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All Games are
Not the Same
• Use the right
  game to teach
  the right
  content.
• Instructional
  strategies apply
  to game design.
Designing Performance-Based Instruction



     Facts               Concepts                         Rules
    - Elaborating        - Examples                      - If-Then
    - Organizing         - Non-Examples                  - Cause/Effect
    - Association        - Attribute Classification      - Concept Application



Procedures                Principles                    Problem-Solving
- Whole to Part Review    - Teach Model               - Multiple Scenarios
- Learn Parts             - Behavior Checklist        - Professional Experiences
- Assemble Procedure      - Examples                  - Realistic Application
ms Jargon
                                              Acrony
                                                  Memorization
                                 Facts

• Designing for Facts
   – Elaboration-links new information with
     relevant prior knowledge
      • Superordinate-context of new fact
      • Coordinate-compare/contrast
ms Jargon
                                      Acrony
                         Facts            Memorization




• Designing for Facts
  – Organizing—Placing facts into a
    logical grouping (chunking)
     •   Tables
     •   Diagrams
     •   Lists
     •   Models
     •   Mnemonics


  Roy G. Biv
Declarative
Knowledge
  Games




                     Matching
                  Multiple Choice
              Organization-Drag/Drop
Combine First-Person with
                                                    Combine First-Person with
                                                   Teaching Facts
                                                    Teaching Facts




www.gadgetsgamesandgizmos.
                             © Karl M. Kapp 2007
Researchers have found that the                      Yep, people tend to remember facts
human brain has a natural affinity for               more accurately if they encounter
narrative construction.                              them in a story rather than in a list.




               And they rate legal arguments as more
               convincing when built into narrative
               tales rather than on legal precedent.




     http://www.kaplaneduneering.com/kappnotes/index.php/2007/05/accidental-learning-and-power-of/
ct
                                        Abstra    Categories
                          Concepts         Concrete




• Designing for Concepts
  – Concept is a class of items that share common
    features and is known by a common name.
     • Example, Non-Example
     • Attribute Classification
Conceptual
Knowledge Games




      Examples
   Non-Examples
Results of Conceptual
   Understanding
Conceptual
Orienteering
Conceptual
Orienteering




           Triggers Episodic
           Memory
d.
                                                th en avoi
                                     If h o t ,
                        Rules                         Moisture causes
                                                       out of tolerance




• Designing for Rules
  – Rule is a statement that expresses a relationship
    between concepts.
     • If-Then
     • Cause/Effect
     • Concept Application
ses
                                          are P roces
                                    Softw            SOPs
                  Procedures               Step-by-Step



• Designing for Procedures
  – Procedure is a sequence of steps the learner
    performs to accomplish a task.
     • Whole to Part Review
     • Learn Parts
     • Assemble Procedure
www.gadgetsgamesandgizmos.com   © Karl M. Kapp 2007
ills Leadership
                                       So ft S k
                     Principles             Trouble Shooting




• Designing for Principles
  – Principle is a non-sequential guideline that must
    be adapted to a specific situation.
     • Teach Model
     • Behavior Checklist
     • Examples
Example
Enspire Learning: http://www.enspire.com/
Enspire Learning: http://www.enspire.com/
Enspire Learning: http://www.enspire.com/
Problem-Solving
• Designing for Problem-Solving
  – Problem is previously un-encountered situation
    that requires the application of previously learned
    concepts, rules, procedures, principles
     • Teach Model
     • Behavior Checklist
     • Examples
Problem Solving
Knowledge Games




                   Branching
                   Simulation
Problem Solving
Knowledge Games



                     Virtual 3D
                   Environments
Energy efficiency
              certification requires
              a field test.




Energy Observation
Interplay Energy, in partnership with the
Residential Energy Services Network (RESNET)
created a simulation to measure applied
knowledge and understanding like a physical field
test.
Objectives included:
Objectives included:
•Gas line leak detection
•Gas line leak detection
•Ambient CO testing
•Ambient CO testing
•Unvented appliance testing (ovens and stove top
•Unvented appliance testing (ovens and stove top
burners primarily)
burners primarily)
•Proper equipment usage
•Proper equipment usage
•Appliance identification
•Appliance identification
•Combustion appliance Zone (CAZ) understanding
•Combustion appliance Zone (CAZ) understanding
•Worst Case Depressurization
•Worst Case Depressurization
•Vented Appliance (furnace, boilers, water heaters)
•Vented Appliance (furnace, boilers, water heaters)
tests: spillage, CO, draft
tests: spillage, CO, draft
Inventory Observation


Kapp, K. & O’Driscoll T. (( 2010) Learning in 3D: Adding a new dimension to enterrpise
 Kapp, K. & O’Driscoll T. 2010) Learning in 3D: Adding a new dimension to enterrpise
learning and collaboration. Pfeffier. PP.416.
 learning and collaboration. Pfeffier. PP.416.
Learners journey through a
series of activities designed
 to synthesize conceptual
          learning.
Learning changes from being Disembodied and
Transactional to Embodied, Relational and Experiential.
Recommendation


• Match the appropriate content type with the
  appropriate game type.
Fostering Pro-Social
                       Behavior




Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior.
Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior.
Journal of Personality and Social Psychology. Vol. 98 .. No. 2., 211-221.
Journal of Personality and Social Psychology. Vol. 98 No. 2., 211-221.
28% helped to
pick up pencils
33% helped to
pick up pencils
67% helped to
pick up pencils
22%
intervened
56%
intervened
First Experiment indicated that playing the
  game Darfur is Dying resulted in a greater
  willingness to help the Darfurian people
  than reading a text conveying same
  information.




Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of
Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of
Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.
Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.
Second Experiment indicated that playing
                                          the game Darfur is Dying resulted in a
                                          greater role taking and willingness to help
                                          than either game watching or text reading.




Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of
Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of
Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.
Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.

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Using Games to Teach Content

  • 1. All Games are Not the Same • Use the right game to teach the right content. • Instructional strategies apply to game design.
  • 2. Designing Performance-Based Instruction Facts Concepts Rules - Elaborating - Examples - If-Then - Organizing - Non-Examples - Cause/Effect - Association - Attribute Classification - Concept Application Procedures Principles Problem-Solving - Whole to Part Review - Teach Model - Multiple Scenarios - Learn Parts - Behavior Checklist - Professional Experiences - Assemble Procedure - Examples - Realistic Application
  • 3. ms Jargon Acrony Memorization Facts • Designing for Facts – Elaboration-links new information with relevant prior knowledge • Superordinate-context of new fact • Coordinate-compare/contrast
  • 4. ms Jargon Acrony Facts Memorization • Designing for Facts – Organizing—Placing facts into a logical grouping (chunking) • Tables • Diagrams • Lists • Models • Mnemonics Roy G. Biv
  • 5. Declarative Knowledge Games Matching Multiple Choice Organization-Drag/Drop
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16. Combine First-Person with Combine First-Person with Teaching Facts Teaching Facts www.gadgetsgamesandgizmos. © Karl M. Kapp 2007
  • 17. Researchers have found that the Yep, people tend to remember facts human brain has a natural affinity for more accurately if they encounter narrative construction. them in a story rather than in a list. And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent. http://www.kaplaneduneering.com/kappnotes/index.php/2007/05/accidental-learning-and-power-of/
  • 18. ct Abstra Categories Concepts Concrete • Designing for Concepts – Concept is a class of items that share common features and is known by a common name. • Example, Non-Example • Attribute Classification
  • 19.
  • 20. Conceptual Knowledge Games Examples Non-Examples Results of Conceptual Understanding
  • 22. Conceptual Orienteering Triggers Episodic Memory
  • 23.
  • 24.
  • 25. d. th en avoi If h o t , Rules Moisture causes out of tolerance • Designing for Rules – Rule is a statement that expresses a relationship between concepts. • If-Then • Cause/Effect • Concept Application
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
  • 32. ses are P roces Softw SOPs Procedures Step-by-Step • Designing for Procedures – Procedure is a sequence of steps the learner performs to accomplish a task. • Whole to Part Review • Learn Parts • Assemble Procedure
  • 33. www.gadgetsgamesandgizmos.com © Karl M. Kapp 2007
  • 34.
  • 35.
  • 36.
  • 37.
  • 38.
  • 39. ills Leadership So ft S k Principles Trouble Shooting • Designing for Principles – Principle is a non-sequential guideline that must be adapted to a specific situation. • Teach Model • Behavior Checklist • Examples
  • 44. Problem-Solving • Designing for Problem-Solving – Problem is previously un-encountered situation that requires the application of previously learned concepts, rules, procedures, principles • Teach Model • Behavior Checklist • Examples
  • 45. Problem Solving Knowledge Games Branching Simulation
  • 46. Problem Solving Knowledge Games Virtual 3D Environments
  • 47. Energy efficiency certification requires a field test. Energy Observation
  • 48. Interplay Energy, in partnership with the Residential Energy Services Network (RESNET) created a simulation to measure applied knowledge and understanding like a physical field test.
  • 49. Objectives included: Objectives included: •Gas line leak detection •Gas line leak detection •Ambient CO testing •Ambient CO testing •Unvented appliance testing (ovens and stove top •Unvented appliance testing (ovens and stove top burners primarily) burners primarily) •Proper equipment usage •Proper equipment usage •Appliance identification •Appliance identification •Combustion appliance Zone (CAZ) understanding •Combustion appliance Zone (CAZ) understanding •Worst Case Depressurization •Worst Case Depressurization •Vented Appliance (furnace, boilers, water heaters) •Vented Appliance (furnace, boilers, water heaters) tests: spillage, CO, draft tests: spillage, CO, draft
  • 50.
  • 51.
  • 52. Inventory Observation Kapp, K. & O’Driscoll T. (( 2010) Learning in 3D: Adding a new dimension to enterrpise Kapp, K. & O’Driscoll T. 2010) Learning in 3D: Adding a new dimension to enterrpise learning and collaboration. Pfeffier. PP.416. learning and collaboration. Pfeffier. PP.416.
  • 53.
  • 54.
  • 55.
  • 56.
  • 57. Learners journey through a series of activities designed to synthesize conceptual learning.
  • 58. Learning changes from being Disembodied and Transactional to Embodied, Relational and Experiential.
  • 59. Recommendation • Match the appropriate content type with the appropriate game type.
  • 60. Fostering Pro-Social Behavior Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. Journal of Personality and Social Psychology. Vol. 98 .. No. 2., 211-221. Journal of Personality and Social Psychology. Vol. 98 No. 2., 211-221.
  • 61. 28% helped to pick up pencils
  • 62. 33% helped to pick up pencils
  • 63. 67% helped to pick up pencils
  • 64.
  • 67.
  • 68.
  • 69. First Experiment indicated that playing the game Darfur is Dying resulted in a greater willingness to help the Darfurian people than reading a text conveying same information. Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction. Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.
  • 70. Second Experiment indicated that playing the game Darfur is Dying resulted in a greater role taking and willingness to help than either game watching or text reading. Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction. Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.

Editor's Notes

  1. http://www.youtube.com/watch?v=FNm51wLWP74
  2. Cognitive, Behavioral, Affective