Playing to learn 04-14-11

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Presentation prepared for the PAGE conference, 4-14-11, in Harrisburg, PA

Presentation prepared for the PAGE conference, 4-14-11, in Harrisburg, PA

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  • 1. Playing to Learn: Using Games and Simulations in the Classroom PAGE Thursday, April 14, 2011 Get your cell phones out for text polling
  • 2. Andy Petroski Director of Learning Technologies Assistant Professor of Learning Technologies Harrisburg University Harrisburg University LTMS CAE&LT
  • 3.  
  • 4. Don’t forget: You can copy-paste this slide into other presentations, and move or resize the poll.
  • 5. Benefits Uses Types Define
  • 6. -ASTD Games Simulations “ A structured activity in which two or more participants compete within constraints of rules to achieve an objective.” “ An operational model, using selected components, of a real or hypothetical process, mechanism or system.”
  • 7. Games & Simulations Problem-Based Learning Activities Serious Games Immersive Learning Simulations Learning Games Mini-Games Educational Games
  • 8.  
  • 9.  
  • 10. Genres Games Hybrid Simulations
    • Action
    • Fighting
    • Sports
    • 3D shooter
    • Card or Board
    • Adventure
    • Driving or Flying
    • Strategy Game
    • Role Playing
    • Multiplayer
    • Augmented Reality
    • Alternate Reality
    • Branching Stories
    • Interactive Spreadsheets
    • Virtual Labs
    • Mini-games
  • 11. Game Simulation
  • 12. Games in Education
  • 13. Games for Formative Assessment
  • 14. Categories for Learning Simple Serious Software Physical Soft Skill Cause/Effect Game Simulation
  • 15. Games in Education Students Games Effective Teaching & Learning Strategies Improved Learning Outcomes 21 st Century Skills Educators
  • 16.  
  • 17. Games in Education
  • 18.  
  • 19. Flow: The Psychology of Optimal Experience Mihaly Csikszentmihalyi Challenge Skill Flow Channel
  • 20.  
  • 21. American Psychological Association
    • Examined 122 fifth-, sixth- and seventh-graders' problem-solving behavior while playing a video game.
    • Analyzed a random sample of nearly 2,000 discussion posts in November 2006 where participants talked about various game-related topics.
    • "These forums illustrate how sophisticated intellectual practices to improve game play mimic actual scientific reasoning," said Duncan. "Gamers are openly discussing their strategies and thinking, creating an environment in which informal scientific reasoning practices are being learned by playing these online video games."
  • 22. Studies on the difference between simulations/games and conventional instruction in student performance
    • 36 (56%) found no difference
    • 22 (32%) found differences favoring simulations/games
    • 5 (7%) favored simulations/games, but their controls were questionable
    • 3 (5%) found differences favoring conventional instruction
  • 23. Game Attributes & Learning
    • (a) contextual bridging , (b) high time-on-task ,
    • (c) motivation and goal orientation , even after failure ,
    • (d) providing learners with cues, hints and partial solutions to keep them progressing ,
    • (e) personalization of learning , and
    • (f) infinite patience
  • 24. Quest to Learn
    • Supports a dynamic curriculum that uses the underlying design principles of games to create academically challenging, immersive, game-like learning experiences for students. Games and other forms of digital media also model the complexity and promise of “systems.” Understanding and accounting for this complexity is a fundamental literacy of the 21st century.
    • 6th-12th grade school launched in fall 2009
    • http://q2l.org/
  • 25.  
  • 26.  
  • 27.
    • June 16-17, 2011
    • Harrisburg University
    • Games . Simulations . Virtual Worlds
    • www.leef2010.net
    • Keynotes . Case Studies . High Tech Demos
  • 28.
    • Sploder
    • Kodu
    • Scratch
    Entry-Level Game Dev Tools
  • 29.
    • Living Free Financial Management Game
    • Math Buddies
    • Entrepreneur Board Game
    • Super Stu and the Grammar Gremlin
    • Cultural Bias Awareness for Cultural Voices
    • Defeat Nardak: Network Password Rules Game
    • Roaming the Halls
    LTMS 603
  • 30. Graduate Courses in Learning Technologies Integrate technology to ENGAGE your students! Classes offered at 6 locations!!! www.HarrisburgU.edu/IULTCohorts www.edtechclinics.net
  • 31.  
  • 32.
    • Andy Petroski
    • Director of Learning Technologies
    • Assistant Professor of Learning Technologies
    • Harrisburg University
    • [email_address]
    http://www.linkedin.com/pub/andy-petroski/0/176/315 http://www.ning.com/andypetroski http://learnev.blogspot.com/ apetroski
  • 33. Playing to Learn: Using Games and Simulations in the Classroom PAGE Thursday, April 14, 2011