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Game On!
                                                                   Liz Kolb
                                                                    @lkolb
                                               Clinical Assistant Professor

Laura Blanco, Elizabeth Pierce, Jami Sala, Erin Streyle, Jennifer Visscher,
                                                         and Sarah Zakem
                                  University of Michigan Teaching Interns
What We Know About Video
Games…
84% of children between the ages
of 8 to 10 have a video game
player in their household
Doctors who spent at least 3 hours a week
   playing video games made about 37%
  fewer mistakes in laparoscopic surgery
 than their counterparts who did not play
               video games.
Why Everyday Video Games?
 Games teach skills that employers want: analytical
  thinking, team building, multitasking and problem-
  solving under duress.

 Unlike humans, the games never lose patience.

 They are second nature to many kids.

 There's already an audience; more than 45 million
  homes have video-game consoles.

 At-Risk students have shown to benefit from building
  their own video games
Game On Project…
28 Teaching Interns
4 months
Starting Point…

http://gamingintheclassroom.com/
Step 1: Selecting the Game
5 NinendoWii’s

2 Minecraft Games

10 iPads

11 iPodiTouches
Step 2:
Researching
the Games
Step 3:
Discovering
games that
connect to K-
8 curriculum
Step 4:
Developing
management
strategies for
implementation
Step 5: Bringing
the games into
the K-8
classroom..
3 Lesson Plan Examples
African Safari Adventure
Journalism
Laura Blanco, Jami Sala and Erin Streyle
Why African Safari?
Real experiences are more interesting and
exciting to write about. Students will get to
experience a “real” event by going on a digital
safari through the use of the Wii game system.

               …it worked!
Adventure Journals Unit
                Lesson 1:

What is an adventure journal?
- Genre study
Adventure Journals Unit
                     Lesson 2:

What will our adventure be?
- Introduction to
Wild Earth: African Safari
Adventure Journals Unit
                    Lesson 3:

How do journalists record their
experiences?
- Modeling how to take notes
Adventure Journals Unit
                Lesson 4:

Let’s go on safari!
- Playingthe game
Adventure Journals Unit
                Lesson 5:

How do writers choose a focus and
include relevant information?
- Playingthe game
Adventure Journals Unit

Lesson 6:
Writing our journals
Lesson 7:

How do writers choose a
title to hook the reader?
Lesson 8:
Illustrating our adventures
Our Adventure Journals
Management
Reflections….
Opportunities across content areas…

• Science: habitats, animals, ecosystems, science
  vocabulary in context

• Social Studies: geography, regions, topography,
  human impact on the environment, maps

• Additional Literacy: descriptive writing,
  informational writing, oral reporting
Minecraft
Elizabeth Pierce and Sarah Zakem
A little bit about Minecraft
 Essentially a digital 3-D ―Lego‖
  world!
 Single or multi-player
 2 possible modes:
   survival mode
   creative mode (we used)
 Not free - $26.95 to download
A brief Minecraft demo
Why we chose Minecraft
 Student interest
   Rave reviews in an informal class poll
   A chance to engage in what our
    students know and love
 Accessible
   Runs on desktop computers available
    in almost every school
 Open-ended teaching tool
   Teacher guided – concepts
   Student centered – task based
   Can integrate CCSS
Our lesson: procedural writing
  with Minecraft

 What we did:
  • Phase 1: Students
    explored Minecraft and
    chose a procedure
  • Phase 2: Teacher
    modeled how and when
    to take screenshots
  • Phase 3: Students went
    through the procedure
    and took screenshots
  • Phase 4: Students wrote
    procedural texts using
    screenshots as a
    framework
Our lesson: procedural writing with Minecraft
Our lesson: procedural writing
with Minecraft
 Student reactions:
  • Students engaged in the material because Minecraft is a
    fun game that they enjoyed playing.
  • The activity enhanced students’ learning of procedural
    writing techniques.
    • Students identified steps in the procedure using
      screenshots as they went through the material.
    • Potential for differentiation
      • Choice of Minecraft procedure
      • Procedural writing process
  • Students were able to extend their learning by
    experiencing a truly authentic purpose for their writing.
  • Students took ownership of their work!
Implementation and Management
 What we did that worked:
   Materials
   Choice of project (accessible to us)

