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1 von 20
 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  IMSH	
  2014	
  –	
  San	
  Francisco,	
  CA	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Ka$e	
  White,	
  MD	
  &	
  Eric	
  B.	
  Bauman,	
  PhD,	
  RN	
  

Game-­‐Based	
  Learning:	
  
Why	
  it	
  works	
  for	
  IPE	
  
. 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  .	
  
©K.	
  White	
  &	
  E.	
  B.	
  Bauman	
  2014	
  

1 of 20
Disclosures	
  &	
  Affilia$ons
Ka$e	
  White,	
  MD	
  
–  Clinical	
  Assistant	
  Professor	
  
–  General	
  Internal	
  Medicine	
  
–  University	
  of	
  Iowa 	
  	
  
•  Carver	
  College	
  of	
  Medicine	
  
•  Iowa	
  City	
  VA	
  Medical	
  Center	
  
–  Member	
  -­‐	
  Clinical	
  Playground	
  	
  

Any	
  and	
  all	
  discussion	
  and	
  content	
  represents	
  the	
  views	
  and	
  scholarship	
  of	
  the	
  presenters	
  and	
  does	
  not	
  
proclaim	
  to	
  and	
  may	
  not	
  represent	
  the	
  views	
  of	
  any	
  employer	
  or	
  affilia$ons	
  named	
  in	
  these	
  disclosures	
  
2 of 20
Disclosures	
  &	
  Affilia$ons	
  
Eric	
  B.	
  Bauman,	
  PhD,	
  RN,	
  Paramedic	
  

–  Fellow:	
  University	
  of	
  Wisconsin	
  School	
  of	
  
Educa$on	
  -­‐	
  	
  Games+Learning+	
  Society	
  (GLS)	
  
–  Assistant	
  Dean:	
  Ins$tute	
  for	
  Research	
  and	
  
Clinical	
  Strategy	
  –	
  DeVry	
  Educa$on	
  Group	
  
–  Associate	
  Director:	
  Center	
  for	
  Excellence	
  in	
  
Simula$on	
  Educa$on	
  -­‐	
  DeVry	
  Educa$on	
  Group	
  
–  Division	
  Chief,	
  EMS	
  –	
  Blooming	
  Grove	
  Fire	
  Dept.	
  
–  Managing	
  Member	
  –	
  Clinical	
  Playground,	
  LLC	
  
–  Managing	
  Member	
  –	
  Forensic	
  Analy$cs,	
  LLC	
  	
  
–  Springer	
  Publishing	
  –	
  Author	
  	
  
–  Relevant	
  Stock	
  –	
  CAE,	
  Zynga,	
  GE,	
  Pfizer	
  
–  Society	
  for	
  Simula$on	
  in	
  Healthcare	
  (SSH)	
  
	
  Serious	
  Games	
  &	
  VE	
  SIG	
  Co-­‐Chair	
  
–  Interna$onal	
  Nursing	
  Associa$on	
  for	
  Clinical	
  
Simula$on	
  and	
  Learning	
  (INACSL)	
  
Any	
  and	
  all	
  discussion	
  and	
  content	
  represents	
  the	
  views	
  and	
  scholarship	
  of	
  the	
  presenters	
  and	
  does	
  not	
  
proclaim	
  to	
  and	
  may	
  not	
  represent	
  the	
  views	
  of	
  any	
  employer	
  or	
  affilia$ons	
  named	
  in	
  these	
  disclosures	
  
3 of 20
Objec$ves	
  
•  Introduce	
  and	
  define	
  terms	
  relevant	
  to	
  game	
  
and	
  applica$on-­‐based	
  educa$on	
  
•  Introduce	
  pedagogy	
  that	
  supports	
  game	
  and	
  
applica$on-­‐based	
  learning	
  
•  Why	
  Games	
  and	
  IPE?	
  

