Intregrating COTS Games into your Classroom - Presentation Transcript
A Guide to Integrating COTS Games into Your Classroom Richard Van Eck University of North Dakota UAA EDAE 637 Design of eLearning Craig Kasemodel 2 March 2009
Handbook of Research on Effective Electronic Gaming in Education Van Eck, R. (2009). A guide to integrating COTS games in your classroom. In R. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (1 st ed., pp 179-199). Hershey, Pa.: Information Science Reference.
Theoretical Foundations for Designing Commercial Off-the-Shelf (COTS) Game-Based Learning (GBL)
Situated Learning and Cognition
Knowledge and transfer are tied to context and domain
Learning is effective when embedded in a meaningful context
Instructional events and content must be subservient to the game world
Intrinsic Motivation
“ learning that occurs in a situation in the most narrowly defined activity from which the learning occurs would be done without any external reward or punishment” (Malone & Lepper, 1987, p. 229 in Van Eck, 2009, p. 182.)
Challenge
Curiosity
Control
Fantasy (Endogenous Fantasy)
Objectives and Assessment
Communicate to learners to support metacognitive processes and activate/establish relevant schemas (memory units)
Indirect communication of objectives is the most common method of establishing objectives in a game
Assessment should parallel your objectives
What does this mean for COTS GBL?
Design learning activities, objectives, and assessments with the same principles and narrative context of the game
Practice = effective instruction builds opportunities for application of what is being learned, accompanied by feedback, to help the learner monitor their own learning
Problem-Based Learning – a continual process
The NTeQ Model iNtegrating Technology through inQuiry
The NTeQ Model Foundation #1
Instructor is…
Technologically Competent
Instructional Designer
Manager
Facilitator
The NTeQ Model Foundation #2
The Student …
Engages in the learning process
Assumes the role of the researcher
Becomes technologically competent
The NTeQ Model Foundation #3
The computer is …
used as a tool, as in the workplace, to enhance learning through the use of real-world data to solve problems
The NTeQ Model Foundation #4
The Lesson is …
Student-Centered
Problem based
Technology based
Authentic
The NTeQ Model Foundation #5
The Environment …
Incorporates multiple resource-rich activities
Putting Theory into Practice
Know your Audience
Know your Environment
Find a Game
Evaluate the Game
Design the Lessons
Documentation
Implementation
Evaluation
Effective Electronic Gaming in Education
Gaming Benefits
Teachers:
Re-engage the disengaged and challenge the talented: flexible tool to reach all abilities
Focused on the metacognitive processes which encourage learners to think about the learning process
Pupils:
Speaks a familiar language in today's media-savvy society
Able to learn at their own pace while the games adapt to their needs and abilities
Reduces social barriers and encourages participation
Parents:
Provide a mechanism to collaborate and communicate
Provides a safe environment for experimentation and experience
Additional Resources
http://idt.und.edu/gbl
http://brainmeld.org
http://nteq.com
Second Life!
References
Van Eck, R. (2009). A guide to integrating COTS games in your classroom. In R. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (1 st ed., pp 179-199). Hershey, Pa.: Information Science Reference.
A review of Van Eck's "A Guide to Integrating COTS more
A review of Van Eck's "A Guide to Integrating COTS Games into Your Classroom." by Craig Kasemodel of Alaska eLearning and University of Alaska-Anchorage. less
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