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VIDEO GAMES &
LEARNING
Restya
Solution
Agate Studio
Agate Studio 2014©
VIDEO GAMES &
LEARNING
Principles of Gamae-based Learning
EMPOWERED LEARNERS
Learners feel that what they do is going to matter and be good for
them.
GAME AS A FORM OF PROBLEM BASED LEARNING
Schools teach facts. People can’t solve problems with their knowledge
DEEP UNDERSTANDING
Create understanding that can last a lifetime. Prepares for future
learning.
Principles of Game-based Learning
by James Paul Gee
3 categories:
EMPOWERED LEARNERS CATEGORY
Learners feel that what they do is going to matter and be good for
them.
WHAT YOU DO AFFECTS THE GAME
Game designers has set up set of choices, and decisions, and actions.
Player co-designing the performace of the game.
Principle 1: Co-design
EMPOWERED LEARNERS CATEGORY
Learners feel that what they do is going to matter and be good for
them.
DIFFERENT TYPES OF LEARNERS
Customize to type of learning.
Good games allow to try to change type of learning.
Principle 2: Customization
EMPOWERED LEARNERS CATEGORY
Learners feel that what they do is going to matter and be good for
them.
PROVIDE MOTIVATION TO LEARN SOMETHING
The beginning of learning is for me to know who I am going to be, what
am I going to get if I do this and learn this.
Principle 3: Identity
GAMES GIVE CLEAR GOALS & CLEAR ROLES
Learning as an invitation to become a new type of person with new
skills, new goals, new possibilities.
EMPOWERED LEARNERS CATEGORY
Learners feel that what they do is going to matter and be good for
them.
MANIPULATE WORLD & CHARACTER
Neuroscience: when human can manipulate in very fine way, there is a
feeling that they are going inside the game world.
Principle 4: Manipulation
OFFERS TOOLS TO TRULY INVOLVE BODY AND MIND
Learning in a very deep way.
HUMAN MINDS NEED SEQUENCED PROBLEMS
Probles that people see early should lead to generative solution that
work later on for harder problems.
Principle 5: Well-Ordered Problems
SEQUENCING PROBLEMS IS LEVEL DESIGN
Each level is meant to teach how to solve a problem that will lead to
even better solutions for harder problems on next level.
GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY
Schools teach facts. People can’t solve problems with their knowledge.
Games: interesting problem spaces.
LEARNING BEST WHEN IT IS PLESANTLY FRUSTATING
Player feel a challenge. Feel that some acomplishment being had by
solving the challenge.
Principle 6: Pleasantly Frustating
FLOW
People loose a sense of time because they are so involved with
problem solving.
Schools teach facts. People can’t solve problems with their knowledge.
Games: interesting problem spaces.
GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY
BOSS LEVEL
When routine knowledge doesn’t work anymore.
Principle 7: Cycles of Expertise
Schools teach facts. People can’t solve problems with their knowledge.
Games: interesting problem spaces.
GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY
JUST IN TIME
Give litte information that can be applied on the spot.
Principle 8: Information Just in Time &
On Demand
ON DEMAND
Provide information when needed.
GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY
Schools teach facts. People can’t solve problems with their knowledge.
Games: interesting problem spaces.
COMPLEXITY ADDED SLOWLY
Ease the player into understanding a complex system.
Principle 9: Fish Tank Principles
GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY
Schools teach facts. People can’t solve problems with their knowledge.
Games: interesting problem spaces.
SAVE PLACES TO EXPLORE
Before level up, player needs time to exploring.
Principle 10: Sandboxes
GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY
Schools teach facts. People can’t solve problems with their knowledge.
Games: interesting problem spaces.
PRACTICE SKILLS & KNOW HOW TO ACCOMPLISH GOALS
Not primarily focus on practicing basic skills but also know how to use
skills to accomplish goals.
Principle 11: Skills under Strategies
GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY
Schools teach facts. People can’t solve problems with their knowledge.
Games: interesting problem spaces.
SYSTEM THINKING
Players need to understand how system works and how complex the
system is.
Principle 12: System Thinking
DEEP UNDERSTANDING CATEGORY
Create understanding that can last a lifetime. Prepares for future
learning.
Good players try to build model in their head about how are the rules of
the game working. Model based reasoning is the base of scientific
reasoning.
MODEL BASED REASONING
MORE THAN WORDS
We can associate words with images, actions, and goals if we have
experiences before. Not only get the verbal meaning.
Principle 13: Situated Meaning
DEEP UNDERSTANDING CATEGORY
Create understanding that can last a lifetime. Prepares for future
learning.
THANK YOU!
