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                                            Must	
  Play	
  to	
  Learn:	
  	
  
                                        Can	
  Digital	
  Game-­‐Based	
  
                                        Learning	
  Help	
  Us	
  Unlock	
  
                                           Op#mal	
  Learning	
  
                                                 Outcomes?	
  	
  
                                                            	
  
                                                      March	
  7,	
  2012	
  
                                                                 	
  

        Barbara	
  Truman	
  
 Director,	
  Course	
  Development	
  	
  
Learning	
  Systems	
  &	
  Technologies	
  	
  
 Center	
  for	
  Distributed	
  Learning	
  	
  
GAME-­‐BASED	
  LIFESTYLES	
  

Ò  Learner	
  

Ò  Instructor	
  

Ò  Researcher	
  

Ò  InsRtuRon	
  

Ò  Local	
  industry	
  
                                Licensed under Creative Commons by Lars Ploughmann
                                http://www.flickr.com/photos/criminalintent/200915795/sizes/z/in/photostream




Ò  NaRonal	
  compeRRveness	
  

Ò  Global	
  ciRzenry	
  

Ò  IntergalacRc	
  peace	
  
HORIZON	
  PROJECT	
  RETREAT	
  METATRENDS	
  
Ò    People	
  expect	
  to	
  work,	
  learn,	
  
      socialize,	
  and	
  play	
  whenever	
  
      and	
  wherever	
  they	
  want	
  to.	
  

Ò    Openness	
  —	
  concepts	
  like	
  open	
  
      content,	
  open	
  data,	
  and	
  open	
  
      resources,	
  along	
  with	
  noRons	
  
      of	
  transparency	
  and	
  easy	
  
      access	
  to	
  data	
  and	
  informaRon	
  
      —	
  is	
  moving	
  from	
  a	
  trend	
  to	
  a	
  
      value	
  for	
  much	
  of	
  the	
  world.	
  	
        http://retreat.wiki.nmc.org



                                  January 24-26, 2012, Austin, TX
HORIZON	
  PROJECT	
  RETREAT	
  METATRENDS	
  
Ò    The	
  Internet	
  is	
  constantly	
  
      challenging	
  us	
  to	
  rethink	
  
      learning	
  and	
  educaRon,	
  while	
  
      refining	
  our	
  noRon	
  of	
  literacy.	
  	
  

Ò    There	
  is	
  a	
  rise	
  in	
  informal	
  
      learning	
  as	
  individual	
  needs	
  
      are	
  redefining	
  schools,	
  
      universiRes,	
  and	
  training.	
  	
  
                                                                                New Media Consortium
                                                                                http://www.nmc.org



                         Licensed under a Creative Commons License by Cyprien
                         http://www.flickr.com/photos/cyprien/6797807361
OBSTACLES	
  TO	
  OVERCOME	
  
Ò  Cost	
  
Ò  Time	
  

Ò  Leadership	
  

Ò  Tools	
  

Ò  Business	
  case	
  

Ò  Evidence	
  of	
  impact	
  

Ò  PercepRon	
  of	
  games,	
  gamers	
  

Ò  PercepRon	
  of	
  replacing	
  teachers	
  
BENEFITS	
  OF	
  GBL	
  

Ò  Skills	
  for	
  research	
  

Ò  CollaboraRon	
  

Ò  Problem	
  solving	
            Minecraft
                                    Photo and castle by Ian Turgeon, Learning Systems & Technology


Ò  Leadership	
  
                                    Center for Distributed Learning, University of Central Florida
                                            http://www.minecraft.net


Ò  CriRcal	
  thinking	
  

Ò  Digital	
  literacy	
  

Ò  Media-­‐making	
  


                                     http://primerlabs.com/codehero
TRANSFORMATIVE	
  

Ò  Research	
  

Ò  Crowd	
  sourced	
  

Ò  CollaboraRve	
  
PRESSURES	
  ON	
  HIGHER	
  EDUCATION	
  
Ò  Funding	
  
Ò  CompeRRon	
  

Ò  Degree	
  
    compleRon	
  
Ò  AlternaRve	
  
    credenRaling	
  
Ò  Accountability	
  

Ò  Student	
  
    expectaRons	
  
                           http://collegeproductivity.org
ALTERNATIVE	
  CREDENTIALING	
  




     http://www.cael.org




                                                         http://www.learningoutcomeassessment.org/

          National Institute for Learning Outcomes Assessment. (2011). Transparency Framework. Urbana, IL:
         University of Illinois and Indiana University, National Institute for Learning Outcomes Assessment
         (NILOA). Retrieved from: http://www.learningoutcomeassessment.org/TransparencyFramework.htm
LUMINA	
  FOUNDATION	
  DEGREE	
  PROFILE	
  
