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-- This feed and its contents are the property of The Huffington Post, and use is subject to our terms. It may be used for personal consumption, but may not be distributed on a website.
-- This feed and its contents are the property of The Huffington Post, and use is subject to our terms. It may be used for personal consumption, but may not be distributed on a website.
-- This feed and its contents are the property of The Huffington Post, and use is subject to our terms. It may be used for personal consumption, but may not be distributed on a website.
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Computer technology has become integral to the learning process. According to the National Center for Education Statistics, at the end of the last decade, some 97 percent of U.S. teachers had one or more computers located in the classroom every day, and the ratio of students to computers in the classroom every day was a little over 5 to 1. With the advent of tablet and hand-held computing devices, this ratio is fast approaching 1 to 1. Up until very recently, mainstream educational software for computing devices in the classroom has been designed based upon a style of interaction utilizing the traditional WIMP (window, icon, menu, pointing device) paradigm. Student engagement is then an isolated one-on-one experience, individual student to individual machine. To better engage students with their environment through educational technologies, researchers have begun exploring a variety of solutions that provide more embodied and tangible interactions -- ranging from collaborative activities surrounding an interactive tabletop to interactive robots that teach language learning.
Image credit: Pete Zrioka, Ira A. Fulton Schools of Engineering, Arizona State University
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A microscopic image of plankton. Plankton (singular plankter) are a diverse group of organisms that live in the water column of large bodies of water and can't swim against a current. They provide a crucial source of food to many large aquatic organisms, such as fish and whales. These organisms include drifting or floating bacteria, archaea, algae, protozoa and animals that inhabit, for example, the pelagic zone of oceans, seas, or bodies of fresh water. Essentially, plankton are defined by their ecological niche rather than any phylogenetic or taxonomic classification. Though many planktonic species are microscopic in size, plankton include organisms covering a wide range of sizes, including large organisms such as jellyfish.
Image credit: NSF Collection
By Alex Leith, Michigan State University
You look down from the sky, manipulating the world and seeing how it responds to your changes. You are able to alter vegetation and climate while watching their effects on the surrounding organisms. In this way, and many others, digital games provide excellent opportunities for players to learn about complicated subjects, including the concept of evolution through natural selection. Even games designed for fun and not specifically for education can provide rich, concise, dynamic representations of complex science, technology, engineering and math topics.
Since I was young, digital games have successfully supplemented the educational process in a range of topics, including math, science and biology. Research shows that if these games are going to actually teach those concepts, they must represent them accurately. Games that include incorrect depictions teach the wrong lessons.
Since Charles Darwin and Alfred Russel Wallace, evolution has been understood as a process based on genetic differences between individual organisms of the same species. There are three key principles:
Some colleagues and I looked into how well current games could serve as educational tools, specifically about evolution. We examined how Darwinian evolution was represented in 22 games, which we located either through game databases like GameSpot or IGN, or through Google searches. Most games got evolution at least partly wrong. Only five accurately represented all three key principles of evolution.
"Creatures" provides a rare example of the three principles. In that game, players create cartoon-like creatures called "norns," through a process that allows norns to be altered not just in terms of appearance, but at the genetic level. For the most accurate representation of evolution, the game offers a play mode called "wolfling run." In that mode, players cannot directly affect their norns, but can observe their relative fitness for a particular in-game scenario. The potential variations in both norn creation and the environment they must survive in provide for an astonishing number of evolutionary possibilities.
Maxis, best known for creating the "SimCity" game series, and its spinoff "The Sims" collection, also made a set of games called "SimEarth" and "SimLife." Like "SimCity," both give players top-down control of a world. "SimEarth" was designed for players to make major changes to the weather, landscape and animals to create an environment. Players were then able to see how the animals would fare in this created environment. "SimLife" was more specific: it has players engage with the animals (rather than merely creating them) to learn about the biology surrounding their survival.
We also found two academically oriented games that loosely presented the three mechanics of evolution: "Selection Game" and "Who Wants to Live a Million Years" (which was later renamed "Charles Darwin's Game of Survival"). The two games were designed to be simple tools that could be played quickly in places like museums. Despite the limited mechanics present in such games, they still clearly show each element of the evolution process.
The most commercially popular game we found didn't quite get evolution right. "Spore" left out something many other games did, too: Organisms' genetic differences didn't affect their survival rates. Instead, organisms whose genes were unfit for the environment would not necessarily die more often, in keeping with evolutionary principles. Rather, players could intervene and increase an organism's likelihood for success by, say, helping it move more intelligently and strategically, beyond the scope of its genetically predisposed movements.
Nevertheless, "Spore" does a reasonable job presenting the broader concept of evolution to players, and is the best such game made this century. ("Creatures," "SimEarth," and "SimLife" are all from the 1990s.) "Spore" is also still available for purchase, so it is the only game readily usable by the average educator or student.
But other findings were disappointing. Most games inaccurately portrayed evolution, usually in the same way Spore did - allowing player intervention to save organisms that were unfit for survival.
For these other games, evolution becomes more akin to mutation during a single organism's life than a process that occurs through generations. In "E.V.O.: Search for Eden" and "L.O.L.: Lack of Love," players earn points they can spend to modify their organisms. In "Eco," at the end of each level, the player arbitrarily changes an attribute, though not necessarily one that affects an organism's survival prospects. In each of these cases, what the game calls "evolution" is actually external genetic manipulation, rather than inheriting particular traits.
These inaccuracies may confuse those unsure of what evolution actually is. If other scientific subjects are similarly poorly depicted in video games, the potential educational benefits of these games could be lost. However, as game designers become more adept at modeling scientific themes, it could herald an educational revolution.
Alex Leith, Doctoral Candidate in Media and Information Studies, Michigan State University
This article was originally published on The Conversation. Read the original article.
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[Following is the censorship email Kull refers to above -- it was not written by Denis Noble:
"Could I request that you stop referring to the forthcoming RS-BA meeting ("New Trends in Evolutionary Biology: Biological, Philosophical and Social Science Perspectives"), and to the extended evolutionary synthesis, more generally, as in some way advocating a "paradigm shift". Such language is both misleading (the vast majority of scientists working towards an extended synthesis do not seek revolutionary change in neo-Darwinism) and counterproductive (such talk undermines calm scientific discussion by creating an unnecessarily emotive and antagonistic atmosphere). I view the Kuhnian model as superseded long ago: the data suggests that sciences rarely if ever change through "revolutions". Lakatos' framework of "research programmes" offers a more up-to-date, accurate and useful conceptualization of (gradual and progressive) scientific change. The extended evolutionary synthesis is best regarded as an alternative research programme, entirely complementary to orthodox evolutionary biology. Talk of "paradigm shift" gives the false impression that the differences amongst evolutionary biologists are far more extreme than they actually are. . . ."]
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