Gaming in education

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Gaming and Media Design for Learning

Topic : Gaming in Education

Ryan Schaaf

Assistant Professor of Technology, College of Notre Dame of Maryland

Graduate Faculty, Johns Hopkins University SOE

893.628.61

What is Digital Game-Based Learning?

Digital game-based learning (DGBL) is an instructional method that incorporates educational content or learning principles into video games with the goal of engaging learners. Applications of digital game-based learning draw upon the constructivist theory of education. http://www.learnnc.org/lp/pages/4970

Discussion Questions

What would be the benefits of incorporating digital games into the classroom?

First, think as a student. Why would it be cool?

Next, think as a teacher. Why would it be an effective learning strategy?

Finally, if you were a teacher, how would you defend its use with parents and/or administrators?

The Attraction of DGBL •  mirrors how humans think and how the mind

works •  popularity •  motivating and fun •  21st century learners prefer 21st century methods

of learning •  independence •  game design utilizes multiple intelligences •  versatile platform for learning •  collateral learning in a media rich society •  safe alternative to reality •  collaboration and problem-solving

Gaming and the Mind

“Computer-based games provide simulations that often mirror cognitive functions in the brain. Humans think and learn through experiences they have had and via simulations they run in their heads based on those experiences, much as if they were playing video games in their head” (Gee 2007).

Computer-based games present information in a manner more consistent with how the human brain learns

Gaming and the Mind

Pleasure and Motivation •  people enjoy learning new information •  hard work and deep fun

“Good video games give people pleasure. These pleasures are connected to control, agency, and meaningfulness. Good games are problem-solving spaces that create deep learning.” (Gee 2007)

Incorporating Digital Game-Based Learning into Instruction

• Motivation •  Instructional strategy • Closure • Assessment • Review, Reteach

•  Students will miss the point •  Video games are too violent •  Video games do not synch

up to my curriculum •  Video games are a waste of

time •  Video games cost too much

money

Gaming in Education Misconceptions

Misconception #1 : Students will miss the point

Any student will miss the point if they are not guided. Video games are not babysitters or time wasters if they are part of well-constructed lesson or module.

Misconception #2 : Video Games are too violent

Some video games are too violent….SOME! Teachers must evaluate games in the same manner they would evaluate a website for appropriateness.

Evaluate and select appropriate instructional games that match skills and concepts explored during a lesson or unit.

Misconception #3 : Video games are a waste of time

Some video games are a waste of time….SOME!

Teachers must approach new learning strategies with an open-mind

The military and big business have embraced this approach to training. Why not education?

Misconceptions #4 & 5 :

Video games do not synch up to my curriculum

Video games cost too much money

Browser-based instructional games are a web search away!!

Finding Paydirt in the Internet Sea

Caution: Use careful and deliberate search terms to narrow your search to valid result hits.

Billions of available browser-based digital games.

Interactive Activity

Select a general concept and perform a Google or other web engine search. Find a digital game that fits your concept and play it. While you are playing the game:

•  What does the game teach? •  What is the objective of the game? •  What are the pros and cons of the game?

Interactive Game Examples

http://www.bravekidgames.com/flash_game_home_compost.php

Compost 4 Fun

Magic Pen 2

http://www.physicsgames.net/game/Magic_Pen_2.html

http://labyrinth.thinkport.org/www/index.php

http://www.darfurisdying.com/

http://www.quia.com/web

Quia - Pay to Make, Free to Play

http://www.thinkfinity.org/parent_resource_list.aspx?feature=onlinegames

Power Play

Debate Game for Kids

http://www.funenglishgames.com/writinggames/debate.html

Game Sharing

• Web title • Summarize game play • What does it teach? • Did you enjoy the game? Do you predict your students will enjoy the game?

Class #1 Closing Questions

• What are the course assignments, expectations, and logistics?

• Why are games so beneficial to an educational setting?

• What does the current research support with digital games in the classroom?

Discussion #1 (Located in ELC Discussion Tab)

Gaming in Education > Searching for Digital Games to incorporate into your

Curriculum

In class, you learned several strategies for finding browser-based digital games to incorporate into instruction. In this discussion board, identify three to five games you previewed with web links included. How was the game play? Will the game be useful for instruction? How would you utilize it in a lesson?

Bibliography Armstrong, T. (2003). You’re Smarter than You Think: A Kid’s Guide to Multiple

Intelligences. Minneapolis, MN: Free Spirit Publishing Inc. Campbell, L. & Campbell, B. (1999) Multiple Intelligences and Student

Achievement: Success Stories from Six Schools. Alexandria, VA: ASCD Demski, J. (2009). The WoW factor. T.H.E. Journal, 36(10), 30-35. Gee, J.P. (2007). Good video games + good learning: Collected essays on video

games, learning, and literacy. New York, NY: Peter Lang. Harris, K. (1986) Self-Motivating of Attentional Behavior Versus Self-Monitoring

of Productivity: Effects on On-Task Behavior and Academic Response Rate Among Learning Disabled Children. College Park, MD, Journal of Applied Behavior Analysis

Johnson, L., Levine, A., Smith, R., and Smythe, T. (2009). The 2009 Horizon

Report: K-12 Edition. Austin, Texas: The New Media Consortium Prensky, M (2001). Digital Game-Based Learning. St. Paul, Minnesota: Paragon

House. Shaffer, D.W. (2006). How computer games help children learn. New York, NY:

Palgrave Macmillian Skurzynski, G. (1991) Almost the Real Thing. New York, NY: Maxwell

MacMillan International

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