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8/7/2019 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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