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  1. 1.   Must  Play  to  Learn:     Can  Digital  Game-­‐Based   Learning  Help  Us  Unlock   Op#mal  Learning   Outcomes?       March  7,  2012     Barbara  Truman   Director,  Course  Development    Learning  Systems  &  Technologies     Center  for  Distributed  Learning    
  2. 2. GAME-­‐BASED  LIFESTYLES  Ò  Learner  Ò  Instructor  Ò  Researcher  Ò  InsRtuRon  Ò  Local  industry   Licensed under Creative Commons by Lars PloughmannÒ  NaRonal  compeRRveness  Ò  Global  ciRzenry  Ò  IntergalacRc  peace  
  3. 3. HORIZON  PROJECT  RETREAT  METATRENDS  Ò  People  expect  to  work,  learn,   socialize,  and  play  whenever   and  wherever  they  want  to.  Ò  Openness  —  concepts  like  open   content,  open  data,  and  open   resources,  along  with  noRons   of  transparency  and  easy   access  to  data  and  informaRon   —  is  moving  from  a  trend  to  a   value  for  much  of  the  world. January 24-26, 2012, Austin, TX
  4. 4. HORIZON  PROJECT  RETREAT  METATRENDS  Ò  The  Internet  is  constantly   challenging  us  to  rethink   learning  and  educaRon,  while   refining  our  noRon  of  literacy.    Ò  There  is  a  rise  in  informal   learning  as  individual  needs   are  redefining  schools,   universiRes,  and  training.     New Media Consortium Licensed under a Creative Commons License by Cyprien
  5. 5. OBSTACLES  TO  OVERCOME  Ò  Cost  Ò  Time  Ò  Leadership  Ò  Tools  Ò  Business  case  Ò  Evidence  of  impact  Ò  PercepRon  of  games,  gamers  Ò  PercepRon  of  replacing  teachers  
  6. 6. BENEFITS  OF  GBL  Ò  Skills  for  research  Ò  CollaboraRon  Ò  Problem  solving   Minecraft Photo and castle by Ian Turgeon, Learning Systems & TechnologyÒ  Leadership   Center for Distributed Learning, University of Central Florida http://www.minecraft.netÒ  CriRcal  thinking  Ò  Digital  literacy  Ò  Media-­‐making
  7. 7. TRANSFORMATIVE  Ò  Research  Ò  Crowd  sourced  Ò  CollaboraRve  
  8. 8. PRESSURES  ON  HIGHER  EDUCATION  Ò  Funding  Ò  CompeRRon  Ò  Degree   compleRon  Ò  AlternaRve   credenRaling  Ò  Accountability  Ò  Student   expectaRons
  9. 9. ALTERNATIVE  CREDENTIALING National Institute for Learning Outcomes Assessment. (2011). Transparency Framework. Urbana, IL: University of Illinois and Indiana University, National Institute for Learning Outcomes Assessment (NILOA). Retrieved from:
  11. 11. BADGES     Informal learning credentialing Competition and rewards for engagement - gamification
  12. 12. GAME  LAYER   Institutional example
  13. 13. PUBLISHERS,  4PROFITS,  TECH  GIANTS,  FUNDERS  Ò  Pearson   Ò  Development  EducaRon  Ò  McGraw  Hill   IniRaRve  Ò  Kaplan   Ò  Complete  College  America  Ò  University  of  Phoenix   Ò  Ge_ng  Past  Go   Guess who used this Zombie campaign to raise awareness?
