These slides are from the 2014 IU 13 Elementary Technology Conference
Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education that includes playing entertainment games, playing educational games, using games as text and creating games in the classroom to teach core concepts and develop 21st century skills. Attend this session to learn more about how games can be a foundation for deeper learning and higher order thinking in education.
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Play.analyze.create using games in ed
1. Play . Analyze . Create
Using Games in Education
Andy Petroski
Director & Assistant Professor of Learning
Technologies
Harrisburg University of Science & Technology
2. Andy Petroski
Director of Learning Technologies
Assistant Professor of Learning
Technologies
Harrisburg University
@apetroski
apetroski@harrisburgu.edu
LTMS
Harrisburg
University
CAELT
7. game attributes & learning
(a) contextual bridging, (b) high time-on-task,
(c) motivation and goal orientation, even after failure,
(d) providing learners with cues, hints and partial
solutions to keep them progressing,
(e) personalization of learning, and
(f) infinite patience
14. games in education
Students Games
Effective
Teaching &
Learning
Strategies
Educators
Improved Learning Outcomes
21st Century Skills
15. types of educational games
Simple Games Simulated
Environments
Adventure
Worlds
•Primarily single player
•Drill and Practice
•Game show / TV show
themes
•Content driven
•Limited play time /
sessions
•Primarily single player
•Decision making
•Job / life themes
•Variable driven
•Moderate play time /
sessions
•Multiplayer
•Planning and decisions
•Fantasy themes
•Experience driven
•Expansive play time /
sessions
16. simple games Simple Games
•Primarily single player
•Drill and Practice
•Game show / TV show
themes
•Content driven
•Limited play time /
sessions
Examples
17. simple games
Benefits
•Lots of existing games & templates
•“Easy” to create
•Simple to implement
•Simple to play
•Targeted content
•Content can easily be changed /
adapted
Simple Games
•Primarily single player
•Drill and Practice
•Game show / TV show
themes
•Content driven
•Limited play time /
sessions
18. simple games Simple Games
•Primarily single player
•Drill and Practice
•Game show / TV show
themes
•Content driven
•Limited play time /
sessions
19. simple games
Limitations
•Memorization and identification
•Limited feedback
•Story and character is difficult to pull-off
•Multiplayer is competition only
•Limited motivation over time
•Requires little teacher interaction
Simple Games
•Primarily single player
•Drill and Practice
•Game show / TV show
themes
•Content driven
•Limited play time /
sessions
20. simulated environments
Examples
Simulated
Environments
•Primarily single player
•Decision making
•Job / life themes
•Variable driven
•Moderate play time /
sessions
21. simulated environments
Benefits
•Targeted content
•Multimodal interaction
•Story / path intensive
•Character driven
•Each play can be a different experience
•Requires teacher interaction
Simulated
Environments
•Primarily single player
•Decision making
•Job / life themes
•Variable driven
•Moderate play time /
sessions
22. simulated environments Simulated
Environments
•Primarily single player
•Decision making
•Job / life themes
•Variable driven
•Moderate play time /
sessions
23. simulated environments
Limitations
•Somewhat limited availability
•Difficult to create yourself (team)
•Cannot customize the experience
•Confined environment
•Multiplayer is primarily competition
•Takes time to play, including
orientation
Simulated
Environments
•Primarily single player
•Decision making
•Job / life themes
•Variable driven
•Moderate play time /
sessions
24. adventure worlds
Examples
Adventure
Worlds
•Multiplayer
•Planning and decisions
•Fantasy themes
•Experience driven
•Expansive play time /
sessions
25. adventure worlds
Benefits
•Open experiences
•Environment intensive
•Multimodal interaction
•Customizable through Modding
•Recording (Machinima)
•Customizable avatar
•Collaboration as well as competition
•Requires teacher interaction
Adventure
Worlds
•Multiplayer
•Planning and decisions
•Fantasy themes
•Experience driven
•Expansive play time /
sessions
26. adventure worlds Adventure
Worlds
•Multiplayer
•Planning and decisions
•Fantasy themes
•Experience driven
•Expansive play time /
sessions
27. adventure worlds
Limitations
•Somewhat limited availability
•Very difficult to create yourself
•Takes time to play, including
orientation
•Play needs to occur over multiple
sessions
•Requires teacher interaction
•Themes may not relate to every
student
Adventure
Worlds
•Multiplayer
•Planning and decisions
•Fantasy themes
•Experience driven
•Expansive play time /
sessions
29. Earth & Space Science
Engineering & Technology
Languages & Music
PLAY GAMES
https://www.filamentgames.com/
Language & Literacy
Life Sciences
Physical Sciences
Cognitive Skills
Math and Social Studies
FREE Client Games
Fee-Based Games ($0.99 - $12.00)
32. Andy Petroski
Director of Learning Technologies
Assistant Professor of Learning
Technologies
Harrisburg University
@apetroski
apetroski@harrisburgu.edu
LTMS
Harrisburg
University
CAELT
Hinweis der Redaktion
Have people chat where they are from.
Andy
Games and simulations at Harrisburg University
Andy
What level?
Elementary
Middle School
High School
Higher Ed
Other
How have you used games in your classroom? – pull this poll from the other session.