                        http://caylormarketing.donet.com/profile_defined




  VIDEO: http://www.luminafoundation.org/newsroom/topics/what_is_a_degree_profile.html
BADGES	
  	
  
                 Informal learning credentialing
                 Competition and rewards for
                 engagement - gamification
GAME	
  LAYER	
  




                    Institutional example
                    http://www.rit.edu/news/story.php?id=48416
PUBLISHERS,	
  4PROFITS,	
  TECH	
  GIANTS,	
  FUNDERS	
  

Ò  Pearson	
                                    Ò  Development	
  EducaRon	
  
Ò  McGraw	
  Hill	
                                 IniRaRve	
  
Ò  Kaplan	
                                     Ò  Complete	
  College	
  America	
  

Ò  University	
  of	
  Phoenix	
                Ò  Ge_ng	
  Past	
  Go	
  




                    Guess who used this Zombie campaign to raise awareness?
INTERSECTING	
  INDUSTRIES	
  
LEARNING	
  	
  




      James Paul Gee, Arizona State
       Literacy, Rhetoric, Discourse


Video PBS Interview
http://video.pbs.org/video/1767377460/
36 Learning Principles:
http://mason.gmu.edu/~lsmithg/jamespaulgee2


                      Bryan Alexander- NITLE- 2009 New Media Consortium Presentation:
                      http://wp.nmc.org/proceedings2009/papers/computer-games-liberal-arts-world
BEYOND	
  GAMIFICATION-­‐	
  KEY	
  ADVOCATES	
  	
  




                                                            Marc Prensky & Richard Van Eck
                                                            University of North Dakota
                                                            http://net.educause.edu/eli061
                                                            ELI Annual Meeting 2006 San Diego



                                                                           Constance Steinkuehler
                                                                           UWisconsin, Madison
                                                                           Sr. Policy Analyst
                                                                           Office of Science and
                                                                           Technology Policy, Executive
                                                                           Office of the President


  Chris Dede, Harvard   http://www.brookings.edu/events/2011/1208_mobile_technology.aspx
  2009: Wisdom          http://www.brookings.edu/papers/2011/1208_mobile_broadband_west.aspx
7	
  GRAND	
  CHALLENGES	
  OF	
  EDUCATION	
  

Ò  Roadmap	
  for	
  EducaRonal	
  Technology	
  
   É  Personalizing	
  EducaRon	
  

   É  Assessing	
  Student	
  Learning	
  

   É  SupporRng	
  Social	
  Learning	
  

   É  Diminishing	
  Boundaries	
  

   É  Developing	
  AlternaRve	
  Teaching	
  
       Methods	
  
   É  Addressing	
  Policy	
  Change	
  

                                       http://www.cra.org/ccc/learningtech.php
ROADMAP’S	
  RECOMMENDATIONS	
  

Ò  User	
  modeling	
  

Ò  Mobile	
  tools	
  

Ò  Networking	
  tools	
                                  Beverly
                                                            Woolf
Ò  Serious	
  games	
  

Ò  Intelligent	
  environments	
  

Ò  EducaRonal	
  data	
  mining	
  
                                         Next Generation Learning
                                          Challenges Wave I Grant
                                       Math Fundamentals Tutor called
Ò  Rich	
  interfaces	
  	
            Wayang to Improve College
                                         Readiness and Completion
	
  
	
  
OUR	
  GBL	
  CHALLENGE	
  

Applying	
  what	
  we	
  know	
  about	
  game-­‐based	
  
learning:	
  
   collaboraRve	
  self-­‐interest	
  
   faculty	
  empowerment	
  (DIY)	
  
   faculty	
  development	
  (supported)	
  
                                                                   Photo from NIMH

   course-­‐game	
  integraRon	
  
   course-­‐game	
  development	
  
   broader-­‐game	
  development	
  
   massive-­‐game	
  development	
  
                                                 Kim Hager, UCLA
IT	
  IS	
  ABOUT	
  LEARNING!	
  
