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	<title>Comments on: Gaming : MUDs</title>
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	<link>http://durandus.com/phaedrus/2008/08/26/gaming-muds/</link>
	<description>Technology is neither the problem nor the solution.</description>
	<pubDate>Wed,  7 Jan 2009 18:43:37 +0000</pubDate>
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		<title>By: lowell</title>
		<link>http://durandus.com/phaedrus/2008/08/26/gaming-muds/#comment-10807</link>
		<dc:creator>lowell</dc:creator>
		<pubDate>Thu, 28 Aug 2008 00:29:39 +0000</pubDate>
		<guid isPermaLink="false">http://durandus.com/phaedrus/?p=219#comment-10807</guid>
		<description>Oh, that's an interesting interpretation, David. I think you're right, tho. Gredler's suggesting that to be educational, the winning is the indicator that learning -- even mastery -- has happened. 

No wonder I'm not big on "educational games."</description>
		<content:encoded><![CDATA[<p>Oh, that&#8217;s an interesting interpretation, David. I think you&#8217;re right, tho. Gredler&#8217;s suggesting that to be educational, the winning is the indicator that learning &#8212; even mastery &#8212; has happened. </p>
<p>No wonder I&#8217;m not big on &#8220;educational games.&#8221;</p>
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		<title>By: David Frazier</title>
		<link>http://durandus.com/phaedrus/2008/08/26/gaming-muds/#comment-10806</link>
		<dc:creator>David Frazier</dc:creator>
		<pubDate>Wed, 27 Aug 2008 23:51:10 +0000</pubDate>
		<guid isPermaLink="false">http://durandus.com/phaedrus/?p=219#comment-10806</guid>
		<description>Correct me if I am wrong but I think the point is that everyone "wins' through the experience of playing MUDs.  It is not broken down into winners and losers since by playing you are winning (learning).  Gelder's methodology seems to describe winning as in binary terms.  If you win you learn. if you don't win you don't learn.  It does not consider different levels of learning.</description>
		<content:encoded><![CDATA[<p>Correct me if I am wrong but I think the point is that everyone &#8220;wins&#8217; through the experience of playing MUDs.  It is not broken down into winners and losers since by playing you are winning (learning).  Gelder&#8217;s methodology seems to describe winning as in binary terms.  If you win you learn. if you don&#8217;t win you don&#8217;t learn.  It does not consider different levels of learning.</p>
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		<title>By: lowell</title>
		<link>http://durandus.com/phaedrus/2008/08/26/gaming-muds/#comment-10804</link>
		<dc:creator>lowell</dc:creator>
		<pubDate>Wed, 27 Aug 2008 22:41:47 +0000</pubDate>
		<guid isPermaLink="false">http://durandus.com/phaedrus/?p=219#comment-10804</guid>
		<description>MUDs violate every one of Gredler's characteristics of an educational game, except they're not zero sum. In the world of MUD, everybody can "win"</description>
		<content:encoded><![CDATA[<p>MUDs violate every one of Gredler&#8217;s characteristics of an educational game, except they&#8217;re not zero sum. In the world of MUD, everybody can &#8220;win&#8221;</p>
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		<title>By: carla</title>
		<link>http://durandus.com/phaedrus/2008/08/26/gaming-muds/#comment-10802</link>
		<dc:creator>carla</dc:creator>
		<pubDate>Wed, 27 Aug 2008 20:24:08 +0000</pubDate>
		<guid isPermaLink="false">http://durandus.com/phaedrus/?p=219#comment-10802</guid>
		<description>While reading your post, I was still trying to figure out what exactly you are saying.  I am a visual learner and MUD's are still coming around.  
     As far as the 5 points discussed, I agree more with you than Gredler's view.  I mean really.  No games without random factors.  That is real life.  If  you are playing a game and doing good, slam in a random factor and it leaves the game open to imagination.  
     The content but no trivia... that is how I learn.  Ask me what I don't know and I promise I will find some way to remember it the next time.  Finding what we don't know help us scaffold new information.
  The simple games are looked at as elementary type.  The more complex the more students will be engaged.
   Wrong answers (wrong decisions) in life result in negative things happening.  Who wants to play a game when there is no threat of losing.

   If the author has made these recommendations for educational games then that is the reason most educational games suck.   IMO</description>
		<content:encoded><![CDATA[<p>While reading your post, I was still trying to figure out what exactly you are saying.  I am a visual learner and MUD&#8217;s are still coming around.<br />
     As far as the 5 points discussed, I agree more with you than Gredler&#8217;s view.  I mean really.  No games without random factors.  That is real life.  If  you are playing a game and doing good, slam in a random factor and it leaves the game open to imagination.<br />
     The content but no trivia&#8230; that is how I learn.  Ask me what I don&#8217;t know and I promise I will find some way to remember it the next time.  Finding what we don&#8217;t know help us scaffold new information.<br />
  The simple games are looked at as elementary type.  The more complex the more students will be engaged.<br />
   Wrong answers (wrong decisions) in life result in negative things happening.  Who wants to play a game when there is no threat of losing.</p>
<p>   If the author has made these recommendations for educational games then that is the reason most educational games suck.   IMO</p>
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		<title>By: msujc</title>
		<link>http://durandus.com/phaedrus/2008/08/26/gaming-muds/#comment-10792</link>
		<dc:creator>msujc</dc:creator>
		<pubDate>Wed, 27 Aug 2008 06:15:58 +0000</pubDate>
		<guid isPermaLink="false">http://durandus.com/phaedrus/?p=219#comment-10792</guid>
		<description>I have played games like this years ago, although at the time I didn't know what a MUD's was.  I just knew I was playing Star Trek and  I didn't see any pictures.  I also agree that withouht emotional connection the student would quickly loose interest , students atleast younger students seemed to get very emotional if their is a reward in the games such as a trophy in  sports game, a new car, or money in a quiz show.  Students know full well they will not receive a prize but they feel pride in knowing they reached a level the game deemed necessary for the claiming of the prize.

