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Why games in a classroom <> revolution 
Santeri Koivisto 
ceo, TeacherGaming LLC
What I’m about to say 
My three top things when combining proper 
games with the classroom: 
Situation / context, 
Sandbox & 
Purpose. 
Where these take us 
and not forgetting examples!
IRL me & why I’m the one telling you this
Situation & Context
Demonstrability
Authenticity
Sandbox
Process focus
Work skills 
Social skills
Teacher role 
- facilitate 
- resource 
- example 
- referee
Why it is a good thing that teachers don’t know how 
to play games very well?
Why we don’t offer too much ready made content?
Business & Social impact = the pedagogy we promote
= 
= 
=
Game?
Let’s try to wrap 
things together 
through couple 
notes and examples
So what do you need in order to use 
your virtual classroom? 
Basic understanding of the 
game / environment mechanics. 
The rest can be covered by students.
Time challenge 
Can we compress a more complex 
simulation / demonstration into 45 
minutes with our virtual classroom?
An Example 
Build a classroom 
A block in the game is one 
cubic meter. There are one 
meter long sticks in the 
classroom. 
Create our classroom in the 
game and report its volume.
What we learned? 
Math 
- volume stays inside 
- choosing a tool / algorithm 
- mathematical problem solving 
Work skills 
- planning (group) 
- operations and organising 
- evaluation and inspection 
Social skills 
- communication 
- negotiation 
- ‘teachable moments’ 
- group dynamics problem solving 
(virtual environment) 
Scaffolding 
- from pairs to small groups 
- one goal, set of goals, open goals 
- dead ends (more planning)
Another Example
The students know that they are learning
Can games increase interest in science / STEM? 
n=12 120 from which 610 have been involved in aerospace industry
Can games solve the skills shortage in tech industry?
@Aalvisto 
@Aalvisto 
santeri@teachergaming.com

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(Games) Changing how we teach

Hinweis der Redaktion

  1. Me santeri koivisto why we don’t say revolution - alho we might do it let’s reimagine games in a classroom - away from fire and forget - to a space that don’t necessarily teach everything by itself - you should be happy, when everything is digitalised, we think that there still room for a teacher
  2. Just explain what you are about to say
  3. starting from the classroom - to the world of classrooms nowadays a businessman, kinda Repurposing entertainment games for education Product placement - but that’s the stuff i know the best
  4. game as a second classroom
  5. when we can’t demonstrate something in IRL, let’s do that in games We can go on the roof of a school and drop a coin, but some physical phenomenons might be easier / more natural to demonstrate in a virtual world
  6. We can create authentic situations where fex historical moment happened pencil example - game as a more approachable medium for communication now some of you might think - and by authenticity: not necessarily photorealism first of all - school computer simplified
  7. Definition of a sandbox game - we work with sandbox games
  8. it’s hard to keep up with what the students are doing - no 8/10 assessment you have to come up with a alternative way to assess student performance presentations, discussions…
  9. put them in groups, put them to help each other, start from few moving parts (pairs to big groups and small sub tasks to massive tasks) and slowly but steadily they create skills that they can use to complete massive undertakings in large groups Let’s make our school! (how to start)
  10. Most important teacher role in a sandbox: adult. You need a safe physical, but also virtual learning environment for your stuff to work. Teachable moments- the best one.
  11. I think: teachers job is finished, when you student knows more than you can teach. Guess what? Your job is done in most cases when it comes to computer games. So you don’t have to teacher that, but there are ton of things that connect with games that the students might not know. Games helping schools - schools helping the game community
  12. We don’t want to you to forget your students into the game. our pedagogical approach
  13. Stop griefing button - we will not do it - we wan’t you to have the conversation Teachable moments for digital citizen It’s just a game
  14. monkey example we can use games to create meaningful situations for students to use their knowledge and skills
  15. Is there a game… well, actually, we are kinda against gamification - why?
  16. Your students need 45minutes in order to grasp games like minecraft You just need to know what they are able to do in the game.. vaguely, rest you can put on your students shoulders You pick the topic - students create the method / situation - you facilitate
  17. Rule of thumb - most games students can grasp in 45minutes To learn essentials skills to help them in the game: Problem solv. Group work, … Longer - five times that with good structure integrated to what you teach - how long it took to make a proper group presentation? Our goals - remove noise / improve usability
  18. in 45 minutes -
  19. We will go through the process how to scaffold tasks like this: But with an experienced group you can do tasks like prove F=ma Demonstrate forces
  20. British teacher example kids know they are learning, now they have a chance to tell what they are also interested in sharing it and who knows, teacher might know something interesting too
  21. And do we need these digital communication skills and do we need our kids to be more active online, not just a consumer - minecraft art project example - why now do something for real?!**