Trends in Technology: Gaming presentation

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    TRENDS AND ISSUES

    IN INSTRUCTIONAL DESIGN

    AND TECHNOLOGY

    Gaming and learningGaming and learning

    Martha RiceITED 501Instructional Technology Foundations

    Texas A&M Texarkana

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    Serious Gaming

    includes educational video games,

    simulations, and virtual worlds

    presents real world problems is NOT simply drills or questions to answer

    keeps with theories of Constructivism

    creates intensive learning opportunities

    bases learning on sound pedagogy

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    Games help students learn to

    link abstractions with concrete learning

    make mental models

    work together

    make decisions and accept consequences

    study smarter

    strategize

    solve problems

    think critically

    recognize patterns and visual cues

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    Virtual Worlds and Simulations:

    Expansive interactive environments andcomplex resources allow learners to makeand test hypotheses.

    Simplified microcosm teaches learners aboutmore complex real world.

    Learners can experience working as an expertin the field.

    Learners can experiment, especially withwhat would be prohibitively expensive ordangerous in real life.

    Not widely used in k-12 education yet.

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    Creating Motivation

    Digital natives like video games. Learning occurs in places where learners feel safe

    and able to take risks. Serious games are engaging and interesting. Learners earn rewards for learning. Problems are hard enough to challenge, but easy

    enough to conquer.

    Players begin to feel ownership of their learning

    through the game. Video games teach complex skills through

    scaffolding process. Students can collaborate to solve challenges.

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    Personalized learning

    Serious games can inspire learners whentraditional classroom instruction fails.

    Games can be adapted to appropriate skill andmastery levels; most games adapt themselvesaccording to player inputs.

    Games reward players for what they do right,recognizing players strengths.

    Games use multiple senses, learning methods.

    Games are nonlinear so students can move fromone skill area to another, avoiding frustration.

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    Risks and rewards

    Video game players expect to fail before they

    can succeed in mastering a task.

    Serious games provide positive experiences

    in failure, in contrast to negative feelings thatcome with failure in traditional face-to-face

    education.

    Because failure is acceptable in seriousgaming, serious gaming creates a risk-freeenvironment for students, and creates a

    stronger learning experience.

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    Reflection and Feedback

    Video games provide learners with instant

    feedback about their decisions and actions.

    Serious games allow learners time to stop

    and think about problems.

    Serious games that build in reflection after

    the task are actually more effective than

    teacher-led feedback. Serious games encourage learners to think

    about what they think they know.

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    Proven results:

    Military simulations: real expertise andfewer mistakes in reality

    K-12 education: better standardized scores

    Higher retention of active learning

    Health care simulations: quality

    professional development

    Business: high-level training that can beaccessed anywhere, anytime

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    Suggestions for k-12

    Teachers should use serious gaming to tap intodigital learners natural interests, not dwell on19th century learning methodology.

    Serious gaming is worth the time investment,and is not counter-productive to assessmentgoals.

    Continued use of serious gaming across curriculahelps standardize terminology and educationalexperience and measuring students growth.

    Curriculum modules should be created for usewith popular consumer games.

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