 What we might change:
   Thinking about our resources:
     Center-based vs. whole group instruction
   Thinking about our students:
     Timing
     Pacing
Ticket To Ride
Jennifer Visscher
Background: Selecting the Ticket to Ride
Application for the iPad
  Selected this iPad application because I enjoy the
   Ticket to Ride board game
  Wanted to find an iPad application that would be
   age-appropriate for upper-elementary students
  Interested in finding an iPad application that would
   engage, enhance, and extend students’ learning
   about social studies
  Impressed by the audio/visual features of the
   Ticket to Ride application for the iPad, especially
   the accompanying music
Rationale: Educational Affordances
 Pros: age-appropriate for upper-elementary students;
  students can learn the basic rules of the game relatively
  quickly, but developing a game strategy (problem solving)
  takes additional time (this could help students stay engaged
  with the iPad application over a long period of time);
  students can play against others who are present in the same
  physical space or against computer robots; there are lots of
  interdisciplinary connections across the curriculum
  (mathematics, reading, science, social studies, and writing)
 Cons: the game takes some time to play; the instructional
  applications that I created take some time to implement
  (e.g., it was hard to generate quick tasks with which
  students could engage); only five players can play at one
  time (both the board game version and the iPad application)
Using Ticket to Ride: Engaging, Enhancing,
   and Extending Students’ Learning
 Can engage, enhance, and extend students’ learning about
  geography—spatial understanding, places and regions, and
  human systems
   Spatial understanding: children need to understand space
    and relationships between things in space
   Places and regions: children need to understand
    characteristics of places and regions, as well as the
    distinctions of these areas
   Human systems (made of up people and their cultural and
    settlement patterns): children need to understand three
    forms of action—movement, cooperation, and conflict
Planning with Ticket to Ride: Unit and
Lesson Planning

 Instructional Application 1: ―Tour Books‖ of American
  and Canadian Cities (social studies and writing unit)

 Instructional Application 2: Creating a Map Scale for the
  Ticket to Ride Map Game Board (inquiry-based
  mathematics lesson)

 Instructional Application 3: There’s a Train a-Coming!
  (interdisciplinary thematic unit)
Modeling the Ticket to Ride iPad Application
Lessons Learned From
Implementation
Congratulations! What Worked Well!
 Establishing clear behavior guidelines
 Co-constructing rules and expectations with students
 Make it clear at the beginning that everyone will have
  an opportunity to experience the game (ie. Playing at
  recess)
 Authenticity of purpose
 Model processes and give examples
 Letting students explore the game before they engage
  in academic material
Game Over…What did Not Work Well!

 Time limitations made it so that we focused more on
  using the technology than on the writing process

 Not knowing what we were getting into (some games
  are more challenging than others)

 Expecting too much or too little of our students
Hints and Tips for Implementing
Everyday Games…

 Find out what students already know/use

 Set up and practice using the game system in the
  classroom before the lesson

 Know the aspects of the game that are likely to be
  accessible to all students as well as what could be
  challenging before introducing it to students

 Consider your resources and what is reasonable for your
  students
Copies of Lesson Plans
Please note the copyright!