 Games	
  work	
  for	
  the	
  same	
                     	
  
            reasons	
                            Game	
  Techniques	
  
   that	
  learning	
  works	
                               	
  
         Mo7va7on	
                                   Flow	
  
          Feedback	
                                Feedback	
            Curtiss Murphy
                                                                          Good Games
           Prac7ce	
                                Simplicity	
          By Design
                                                                          Sr. Product Engineer
      Posi7ve	
  Feelings	
                    Choice/involvement	
       Alion Science and
                                                                          Technology
          Intensity	
                             Immersion	
  &	
  
     Choice/involvement	
                         Engagement	
  
              	
                                     Prac7ce	
  
                                                       Fun	
  

       Why Games Work and the Science of Learning
       I/ITSEC 2011Tutorial http://www.goodgamesbydesign.com
INSTITUTIONAL	
  EXAMPLE	
  




University of Wisconsin, Madison
Games, Learning and Society Conference http://www.glsconference.org/2012
Advanced Distributed Learning Co-Lab http://www.academiccolab.org
INSTITUTIONAL	
  EXAMPLES-­‐	
  GAMING	
  
   Boise State University
   3D Game Lab, Lisa Dawkins
   Faculty Development
   http://3dgamelab.org




Penn State’s Gaming Commons, Chris Stubbs http://gaming.psu.edu
ADVANCED	
  DISTRIBUTED	
  LEARNING	
  (ADL)	
  
                                                •  US	
  DoD	
  Joint	
  ADL	
  Co-­‐
                                                   Lab,	
  UCF	
  Research	
  
                                                   Park	
  
                                                •  Focus	
  on	
  Next	
  
                                                   GeneraRon	
  Learner	
  
                                                •  Standards	
  of	
  
                                                   Technologies	
  
                                                •  Reusability	
  
                                                •  Interoperability	
  
                                                •  Project	
  Tin	
  Can	
  for	
  
                                                   scenario	
  development	
  

            hep://adlnet.org	
  
    http://research.adlnet.gov/newsletter/academic/201103.htm
SERIOUS	
  GAMES	
  




                       Serious Games Showcase and Challenge
                       http://sgschallenge.com/
                       Games for Change http://sgschallenge.com/
                       EnerCities Game: http://www.enercities.eu
TM	
  


                                                               	
  	
  




  •  Psychology online (virtual) labs
  •  Solves business problem –
     inadequate lab space
  •  Drives scientific inquiry within
     undergraduate education
                                                                                                     http://engage.ucf.edu/v/p/mtycUPG
Produced	
  and	
  supported	
  by	
  CDL’s	
  Learning	
  Systems	
  &	
  Technology	
  Group	
  
LEARNING	
  REGISTRY	
  
  - Community
  - Amplified
  - Distributed
  - Learning
  - Resources




  Joint Initiative



                           http://learningregistry.org
BE	
  YOUR	
  OWN	
  HERO	
  
                                March 15-17, 2012




 http://www.vwbpe.org
 http://vwmooc.wordpress.com
GET	
  THEE	
  AN	
  AVATAR	
  




                                                       Open Simulation
                                                    Free access and land
                                                       for research and
                                                         development
                                                 http://fvwc.army.mil/moses
 http://www.gametechconference.com
 March 28-30, 2012 Free access via Second Life
ARG	
  –	
  MOOC	
  LIKE	
  
                                                            Intellagirl
                                                            Sarah Robbins




Launched in Feb 2012
Rich narrative, puzzles,
humor, intrigue,
characters

                    http://manuscriptmystery.blogspot.com
THANK	
  YOU	
  
Barbara.Truman@ucf.edu	
  
Twieer:	
  barbaratruman	
  
Facebook	
  and	
  LinkedIn:	
  Barbara	
  Truman	
  
Skype	
  and	
  Flickr:	
  Btruwoman	
  
Second	
  Life:	
  Delighkul	
  Doowangle	
  
Research	
  Blog:	
  	