  15. 15. LEARNING     James Paul Gee, Arizona State Literacy, Rhetoric, DiscourseVideo PBS Interview Learning Principles: Bryan Alexander- NITLE- 2009 New Media Consortium Presentation:
  16. 16. BEYOND  GAMIFICATION-­‐  KEY  ADVOCATES     Marc Prensky & Richard Van Eck University of North Dakota ELI Annual Meeting 2006 San Diego Constance Steinkuehler UWisconsin, Madison Sr. Policy Analyst Office of Science and Technology Policy, Executive Office of the President Chris Dede, Harvard 2009: Wisdom
  17. 17. 7  GRAND  CHALLENGES  OF  EDUCATION  Ò  Roadmap  for  EducaRonal  Technology   É  Personalizing  EducaRon   É  Assessing  Student  Learning   É  SupporRng  Social  Learning   É  Diminishing  Boundaries   É  Developing  AlternaRve  Teaching   Methods   É  Addressing  Policy  Change
  18. 18. ROADMAP’S  RECOMMENDATIONS  Ò  User  modeling  Ò  Mobile  tools  Ò  Networking  tools   Beverly WoolfÒ  Serious  games  Ò  Intelligent  environments  Ò  EducaRonal  data  mining   Next Generation Learning Challenges Wave I Grant Math Fundamentals Tutor calledÒ  Rich  interfaces     Wayang to Improve College Readiness and Completion    
  19. 19. OUR  GBL  CHALLENGE  Applying  what  we  know  about  game-­‐based  learning:   collaboraRve  self-­‐interest   faculty  empowerment  (DIY)   faculty  development  (supported)   Photo from NIMH course-­‐game  integraRon   course-­‐game  development   broader-­‐game  development   massive-­‐game  development   Kim Hager, UCLA
  20. 20. IT  IS  ABOUT  LEARNING!   Games  work  for  the  same     reasons   Game  Techniques   that  learning  works     Mo7va7on   Flow   Feedback   Feedback   Curtiss Murphy Good Games Prac7ce   Simplicity   By Design Sr. Product Engineer Posi7ve  Feelings   Choice/involvement   Alion Science and Technology Intensity   Immersion  &   Choice/involvement   Engagement     Prac7ce   Fun   Why Games Work and the Science of Learning I/ITSEC 2011Tutorial
  21. 21. INSTITUTIONAL  EXAMPLE  University of Wisconsin, MadisonGames, Learning and Society Conference Distributed Learning Co-Lab
  22. 22. INSTITUTIONAL  EXAMPLES-­‐  GAMING   Boise State University 3D Game Lab, Lisa Dawkins Faculty Development http://3dgamelab.orgPenn State’s Gaming Commons, Chris Stubbs
  23. 23. ADVANCED  DISTRIBUTED  LEARNING  (ADL)   •  US  DoD  Joint  ADL  Co-­‐ Lab,  UCF  Research   Park   •  Focus  on  Next   GeneraRon  Learner   •  Standards  of   Technologies   •  Reusability   •  Interoperability   •  Project  Tin  Can  for   scenario  development   hep://
  24. 24. SERIOUS  GAMES   Serious Games Showcase and Challenge Games for Change EnerCities Game:
  25. 25. TM       •  Psychology online (virtual) labs •  Solves business problem – inadequate lab space •  Drives scientific inquiry within undergraduate education  and  supported  by  CDL’s  Learning  Systems  &  Technology  Group  
  26. 26. LEARNING  REGISTRY   - Community - Amplified - Distributed - Learning - Resources Joint Initiative
  27. 27. BE  YOUR  OWN  HERO   March 15-17, 2012
  28. 28. GET  THEE  AN  AVATAR   Open Simulation Free access and land for research and development March 28-30, 2012 Free access via Second Life
  29. 29. ARG  –  MOOC  LIKE   Intellagirl Sarah RobbinsLaunched in Feb 2012Rich narrative, puzzles,humor, intrigue,characters
  30. 30. THANK  YOU  Twieer:  barbaratruman  Facebook  and  LinkedIn:  Barbara  Truman  Skype  and  Flickr:  Btruwoman  Second  Life:  Delighkul  Doowangle  Research  Blog:    hep://  Personal  Blog:  hep://  hep://  