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Game on macul_final

  • 1. Game On! Liz Kolb @lkolb Clinical Assistant Professor Laura Blanco, Elizabeth Pierce, Jami Sala, Erin Streyle, Jennifer Visscher, and Sarah Zakem University of Michigan Teaching Interns
  • 2. What We Know About Video Games…
  • 3. 84% of children between the ages of 8 to 10 have a video game player in their household
  • 4. Doctors who spent at least 3 hours a week playing video games made about 37% fewer mistakes in laparoscopic surgery than their counterparts who did not play video games.
  • 5.
  • 6. Why Everyday Video Games?  Games teach skills that employers want: analytical thinking, team building, multitasking and problem- solving under duress.  Unlike humans, the games never lose patience.  They are second nature to many kids.  There's already an audience; more than 45 million homes have video-game consoles.  At-Risk students have shown to benefit from building their own video games
  • 7.
  • 10.
  • 12. Step 1: Selecting the Game
  • 13.
  • 14. 5 NinendoWii’s 2 Minecraft Games 10 iPads 11 iPodiTouches
  • 18. Step 5: Bringing the games into the K-8 classroom..
  • 19. 3 Lesson Plan Examples
  • 20. African Safari Adventure Journalism Laura Blanco, Jami Sala and Erin Streyle
  • 21. Why African Safari? Real experiences are more interesting and exciting to write about. Students will get to experience a “real” event by going on a digital safari through the use of the Wii game system. …it worked!
  • 22. Adventure Journals Unit Lesson 1: What is an adventure journal? - Genre study
  • 23. Adventure Journals Unit Lesson 2: What will our adventure be? - Introduction to Wild Earth: African Safari
  • 24. Adventure Journals Unit Lesson 3: How do journalists record their experiences? - Modeling how to take notes
  • 25. Adventure Journals Unit Lesson 4: Let’s go on safari! - Playingthe game
  • 26. Adventure Journals Unit Lesson 5: How do writers choose a focus and include relevant information? - Playingthe game
  • 27. Adventure Journals Unit Lesson 6: Writing our journals Lesson 7: How do writers choose a title to hook the reader? Lesson 8: Illustrating our adventures
  • 31. Opportunities across content areas… • Science: habitats, animals, ecosystems, science vocabulary in context • Social Studies: geography, regions, topography, human impact on the environment, maps • Additional Literacy: descriptive writing, informational writing, oral reporting
  • 33. A little bit about Minecraft  Essentially a digital 3-D ―Lego‖ world!  Single or multi-player  2 possible modes:  survival mode  creative mode (we used)  Not free - $26.95 to download
  • 35. Why we chose Minecraft  Student interest  Rave reviews in an informal class poll  A chance to engage in what our students know and love  Accessible  Runs on desktop computers available in almost every school  Open-ended teaching tool  Teacher guided – concepts  Student centered – task based  Can integrate CCSS
  • 36. Our lesson: procedural writing with Minecraft  What we did: • Phase 1: Students explored Minecraft and chose a procedure • Phase 2: Teacher modeled how and when to take screenshots • Phase 3: Students went through the procedure and took screenshots • Phase 4: Students wrote procedural texts using screenshots as a framework
  • 37. Our lesson: procedural writing with Minecraft
  • 38. Our lesson: procedural writing with Minecraft  Student reactions: • Students engaged in the material because Minecraft is a fun game that they enjoyed playing. • The activity enhanced students’ learning of procedural writing techniques. • Students identified steps in the procedure using screenshots as they went through the material. • Potential for differentiation • Choice of Minecraft procedure • Procedural writing process • Students were able to extend their learning by experiencing a truly authentic purpose for their writing. • Students took ownership of their work!
  • 39. Implementation and Management  What we did that worked:  Materials  Choice of project (accessible to us)  What we might change:  Thinking about our resources:  Center-based vs. whole group instruction  Thinking about our students:  Timing  Pacing
  • 41. Background: Selecting the Ticket to Ride Application for the iPad  Selected this iPad application because I enjoy the Ticket to Ride board game  Wanted to find an iPad application that would be age-appropriate for upper-elementary students  Interested in finding an iPad application that would engage, enhance, and extend students’ learning about social studies  Impressed by the audio/visual features of the Ticket to Ride application for the iPad, especially the accompanying music
  • 42. Rationale: Educational Affordances  Pros: age-appropriate for upper-elementary students; students can learn the basic rules of the game relatively quickly, but developing a game strategy (problem solving) takes additional time (this could help students stay engaged with the iPad application over a long period of time); students can play against others who are present in the same physical space or against computer robots; there are lots of interdisciplinary connections across the curriculum (mathematics, reading, science, social studies, and writing)  Cons: the game takes some time to play; the instructional applications that I created take some time to implement (e.g., it was hard to generate quick tasks with which students could engage); only five players can play at one time (both the board game version and the iPad application)
  • 43. Using Ticket to Ride: Engaging, Enhancing, and Extending Students’ Learning  Can engage, enhance, and extend students’ learning about geography—spatial understanding, places and regions, and human systems  Spatial understanding: children need to understand space and relationships between things in space  Places and regions: children need to understand characteristics of places and regions, as well as the distinctions of these areas  Human systems (made of up people and their cultural and settlement patterns): children need to understand three forms of action—movement, cooperation, and conflict
  • 44. Planning with Ticket to Ride: Unit and Lesson Planning  Instructional Application 1: ―Tour Books‖ of American and Canadian Cities (social studies and writing unit)  Instructional Application 2: Creating a Map Scale for the Ticket to Ride Map Game Board (inquiry-based mathematics lesson)  Instructional Application 3: There’s a Train a-Coming! (interdisciplinary thematic unit)
  • 45. Modeling the Ticket to Ride iPad Application
  • 47. Congratulations! What Worked Well!  Establishing clear behavior guidelines  Co-constructing rules and expectations with students  Make it clear at the beginning that everyone will have an opportunity to experience the game (ie. Playing at recess)  Authenticity of purpose  Model processes and give examples  Letting students explore the game before they engage in academic material
  • 48. Game Over…What did Not Work Well!  Time limitations made it so that we focused more on using the technology than on the writing process  Not knowing what we were getting into (some games are more challenging than others)  Expecting too much or too little of our students
  • 49. Hints and Tips for Implementing Everyday Games…  Find out what students already know/use  Set up and practice using the game system in the classroom before the lesson  Know the aspects of the game that are likely to be accessible to all students as well as what could be challenging before introducing it to students  Consider your resources and what is reasonable for your students
  • 50.
  • 51. Copies of Lesson Plans Please note the copyright!

Hinweis der Redaktion

  1. (Lenhart et al, 2010) (Project Tomorrow, 2009) (Rideout et al, 2005). (Lenhart et al, 2007).
  2. http://www.msnbc.msn.com/id/15309615/http://www.edutopia.org/digital-literacy-video-games-gamedesk
  3. http://kidblog.org
  4. Laura, Jami, Erin
  5. Laura, Jami, Erin
  6. Laura, Jami, Erin
  7. Laura, Jami, Erin
  8. Laura, Jami, Erin
  9. Play a clip of the accompanying music (entrance music and game music)
  10. Spatial understanding, places and regions, and human systems are all elements of geographic understanding (Lee, Visualizing Elementary Social Studies Methods, 2008)
  11. Have a game set up for four players (Erin, Jami, Laura, Liz, and/or Sarah), and model some of the features of the game and the language that you can encourage students to use while playing the game (this shows that it does not need a lot of set up, which is not a feature of the Instructional Applications that I created), such as cardinal directions in which they are moving and the approximate distances they are traveling.