4 of 20
Games	
  versus	
  Simula$on	
  
©K.	
  White	
  &	
  E.	
  B.	
  Bauman	
  2014	
  

•  Tradi$onal	
  Perspec$ve	
  on	
  Games	
  
–  Goal	
  Oriented	
  
–  Rule	
  Based	
  
–  Sense	
  of	
  Consequence	
  	
  
•  Rewards	
  or	
  otherwise	
  

•  Tradi$onal	
  Perspec$ve	
  on	
  Simula$on	
  

–  Imita$on	
  of	
  something	
  real	
  
–  Representa$on	
  of	
  key	
  design	
  elements	
  or	
  variables	
  of	
  a	
  system	
  or	
  
process	
  

5 of 20
Games	
  AND	
  Simula$on	
  
©K.	
  White	
  &	
  E.	
  B.	
  Bauman	
  2014	
  

•  Tradi$onal	
  Perspec$ve	
  on	
  Games	
  
–  Goal	
  Oriented	
  
–  Rule	
  Based	
  
–  Sense	
  of	
  Consequence	
  	
  
•  Rewards	
  or	
  otherwise	
  

•  Tradi$onal	
  Perspec$ve	
  on	
  Simula$on	
  

–  Imita$on	
  of	
  something	
  real	
  
–  Representa$on	
  of	
  key	
  design	
  elements	
  or	
  variables	
  of	
  a	
  system	
  or	
  
process	
  

Who	
  cares	
  as	
  long	
  as	
  the	
  pedagogy	
  and	
  technology	
  we	
  are	
  leveraging	
  
reinforces	
  curriculum	
  objec$ves	
  and	
  drives	
  desired	
  outcome?	
  
6 of 20
Terminology	
  
• 
• 
• 
• 
• 
• 

Gamifica$on	
  
Metagaming	
  
Mini-­‐games	
  
Virtual	
  Worlds	
  [Environments]	
  
Avatar	
  or	
  Player	
  Character	
  
Non-­‐player	
  Character	
  

7 of 20
Gamifica$on	
  
“The	
  use	
  of	
  game	
  design	
  elements	
  in	
  non-­‐game	
  contexts”	
  
	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
  Fitz-­‐Walker,	
  2012
	
  

	
  

	
  	
  

	
  	
  

“To	
  some,	
  gamifica$on	
  is	
  the	
  Next	
  Great	
  Hope	
  for	
  deep	
  user	
  
engagement”	
  	
  
	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
  	
  	
  	
  	
  	
  	
  	
  Mahhew	
  Jensen,	
  2012	
  

8 of 20
Metagaming	
  
The	
  use	
  of	
  out-­‐of-­‐game	
  [out	
  of	
  curriculum]	
  informa$on	
  or	
  
resources	
  to	
  affect	
  one's	
  in-­‐game	
  [prac$ce]	
  decisions…	
  
Allows	
  for	
  and	
  rewards	
  players/learners	
  for	
  success	
  even	
  if	
  
they	
  have	
  not	
  followed	
  the	
  expected	
  or	
  prescribed	
  rules	
  

©K.	
  White	
  &	
  E.	
  B.	
  Bauman	
  2014	
  

9 of 20
Mini-­‐Games	
  
Games	
  found	
  within	
  games:	
  
•  Inform	
  Players	
  with	
  Just-­‐in-­‐$me	
  informa$on	
  
•  Support	
  in-­‐game	
  processes	
  
•  Drives	
  engagement	
  
•  Provides	
  in-­‐game	
  tutorials	
  

©K.	
  White	
  &	
  E.	
  B.	
  Bauman	
  2014	
  

10 of 20
Virtual	
  environments	
  
A	
  simulated	
  environment	
  that	
  can	
  simulate	
  physical	
  
presence	
  in	
  places	
  in	
  the	
  real	
  world	
  or	
  imagined	
  worlds.	
  

Wilipedia

	
   	
  ©K.	
  White	
  &	
  E.	
  B.	
  Bauman	
  2014	
  

11 of 20
Avatars	
  and	
  non-­‐player	
  characters	
  
Avatars	
  -­‐	
  the	
  graphical	
  representa$on	
  of	
  the	
  user	
  or	
  the	
  
user’s	
  alter	
  ego	
  or	
  character	
  
Non-­‐player	
  character	
  –	
  any	
  character	
  not	
  controlled	
  by	
  a	
  
player	
  

Source:	
  Wikipedia.	
   	