  
hep://barbaratruman.blogspot.com	
  
Personal	
  Blog:	
  hep://barbaratruman.com	
  
hep://online.ucf.edu	
  
KEY	
  REFERENCES	
  
 Web Links
 Horizon Report http://wp.nmc.org/horizon2011/sections/game-based-learning/
 Bryan Alexander- NITLE- 2009 New Media Consortium Presentation:
 http://wp.nmc.org/proceedings2009/papers/computer-games-liberal-arts-world
 Lumina Foundation Degree Profile Video: http://www.luminafoundation.org/newsroom/topics/what_is_a_degree_profile.html
 UCF Psychology Virtual Lab Research-Game Project http://engage.ucf.edu/v/p/mtycUPG
 National Center for Simulation http://www.simulationinformation.com/
 Team Orlando http://www.teamorlando.org/
 College Productivity http://collegeproductivity.org
 Council for Adult and Experiential Learning http://www.cael.org
 National Institute for Learning Outcomes Assessment http://www.learningoutcomeassessment.org/
 Gallup Organization Strengths-Based Development http://www.gallup.com/consulting/61/strengths-development.aspx
 A Roadmap for Education Technology http://www.cra.org/ccc/learningtech.php
 Next Generation Learning Challenges Wave I Grant: Math Fundamentals Tutor, Wayang, to Improve College Readiness and Completion
 http://nextgenlearning.org/the-grants/wave-I-winners#43
 Alternate Reality Game (ARG) video from Jason Rosenblum: http://vimeo.com/22688990
 Alternate Reality Game Vimeo: ARG: http://vimeo.com/22688990
 Entertainment Software Association: http://www.theesa.com/facts/index.asp
 Centers for Disease Control Zombie Apocalypse: http://blogs.cdc.gov/publichealthmatters/2011/05/preparedness-101-zombie-apocalypse/
 Serious Games Institute (UK) http://www.seriousgamesinstitute.co.uk/
 National STEM Video Game Challenge: http://www.stemchallenge.org/
 Sandia Labs – Adaptive Training – Elaine Raybourn http://www.sandia.gov/adaptive-training-systems/
 Praise for World of Warcraft http://www.economist.com/blogs/babbage/2010/09/praise_video_games
 Kaufman Foundation - Want to Truly Scale a Learning Program? Try Gaming. http://www.kauffman.org/education/try-gaming.aspx
 James Paul Gee’s Gaming Learning Principles: http://mason.gmu.edu/~lsmithg/jamespaulgee2
 James Gee Video PBS Interview: http://video.pbs.org/video/1767377460/
 SuperSleuths – Intelligence Training - http://www.wired.com/dangerroom/2011/11/iarpa-video-games
 MacArthur Competition on Digital Badges: http://www.macfound.org/site/c.lkLXJ8MQKrH/b.4196225/apps/s/content.asp?ct=11221065
 STEM Ethics Game-HP Catalyst-Sloan Video Larysa Nadolny http://www.drnadolny.com/confjuly2011.html
 ARIS Open Source Mobile Platform: http://arisgames.org/
 Games, Learning, and Society Blog: http://www.gameslearningsociety.org/
 Adademic Co-Lab –Advanced Distributed Learning Initiative (ADL) http://www.academiccolab.org/home
 Serious Game – Enercities http://www.enercities.eu/
 Serious Games Showcase and Challenge: (Turn Down Speakers!) http://sgschallenge.com/
 IITSEC Conference, Orlando, FL http://www.iitsec.org
 Games for Change: http://gamesforchange.org
KEY	
  REFERENCES	
  (CONTINUED)	
  
 Resource	
  Examples:	
  
 Boise	
  State	
  University	
  -­‐	
  3DGame	
  Lab:	
  hep://3dgamelab.org	
  
 Penn	
  State	
  University	
  EducaRonal	
  Gaming	
  Commons:	
  hep://gaming.psu.edu/	
  
 Online	
  Games	
  on	
  Demand:	
  hep://www.onlive.com/#5	
  
 Advanced	
  Distributed	
  Learning	
  Newsleeer	
  on	
  Video	
  Games	
  March	
  2011:	
  hep://research.adlnet.gov/newsleeer/academic/201103.htm	
  
 Center	
  for	
  Edupunx	
  hep://center4edupunx.com/	
  
 SimulaRon	
  and	
  Serious	
  Games-­‐	
  Lyr	
  Lobo	
  hep://www.slideshare.net/lyrlobo/simulaRons-­‐and-­‐educaRonal-­‐games	
  
 Serious	
  Game	
  with	
  Deep	
  Down	
  Mine	
  hep://www.deepdownfilm.org/index.php?opRon=com_content&view=arRcle&id=151&Itemid=130	
  
 Purdue	
  Games	
  InsRtute	
  hep://social.educaRon.purdue.edu/game/	
  
 Texas	
  Games	
  SIGGS	
  hep://www.texasgames.net/istesiggs/course/view.php?id=35	
  
 	
  
 Ar7cles	
  
 Do	
  Serious	
  Games	
  Work?	
  hep://elearnmag.acm.org/featured.cfm?aid=1661378	
  
 Murphy,	
  C.	
  (2011)	
  Non-­‐published	
  manuscript.	
  Why	
  Games	
  Work	
  and	
  the	
  Science	
  of	
  Learning.	
  hep://www.goodgamesbydesign.com/?p=59	
  	
  
 	
  	
  
 Books	
  
 Bransford,	
  J.,	
  Brown,	
  A.	
  L.,	
  Cocking,	
  R.	
  R.,	
  &	
  NaRonal	
  Research	
  Council	
  (U.S.).	
  (1999).	
  How	
  people	
  learn:	
  Brain,	
  mind,	
  experience,	
  and	
  school.	
  Washington,	
  D.C:	
  NaRonal	
  
                   	
  Academy	
  Press.	
  
