2. Consider these questions:Consider these questions:
What is your favorite game? Why?
What is “play”?
What does Engaged learning look
like, sound like, feel like?
What are the games your students
play? Why do you think they play
them so often?
3. Other considerations:Other considerations:
Did you mention a sport, board
game, puzzle game, or online game?
Why are our students so engaged in
these games?
Do our students play sports?
Board games? Puzzles?
Online games?
6. Characteristics of a GameCharacteristics of a Game
Defining
Trait
Purpose Importance
Goal
Explains
Outcome
- Provides Sense of Purpose
- Focuses Attention
Rules
Places
Limitations
- Unleashes Creativity
- Fosters Strategic Thinking
Feedback
Discloses
Proximity to Goal
- Promises Achievability
- Encourages Motivation
- Jane McGonigal
7. What is a Game?What is a Game?
Defining
Trait
Purpose Importance
Goal Explains
Outcome
- Provides Sense of Purpose
- Focuses Attention
Rules Places
Limitations
- Unleashes Creativity
- Fosters Strategic Thinking
Feedback Discloses
Proximity to Goal
- Promises Achievability
- Encourages Motivation
Voluntary
Participation
Evens
“Ground”
- Promotes safe, fun
environment with challenges
- Jane McGonigal
8. DEBRIEFING – a key learning component
(Feedback)
Social Interactions
- What helped us succeed?
- What hindered our success?
- What do we need to do differently next time?
Academics
- Where am I in terms of the goal?
- What do I need to do to move toward goal?
9. What is a Game?What is a Game?
- Jane McGonigal
10. History of GamingHistory of Gaming
Go to this website and read about
The History of Gaming.
http://www.ancient.eu.com/article/81/
11. Today’s StatisticsToday’s Statistics
A half billion people on Earth spent an hour
per day gaming
Collectively, our planet now spends 3 billion
hours a week gaming
By age of 21, the typical American will have
spent10,000 hours playing games - as many
hours of games as spent time in MS and HS
– parallel structure
Research indicates pro-social results of
gaming for up to 21 hours per week (MIT)
13. Rapid Change in ErasRapid Change in Eras
Daniel Pink,
A Whole New Mind
14. Rapid Change in ErasRapid Change in Eras
“Technologies, cultures, climates may
change, but our basic human needs and
desires do not. To survive, to care for our
families, and to lead happy, purposeful
lives.”
- Jane McGonigal, Reality is Broken
18. This is what we want in education…
students SO engaged that they
WANT to come to school.
19. Jane McGonigalJane McGonigal
Please watch the two videos
by Jane McGonigal:
The Game That Can Give
You Ten Extra Years of Life
Skills Students Are
Learning From Games
(Links on the wiki – mod 9)
20. Appeal of Games:
1. Clear Goals & Objectives
2. Specific, Constructive Feedback
3. Failure is Low-Risk
4. Draw on Strength of Others
5. Incremental Learning
6. Cascading Information Theory
21. Cognitive Benefits: Whole Child Benefits:
Processing & Constructing of
Knowledge
Engagement
Connecting, Transferring, Sharing Info Motivation
Better Retention of Information Collaboration
Systems-Thinking Work Ethic & Pride
Attention to Detail Resiliency
Freedom to Experiment; Risk-taking Sociability
Failure as Growth Evolution of Self
Multiple Approaches Relationship Management
Problem-Solving Creativity
Negotiation
22. High Tech vs. Low TechHigh Tech vs. Low Tech
www.education.mit.edu
The Education Arcade
explores games that promote
learning through authentic
and engaging play. TEA's
research and development
projects focus both on the
learning that naturally occurs
in popular commercial games,
and on the design of games
that more vigorously address
the educational needs of
players.
27. Dice Games – World LanguageDice Games – World Language
#1
1 – 1st
person Singular
2 – 2nd
person Singular
3 – 3rd
person Singular
4 - 1st
person Plural
5 – 2nd
person Plural
6 – 3rd
person Plural
#2
1 – Comer
2 – Playar
3 – Estar
4 – Preguntar
5 – Creer
6 – Cambiar
C
O
N
T
E
N
T
A
P
P
L
I
C
A
T
I
O
N
S
?
29. 3 letter word = 1 point
4 letter word = 2 points
5 letter word = 3 points
6+ letter word = 4 points
ClothespinsClothespins
C
O
N
T
E
N
T
A
P
P
L
I
C
A
T
I
O
N
S
?
40. Work/Occupation Related GamesWork/Occupation Related Games
Med. Students: “ER: Code Red”
◦ As Dr, have to treat 35 cases
Doctors & Nurses: “Septris”
◦ Stanford: ID and manage outbreak
Global Issues: “Evoke”
◦ World Bank: solve social problems
Military: Skill training
games
42. Using Games in EducationUsing Games in Education
Play a game to learn new content
Participate in simulations to test theories
& variables
Analyze points of view through characters’
actions
Document own learning through reflection
Research new content through creation of
another game
- Klopfer, Osterweil, Groff, & Haas
43. Why are you using a game?Why are you using a game?
Provide domain-specific content?
Provide domain-specific analytic and
problem-solving approaches?
Enhance skill transfer to related tasks
and domains?
Enhance general skills or cognitive
process?
Develop specific social structures?
Improve participant motivation?
