Games in Higher Education

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Games in Higher Education

  1. 1. + Games in Higher Education Barbara Z. Johnson, Ed.D. College of Letters and Sciences UWW
  2. 2. + Who’s Here??
  3. 3. + What Do We Want To Know??
  4. 4. + “Game” = ?  Commercial Off-the-Shelf Game  Educational or Serious Game  Simulations  Virtual Worlds  Augmented Reality  Gamification
  5. 5. Free to explore and act Sandbox Few choices Few paths Open World Wide Spectrum of Player Agency Tightly Constrained + Nearly anything possible
  6. 6. + Characteristics  Rules  Roles  “Magic Circle” Suspension of reality
  7. 7. + Not Usually Casual Games
  8. 8. + Difficult Games  ~ 2 – 60+ hours to complete  May never be finished  Require “grit” to master  Multiple failures before success
  9. 9. + Some Examples in Use
  10. 10. + COTS – Rich, Immersive Worlds Oblivion
  11. 11. + Educational or Serious Games ReDistricting Game (http://redistrictinggame.org/)
  12. 12. + Simulations Forensics Practice (in Second Life)
  13. 13. + Virtual Worlds  Approximately 275 educational locations in Second Life maintained by schools, colleges, and educational non-profits
  14. 14. + Augmented Reality ARIS (aris.org)
  15. 15. + How Used?
  16. 16. + Part of a planned process Feedback Prepare Consequential Experience Goals
  17. 17. + Practice Performance Forensics Assignment in Second Life
  18. 18. + Perspective/Empathy Civil War Role Play Debate – US History
  19. 19. + Abstract Via Concrete Experience Financial Literacy in a Virtual World (Gaia Online)
  20. 20. + Similarities and Differences K-12 vs. Higher Ed
  21. 21. + Benefits of Games in Higher Ed
  22. 22. + Advantages Different learning styles Game Mechanics  Spatial  2-D or 3-D “world”  Visual  Graphical  Mathematical/logical  Game play orderly  Kinesthetic  Procedural  Tinkering  Trial and error with frequent feedback  Concrete thinking  On-screen representations  Goals/tasks/quests  Understanding facet performance
  23. 23. + Bloom’s Taxonomy Games can be used to facilitate and demonstrate
  24. 24. + Facets of Understanding (Wiggins) Games can be used to facilitate and demonstrate
  25. 25. + Challenges
  26. 26. + Culture of Learning in Higher Ed  Learning <> Fun  Games = Fun  Therefore: Games <> Learning
  27. 27. + References and Resources  ARIS - http://arisgames.org/  Bloomfield, R. (2009). World of Bizcraft. Journal of Virtual Worlds Research, 2(3), 3 - 34.  de Lucia, A., Francese, R., Passero, I., &Tortora, G. (2008). Development and evaluation of a virtual campus on Second Life: The case of SecondDMI. Computers & Education, 52(1).  Foster, A. L. (2007). Professor Avatar. The Chronicle of Higher Education, 54(4). Retrieved from http://chronicle.com/weekly/v54/i04/04a02401.htm  Gee, J. P. (2013). The Anti-Education Era: Creating Smarter Students Through Digital Learning. New York: New York: Palgrave Macmillan.  Horton, K., Davenport, E., Hall, H., & Rosenbaum, H. (2002). Internet simulations for teaching, learning and research: An investigation of e-commerce interactions and practice in the Virtual Economy. Education for Information, 20(3/4).  Hudson, K., &Degast-Kennedy, K. (2009). Canadian border simulation at Loyalist College. Journal of Virtual Worlds Research, 2(1), 3 - 11.  Inman, C., Wright, V. H., & Hartman, J. A. (2010). Use of Second Life in K-12 and Higher Education: A Review of Research. Journal of Interactive Online Learning, 9(1), 44 63.Kupperman, J., &Weisserman, G. (2005). Curriculum Games: An Online Character-Playing Project as "Ironist Curriculum". Curriculum Games, 1 - 13.
  28. 28. + References and Resources  Liz Lawley  Lee, P. D. (2009). Using Second Life to Teach Operations Management. Journal of Virtual Worlds Research, 2(1).  Just Press Play - https://play.rit.edu/  Andy Phelps - http://games.rit.edu/works-and-papers  Redistricting Game - http://redistrictinggame.org/  Savin-Baden, M., Gourlay, L., Tombs, C., Steils, N., Tombs, G., &Mawer, M. (2010). Situating Pedagogies, Positions and Practices in Immersive Virtual Worlds. Educational Research 52(2), 123133.  Wiggins, G., &McTighe, J. (2006). Understanding by Design (Second ed.). Upper Saddle River, NJ: Pearson Education, Inc.

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