An Epic Quest - Applying the Principles of Games to Learning
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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.

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 An Epic Quest - Applying the Principles of Games to Learning Presentation Transcript

  • E p ic A n t u e s to L ear ning Q the Princ iples of G amesApp lying
  • LucasGillispieOn Twitter:@PCSTech
  • Peggy SheehyOn Twitter:@peggysheehy
  • #ncties12Photo: David Warlick http://www.flickr.com/photos/davidwarlick/5494985812/
  • www.edurealms.com
  • 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
  • What game designers know about learning...http://www.flickr.com/photos/mazakar/2217726325/
  • #1 PLAY IS POWERFUL
  • “The opposite of work isnot play, it’s depression.” Dr. Brian Sutton-Smith Author: The Ambiguity of Play
  • “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
  • #2 IT’S ALL ABOUT MASTERY
  • Level 1 Level 50
  • 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).
  • #3 GAMERS CRAVE ASSESSMENT
  • #4 IT’S OK TO FAIL Text
  • “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
  • Failure is different in the classroom...
  • #5 TOGETHER, WE CANOVERCOME THE TOUGHEST BOSSES
  • Social Constructivism
  • #6 Epic Wins Are Possible
  • “In a good game we feelblissfully productive. Wehave clear goals and aheroic sense of purpose.”Jane McGonigal, Institute for theFuture
  • Are your learners challenged with real-world problems? Do they feel an epic win is possible?
  • 12 Tips for BringingVideo Games Into YourClassroom
  • 1. Read What The Experts Are Saying
  • #2 Talk to your learners about thegames they play.
  • #3 Let your own children teach youabout the games they play.
  • #4 Pick up a new game and play it.
  • #5 Put on your teacher lenses.
  • #6 Don’t overlook off-the-shelf games.
  • #7 Always start with your instructionalgoals in mind.
  • #8 Collaborate and share with otherprofessionals.
  • #9 Make cookies for your IT staff; theycan be powerful allies.
  • #10 Get your principal on board.
  • #11 Start in a safe place to fail.
  • #12 Remember how to play.
  • Two Game- BasedProjectsWe’re Doing With ourLearners
  • WoWinSchool
  • An Elective/Enrichment Class forMiddle School Students
  • Blended/Hybrid CourseP aper less GranuPorta lar b le Freely A vailable Migrated to:Originally builtin
  • Aligned to Common Core Standards
  • TheTheme
  • Students are“Heroes”
  • Parallel ReadingAssignment
  • Reflection on LifeExperiences
  • Gamifying TheClassroom
  • “Heroes”Not Students (Game Players)
  • “LoreKeepers” Not Teachers
  • Instead ofGrades…
  • …experience points You “Win” The Class
  • “Quests”Not Assignments
  • Learner Choice
  • Stats andAchievements
  • Sandbox No Subcription Game FeesLocallyHostedServers AppropriateFlexible! for all ages K-12
  • Buildings and Structures
  • Contraptions
  • 8-bit Art
  • A story about agirl...
  • Questions?