  31. 31. KEY  REFERENCES   Web Links Horizon Report Bryan Alexander- NITLE- 2009 New Media Consortium Presentation: Lumina Foundation Degree Profile Video: UCF Psychology Virtual Lab Research-Game Project National Center for Simulation Team Orlando College Productivity Council for Adult and Experiential Learning National Institute for Learning Outcomes Assessment Gallup Organization Strengths-Based Development A Roadmap for Education Technology Next Generation Learning Challenges Wave I Grant: Math Fundamentals Tutor, Wayang, to Improve College Readiness and Completion Alternate Reality Game (ARG) video from Jason Rosenblum: Alternate Reality Game Vimeo: ARG: Entertainment Software Association: Centers for Disease Control Zombie Apocalypse: Serious Games Institute (UK) National STEM Video Game Challenge: Sandia Labs – Adaptive Training – Elaine Raybourn Praise for World of Warcraft Kaufman Foundation - Want to Truly Scale a Learning Program? Try Gaming. James Paul Gee’s Gaming Learning Principles: James Gee Video PBS Interview: SuperSleuths – Intelligence Training - MacArthur Competition on Digital Badges: STEM Ethics Game-HP Catalyst-Sloan Video Larysa Nadolny ARIS Open Source Mobile Platform: Games, Learning, and Society Blog: Adademic Co-Lab –Advanced Distributed Learning Initiative (ADL) Serious Game – Enercities Serious Games Showcase and Challenge: (Turn Down Speakers!) IITSEC Conference, Orlando, FL Games for Change:
  32. 32. KEY  REFERENCES  (CONTINUED)   Resource  Examples:   Boise  State  University  -­‐  3DGame  Lab:  hep://   Penn  State  University  EducaRonal  Gaming  Commons:  hep://   Online  Games  on  Demand:  hep://   Advanced  Distributed  Learning  Newsleeer  on  Video  Games  March  2011:  hep://   Center  for  Edupunx  hep://   SimulaRon  and  Serious  Games-­‐  Lyr  Lobo  hep://­‐and-­‐educaRonal-­‐games   Serious  Game  with  Deep  Down  Mine  hep://   Purdue  Games  InsRtute  hep://   Texas  Games  SIGGS  hep://     Ar7cles   Do  Serious  Games  Work?  hep://   Murphy,  C.  (2011)  Non-­‐published  manuscript.  Why  Games  Work  and  the  Science  of  Learning.  hep://         Books   Bransford,  J.,  Brown,  A.  L.,  Cocking,  R.  R.,  &  NaRonal  Research  Council  (U.S.).  (1999).  How  people  learn:  Brain,  mind,  experience,  and  school.  Washington,  D.C:  NaRonal    Academy  Press.   Gee,  J.  P.  (2004).  What  video  games  have  to  teach  us  about  learning  and  literacy.  New  York:  Palgrave  Macmillan.   Gee,  J.  P.,  &  Hayes,  E.  (2010).  Women  and  gaming:  The  Sims  and  21st  century  learning.  New  York:  Palgrave  Macmillan.   Senge,  P.  M.  (1999).  The  dance  of  change:  The  challenges  of  sustaining  momentum  in  learning  organiza#ons.  New  York:  Currency/Doubleday.   Woolf,  B.  P.  (2009).  Building  intelligent  interac#ve  tutors:  Student-­‐centered  strategies  for  revolu#onizing  e-­‐learning.  Amsterdam:  Morgan  Kaufmann  Publishers/Elsevier.     UCF  Gaming  and  Simula7on  Web  sites:     UCF  InsRtute  for  SimulaRon  and  Training  hep://   UCF  IST  METIL  hep://   UCF  Retro  Lab  hep://   UCF  Center  for  Research  and  EducaRon  in  Arts,  Technology,  and  Entertainment  hep://   UCF  Florida  InteracRve  Entertainment  Academy  hep://   UCF  School  of  Visual  Arts  and  Design  hep://                    
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