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GameBased Learning

GameBased Learning

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Game based learningdesign Game based learningdesign Presentation Transcript

  • FLORIDA STATE COLLEGE AT J ACKSONVILLE
  • Who Are Jeff Kissinger Chief Learning Solutions Architect Ian Boswell Game Designer Vanessa Carswe Instructional Designer
  • Game-based Learning -Why, How, Challenges of game-based design
  • WHAT IS WORTH 1BILLION DOLLARS?
  • $1 Billion Worth of:• Community• Passion• Emotional Storytellers• Millions of Affinity Groups!!! Invaluable?
  • Risk of Failure • Low • Authentic • Situated • Iterative • Emotional/Affective
  • Roles of FailureExperiences of failure create opportunities for learning.• Deep learning and mastery• Allows players to take risks• The penalty of failure is low: within games, failed strategies can be followed by trying new strategies.
  • Affinity & Emotion
  • My Message...... EMOTION IS LEARNINGS GOLD STANDARD Amygdala Fear Rewards Where were you when...........?
  • Size matters?@jeffkiss
  • Emotional Memory
  • Video: 9/11 WTC Attack Where were you when the Twin Towers collapsed?
  • Having Your First Baby
  • Making Your First Baby
  • First Kiss
  • Engagement
  • Where were you when MLK gave the “I Have A Dream Speech”?
  • There now is enough content to choke on... Teachers must provide emotional learning opportunities... Sp ot! eet e Sw ThLearning beyond the surface: engaging the cognitive, affective and spiritual dimensions within the curriculumMichael T. Buchanan; Brendan Hyde 2008
  • if EMOTION IS LEARNINGSGOLD STANDARD Amygdala Fear Rewards HOW Do we foster affective learning experiences?
  • EMOTION IS LEARNINGSGOLD STANDARD Amygdala Fear Rewards •Affinity Spaces •Situated Learning •Social Learning
  • Guilds...Learning Communities
  • Why Use Game-Based Design?Practice Effort-One must practice what is being learnedbefore it can be mastered.• Active learning• Social/Community• Goal oriented• Interactive• Risk free environment
  • Why Use Game-Based LearningDesign?Game-based learning design allows active and criticallearning to take place (Gee, 2007). 1. Learning to experience the world in a new (affective) way. 2. Potential to join and collaborate within a new affinity group. 3. Developing resources for future learning and problem- solving in the semiotic domains the game is related to. 4. Learning how to think about semiotic domains as design spaces that engage and manipulate people in certain ways, (emotional ways ideally).
  • Gaming History (70 Years ago)1958: Tennis For Two By William Higinbotham as a "Cure for Boredom" Similar games with Chess and Tic-Tac-Toe date back to 1947, but Tennis was the first which had a visual display outside of vacuum tube lights on a switch board.1961: Space War Custom software, custom hardware, vector graphics First interface was an old gutted electronic organ. Used a standard raster screen. Later Atari re-built the game and turned it into an arcade cabinet which required $0.25 to play. Became a huge money-maker + Started Arcade Industry.
  • Gaming History1972: Pong Started "Household Gaming Console" Trend.1980s: Nintendo & Sega The 1980s saw a huge boom in game development. Hundreds of companies started producing video games. Some focused solely on software while others focused on only hardware. Nintendo began its policy of "Marketing To the Poor" Not just technology evolved, Ideas also evolved, were built upon, and spread (Game Genres, Rules, Inputs etc...)1990s: Games For Windows & 3D Graphics Saw the beginning of an "Educational Games" movement, the industry continued evolving, bettering its technology, its hardware, its software, its business practices, etc...2000s-Present: Touch Screen & Motion Control devices become the new input standard. Controllers are becoming obsolete, and games are recognized as a medium of "Speech" by U.S. Supreme Court equal to Books, TV, and Movies.
  • World Of Warcraft
  • Surveys of World of Warcraft Players:
  • Serious Games ChallengeGLS Team HigherEducation Judges 2010,2011 ITSEC SeriousGames Challenge
  • Bio-Dome
  • Bio-Dome
  • Bio-Dome
  • Bio-Dome
  • Name?
  • Fold It
  • Nature Magazine: Fold IT
  • Examples of Gamification
  • Virtual Identity
  • Dopamine• Dopamine is associated with the reward system of the brain.• Dopamine is released in the brain when we play video games.• Provides feelings of enjoyment and reinforcement to motivate the learner.
  • BadgesPast Users:Girl ScoutsNavyStickersNew Users:FoursquarePogoFacebookMozilla FirefoxBadgestack
  • Badges• Granular learning• Reputation• Reward• Motivation• Skillset• Recognition• Feedback• Milestone
  • LeaderboardsLeaderboards visually display where auser stands in regards to other users.• Uses points, levels, or achievements• Drives players to earn more achievements• Emotional connection• Social engagement
  • Example Leaderboard from Everquest
  • Measuring progress
  • Appointment DynamicsPredetermined times/place a user must log-in orparticipate in game, for positive effect.
  • Metagaming The use of out-of-game information or resources to affect ones in-game decisions. Strategy
  • WOW Wiki
  • Flow-"being Not too Easyin the zone" Not too Hard
  • Building A Game: For a Designer Its Like Starting With a Ball of Clay...http://kara.allthingsd.com/files/2009/09/MatrixWeNeedGuns-20080503-084716-250x177.jpg Or like writing a book, Or drawing on a blank sheet of paper. The "Behind the Scenes" stuff is like putting on a stage play, or a magic show that the audience participates in.
  • Like an Educational Choose-Your-Own Adventure Bookwhich has all the dynamics of a film as well as thedynamics of a social interactive space for learning.
  • Unreal Engine & Source Engine have already been usedfor building learning tools and we can do the same in littletime without needing a massive budget.The military has been using simulations and"Serious Games" to train Pilots, Snipers, Engineers, evenCombat Surgeons for years. These same tools can easilybe applied at the University level for any career.
  • Sloodle
  • Case Study:Cyber Security Phase 1
  • VirtualDiscussions,Real Students
  • • Anchored Instruction• Pedagogical Agents• Teaching with Narrative & Story• Simulated Discussions• Mobile Enabled
  • Phase 2 Summer 2012• Implement Game-based Learning• Design Integrated Gaming Engine• Pilot Spring 2013
  • Thank you, Questions?• Jeff Kissinger (904)632-5052 jkissing@fscj.edu• Ian Boswell (904)234-1409 i.boswell@gmail.com• Vanessa Carswell (904)357-8945 vcarswel@fscj.edu @LearnWorldwide www.LearnWorldwide.org