 Gee,	
  J.	
  P.	
  (2004).	
  What	
  video	
  games	
  have	
  to	
  teach	
  us	
  about	
  learning	
  and	
  literacy.	
  New	
  York:	
  Palgrave	
  Macmillan.	
  
 Gee,	
  J.	
  P.,	
  &	
  Hayes,	
  E.	
  (2010).	
  Women	
  and	
  gaming:	
  The	
  Sims	
  and	
  21st	
  century	
  learning.	
  New	
  York:	
  Palgrave	
  Macmillan.	
  
 Senge,	
  P.	
  M.	
  (1999).	
  The	
  dance	
  of	
  change:	
  The	
  challenges	
  of	
  sustaining	
  momentum	
  in	
  learning	
  organiza#ons.	
  New	
  York:	
  Currency/Doubleday.	
  
 Woolf,	
  B.	
  P.	
  (2009).	
  Building	
  intelligent	
  interac#ve	
  tutors:	
  Student-­‐centered	
  strategies	
  for	
  revolu#onizing	
  e-­‐learning.	
  Amsterdam:	
  Morgan	
  Kaufmann	
  Publishers/Elsevier.	
  
 	
  
 UCF	
  Gaming	
  and	
  Simula7on	
  Web	
  sites:	
  	
  
 UCF	
  InsRtute	
  for	
  SimulaRon	
  and	
  Training	
  hep://www.ist.ucf.edu/	
  
 UCF	
  IST	
  METIL	
  hep://www.meRllab.com/	
  
 UCF	
  Retro	
  Lab	
  hep://ucfretrolab.org/	
  
 UCF	
  Center	
  for	
  Research	
  and	
  EducaRon	
  in	
  Arts,	
  Technology,	
  and	
  Entertainment	
  hep://create.cah.ucf.edu/	
  
 UCF	
  Florida	
  InteracRve	
  Entertainment	
  Academy	
  hep://www.fiea.ucf.edu	
  
 UCF	
  School	
  of	
  Visual	
  Arts	
  and	
  Design	
  hep://svad.cah.ucf.edu	
  
 	
  	
  
 	
  	
  
 	
  	
  
 	
  	
  
 	
  

