Gaming in education

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  • 1. Gaming and Media Design for Learning Topic : Gaming in Education Ryan SchaafAssistant Professor of Technology, College of Notre Dame of Maryland Graduate Faculty, Johns Hopkins University SOE 893.628.61
  • 2. What is Digital Game-Based Learning?Digital game-based learning (DGBL) isan instructional method thatincorporates educational content orlearning principles into video gameswith the goal of engaging learners.Applications of digital game-basedlearning draw upon the constructivisttheory of education. http://www.learnnc.org/lp/pages/4970
  • 3. Discussion QuestionsWhat would be the benefits of incorporating digitalgames into the classroom?First, think as a student. Why would it be cool?Next, think as a teacher. Why would it be aneffective learning strategy?Finally, if you were a teacher, how would you defendits use with parents and/or administrators?
  • 4. The Attraction of DGBL•  mirrors how humans think and how the mind works•  popularity•  motivating and fun•  21st century learners prefer 21st century methods of learning•  independence•  game design utilizes multiple intelligences•  versatile platform for learning•  collateral learning in a media rich society•  safe alternative to reality•  collaboration and problem-solving
  • 5. Gaming and the MindComputer-based games present information in amanner more consistent with how the humanbrain learns“Computer-based games provide simulations thatoften mirror cognitive functions in the brain.Humans think and learn through experiences theyhave had and via simulations they run in theirheads based on those experiences, much as if theywere playing video games in their head” (Gee2007).
  • 6. Gaming and the Mind Pleasure and Motivation •  people enjoy learning new information •  hard work and deep fun“Good video games give people pleasure. Thesepleasures are connected to control, agency,and meaningfulness. Good games are problem-solving spaces that create deeplearning.” (Gee 2007)
  • 7. Incorporating Digital Game-Based Learning into Instruction•  Motivation•  Instructional strategy•  Closure•  Assessment•  Review, Reteach
  • 8. Gaming in Education Misconceptions •  Students will miss the point •  Video games are too violent •  Video games do not synch up to my curriculum •  Video games are a waste of time •  Video games cost too much money
  • 9. Misconception #1 : Students will miss the pointAny student will miss the point if they are notguided. Video games are not babysitters or timewasters if they are part of well-constructed lesson ormodule.
  • 10. Misconception #2 :Video Games are too violent Some video games are too violent….SOME! Teachers must evaluate games in the same manner they would evaluate a website for appropriateness. Evaluate and select appropriate instructional games that match skills and concepts explored during a lesson or unit.
  • 11. Misconception #3 :Video games are a waste of time Some video games are a waste of time….SOME! Teachers must approach new learning strategies with an open-mind The military and big business have embraced this approach to training. Why not education?
  • 12. Misconceptions #4 & 5 :Video games do not synch up to mycurriculumVideo games cost too much moneyBrowser-based instructional games are a websearch away!!
  • 13. Finding Paydirt in the Internet Sea Billions of available browser- based digital games. Caution: Use careful and deliberate search terms to narrow your search to valid result hits.
  • 14. Interactive ActivitySelect a general concept and perform a Google or other web engine search. Find a digital game that fits your concept and play it. While you are playing the game:•  What does the game teach?•  What is the objective of the game?•  What are the pros and cons of the game?
  • 15. Interactive Game Examples Compost 4 Funhttp://www.bravekidgames.com/flash_game_home_compost.php
  • 16. Magic Pen 2http://www.physicsgames.net/game/Magic_Pen_2.html
  • 17. http://labyrinth.thinkport.org/www/index.php
  • 18. http://www.darfurisdying.com/
  • 19. Quia - Pay to Make, Free to Playhttp://www.quia.com/web
  • 20. Power Playhttp://www.thinkfinity.org/parent_resource_list.aspx? feature=onlinegames
  • 21. Debate Game for Kidshttp://www.funenglishgames.com/writinggames/debate.html
  • 22. Game Sharing•  Web title•  Summarize game play•  What does it teach?•  Did you enjoy the game? Do you predict your students will enjoy the game?
  • 23. Class #1 Closing Questions•  What are the course assignments, expectations, and logistics?•  Why are games so beneficial to an educational setting?•  What does the current research support with digital games in the classroom?
  • 24. Discussion #1 (Located in ELC Discussion Tab) Gaming in Education > Searching forDigital Games to incorporate into your CurriculumIn class, you learned several strategies for findingbrowser-based digital games to incorporate intoinstruction. In this discussion board, identify three tofive games you previewed with web links included.How was the game play? Will the game be usefulfor instruction? How would you utilize it in a lesson?
  • 25. BibliographyArmstrong, T. (2003). You’re Smarter than You Think: A Kid’s Guide to Multiple Intelligences. Minneapolis, MN: Free Spirit Publishing Inc.Campbell, L. & Campbell, B. (1999) Multiple Intelligences and Student Achievement: Success Stories from Six Schools. Alexandria, VA: ASCDDemski, J. (2009). The WoW factor. T.H.E. Journal, 36(10), 30-35.Gee, J.P. (2007). Good video games + good learning: Collected essays on video games, learning, and literacy. New York, NY: Peter Lang.Harris, K. (1986) Self-Motivating of Attentional Behavior Versus Self-Monitoring of Productivity: Effects on On-Task Behavior and Academic Response Rate Among Learning Disabled Children. College Park, MD, Journal of Applied Behavior AnalysisJohnson, L., Levine, A., Smith, R., and Smythe, T. (2009). The 2009 Horizon Report: K-12 Edition. Austin, Texas: The New Media ConsortiumPrensky, M (2001). Digital Game-Based Learning. St. Paul, Minnesota: Paragon House.Shaffer, D.W. (2006). How computer games help children learn. New York, NY: Palgrave MacmillianSkurzynski, G. (1991) Almost the Real Thing. New York, NY: Maxwell MacMillan International