Instructional Gaming

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Games are fun, exciting and engaging but do they belong in the classroom? Can they actually be educational? There is evidence that students and trainees participating in simulation game learning …

Games are fun, exciting and engaging but do they belong in the classroom? Can they actually be educational? There is evidence that students and trainees participating in simulation game learning experiences have higher declarative knowledge, procedural knowledge and retention of training material than those participating in more traditional learning experiences. But, what elements make games appropriate for learning and how can those elements be integrated into the classroom. In this webinar, Karl will share practical examples of how to apply game dynamics, or “gamification”, as part of your instructional tool kit helping you to engage students and create an active learning environment.

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  • Question? What was the goal of the game, Oregon Trail.
  • Question? What was the goal of the game, Oregon Trail.
  • What was the goal of Where in the World is Carmen Sandiego?
  • Place a mark on the quadrant that most represents how you play games?

Transcript

  • 1. Instructional GamingBy:Karl M. Kapp, Ed.D.Author, Professor-Instructional TechnologyBloomsburg UniversityTwitter: @kkapp
  • 2. Agenda 1 2 What is gamification?How did we get to this point?Why are we here? 4 3 How do games impact learning, are they effective tools for transferring knowledge?Are games instructional/educational?
  • 3. Text Chat QuestionWhat topics do you primarily teach?
  • 4. Digital divisions. Report by the Pew /Internet: Pew Internet & American Life.US Department of Commerce
  • 5. 13 hours of console games a weekDigital divisions. Report by the Pew /Internet: Pew Internet & American Life.US Department of Commerce
  • 6. 13 hours of console games a week87% of 8- to 17- year oldsplay video games Digital divisions. Report by the Pew /Internet: Pew Internet & American Life. US Department of Commerce at home.
  • 7. 10,000 ofGame play 13 hours of console games a week 87% of 8- to 17- year olds play video games Digital divisions. Report by the Pew /Internet: Pew Internet & American Life. US Department of Commerce at home.
  • 8. Lazy
  • 9. Lazy Rotting Brain
  • 10. Lazy Anti- Social Rotting Brain
  • 11. Lazy Wasting Time Anti- Social Rotting Brain
  • 12. Problem SolversGot Game:John Beck and Mitchell Wade (2004)
  • 13. Problem Solvers ConfidentGot Game:John Beck and Mitchell Wade (2004)
  • 14. Problem Solvers ConfidentSocialGot Game:John Beck and Mitchell Wade (2004)
  • 15. Problem Solvers ConfidentSocial ResilientGot Game:John Beck and Mitchell Wade (2004)
  • 16. Problem Solvers ConfidentSocial Multi- Resilient taskingGot Game:John Beck and Mitchell Wade (2004)
  • 17. Problem Solvers ConfidentSocial Multi- Resilient taskingGot Game:John Beck and Mitchell Wade (2004)
  • 18. Almost 43% of thegamers are femaleand 26% of those females are over 18.
  • 19. Almost 43% of thegamers are femaleand 26% of those females are over 18.Females play 5 hours a week ofconsole games. They make up themajority of PC gamers at 63%.
  • 20. Percentages of Impact Type of % Higher Knowledge/ Retention Declarative 11% Procedural 14% Retention 9%Sitzmann, T. (2011) A meta-analytic examination of the instructional effectivenessof computer-based simulation games. Personnel Psychology .Review of 65 studies
  • 21. Percentages of Impact Type of % Higher Knowledge/ Retention Declarative 11% It wasn’t the game, it was level Procedural of activity in the game. The 14% instructional methods. Retention 9%Sitzmann, T. (2011) A meta-analytic examination of the instructional effectivenessof computer-based simulation games. Personnel Psychology .Review of 65 studies
  • 22. Poll QuestionWhich builds more confidence for on the job application of learned knowledge? Class room instruction. Simulation Game.
  • 23. Simulation Game.Sitzmann, T. (2011) A meta-analytic examination of the instructional effectivenessof computer-based simulation games. Personnel Psychology .
  • 24. 20% higher.Sitzmann, T. (2011) A meta-analytic examination of the instructional effectivenessof computer-based simulation games. Personnel Psychology .
  • 25. What is“Gamification”
  • 26. Using game-based mechanics,aesthetics and game thinking toengage people, motivate action, promote learning, and solve problems.
  • 27. Questions?
  • 28. Games1. Provide a Challenge2. Tell a Story3. Be a Strategy Guide4. Appeal to All Player Types5. Provide Feedback6. Award Experience Points7. Add Cooperation and Competition
  • 29. #1 Provide a Challenge
  • 30. Reach Oregon
  • 31. Survive!
  • 32. Can this group solve the challenge?Do they know what tools to use?
  • 33. Proposal Challenge• Examine a problem – Evidence – Research – Observation• Proposal a solution – Written – Presentation
  • 34. Solution #2: Tell a StoryBourne Conspiracy Video Game
  • 35. Defense Intelligent Agency Training
  • 36. America’s Army
  • 37. Yep, People tend to remember Researchers have found that the facts more accurately if theyhuman brain has a natural affinity encounter them in a story rather for narrative construction. than in a list. And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent.
  • 38. Missile Command.Simple storyline: Missiles are falling and you must save your cities. Players can then imagine a nuclear war, aliens launching missiles, a moon base under attack, whatever they like in the context of the simple storyline.
  • 39. www.edheads.org
  • 40. Stories provide, context, meaning and purpose
  • 41. Stories Need1.Characters2. Plot (something has to happen).3. Tension 4. Resolution5. Conclusion
  • 42. Have learner’s create stories. www.thinkingworlds.com
  • 43. www.thinkingworlds.com
  • 44. www.unity3d.com
  • 45. Solution #3: Be a Strategy Guide
  • 46. Hints, Tips andGuidance3 Levels-Vague Hint-Specific Hint-Answer
  • 47. Solution #4: Appeal to All Player Types
  • 48. Solution #5: Provide Feedback
  • 49. Immediate/Realistic Feedback
  • 50. Send User DataPresentationTest/HomeworkChange Channel
  • 51. Peer-to-Peer
  • 52. Solution #6: Award Experience Points
  • 53. Leaderboards provide opportunities for players toreceive feedback about theirperformance as compared to others..Solution #7: Add Competition and Cooperation
  • 54. Use Small Group ExercisesPasha, P. (2005). Corporationswoo baby boomersCNNMoney,
  • 55. Let Learner’s PresentSolutions
  • 56. Provide time for unstructured chats.
  • 57. Questions?
  • 58. Summary 1 2 What is gamification?How did we get to this point?Why are we here? 4 3 How do games impact learning, are they effective tools for transferring knowledge?Are games instructional/educational?
  • 59. Tell 3 people 3different things you learned from this presentation!
  • 60. Google “Kapp Notes” www.kaplaneduneering.com/kappnotes 2012 New Book: “The Gamification of Learning and Instruction” July 2011 T&D Article Matching the Right Instruction to the Right Content September 2011 Training Quarterly ArticleImproving Training: Thinking Like a Game Developer
  • 61. Questions/More Information• http://www.kaplaneduneering.com/kappnotes/ – Recommended books Look for “The – Samples and Examples Gamification of – Slides Learning and• Learning in 3D Instruction” this Spring – www.learningin3d.info• Gadgets, Games and Gizmos for Learning – www.gadgetsgamesandgizmos.com• Email: kkapp@bloomu.edu