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	<title>Comments on: Simulation As A Way of Knowing: First Reflections on Will Wright&#039;s Keynote at the 5th Annual Innovations in e-Learning Conference.</title>
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	<link>http://www.trevorowens.org/2009/06/simulation-as-a-way-of-knowing-first-reflections-on-will-wrights-keynote-at-the-5th-annual-innovations-in-e-learning-conference/</link>
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		<title>By: Trevor</title>
		<link>http://www.trevorowens.org/2009/06/simulation-as-a-way-of-knowing-first-reflections-on-will-wrights-keynote-at-the-5th-annual-innovations-in-e-learning-conference/#comment-276</link>
		<dc:creator>Trevor</dc:creator>
		<pubDate>Fri, 07 May 2010 07:19:21 +0000</pubDate>
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		<description>Shawn, &quot;when you build a simulation, what you end up doing is creating a model of your own understanding&quot; this is a good point, but I don&#039;t think we know enough about how transparent those models are. There is some good evidence that there is something &lt;a href=&quot;http://sss.sagepub.com/cgi/content/abstract/35/6/895&quot; rel=&quot;nofollow&quot;&gt;seductive&lt;/a&gt; about simulations. 
 
At this point, I think this actually speaks to a need for a new kind of literacy. What I would call simulation literacy. As more and more knowledge is being synthesized through simulation we need to make sure that people are doing the metacognitive work to distance themselves from the simulations, understand them as model&#039;s of our current understanding, limited by the mechanics of the simulation platform. The more transparent they are as tools for thought the better off we are. </description>
		<content:encoded><![CDATA[<p>Shawn, &quot;when you build a simulation, what you end up doing is creating a model of your own understanding&quot; this is a good point, but I don&#039;t think we know enough about how transparent those models are. There is some good evidence that there is something <a href="http://sss.sagepub.com/cgi/content/abstract/35/6/895" rel="nofollow">seductive</a> about simulations. </p>
<p>At this point, I think this actually speaks to a need for a new kind of literacy. What I would call simulation literacy. As more and more knowledge is being synthesized through simulation we need to make sure that people are doing the metacognitive work to distance themselves from the simulations, understand them as model&#039;s of our current understanding, limited by the mechanics of the simulation platform. The more transparent they are as tools for thought the better off we are.</p>
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		<title>By: Shawn</title>
		<link>http://www.trevorowens.org/2009/06/simulation-as-a-way-of-knowing-first-reflections-on-will-wrights-keynote-at-the-5th-annual-innovations-in-e-learning-conference/#comment-275</link>
		<dc:creator>Shawn</dc:creator>
		<pubDate>Thu, 06 May 2010 16:41:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.trevorowens.org/?p=486#comment-275</guid>
		<description>Trevor, Rob - simulation can be considered a kind of toy building. So when you build a simulation, what you end up doing is creating a model of your own understanding. Do it in an environment like Netlogo, and everyone else can look inside the black box too. And thus you get another articulation that crucial allows you to explore the feedback loops in your understanding, in a rigorous way. </description>
		<content:encoded><![CDATA[<p>Trevor, Rob &#8211; simulation can be considered a kind of toy building. So when you build a simulation, what you end up doing is creating a model of your own understanding. Do it in an environment like Netlogo, and everyone else can look inside the black box too. And thus you get another articulation that crucial allows you to explore the feedback loops in your understanding, in a rigorous way.</p>
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		<title>By: Trevor</title>
		<link>http://www.trevorowens.org/2009/06/simulation-as-a-way-of-knowing-first-reflections-on-will-wrights-keynote-at-the-5th-annual-innovations-in-e-learning-conference/#comment-274</link>
		<dc:creator>Trevor</dc:creator>
		<pubDate>Fri, 05 Jun 2009 10:03:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.trevorowens.org/?p=486#comment-274</guid>
		<description>Great point Frank! &lt;blockquote&gt;the more significant factor in evaluating the role of the audience in the creation of the work may not be the mechanics of the two media, but the economics of their creation.&quot;&lt;/blockquote&gt; 
 
While I would be willing to concede this point I think there is still much to be explored in the openended nature of the sort of sandboxes that these possibility space games offer. For example, a game like Civilization that provides the ability to mod the game with a bit of XML chops gives the entire world of players a wide range of opportunities to actually change the game experience. There are actually a lot of folks that are trying to rewrite the structure of these games to offer very different frames for viewing the world. 
 