  

	
  

	
  ©K.	
  White	
  &	
  E.	
  B.	
  Bauman	
  2014	
  

12 of 20
Pedagogy	
  
In	
  general,	
  many	
  of	
  the	
  theories	
  that	
  support	
  simula$on	
  and	
  
game-­‐based	
  learning	
  have	
  their	
  roots	
  in	
  Experien/al	
  Learning	
  

Kolb	
  

©K.	
  White	
  &	
  E.	
  B.	
  Bauman	
  2014	
  

13 of 20
Game-­‐Based	
  Learning:	
  Reward	
  &	
  
Mo$va$on	
  
Intrinsic	
  	
  

Extrinsic	
  	
  

Reward	
  comes	
  from	
  Mastery	
  

Tangible	
  Reward	
  

Goals	
  are	
  clear,	
  meaningful	
  and	
  situated	
  

Goals	
  assigned	
  

Progress	
  is	
  intui$ve,	
  apparent	
  and	
  
immediate	
  [real-­‐$me	
  or	
  just-­‐in-­‐$me]	
  

Progress	
  is	
  determined	
  or	
  assigned	
  
outside	
  of	
  the	
  current	
  ac$vity	
  

Endorses	
  or	
  reinforces	
  behavior	
  you	
  are	
  
already	
  commihed	
  to	
  or	
  hope	
  to	
  engage	
  
in	
  the	
  future	
  –	
  Represents	
  Player	
  Agency	
  

If	
  you	
  complete	
  this	
  task	
  you	
  will	
  be	
  given	
  
access	
  to	
  another	
  task	
  –	
  Hierarchical	
  
Direc$on	
  

Autonomous	
  	
  
Ac$ve	
  Learning	
  

Crea$ve	
  

Deep	
  Meaning	
  

Directed	
  
Shallow	
  

Compliance	
  

Outcome	
  Driven	
  
©Bauman	
  2013	
  All	
  Rights	
  Reserved	
  

14 of 20
Game-­‐Based	
  Learning:	
  Reward	
  &	
  
Mo$va$on	
  
Intrinsic	
  	
  

Extrinsic	
  	
  

Reward	
  comes	
  from	
  Mastery	
  

Tangible	
  Reward	
  

Goals	
  are	
  clear,	
  meaningful	
  and	
  situated	
  

Goals	
  assigned	
  

Progress	
  is	
  intui$ve,	
  apparent	
  and	
  
immediate	
  [real-­‐$me	
  or	
  just-­‐in-­‐$me]	
  

Progress	
  is	
  determined	
  or	
  assigned	
  
outside	
  of	
  the	
  current	
  ac$vity	
  

Endorses	
  or	
  reinforces	
  behavior	
  you	
  are	
  
already	
  commihed	
  to	
  or	
  hope	
  to	
  engage	
  
in	
  the	
  future	
  –	
  Represents	
  Player	
  Agency	
  

If	
  you	
  complete	
  this	
  task	
  you	
  will	
  be	
  given	
  
access	
  to	
  another	
  task	
  –	
  Hierarchical	
  
Direc$on	
  

Autonomous	
  	
  
Ac$ve	
  Learning	
  

Crea$ve	
  

Deep	
  Meaning	
  

Directed	
  
Shallow	
  

Compliance	
  

Outcome	
  Driven	
  
©Bauman	
  2013	
  All	
  Rights	
  Reserved	
  

15 of 20
Engagement	
  through	
  Mechanics	
  

hhp://mashable.com/2010/07/13/game-­‐mechanics-­‐business/	
  

16 of 20
Why	
  Games	
  &	
  IPE	
  

17 of 20
Why	
  Games	
  &	
  IPE	
  

18 of 20
Why	
  Games	
  &	
  IPE	
  

19 of 20
Don’t	
  be	
  afraid	
  to	
  be	
  a	
  gamer!	
  

