An Epic Quest - Applying the Principles of Games to Learning

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This presentation was shared by Peggy Sheehy and Lucas Gillispie at the 2012 NCTIES Conference in a workshop by the same name.

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An Epic Quest - Applying the Principles of Games to Learning

  1. 1. E p ic A n t u e s to L ear ning Q the Princ iples of G amesApp lying
  2. 2. LucasGillispieOn Twitter:@PCSTech
  3. 3. Peggy SheehyOn Twitter:@peggysheehy
  4. 4. #ncties12Photo: David Warlick http://www.flickr.com/photos/davidwarlick/5494985812/
  5. 5. www.edurealms.com
  6. 6. Flow An optimal state of intrinsic motivation, where a person is fully immersed in what he or she is doing. ntmi hályi l y Cs ikszeMihá
  7. 7. What game designers know about learning...http://www.flickr.com/photos/mazakar/2217726325/
  8. 8. #1 PLAY IS POWERFUL
  9. 9. “The opposite of work isnot play, it’s depression.” Dr. Brian Sutton-Smith Author: The Ambiguity of Play
  10. 10. “It is paradoxical that manyeducators and parents stilldifferentiate between a time forlearning and a time for playwithout seeing the vitalconnectionbetween them.” Leo F. Buscaglia, USC
  11. 11. #2 IT’S ALL ABOUT MASTERY
  12. 12. Level 1 Level 50
  13. 13. Learning works best whennew challenges are“pleasantly frustrating” inthe sense of being felt bylearners to be at the outeredge of, but within their“regime of competence”.That is, these challengesfeel hard, but doable.(Gee, 2007, p. 36).
  14. 14. #3 GAMERS CRAVE ASSESSMENT
  15. 15. #4 IT’S OK TO FAIL Text
  16. 16. “One of the counterintuitive things Ineeded to learn as adesigner was thatplayers enjoyfailures more thansuccess. As long asit’s diverse, they liketo explore the failurespace of a game.”-Will Wright, GameDesigner
  17. 17. Failure is different in the classroom...
  18. 18. #5 TOGETHER, WE CANOVERCOME THE TOUGHEST BOSSES
  19. 19. Social Constructivism
  20. 20. #6 Epic Wins Are Possible
  21. 21. “In a good game we feelblissfully productive. Wehave clear goals and aheroic sense of purpose.”Jane McGonigal, Institute for theFuture
  22. 22. Are your learners challenged with real-world problems? Do they feel an epic win is possible?
  23. 23. 12 Tips for BringingVideo Games Into YourClassroom
  24. 24. 1. Read What The Experts Are Saying
  25. 25. #2 Talk to your learners about thegames they play.
  26. 26. #3 Let your own children teach youabout the games they play.
  27. 27. #4 Pick up a new game and play it.
  28. 28. #5 Put on your teacher lenses.
  29. 29. #6 Don’t overlook off-the-shelf games.
  30. 30. #7 Always start with your instructionalgoals in mind.
  31. 31. #8 Collaborate and share with otherprofessionals.
  32. 32. #9 Make cookies for your IT staff; theycan be powerful allies.
  33. 33. #10 Get your principal on board.
  34. 34. #11 Start in a safe place to fail.
  35. 35. #12 Remember how to play.
  36. 36. Two Game- BasedProjectsWe’re Doing With ourLearners
  37. 37. WoWinSchool
  38. 38. An Elective/Enrichment Class forMiddle School Students
  39. 39. Blended/Hybrid CourseP aper less GranuPorta lar b le Freely A vailable Migrated to:Originally builtin
  40. 40. Aligned to Common Core Standards
  41. 41. TheTheme
  42. 42. Students are“Heroes”
  43. 43. Parallel ReadingAssignment
  44. 44. Reflection on LifeExperiences
  45. 45. Gamifying TheClassroom
  46. 46. “Heroes”Not Students (Game Players)
  47. 47. “LoreKeepers” Not Teachers
  48. 48. Instead ofGrades…
  49. 49. …experience points You “Win” The Class
  50. 50. “Quests”Not Assignments
  51. 51. Learner Choice
  52. 52. Stats andAchievements
  53. 53. Sandbox No Subcription Game FeesLocallyHostedServers AppropriateFlexible! for all ages K-12
  54. 54. Buildings and Structures
  55. 55. Contraptions
  56. 56. 8-bit Art
  57. 57. A story about agirl...
  58. 58. Questions?

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