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  • 1.   Must  Play  to  Learn:     Can  Digital  Game-­‐Based   Learning  Help  Us  Unlock   Op#mal  Learning   Outcomes?       March  7,  2012     Barbara  Truman   Director,  Course  Development     Learning  Systems  &  Technologies     Center  for  Distributed  Learning    
  • 2. GAME-­‐BASED  LIFESTYLES   Ò  Learner   Ò  Instructor   Ò  Researcher   Ò  InsRtuRon   Ò  Local  industry   Licensed under Creative Commons by Lars Ploughmann http://www.flickr.com/photos/criminalintent/200915795/sizes/z/in/photostream Ò  NaRonal  compeRRveness   Ò  Global  ciRzenry   Ò  IntergalacRc  peace  
  • 3. HORIZON  PROJECT  RETREAT  METATRENDS   Ò  People  expect  to  work,  learn,   socialize,  and  play  whenever   and  wherever  they  want  to.   Ò  Openness  —  concepts  like  open   content,  open  data,  and  open   resources,  along  with  noRons   of  transparency  and  easy   access  to  data  and  informaRon   —  is  moving  from  a  trend  to  a   value  for  much  of  the  world.     http://retreat.wiki.nmc.org January 24-26, 2012, Austin, TX
  • 4. HORIZON  PROJECT  RETREAT  METATRENDS   Ò  The  Internet  is  constantly   challenging  us  to  rethink   learning  and  educaRon,  while   refining  our  noRon  of  literacy.     Ò  There  is  a  rise  in  informal   learning  as  individual  needs   are  redefining  schools,   universiRes,  and  training.     New Media Consortium http://www.nmc.org Licensed under a Creative Commons License by Cyprien http://www.flickr.com/photos/cyprien/6797807361
  • 5. OBSTACLES  TO  OVERCOME   Ò  Cost   Ò  Time   Ò  Leadership   Ò  Tools   Ò  Business  case   Ò  Evidence  of  impact   Ò  PercepRon  of  games,  gamers   Ò  PercepRon  of  replacing  teachers  
  • 6. BENEFITS  OF  GBL   Ò  Skills  for  research   Ò  CollaboraRon   Ò  Problem  solving   Minecraft Photo and castle by Ian Turgeon, Learning Systems & Technology Ò  Leadership   Center for Distributed Learning, University of Central Florida http://www.minecraft.net Ò  CriRcal  thinking   Ò  Digital  literacy   Ò  Media-­‐making   http://primerlabs.com/codehero
  • 7. TRANSFORMATIVE   Ò  Research   Ò  Crowd  sourced   Ò  CollaboraRve  
  • 8. PRESSURES  ON  HIGHER  EDUCATION   Ò  Funding   Ò  CompeRRon   Ò  Degree   compleRon   Ò  AlternaRve   credenRaling   Ò  Accountability   Ò  Student   expectaRons   http://collegeproductivity.org
  • 9. ALTERNATIVE  CREDENTIALING   http://www.cael.org http://www.learningoutcomeassessment.org/ National Institute for Learning Outcomes Assessment. (2011). Transparency Framework. Urbana, IL: University of Illinois and Indiana University, National Institute for Learning Outcomes Assessment (NILOA). Retrieved from: http://www.learningoutcomeassessment.org/TransparencyFramework.htm
  • 10. LUMINA  FOUNDATION  DEGREE  PROFILE   http://caylormarketing.donet.com/profile_defined VIDEO: http://www.luminafoundation.org/newsroom/topics/what_is_a_degree_profile.html
  • 11. BADGES     Informal learning credentialing Competition and rewards for engagement - gamification
  • 12. GAME  LAYER   Institutional example http://www.rit.edu/news/story.php?id=48416
  • 13. PUBLISHERS,  4PROFITS,  TECH  GIANTS,  FUNDERS   Ò  Pearson   Ò  Development  EducaRon   Ò  McGraw  Hill   IniRaRve   Ò  Kaplan   Ò  Complete  College  America   Ò  University  of  Phoenix   Ò  Ge_ng  Past  Go   Guess who used this Zombie campaign to raise awareness?
  • 15. LEARNING     James Paul Gee, Arizona State Literacy, Rhetoric, Discourse Video PBS Interview http://video.pbs.org/video/1767377460/ 36 Learning Principles: http://mason.gmu.edu/~lsmithg/jamespaulgee2 Bryan Alexander- NITLE- 2009 New Media Consortium Presentation: http://wp.nmc.org/proceedings2009/papers/computer-games-liberal-arts-world
  • 16. BEYOND  GAMIFICATION-­‐  KEY  ADVOCATES     Marc Prensky & Richard Van Eck University of North Dakota http://net.educause.edu/eli061 ELI Annual Meeting 2006 San Diego Constance Steinkuehler UWisconsin, Madison Sr. Policy Analyst Office of Science and Technology Policy, Executive Office of the President Chris Dede, Harvard http://www.brookings.edu/events/2011/1208_mobile_technology.aspx 2009: Wisdom http://www.brookings.edu/papers/2011/1208_mobile_broadband_west.aspx