20 of 20

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Game-Based Learning: Why it works for IPE

  • 1.                                        IMSH  2014  –  San  Francisco,  CA                                                                  Ka$e  White,  MD  &  Eric  B.  Bauman,  PhD,  RN   Game-­‐Based  Learning:   Why  it  works  for  IPE   .  .  .  .  .  .  .  .  .  .   ©K.  White  &  E.  B.  Bauman  2014   1 of 20
  • 2. Disclosures  &  Affilia$ons Ka$e  White,  MD   –  Clinical  Assistant  Professor   –  General  Internal  Medicine   –  University  of  Iowa     •  Carver  College  of  Medicine   •  Iowa  City  VA  Medical  Center   –  Member  -­‐  Clinical  Playground     Any  and  all  discussion  and  content  represents  the  views  and  scholarship  of  the  presenters  and  does  not   proclaim  to  and  may  not  represent  the  views  of  any  employer  or  affilia$ons  named  in  these  disclosures   2 of 20
  • 3. Disclosures  &  Affilia$ons   Eric  B.  Bauman,  PhD,  RN,  Paramedic   –  Fellow:  University  of  Wisconsin  School  of   Educa$on  -­‐    Games+Learning+  Society  (GLS)   –  Assistant  Dean:  Ins$tute  for  Research  and   Clinical  Strategy  –  DeVry  Educa$on  Group   –  Associate  Director:  Center  for  Excellence  in   Simula$on  Educa$on  -­‐  DeVry  Educa$on  Group   –  Division  Chief,  EMS  –  Blooming  Grove  Fire  Dept.   –  Managing  Member  –  Clinical  Playground,  LLC   –  Managing  Member  –  Forensic  Analy$cs,  LLC     –  Springer  Publishing  –  Author     –  Relevant  Stock  –  CAE,  Zynga,  GE,  Pfizer   –  Society  for  Simula$on  in  Healthcare  (SSH)    Serious  Games  &  VE  SIG  Co-­‐Chair   –  Interna$onal  Nursing  Associa$on  for  Clinical   Simula$on  and  Learning  (INACSL)   Any  and  all  discussion  and  content  represents  the  views  and  scholarship  of  the  presenters  and  does  not   proclaim  to  and  may  not  represent  the  views  of  any  employer  or  affilia$ons  named  in  these  disclosures   3 of 20
  • 4. Objec$ves   •  Introduce  and  define  terms  relevant  to  game   and  applica$on-­‐based  educa$on   •  Introduce  pedagogy  that  supports  game  and   applica$on-­‐based  learning   •  Why  Games  and  IPE?   4 of 20
  • 5. Games  versus  Simula$on   ©K.  White  &  E.  B.  Bauman  2014   •  Tradi$onal  Perspec$ve  on  Games   –  Goal  Oriented   –  Rule  Based   –  Sense  of  Consequence     •  Rewards  or  otherwise   •  Tradi$onal  Perspec$ve  on  Simula$on   –  Imita$on  of  something  real   –  Representa$on  of  key  design  elements  or  variables  of  a  system  or   process   5 of 20
  • 6. Games  AND  Simula$on   ©K.  White  &  E.  B.  Bauman  2014   •  Tradi$onal  Perspec$ve  on  Games   –  Goal  Oriented   –  Rule  Based   –  Sense  of  Consequence     •  Rewards  or  otherwise   •  Tradi$onal  Perspec$ve  on  Simula$on   –  Imita$on  of  something  real   –  Representa$on  of  key  design  elements  or  variables  of  a  system  or   process   Who  cares  as  long  as  the  pedagogy  and  technology  we  are  leveraging   reinforces  curriculum  objec$ves  and  drives  desired  outcome?   6 of 20
  • 7. Terminology   •  •  •  •  •  •  Gamifica$on   Metagaming   Mini-­‐games   Virtual  Worlds  [Environments]   Avatar  or  Player  Character   Non-­‐player  Character   7 of 20