- Ruben R. Puentedura
45. Initiatives and GamesInitiatives and Games
THE ACTIVITY
THE DEBRIEF
◦ What?
What specifically did each member do?
◦ So What?
How did our actions and learning impact us
in the game? (life skills - ex: cooperation)
◦ Now What?
How will we take these learning into the
“real world” or back into the content?
46. Appeal of Games: In the Classroom:
1. Clear Goals & Objectives - ESSENTIAL QUESTIONS
- RUBRICS
2. Specific, Constructive
Feedback
- WHAT IS GOING WELL
- HOW TO IMPROVE
3. Failure is Low-Risk
- FORMATIVE ASSESSMENT
4. Draw on Strength of
Others - PAIRS/GROUPS
5. Incremental Learning /
Cascading Information
Theory
- MOVE FORWARD WHEN
PROFICIENCY ACHIEVED
47. ReferencesReferences
Johnson, L., Adams, S., and Cummins, M. (2012).
The NMC Horizon Report: 2012 Higher Education Edition. Austin, Texas: The New Media
Consortium.
Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). Using the Technology of Today, in
the Classroom of Today.
http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf
Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). Moving Learning Games Forward.
http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
Marzano, R. (2010). Using Games to Enhance Student Achievement., Association for
Supervision and Curriculum Development, Volume 67 (5), pp. 71-72.
http://www.ascd.org/publications/educational-leadership/feb10/vol67/num05/Using-
Games-to-Enhance-Student-Achievement.aspx
McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change
the World. New York: Penguin, 2011. Print.
Puentadura, R. (2009, August 3). Game and Learn: An Introduction to Educational
Gaming. http://hippasus.com/rrpweblog/archives/000039.html
Teach Thought http://www.teachthought.com/technology/difference-gamification-
game-based-learning/
The Gamification of Education infographic. https://www.knewton.com/gamification-
education/
Editor's Notes
board games, physical games, puzzle games, online games, console games, mobile games, etc.
Good learning – students are doing these OUTSIDE of the classroom – immersed in popular technologies MIT)
board games, physical games, puzzle games, online games, console games, mobile games, etc.
Good learning – students are doing these OUTSIDE of the classroom – immersed in popular technologies MIT)
Biases against games – Don’t play games with me, feel manipulated and that others are using strategy against us
Strategic thinking is defined as a mental or thinking process applied by an individual in the context of achieving success in a game or other endeavor. As a cognitive activity, it produces thought.
Biases against games – Don’t play games with me, feel manipulated and that others are using strategy against us
Robert Marzano
Herodotus told story of Ancient Lydia 700 BC – used to distract themselves from hunger for 18 years using sheep knuckles for dice.
After 18 years someone had to move out. Played a dice game. Half population had to move = built ships moved to Northern Italy = Etruscans
Why do we let people put the best of themselves into a virtual world?
Research shows that happiest when failed but getting feedback – learned, powerful, confident – monkey in space, experience points, stats to show what we need to do, still make an impact
Why do we let people put the best of themselves into a virtual world?
Research shows that happiest when failed but getting feedback – learned, powerful, confident – monkey in space, experience points, stats to show what we need to do, still make an impact
Pg. 5 quote – McGonigal Technologies, cultures, climates may change, but our basic human needs and desires do not. To survive, to care for our families, and to lead happy, purposeful lives.
Daniel Pink’s A Whole New Mind
Pg. 5 quote – McGonigal Technologies, cultures, climates may change, but our basic human needs and desires do not. To survive, to care for our families, and to lead happy, purposeful lives.
Daniel Pink’s A Whole New Mind
Our kids need movement – every 7-8 minutes research now says
Physical linked to mental
Roll-back syndrome
Barriers to Innovation – MIT, Klopfer, Osterweil, Groff, Haas
The Context – School
The Innovator – Teacher
The Innovation – Tool
The Operator - Student
hadn’t worked so hard 2. stayed in touch with friends 3. let self be happier 4.had courage to express true self 5. true to dream
Play – tackle tough challenges, adopt an identity, recruit allies, power up to energize, battle bad guys,
Systems-thinking – mindful of how their actions impact others
Games stimulate the brain to produce dopamine
Dopamine helps orient attention and encourages the creation of the connection between neurons
The connection, or synapses, are the physical basis for learning
Games stimulate the brain to produce dopamine
Dopamine helps orient attention and encourages the creation of the connection between neurons
The connection, or synapses, are the physical basis for learning
Need to move every 7-8 minutes – physical or emotional movement
Q2L – show video of Katie Salen
Blank Cubes for Who? What? When? Where? Why?
Goal: Gather as many points as possible.
Rules: LIKE BOGGLE. Pick 2 clothes pins and put on shirt. Have 30 seconds to grab clothespins off friends.
Return to group. Have three minutes to create as many words as possible using all your clothespins.
Add up points and share out.
- BIGGEST word / sentence using each letter only once – 2 minutes.
Teams by grade level?
One rep to me to pick up letters, chart paper and marker
Must be related to some aspect of student engagement
$3.50 each board
Simulations – analogies for real-world events
Simulations – analogies for real-world events
In triads with arms linked, silently move. Then talk.
But such reality-based video games could help prepare recruits for the mental horrors of war, help train them for the real thing and even help prevent cases of post-traumatic stress disorder (PTSD) in soldiers.
represent Army values and career options
Simulations – analogies for real-world events
Education games