  • 17. 7  GRAND  CHALLENGES  OF  EDUCATION   Ò  Roadmap  for  EducaRonal  Technology   É  Personalizing  EducaRon   É  Assessing  Student  Learning   É  SupporRng  Social  Learning   É  Diminishing  Boundaries   É  Developing  AlternaRve  Teaching   Methods   É  Addressing  Policy  Change   http://www.cra.org/ccc/learningtech.php
  • 18. ROADMAP’S  RECOMMENDATIONS   Ò  User  modeling   Ò  Mobile  tools   Ò  Networking  tools   Beverly Woolf Ò  Serious  games   Ò  Intelligent  environments   Ò  EducaRonal  data  mining   Next Generation Learning Challenges Wave I Grant Math Fundamentals Tutor called Ò  Rich  interfaces     Wayang to Improve College Readiness and Completion    
  • 19. OUR  GBL  CHALLENGE   Applying  what  we  know  about  game-­‐based   learning:   collaboraRve  self-­‐interest   faculty  empowerment  (DIY)   faculty  development  (supported)   Photo from NIMH course-­‐game  integraRon   course-­‐game  development   broader-­‐game  development   massive-­‐game  development   Kim Hager, UCLA
  • 20. IT  IS  ABOUT  LEARNING!   Games  work  for  the  same     reasons   Game  Techniques   that  learning  works     Mo7va7on   Flow   Feedback   Feedback   Curtiss Murphy Good Games Prac7ce   Simplicity   By Design Sr. Product Engineer Posi7ve  Feelings   Choice/involvement   Alion Science and Technology Intensity   Immersion  &   Choice/involvement   Engagement     Prac7ce   Fun   Why Games Work and the Science of Learning I/ITSEC 2011Tutorial http://www.goodgamesbydesign.com
  • 21. INSTITUTIONAL  EXAMPLE   University of Wisconsin, Madison Games, Learning and Society Conference http://www.glsconference.org/2012 Advanced Distributed Learning Co-Lab http://www.academiccolab.org
  • 22. INSTITUTIONAL  EXAMPLES-­‐  GAMING   Boise State University 3D Game Lab, Lisa Dawkins Faculty Development http://3dgamelab.org Penn State’s Gaming Commons, Chris Stubbs http://gaming.psu.edu
  • 23. ADVANCED  DISTRIBUTED  LEARNING  (ADL)   •  US  DoD  Joint  ADL  Co-­‐ Lab,  UCF  Research   Park   •  Focus  on  Next   GeneraRon  Learner   •  Standards  of   Technologies   •  Reusability   •  Interoperability   •  Project  Tin  Can  for   scenario  development   hep://adlnet.org   http://research.adlnet.gov/newsletter/academic/201103.htm
  • 24. SERIOUS  GAMES   Serious Games Showcase and Challenge http://sgschallenge.com/ Games for Change http://sgschallenge.com/ EnerCities Game: http://www.enercities.eu
  • 25. TM       •  Psychology online (virtual) labs •  Solves business problem – inadequate lab space •  Drives scientific inquiry within undergraduate education http://engage.ucf.edu/v/p/mtycUPG Produced  and  supported  by  CDL’s  Learning  Systems  &  Technology  Group  
  • 26. LEARNING  REGISTRY   - Community - Amplified - Distributed - Learning - Resources Joint Initiative http://learningregistry.org
  • 27. BE  YOUR  OWN  HERO   March 15-17, 2012 http://www.vwbpe.org http://vwmooc.wordpress.com
  • 28. GET  THEE  AN  AVATAR   Open Simulation Free access and land for research and development http://fvwc.army.mil/moses http://www.gametechconference.com March 28-30, 2012 Free access via Second Life
  • 29. ARG  –  MOOC  LIKE   Intellagirl Sarah Robbins Launched in Feb 2012 Rich narrative, puzzles, humor, intrigue, characters http://manuscriptmystery.blogspot.com
  • 30. THANK  YOU   Barbara.Truman@ucf.edu   Twieer:  barbaratruman   Facebook  and  LinkedIn:  Barbara  Truman   Skype  and  Flickr:  Btruwoman   Second  Life:  Delighkul  Doowangle   Research  Blog:     hep://barbaratruman.blogspot.com   Personal  Blog:  hep://barbaratruman.com   hep://online.ucf.edu  
  • 31. KEY  REFERENCES   Web Links Horizon Report http://wp.nmc.org/horizon2011/sections/game-based-learning/ Bryan Alexander- NITLE- 2009 New Media Consortium Presentation: http://wp.nmc.org/proceedings2009/papers/computer-games-liberal-arts-world Lumina Foundation Degree Profile Video: http://www.luminafoundation.org/newsroom/topics/what_is_a_degree_profile.html UCF Psychology Virtual Lab Research-Game Project http://engage.ucf.edu/v/p/mtycUPG National Center for Simulation http://www.simulationinformation.com/ Team Orlando http://www.teamorlando.org/ College Productivity http://collegeproductivity.org Council for Adult and Experiential Learning http://www.cael.org National Institute for Learning Outcomes Assessment http://www.learningoutcomeassessment.org/ Gallup Organization Strengths-Based Development http://www.gallup.com/consulting/61/strengths-development.aspx