Rob: I think your dead on on the distorting nature of simulation, but I&#039;m not sure that it is that much stronger than the distorting influences that come through other modes. For example, written texts impose a level of linearity and order to stories that isn&#039;t necessarily there. At the same time one of the other points that Will hit home was that &quot;Simulation is a great tool for spotlighting our ignorance of a system.&quot; The act of modeling, of representing, of simulating offers a very concrete, tactile means to test our ideas about the factors in a system. The end product, the simulation, often offers users a very visceral gut reaction to the assumptions behind the model which articulated in another format would not force the same reaction. </description>
		<content:encoded><![CDATA[<p>Great point Frank!<br />
<blockquote>the more significant factor in evaluating the role of the audience in the creation of the work may not be the mechanics of the two media, but the economics of their creation.&quot;</p></blockquote>
<p>While I would be willing to concede this point I think there is still much to be explored in the openended nature of the sort of sandboxes that these possibility space games offer. For example, a game like Civilization that provides the ability to mod the game with a bit of XML chops gives the entire world of players a wide range of opportunities to actually change the game experience. There are actually a lot of folks that are trying to rewrite the structure of these games to offer very different frames for viewing the world. </p>
<p>Rob: I think your dead on on the distorting nature of simulation, but I&#039;m not sure that it is that much stronger than the distorting influences that come through other modes. For example, written texts impose a level of linearity and order to stories that isn&#039;t necessarily there. At the same time one of the other points that Will hit home was that &quot;Simulation is a great tool for spotlighting our ignorance of a system.&quot; The act of modeling, of representing, of simulating offers a very concrete, tactile means to test our ideas about the factors in a system. The end product, the simulation, often offers users a very visceral gut reaction to the assumptions behind the model which articulated in another format would not force the same reaction.</p>
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		<title>By: Rob MacD</title>
		<link>http://www.trevorowens.org/2009/06/simulation-as-a-way-of-knowing-first-reflections-on-will-wrights-keynote-at-the-5th-annual-innovations-in-e-learning-conference/#comment-273</link>
		<dc:creator>Rob MacD</dc:creator>
		<pubDate>Fri, 05 Jun 2009 09:16:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.trevorowens.org/?p=486#comment-273</guid>
		<description>Jealous! 
 
&quot;For Will when gamers play games they are actually reverse engineering the game as they play it. While a parent watching their child play Wolfenstein might be taken back by the violence Wright suggests that Kids see the higher level of abstraction the power-ups, a door to the next level. In their minds its more like playing chess.  They are abstracting the grammar of these game worlds.&quot; 
 
Yes, absolutely. This is what I (stealing from Ted Friedman and Andrew Galloway) was trying to articulate in the second half of &lt;a href=&quot;http://www.robmacdougall.org/index.php/2007/07/madness-and-civilization-iii/&quot; rel=&quot;nofollow&quot;&gt;this old post&lt;/a&gt;. 
 
In a more contentious vein: &quot;simulation is a powerful way in which to understand the world.&quot; Yes indeedy, but is it a good way? The simulating impulse can often be distorting if not destructive. </description>
		<content:encoded><![CDATA[<p>Jealous! </p>
<p>&quot;For Will when gamers play games they are actually reverse engineering the game as they play it. While a parent watching their child play Wolfenstein might be taken back by the violence Wright suggests that Kids see the higher level of abstraction the power-ups, a door to the next level. In their minds its more like playing chess.  They are abstracting the grammar of these game worlds.&quot; </p>
<p>Yes, absolutely. This is what I (stealing from Ted Friedman and Andrew Galloway) was trying to articulate in the second half of <a href="http://www.robmacdougall.org/index.php/2007/07/madness-and-civilization-iii/" rel="nofollow">this old post</a>. </p>
<p>In a more contentious vein: &quot;simulation is a powerful way in which to understand the world.&quot; Yes indeedy, but is it a good way? The simulating impulse can often be distorting if not destructive.</p>
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		<title>By: Frank Bennett</title>
		<link>http://www.trevorowens.org/2009/06/simulation-as-a-way-of-knowing-first-reflections-on-will-wrights-keynote-at-the-5th-annual-innovations-in-e-learning-conference/#comment-272</link>
		<dc:creator>Frank Bennett</dc:creator>
		<pubDate>Fri, 05 Jun 2009 00:55:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.trevorowens.org/?p=486#comment-272</guid>
		<description>Color me skeptical on the question of whether the imaginative possibilities afforded by gaming environments are larger than those of common or garden written discourse.  It would seem to me that, viewed strictly as literature, games are likely to tap on a smaller field of the more intensely held values.  The reasoning behind that thought is that, because success in the field is measured by mass-market appeal on an international scale, that would necessarily push authors toward scenarios and symbols with a least-common-denominator quality.  National and local literatures of the traditional type are not subject to the same constraints, and can tap a vein of shared experience that runs deeper, with a sparser set of signals. 
 
In other words, the more significant factor in evaluating the role of the audience in the creation of the work may not be the mechanics of the two media, but the economics of their creation. </description>
		<content:encoded><![CDATA[<p>Color me skeptical on the question of whether the imaginative possibilities afforded by gaming environments are larger than those of common or garden written discourse.  It would seem to me that, viewed strictly as literature, games are likely to tap on a smaller field of the more intensely held values.  The reasoning behind that thought is that, because success in the field is measured by mass-market appeal on an international scale, that would necessarily push authors toward scenarios and symbols with a least-common-denominator quality.  National and local literatures of the traditional type are not subject to the same constraints, and can tap a vein of shared experience that runs deeper, with a sparser set of signals. </p>
<p>In other words, the more significant factor in evaluating the role of the audience in the creation of the work may not be the mechanics of the two media, but the economics of their creation.</p>
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