Demonstrating/using a simulation
Playing an educational game
Discussing a commercial game
Using “gamification” techniques
Other
I have not used games in the classroom
Poll Title: How have you used games in the classroom?
http://www.polleverywhere.com/multiple_choice_polls/Ei7uze7Fnb9E5tU
Andy
Game elements and learning
Game format vs. game design (7 minutes)
Games are not inherently fun; fun doesn’t just happen. It is carefully planned, designed, iterated upon and executed.
Most games are composed of the following elements:
Story (what happened before I started playing, what information do the players need to begin…) [except in abstractions; Flow, Tetris, Peggles, Bejewled, …]
Character(s) / Role(s) (who are the cast of characters, what is my role in the world, …)
Goal (like movies games follow a structure where the goes on a journey with the purpose of achieving a goal. In some instances the goal is unknown but is revealed to the player during the journey)
Obstacle(s) (these are things that players must overcome; a level boss, mastery of a skill, proficiency in a subject area, …)
Status / Feedback (reward systems) (what happens when the player overcomes an obstacle, how is advancement expressed [fireworks, gold stars, achievements, pay increase,] most often this feedback is related to what motivates the player
Levels: are used to validate performance or break content into smaller chunks.
Successful games and experiences are interwoven with these elements. It’s when story, challenges, rewards, and achievements are in balance that we perceive the experience as fun.
Andy
Educational games can’t just be fun. There has to be a learning outcome.
This was put together by a graduate student – Nancy Konopka for a presentation on games and simulations for learning
It is a representation of how games support learning principles and educational outcomes and how game mechanics are connected to learning principles.
Andy
There are several other game attributes that are particularly useful for learning such as (a) contextual bridging, (b) high time-on-task, (c) motivation and goal orientation, even after failure, (d) providing learners with cues, hints and partial solutions to keep them progressing, (e) personalization of learning, and (f) infinite patience.
Constructivism - Gardner’s Theory of multiple Intelligences
Text Chat: Have you heard of multiple intelligences?
Human’s have more than just cognitive intelligence and knowledge that can be measured by standard assessments. Logical and linguistic are the two intelligences most often focused on and measured as part of standardized tests and IQ tests.
In his theory, Gardner emphasizes that not all students do well in only focusing on two primary intelligences and there should be a broader vision of education, where teachers use different methodologies, exercises and activities to reach all students, not just those who excel at linguistic and logical intelligence
Games and simulations provide environments where multiple intelligences can be addressed and those that are weaker in linguistic and logical intelligence can still thrive and learn (and develop their linguistic and logical competencies)
Andy
Text chat: Have you heard of flow theory?
Flow and Cycles of Expertise
This concept that the brain can get overwhelmed is accounted for in game design by leveling. There are two design concepts related to leveling that we can apply to learning design to improve our learning ROI.
Flow: Combination and balance of use of existing skills (ability) with acquiring new skills (challenge) that keeps the person engaged. Otherwise, if something is too challenging it’s frustrating. If it’s too easy, it’s boring. Goal: stay on the line or a little above or a little below.
Cycles of Expertise: Learners practicing skills until they are nearly automatic, then having those skills fail that cause the learners to think again and learn new skills. (Pacing)
Analogous to riding a bike. When you’re learning or experiencing something new you’re biking up hill. When you’re using something you know you’re biking down hill.
An example of these strategies in a game would be:
1st Level = pretty easy (Who Wants to Be a Millionaire?)
2nd Level = knowledge + some new challenges
3rd Level = knowledge, but need to apply it a little faster
4th Level = knowledge + some new challenges
Final Level = Cumulative application (really, really hard, but really fun and engaging)
How is most learning structured?
Module 1: new stuff
Module 2: more new stuff
Module 3: more new stuff
Module 4: more new
Module 5: Summary
Assessment
bit.ly/X4FKJD
Plog, glog and mod examples
bit.ly/X4FKJD
Plog, glog and mod examples
Jeff
Andy
Quest to learn
Supports a dynamic curriculum that uses the underlying design principles of games to create academically challenging, immersive, game-like learning experiences for students. Games and other forms of digital media also model the complexity and promise of “systems.” Understanding and accounting for this complexity is a fundamental literacy of the 21st century.
6th-12th grade school launched in fall 2009
http://q2l.org/
Andy
Update This - Poll: Which type of game(s) would you like to implement in your classroom? (multi select)
Andy
Andy
Kahoot
https://getkahoot.com/
iPad Games
Study Island
Immune Attack
Dimension M
http://www.dimensionu.com/math/
Poll: Which simple games are you using for education?
Text chat: Any other games that you use or know of that might fit into this category?
Andy
Andy
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Andy
Angry Birds
Lemonade Stand
iCivics
http://www.icivics.org/
Virtual Worlds simulations
Hot Shot Business
http://disney.go.com/hotshot/hsb2/index.html
Jason Project
Poll: Which simulated environments are you using for education
Text chat: Any other games that you use or know of that might fit into this category?
Andy
Andy
Andy
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Sims
Civilization
Minecraft
http://www.youtube.com/watch?v=RI0BN5AWOe8
http://minecraftedu.com/
World of Warcraft
Virtual Worlds
Poll: Which adventure worlds are you using for education?
Text chat: Any other games that you use or know of that might fit into this category?
Andy
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Should be at 243 minutes to start this screen
10 minutes for this screen
Andy/Charles
Andy
Games and simulations at Harrisburg University