students. We need more education-based games or games that can be modified by teachers to suit their specific needs.

  3. The ad said all the right things. However, the devil is in the details for me. I am especially interested in how they prevent cheating.

    • @Chris,

      Agreed. Dan Meyers recently had an argument for false context of many games. I’m not so concerned about the context, but rather how good the program is at encouraging the actual learning. Cheat Codes and shortcuts have been popular since Mario Bros first hit the scene.

      I had students on studyisland.com for a few years, only to realize that some of it was easy to go around. Then, I found aleks.com and I was finally able to see true effort for achievement. The rough part about this is how repetitive the examples are. Students begin to read through the program the way a textbook often is.

      It’s like knowing which pitch the pitcher is going to throw you and where it will be.

      Can’t beat real life application!

  4. I imagine that games can be effective for students to learn particular information or skills. My concern is in the details, as a previous poster mentioned.

    In watching this clip I was immediately struck by the two main characters: Eddie Flash and Libby Whitetree.

    Viewing from a multicultural perspective, the main characters are the characters that the designers would expect students to relate to. Both seem to represent the majority culture. Will a diverse student population connect with them?

    Also, in my opinion, Eddie Flash sounds like a cool name – Flash. I would not say that about the girl’s name. Is there a reason for this? Do boys relate to superhero names, but not girls? -Or is it just a random choice the authors/designers made? What does the research say?

  5. I am a huge skeptic in the use of gaming like that to simulate a school setting. I think it takes the face to face socialization out of adolescence that is greatly needed. Also it really seems as though there isn’t a way of preventing cheating 100%. I honestly don’t think these kinds of tools are needed in schools period. It makes me feels as though soon we will be all sitting in a tube hooked up to the virtual game of life and not actually living.

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