Intregrating COTS Games into your Classroom

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    Intregrating COTS Games into your Classroom - Presentation Transcript

    1. 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
    2. 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.
    3. Theoretical Foundations for Designing Commercial Off-the-Shelf (COTS) Game-Based Learning (GBL)
    4. 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
    5. 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)
    6. 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
    7. 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
    8. The NTeQ Model iNtegrating Technology through inQuiry
    9. The NTeQ Model Foundation #1
      • Instructor is…
        • Technologically Competent
        • Instructional Designer
        • Manager
        • Facilitator
    10. The NTeQ Model Foundation #2
      • The Student …
        • Engages in the learning process
        • Assumes the role of the researcher
        • Becomes technologically competent
    11. 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
    12. The NTeQ Model Foundation #4
      • The Lesson is …
        • Student-Centered
        • Problem based
        • Technology based
        • Authentic
    13. The NTeQ Model Foundation #5
      • The Environment …
        • Incorporates multiple resource-rich activities
    14. Putting Theory into Practice
      • Know your Audience
      • Know your Environment
      • Find a Game
      • Evaluate the Game
      • Design the Lessons
      • Documentation
      • Implementation
      • Evaluation
    15. Effective Electronic Gaming in Education
    16. 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
    17. Additional Resources
      • http://idt.und.edu/gbl
      • http://brainmeld.org
      • http://nteq.com
    18. Second Life!
    19. 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.
      • http://www.gamespot.com
      • http://www.ign.com
      • http://www.easports.com
      • http://www.atari.com
      • http://www.microsoft.com
      • http://www.2kgames.com/
      • http://www.tpld.net/
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