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Combining Art, Creativity and Industrial Simulations:  Game-Based Tools for Learning and Instruction By Karl M. Kapp Bloomsburg University Twitter: @kkapp
Google “Kapp Notes”
Agenda How have simulations/games changed? Are simulation/games educational?  What elements make  simulations/games effective? . Show me some examples. 1 2 3 4
Games 1.0   4 2 3
Games 1.0   4 3 Where is my opponent going to go next? In what direction should I try to move the ball? How will the ball bounce off the wall?
Games 2.0
Games 2.0   Should I shoot the aliens on the end or in the middle or all the bottom aliens first? How long do I have to shoot before an alien shoots at me? What is the pattern these aliens are following?
Games 3.0
 
Where do I explore first? What activities are of the most value? What must I do to achieve my goal?
Games 4.0
Games 4.0  What activities give me the most return for my efforts? Can I trust this person who wants to team with me to accomplish a goal?
Flippy wants to become friends with you. Do you want to add Flippy to your friend’s list. Games 4.0
10,000 hours of  Game play 13 hours  of console games a  week Digital divisions. Report by the  Pew /Internet: Pew Internet & American Life .  US Department of Commerce 87% of 8- to 17- year olds play video games at home.
Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%.   Almost 43% of the gamers are female and 26% of those females are over 18.
Games/ Simulations ,[object Object],[object Object],[object Object],[object Object],[object Object]
Which builds more confidence for on the job application of learned knowledge? Class room instruction. Simulation Game.
Sitzmann, T. (2011)  A meta-analytic examination of the instructional effectiveness of computer-based simulation games.  Personnel Psychology  . Simulation Game. 20% higher.
Percentages of Impact Sitzmann, T. (2011)  A meta-analytic examination of the instructional effectiveness of computer-based simulation games.  Personnel Psychology  . Type of Knowledge/Retention % Higher Declarative 11% Procedural  14% Retention 9%
 
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Leadership’s Online Labs Harvard Business  Review, May 2008
Provide a Challenge
Reach Oregon
Survive!
Find Carmen
Learn Geography
Tell a Story Bourne Conspiracy Video Game
 
Defense Intelligent  Agency Training
America’s Army
 
Researchers have found that the human brain has a natural affinity for narrative construction. Yep, People tend to remember facts more accurately if they encounter them in a story rather than in a list. And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent.
Stories provide, context, meaning and purpose
Missile Command.  Simple storyline: Missiles are falling and you must save your cities. Players can then imagine a nuclear war, aliens  launching missiles, a moon base under attack, whatever they like in the context of the simple storyline.
Production – Players are producers, not just consumers, they are “ writers” not just “readers.” Even at its simplest level, players co-design games by the action they take and decision they make .  James Paul Gee, University of Wisconsin-Madison
 
Provide Feedback
 
 
 
 
 
Enticing Aesthetics
Artwork and the “look and feel” of the game plays a major role in the overall design and enjoyment of a game.
Examples
 
 
 
http://msit.bloomu.edu/db10149/jobquest/TW_applet.html
 
 
 
 
http:// youtu.be/Y5ywMb6SeGc
Ultimate Blending
 
 
 
 
Summary How have simulations/games changed? Are simulation/games educational?  What elements make  simulations/games effective? . Show me some examples. 1 2 3 4

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Combining Art, Creativity and Industrial Simulations: Game-Based Tools for Learning and Instruction

  • 1. Combining Art, Creativity and Industrial Simulations: Game-Based Tools for Learning and Instruction By Karl M. Kapp Bloomsburg University Twitter: @kkapp
  • 3. Agenda How have simulations/games changed? Are simulation/games educational? What elements make simulations/games effective? . Show me some examples. 1 2 3 4
  • 4. Games 1.0 4 2 3
  • 5. Games 1.0 4 3 Where is my opponent going to go next? In what direction should I try to move the ball? How will the ball bounce off the wall?
  • 7. Games 2.0 Should I shoot the aliens on the end or in the middle or all the bottom aliens first? How long do I have to shoot before an alien shoots at me? What is the pattern these aliens are following?
  • 9.  
  • 10. Where do I explore first? What activities are of the most value? What must I do to achieve my goal?
  • 12. Games 4.0 What activities give me the most return for my efforts? Can I trust this person who wants to team with me to accomplish a goal?
  • 13. Flippy wants to become friends with you. Do you want to add Flippy to your friend’s list. Games 4.0
  • 14. 10,000 hours of Game play 13 hours of console games a week Digital divisions. Report by the Pew /Internet: Pew Internet & American Life . US Department of Commerce 87% of 8- to 17- year olds play video games at home.
  • 15. Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%. Almost 43% of the gamers are female and 26% of those females are over 18.
  • 16.
  • 17. Which builds more confidence for on the job application of learned knowledge? Class room instruction. Simulation Game.
  • 18. Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology . Simulation Game. 20% higher.
  • 19. Percentages of Impact Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology . Type of Knowledge/Retention % Higher Declarative 11% Procedural 14% Retention 9%
  • 20.  
  • 21.
  • 27. Tell a Story Bourne Conspiracy Video Game
  • 28.  
  • 29. Defense Intelligent Agency Training
  • 31.  
  • 32. Researchers have found that the human brain has a natural affinity for narrative construction. Yep, People tend to remember facts more accurately if they encounter them in a story rather than in a list. And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent.
  • 33. Stories provide, context, meaning and purpose
  • 34. Missile Command. Simple storyline: Missiles are falling and you must save your cities. Players can then imagine a nuclear war, aliens launching missiles, a moon base under attack, whatever they like in the context of the simple storyline.
  • 35. Production – Players are producers, not just consumers, they are “ writers” not just “readers.” Even at its simplest level, players co-design games by the action they take and decision they make . James Paul Gee, University of Wisconsin-Madison
  • 36.  
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  • 41.  
  • 42.  
  • 44. Artwork and the “look and feel” of the game plays a major role in the overall design and enjoyment of a game.
  • 46.  
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  • 59.  
  • 60. Summary How have simulations/games changed? Are simulation/games educational? What elements make simulations/games effective? . Show me some examples. 1 2 3 4

Hinweis der Redaktion

  1. Various games and the problems the gamers had to solve.
  2. Question? What was the goal of the game, Oregon Trail.
  3. What was the goal of Where in the World is Carmen Sandiego?
  4. "It is clear that our new workforce is very comfortable with this approach," says Bruce Bennett, chief of the analysis-training branch at the DIA's Joint Military Intelligence Training Center... The games themselves are actually a surprisingly clever and occasionally surreal blend of education, humor and intellectual challenge, aimed at teaching the player how to think.... The games put the player into the shoes of a young, eager but sometimes hapless DIA analyst... Intelligence videogames are an example of the way in which the government's training methods are changing. Traditional decision-making exercises have been done through the classroom BOGSAT (Bunch of Guys Sitting Around a Table). But videogame technology offers the possibility of running long-distance exercises with human- and computer-controlled avatars.
  5. Paxton Galvanek, a twenty-eight year-old helped rescue two victims from an overturned SUV on the shoulder of a North Carolina interstate. As the first one on the scene, Galvanek safely removed both individuals from the smoking vehicle and properly assessed and treated their wounds, which included bruises, scrapes, head trauma and the loss of two fingers. His medical background? None - other than what he's learned playing as a medic in the computer game America's Army.
  6. Natural consequences of action.