A Roadmap for Education Technology http://www.cra.org/ccc/learningtech.php Next Generation Learning Challenges Wave I Grant: Math Fundamentals Tutor, Wayang, to Improve College Readiness and Completion http://nextgenlearning.org/the-grants/wave-I-winners#43 Alternate Reality Game (ARG) video from Jason Rosenblum: http://vimeo.com/22688990 Alternate Reality Game Vimeo: ARG: http://vimeo.com/22688990 Entertainment Software Association: http://www.theesa.com/facts/index.asp Centers for Disease Control Zombie Apocalypse: http://blogs.cdc.gov/publichealthmatters/2011/05/preparedness-101-zombie-apocalypse/ Serious Games Institute (UK) http://www.seriousgamesinstitute.co.uk/ National STEM Video Game Challenge: http://www.stemchallenge.org/ Sandia Labs – Adaptive Training – Elaine Raybourn http://www.sandia.gov/adaptive-training-systems/ Praise for World of Warcraft http://www.economist.com/blogs/babbage/2010/09/praise_video_games Kaufman Foundation - Want to Truly Scale a Learning Program? Try Gaming. http://www.kauffman.org/education/try-gaming.aspx James Paul Gee’s Gaming Learning Principles: http://mason.gmu.edu/~lsmithg/jamespaulgee2 James Gee Video PBS Interview: http://video.pbs.org/video/1767377460/ SuperSleuths – Intelligence Training - http://www.wired.com/dangerroom/2011/11/iarpa-video-games MacArthur Competition on Digital Badges: http://www.macfound.org/site/c.lkLXJ8MQKrH/b.4196225/apps/s/content.asp?ct=11221065 STEM Ethics Game-HP Catalyst-Sloan Video Larysa Nadolny http://www.drnadolny.com/confjuly2011.html ARIS Open Source Mobile Platform: http://arisgames.org/ Games, Learning, and Society Blog: http://www.gameslearningsociety.org/ Adademic Co-Lab –Advanced Distributed Learning Initiative (ADL) http://www.academiccolab.org/home Serious Game – Enercities http://www.enercities.eu/ Serious Games Showcase and Challenge: (Turn Down Speakers!) http://sgschallenge.com/ IITSEC Conference, Orlando, FL http://www.iitsec.org Games for Change: http://gamesforchange.org
  • 32. KEY  REFERENCES  (CONTINUED)   Resource  Examples:   Boise  State  University  -­‐  3DGame  Lab:  hep://3dgamelab.org   Penn  State  University  EducaRonal  Gaming  Commons:  hep://gaming.psu.edu/   Online  Games  on  Demand:  hep://www.onlive.com/#5   Advanced  Distributed  Learning  Newsleeer  on  Video  Games  March  2011:  hep://research.adlnet.gov/newsleeer/academic/201103.htm   Center  for  Edupunx  hep://center4edupunx.com/   SimulaRon  and  Serious  Games-­‐  Lyr  Lobo  hep://www.slideshare.net/lyrlobo/simulaRons-­‐and-­‐educaRonal-­‐games   Serious  Game  with  Deep  Down  Mine  hep://www.deepdownfilm.org/index.php?opRon=com_content&view=arRcle&id=151&Itemid=130   Purdue  Games  InsRtute  hep://social.educaRon.purdue.edu/game/   Texas  Games  SIGGS  hep://www.texasgames.net/istesiggs/course/view.php?id=35     Ar7cles   Do  Serious  Games  Work?  hep://elearnmag.acm.org/featured.cfm?aid=1661378   Murphy,  C.  (2011)  Non-­‐published  manuscript.  Why  Games  Work  and  the  Science  of  Learning.  hep://www.goodgamesbydesign.com/?p=59         Books   Bransford,  J.,  Brown,  A.  L.,  Cocking,  R.  R.,  &  NaRonal  Research  Council  (U.S.).  (1999).  How  people  learn:  Brain,  mind,  experience,  and  school.  Washington,  D.C:  NaRonal    Academy  Press.   Gee,  J.  P.  (2004).  What  video  games  have  to  teach  us  about  learning  and  literacy.  New  York:  Palgrave  Macmillan.   Gee,  J.  P.,  &  Hayes,  E.  (2010).  Women  and  gaming:  The  Sims  and  21st  century  learning.  New  York:  Palgrave  Macmillan.   Senge,  P.  M.  (1999).  The  dance  of  change:  The  challenges  of  sustaining  momentum  in  learning  organiza#ons.  New  York:  Currency/Doubleday.   Woolf,  B.  P.  (2009).  Building  intelligent  interac#ve  tutors:  Student-­‐centered  strategies  for  revolu#onizing  e-­‐learning.  Amsterdam:  Morgan  Kaufmann  Publishers/Elsevier.     UCF  Gaming  and  Simula7on  Web  sites:     UCF  InsRtute  for  SimulaRon  and  Training  hep://www.ist.ucf.edu/   UCF  IST  METIL  hep://www.meRllab.com/   UCF  Retro  Lab  hep://ucfretrolab.org/   UCF  Center  for  Research  and  EducaRon  in  Arts,  Technology,  and  Entertainment  hep://create.cah.ucf.edu/   UCF  Florida  InteracRve  Entertainment  Academy  hep://www.fiea.ucf.edu   UCF  School  of  Visual  Arts  and  Design  hep://svad.cah.ucf.edu