I too remember playing Orgeon Trail, infact this was one of the first experiences I had in computers.  This game taught our class basic commands on the computer and to a lesser extent some keyboarding skills.  I also remember playing a great game on Dos that really helped me to learn alot about computer commands.  The game Police Quest by Sierra had graphics, not very good by to days standards but was primarily text based.  If you wanted to walk into a room you typed walk foward, or walk into room.  If you did not select a command that was legitimate the computer would let you know.  Interestingly these were some of my favorite games, even with all the new HD graphics.</description>
		<content:encoded><![CDATA[<p>I have played games like this years ago, although at the time I didn&#8217;t know what a MUD&#8217;s was.  I just knew I was playing Star Trek and  I didn&#8217;t see any pictures.  I also agree that withouht emotional connection the student would quickly loose interest , students atleast younger students seemed to get very emotional if their is a reward in the games such as a trophy in  sports game, a new car, or money in a quiz show.  Students know full well they will not receive a prize but they feel pride in knowing they reached a level the game deemed necessary for the claiming of the prize.</p>
<p>I too remember playing Orgeon Trail, infact this was one of the first experiences I had in computers.  This game taught our class basic commands on the computer and to a lesser extent some keyboarding skills.  I also remember playing a great game on Dos that really helped me to learn alot about computer commands.  The game Police Quest by Sierra had graphics, not very good by to days standards but was primarily text based.  If you wanted to walk into a room you typed walk foward, or walk into room.  If you did not select a command that was legitimate the computer would let you know.  Interestingly these were some of my favorite games, even with all the new HD graphics.</p>
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		<title>By: David Frazier</title>
		<link>http://durandus.com/phaedrus/2008/08/26/gaming-muds/#comment-10791</link>
		<dc:creator>David Frazier</dc:creator>
		<pubDate>Wed, 27 Aug 2008 02:02:10 +0000</pubDate>
		<guid isPermaLink="false">http://durandus.com/phaedrus/?p=219#comment-10791</guid>
		<description>I agree with your points.  Players need some emotional investment in the games they play.  Without some emotional connection the game looses meaning to the player (student).  This means the player has to confront successes and failure.  We learn from our mistakes as well as our successes.  The combination can motivate us to work harder

Once the player has developed a connection with the game they want (some say need) to play more.  Why not use create educational games that create the same desire?  I spent four years in college learning physics and engineering but they never really seemed alive to me until I had to create my own space craft and fly it!  I invested something in the game.  I felt it was important to me.  That connection encouraged me to play more.

Oh, I've played more then my share of MUDs.  I started in the mid eighties.  I think can be better then most newer games because they require the people to create their own reality.</description>
		<content:encoded><![CDATA[<p>I agree with your points.  Players need some emotional investment in the games they play.  Without some emotional connection the game looses meaning to the player (student).  This means the player has to confront successes and failure.  We learn from our mistakes as well as our successes.  The combination can motivate us to work harder</p>
<p>Once the player has developed a connection with the game they want (some say need) to play more.  Why not use create educational games that create the same desire?  I spent four years in college learning physics and engineering but they never really seemed alive to me until I had to create my own space craft and fly it!  I invested something in the game.  I felt it was important to me.  That connection encouraged me to play more.</p>
<p>Oh, I&#8217;ve played more then my share of MUDs.  I started in the mid eighties.  I think can be better then most newer games because they require the people to create their own reality.</p>
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		<title>By: Kim Dearing</title>
		<link>http://durandus.com/phaedrus/2008/08/26/gaming-muds/#comment-10788</link>
		<dc:creator>Kim Dearing</dc:creator>
		<pubDate>Tue, 26 Aug 2008 18:49:57 +0000</pubDate>
		<guid isPermaLink="false">http://durandus.com/phaedrus/?p=219#comment-10788</guid>
		<description>Yes, I am following you, Dr. Lowell!  :)  Actually, I received something interesting in the mail from Electronic Arts on this topic, and thought I'd comment... Apparently, EA is marketing Sims 2: Castaway as an educational way of sparking storytelling and writing.  I received a DVD with all kinds of lessons and activities, a guide to helping students create a castaway tale, and other program components with literature standards and connections.  Included on the DVD is a presentation by Dr. James Paul Gee, Presidential Professor of LIterary Studies at Arizona State University, who discusses why a game on a "classic castaway theme can enhance learning."  It's worth checking out.  :)</description>
		<content:encoded><![CDATA[<p>Yes, I am following you, Dr. Lowell!  <img src='http://durandus.com/phaedrus/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Actually, I received something interesting in the mail from Electronic Arts on this topic, and thought I&#8217;d comment&#8230; Apparently, EA is marketing Sims 2: Castaway as an educational way of sparking storytelling and writing.  I received a DVD with all kinds of lessons and activities, a guide to helping students create a castaway tale, and other program components with literature standards and connections.  Included on the DVD is a presentation by Dr. James Paul Gee, Presidential Professor of LIterary Studies at Arizona State University, who discusses why a game on a &#8220;classic castaway theme can enhance learning.&#8221;  It&#8217;s worth checking out.  <img src='http://durandus.com/phaedrus/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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