AND LET THE GAME BEGINS!
restya@agatestudio.com
http://media-cache-
ak0.pinimg.com/736x/f0/0e/bc/f00ebc1be8e92be055cb828b2bbe4d20.jpg
https://www.coursera.org/course/videogameslearning

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Videos Games & Learning by Restya

  • 2. VIDEO GAMES & LEARNING Principles of Gamae-based Learning
  • 3.
  • 4.
  • 5. EMPOWERED LEARNERS Learners feel that what they do is going to matter and be good for them. GAME AS A FORM OF PROBLEM BASED LEARNING Schools teach facts. People can’t solve problems with their knowledge DEEP UNDERSTANDING Create understanding that can last a lifetime. Prepares for future learning. Principles of Game-based Learning by James Paul Gee 3 categories:
  • 6. EMPOWERED LEARNERS CATEGORY Learners feel that what they do is going to matter and be good for them. WHAT YOU DO AFFECTS THE GAME Game designers has set up set of choices, and decisions, and actions. Player co-designing the performace of the game. Principle 1: Co-design
  • 7. EMPOWERED LEARNERS CATEGORY Learners feel that what they do is going to matter and be good for them. DIFFERENT TYPES OF LEARNERS Customize to type of learning. Good games allow to try to change type of learning. Principle 2: Customization
  • 8. EMPOWERED LEARNERS CATEGORY Learners feel that what they do is going to matter and be good for them. PROVIDE MOTIVATION TO LEARN SOMETHING The beginning of learning is for me to know who I am going to be, what am I going to get if I do this and learn this. Principle 3: Identity GAMES GIVE CLEAR GOALS & CLEAR ROLES Learning as an invitation to become a new type of person with new skills, new goals, new possibilities.
  • 9. EMPOWERED LEARNERS CATEGORY Learners feel that what they do is going to matter and be good for them. MANIPULATE WORLD & CHARACTER Neuroscience: when human can manipulate in very fine way, there is a feeling that they are going inside the game world. Principle 4: Manipulation OFFERS TOOLS TO TRULY INVOLVE BODY AND MIND Learning in a very deep way.
  • 10. HUMAN MINDS NEED SEQUENCED PROBLEMS Probles that people see early should lead to generative solution that work later on for harder problems. Principle 5: Well-Ordered Problems SEQUENCING PROBLEMS IS LEVEL DESIGN Each level is meant to teach how to solve a problem that will lead to even better solutions for harder problems on next level. GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY Schools teach facts. People can’t solve problems with their knowledge. Games: interesting problem spaces.
  • 11. LEARNING BEST WHEN IT IS PLESANTLY FRUSTATING Player feel a challenge. Feel that some acomplishment being had by solving the challenge. Principle 6: Pleasantly Frustating FLOW People loose a sense of time because they are so involved with problem solving. Schools teach facts. People can’t solve problems with their knowledge. Games: interesting problem spaces. GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY
  • 12. BOSS LEVEL When routine knowledge doesn’t work anymore. Principle 7: Cycles of Expertise Schools teach facts. People can’t solve problems with their knowledge. Games: interesting problem spaces. GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY
  • 13. JUST IN TIME Give litte information that can be applied on the spot. Principle 8: Information Just in Time & On Demand ON DEMAND Provide information when needed. GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY Schools teach facts. People can’t solve problems with their knowledge. Games: interesting problem spaces.
  • 14. COMPLEXITY ADDED SLOWLY Ease the player into understanding a complex system. Principle 9: Fish Tank Principles GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY Schools teach facts. People can’t solve problems with their knowledge. Games: interesting problem spaces.
  • 15. SAVE PLACES TO EXPLORE Before level up, player needs time to exploring. Principle 10: Sandboxes GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY Schools teach facts. People can’t solve problems with their knowledge. Games: interesting problem spaces.
  • 16. PRACTICE SKILLS & KNOW HOW TO ACCOMPLISH GOALS Not primarily focus on practicing basic skills but also know how to use skills to accomplish goals. Principle 11: Skills under Strategies GAME AS A FORM OF PROBLEM BASED LEARNING CATEGORY Schools teach facts. People can’t solve problems with their knowledge. Games: interesting problem spaces.
  • 17. SYSTEM THINKING Players need to understand how system works and how complex the system is. Principle 12: System Thinking DEEP UNDERSTANDING CATEGORY Create understanding that can last a lifetime. Prepares for future learning. Good players try to build model in their head about how are the rules of the game working. Model based reasoning is the base of scientific reasoning. MODEL BASED REASONING
  • 18. MORE THAN WORDS We can associate words with images, actions, and goals if we have experiences before. Not only get the verbal meaning. Principle 13: Situated Meaning DEEP UNDERSTANDING CATEGORY Create understanding that can last a lifetime. Prepares for future learning.
  • 19.
  • 20.
  • 21. THANK YOU! AND LET THE GAME BEGINS! restya@agatestudio.com