Let The Games Begin
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Let The Games Begin

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This presentation, originally presented at Tech Forum Atlanta 2012, discusses the principles that make good games and good learning one and the same. It provides tips for starting a game-based ...

This presentation, originally presented at Tech Forum Atlanta 2012, discusses the principles that make good games and good learning one and the same. It provides tips for starting a game-based program in your school, and it shares two of Lucas Gillispie's game and learning projects: WoWinSchool and MinecraftinSchool.

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Let The Games Begin Let The Games Begin Presentation Transcript

  • T h e ! Le t e g in e s B es f or L ear ning G am ging The Powe r of Video Gam Le veraSunday, February 26, 12
  • Lucas Gillispie On Twitter: @PCSTechSunday, February 26, 12
  • www.edurealms.comSunday, February 26, 12
  • What game designers know about learning...http://www.flickr.com/photos/mazakar/2217726325/Sunday, February 26, 12
  • #1 PLAY IS POWERFULSunday, February 26, 12
  • “The opposite of work is not play, it’s depression.” Dr. Brian Sutton-Smith Author: The Ambiguity of PlaySunday, February 26, 12
  • “It is paradoxical that many educators and parents still differentiate between a time for learning and a time for play without seeing the vital connection between them.” Leo F. Buscaglia, USCSunday, February 26, 12
  • 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 iksze MiháSunday, February 26, 12
  • #2 IT’S ALL ABOUT MASTERYSunday, February 26, 12
  • Level 1 Level 50Sunday, February 26, 12
  • Learning works best when new challenges are “pleasantly frustrating” in the sense of being felt by learners to be at the outer edge of, but within their “regime of competence”. That is, these challenges feel hard, but doable. (Gee, 2007, p. 36).Sunday, February 26, 12
  • #3 GAMERS CRAVE ASSESSMENTSunday, February 26, 12
  • #4 IT’S OK TO FAIL TextSunday, February 26, 12
  • “One of the counter intuitive things I needed to learn as a designer was that players enjoy failures more than success. As long as it’s diverse, they like to explore the failure space of a game.” -Will Wright, Game DesignerSunday, February 26, 12
  • Failure is different in the classroom...Sunday, February 26, 12
  • #5 TOGETHER, WE CAN OVERCOME THE TOUGHEST BOSSESSunday, February 26, 12
  • Social ConstructivismSunday, February 26, 12
  • #6 Epic Wins Are PossibleSunday, February 26, 12
  • “In a good game we feel blissfully productive. We have clear goals and a heroic sense of purpose.” Jane McGonigal, Institute for the FutureSunday, February 26, 12
  • Are your learners challenged with real-world problems? Do they feel an epic win is possible?Sunday, February 26, 12
  • 12 Tips for Bringing Video Games Into Your ClassroomSunday, February 26, 12
  • 1. Read What The Experts Are SayingSunday, February 26, 12
  • #2 Talk to your learners about the games they play.Sunday, February 26, 12
  • #3 Let your own children teach you about the games they play.Sunday, February 26, 12
  • #4 Pick up a new game and play it.Sunday, February 26, 12
  • #5 Put on your teacher lenses.Sunday, February 26, 12
  • #6 Don’t overlook off-the-shelf games.Sunday, February 26, 12
  • #7 Always start with your instructional goals in mind.Sunday, February 26, 12
  • #8 Collaborate and share with other professionals.Sunday, February 26, 12
  • #9 Make cookies for your IT staff; they can be powerful allies.Sunday, February 26, 12
  • #10 Get your principal on board.Sunday, February 26, 12
  • #11 Start in a safe place to fail.Sunday, February 26, 12
  • #12 Remember how to play.Sunday, February 26, 12
  • Two Game- Based Projects We’re Doing With our LearnersSunday, February 26, 12
  • WoWinSchoolSunday, February 26, 12
  • An Elective/Enrichment Class for Middle School StudentsSunday, February 26, 12
  • Blended/Hybrid CourseP aper less GranuPorta lar b le Freely A vailable Migrated to: Originally built inSunday, February 26, 12
  • Aligned to Common Core StandardsSunday, February 26, 12
  • The ThemeSunday, February 26, 12
  • Students are “Heroes”Sunday, February 26, 12
  • Parallel Reading AssignmentSunday, February 26, 12
  • Reflection on Life ExperiencesSunday, February 26, 12
  • Sunday, February 26, 12
  • Gamifying The ClassroomSunday, February 26, 12
  • “Heroes” Not Students (Game Players)Sunday, February 26, 12
  • “Lore Keepers” Not TeachersSunday, February 26, 12
  • Instead of Grades…Sunday, February 26, 12
  • …experience points I “Win” The ClassSunday, February 26, 12
  • “Quests” Not AssignmentsSunday, February 26, 12
  • Learner ChoiceSunday, February 26, 12
  • Stats and AchievementsSunday, February 26, 12
  • Sunday, February 26, 12
  • Sandbox No Subcription Game Fees Locally Hosted Servers Appropriate Flexible! for all ages K-12Sunday, February 26, 12
  • Buildings and StructuresSunday, February 26, 12
  • ContraptionsSunday, February 26, 12
  • 8-bit ArtSunday, February 26, 12
  • A story about a girl...Sunday, February 26, 12
  • Questions?Sunday, February 26, 12
  • Sunday, February 26, 12
  • Sunday, February 26, 12