  • 8. Gamifica$on   “The  use  of  game  design  elements  in  non-­‐game  contexts”                                Fitz-­‐Walker,  2012             “To  some,  gamifica$on  is  the  Next  Great  Hope  for  deep  user   engagement”                                          Mahhew  Jensen,  2012   8 of 20
  • 9. Metagaming   The  use  of  out-­‐of-­‐game  [out  of  curriculum]  informa$on  or   resources  to  affect  one's  in-­‐game  [prac$ce]  decisions…   Allows  for  and  rewards  players/learners  for  success  even  if   they  have  not  followed  the  expected  or  prescribed  rules   ©K.  White  &  E.  B.  Bauman  2014   9 of 20
  • 10. Mini-­‐Games   Games  found  within  games:   •  Inform  Players  with  Just-­‐in-­‐$me  informa$on   •  Support  in-­‐game  processes   •  Drives  engagement   •  Provides  in-­‐game  tutorials   ©K.  White  &  E.  B.  Bauman  2014   10 of 20
  • 11. Virtual  environments   A  simulated  environment  that  can  simulate  physical   presence  in  places  in  the  real  world  or  imagined  worlds.   Wilipedia    ©K.  White  &  E.  B.  Bauman  2014   11 of 20
  • 12. Avatars  and  non-­‐player  characters   Avatars  -­‐  the  graphical  representa$on  of  the  user  or  the   user’s  alter  ego  or  character   Non-­‐player  character  –  any  character  not  controlled  by  a   player   Source:  Wikipedia.        ©K.  White  &  E.  B.  Bauman  2014   12 of 20
  • 13. Pedagogy   In  general,  many  of  the  theories  that  support  simula$on  and   game-­‐based  learning  have  their  roots  in  Experien/al  Learning   Kolb   ©K.  White  &  E.  B.  Bauman  2014   13 of 20
  • 14. Game-­‐Based  Learning:  Reward  &   Mo$va$on   Intrinsic     Extrinsic     Reward  comes  from  Mastery   Tangible  Reward   Goals  are  clear,  meaningful  and  situated   Goals  assigned   Progress  is  intui$ve,  apparent  and   immediate  [real-­‐$me  or  just-­‐in-­‐$me]   Progress  is  determined  or  assigned   outside  of  the  current  ac$vity   Endorses  or  reinforces  behavior  you  are   already  commihed  to  or  hope  to  engage   in  the  future  –  Represents  Player  Agency   If  you  complete  this  task  you  will  be  given   access  to  another  task  –  Hierarchical   Direc$on   Autonomous     Ac$ve  Learning   Crea$ve   Deep  Meaning   Directed   Shallow   Compliance   Outcome  Driven   ©Bauman  2013  All  Rights  Reserved   14 of 20
  • 15. Game-­‐Based  Learning:  Reward  &   Mo$va$on   Intrinsic     Extrinsic     Reward  comes  from  Mastery   Tangible  Reward   Goals  are  clear,  meaningful  and  situated   Goals  assigned   Progress  is  intui$ve,  apparent  and   immediate  [real-­‐$me  or  just-­‐in-­‐$me]   Progress  is  determined  or  assigned   outside  of  the  current  ac$vity   Endorses  or  reinforces  behavior  you  are   already  commihed  to  or  hope  to  engage   in  the  future  –  Represents  Player  Agency   If  you  complete  this  task  you  will  be  given   access  to  another  task  –  Hierarchical   Direc$on   Autonomous     Ac$ve  Learning   Crea$ve   Deep  Meaning   Directed   Shallow   Compliance   Outcome  Driven   ©Bauman  2013  All  Rights  Reserved   15 of 20
  • 16. Engagement  through  Mechanics   hhp://mashable.com/2010/07/13/game-­‐mechanics-­‐business/   16 of 20
  • 17. Why  Games  &  IPE   17 of 20
  • 18. Why  Games  &  IPE   18 of 20
  • 19. Why  Games  &  IPE   19 of 20
  • 20. Don’t  be  afraid  to  be  a  gamer!   20 of 20