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  1. 1. Must Play to Learn: Can Digital Game-Based Learning Help Us Unlock Optimal Learning Outcomes? March 7, 2012 Barbara Truman Director, Course DevelopmentLearning Systems & Technologies Center for Distributed Learning
  2. 2. GAME-BASED LIFESTYLES Learner Instructor Researcher Institution Licensed under Creative Commons by Lars Ploughmann Local industry National competitiveness Global citizenry Intergalactic peace
  3. 3. HORIZON PROJECT RETREAT METATRENDS People expect to work, learn, socialize, and play whenever and wherever they want to. Openness — concepts like open content, open data, and open resources, along with notions of transparency and easy access to data and information — is moving from a trend to a value for much of the world. January 24-26, 2012, Austin, TX
  4. 4. HORIZON PROJECT RETREAT METATRENDS The Internet is constantly challenging us to rethink learning and education, while refining our notion of literacy. There is a rise in informal learning as individual needs are redefining schools, universities, and training. New Media Consortium Licensed under a Creative Commons License by Cyprien
  5. 5. OBSTACLES TO OVERCOME Cost Time Leadership Tools Business case Evidence of impact Perception of games, gamers Perception of replacing teachers
  6. 6. BENEFITS OF GBL Skills for research Collaboration Problem solving Minecraft Photo and castle by Ian Turgeon, Learning Systems & Technology Leadership Center for Distributed Learning, University of Central Florida Critical thinking Digital literacy Media-making
  7. 7. TRANSFORMATIVE Research Crowd sourced Collaborative
  8. 8. PRESSURES ON HIGHER EDUCATION Funding Competition Degree completion Alternative credentialing Accountability Student expectations
  9. 9. ALTERNATIVE CREDENTIALING 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:
  11. 11. BADGES Informal learning credentialing Competition and rewards for engagement - gamification
  12. 12. GAME LAYER Institutional example
  13. 13. PUBLISHERS, 4PROFITS, TECH GIANTS, FUNDERS Pearson  Development Education McGraw Hill Initiative Kaplan  Complete College America University of Phoenix  Getting Past Go Guess who used this Zombie campaign to raise awareness?
  15. 15. LEARNING James Paul Gee, Arizona State Literacy, Rhetoric, DiscourseVideo PBS Interview Learning Principles: Bryan Alexander- NITLE- 2009 New Media Consortium Presentation:
  16. 16. BEYOND GAMIFICATION- KEY ADVOCATES Marc Prensky & Richard Van Eck University of North Dakota 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 2009: Wisdom
  17. 17. 7 GRAND CHALLENGES OF EDUCATION Roadmap for Educational Technology  PersonalizingEducation  Assessing Student Learning  Supporting Social Learning  Diminishing Boundaries  Developing Alternative Teaching Methods  Addressing Policy Change
  18. 18. ROADMAP’S RECOMMENDATIONS User modeling Mobile tools Networking tools Beverly Woolf Serious games Intelligent environments Educational data mining Next Generation Learning Challenges Wave I Grant Math Fundamentals Tutor called Rich interfaces Wayang to Improve College Readiness and Completion
  19. 19. OUR GBL CHALLENGEApplying what we know about game-basedlearning: collaborative self-interest faculty empowerment (DIY) faculty development (supported) Photo from NIMH course-game integration course-game development broader-game development massive-game development Kim Hager, UCLA
  20. 20. IT IS ABOUT LEARNING!Games work for the same reasons Game Techniques that learning works Motivation Flow Feedback Feedback Curtiss Murphy Good Games Practice Simplicity By Design Sr. Product Engineer Positive Feelings Choice/involvement Alion Science and Technology Intensity Immersion & Choice/involvement Engagement Practice Fun Why Games Work and the Science of Learning I/ITSEC 2011Tutorial
  21. 21. INSTITUTIONAL EXAMPLEUniversity of Wisconsin, MadisonGames, Learning and Society Conference Distributed Learning Co-Lab
  22. 22. INSTITUTIONAL EXAMPLES- GAMING Boise State University 3D Game Lab, Lisa Dawkins Faculty Development http://3dgamelab.orgPenn State’s Gaming Commons, Chris Stubbs
  23. 23. ADVANCED DISTRIBUTED LEARNING (ADL) • US DoD Joint ADL Co- Lab, UCF Research Park • Focus on Next Generation Learner • Standards of Technologies • Reusability • Interoperability • Project Tin Can for scenario development
  24. 24. SERIOUS GAMES Serious Games Showcase and Challenge Games for Change EnerCities Game:
  25. 25. TM • Psychology online (virtual) labs • Solves business problem – inadequate lab space • Drives scientific inquiry within undergraduate education and supported by CDL’s Learning Systems & Technology Group
  26. 26. LEARNING REGISTRY - Community - Amplified - Distributed - Learning - Resources Joint Initiative
  27. 27. BE YOUR OWN HERO March 15-17, 2012http://www.vwbpe.org
  28. 28. GET THEE AN AVATAR Open Simulation Free access and land for research and development 28-30, 2012 Free access via Second Life
  29. 29. ARG – MOOC LIKE Intellagirl Sarah RobbinsLaunched in Feb 2012Richnarrative, puzzles, humor, intrigue, characters
  30. 30. THANK YOUBarbara.Truman@ucf.eduTwitter: barbaratrumanFacebook and LinkedIn: Barbara TrumanSkype and Flickr: BtruwomanSecond Life: Delightful DoowangleResearch Blog:http://barbaratruman.blogspot.comPersonal Blog: http://barbaratruman.com
  31. 31. KEY REFERENCES Web Links Horizon Report Bryan Alexander- NITLE- 2009 New Media Consortium Presentation: world Lumina Foundation Degree Profile Video: UCF Psychology Virtual Lab Research-Game Project National Center for Simulation Team Orlando College Productivity Council for Adult and Experiential Learning National Institute for Learning Outcomes Assessment Gallup Organization Strengths-Based Development A Roadmap for Education Technology Next Generation Learning Challenges Wave I Grant: Math Fundamentals Tutor, Wayang, to Improve College Readiness and Completion Alternate Reality Game (ARG) video from Jason Rosenblum: Alternate Reality Game Vimeo: ARG: Entertainment Software Association: Centers for Disease Control Zombie Apocalypse: Serious Games Institute (UK) National STEM Video Game Challenge: Sandia Labs – Adaptive Training – Elaine Raybourn Praise for World of Warcraft Kaufman Foundation - Want to Truly Scale a Learning Program? Try Gaming. James Paul Gee’s Gaming Learning Principles: James Gee Video PBS Interview: SuperSleuths – Intelligence Training - MacArthur Competition on Digital Badges: STEM Ethics Game-HP Catalyst-Sloan Video Larysa Nadolny ARIS Open Source Mobile Platform: Games, Learning, and Society Blog: Adademic Co-Lab –Advanced Distributed Learning Initiative (ADL) Serious Game – Enercities Serious Games Showcase and Challenge: (Turn Down Speakers!) IITSEC Conference, Orlando, FL Games for Change:
  32. 32. KEY REFERENCES (CONTINUED)Resource Examples:Boise State University - 3DGame Lab: http://3dgamelab.orgPenn State University Educational Gaming Commons: Games on Demand: Distributed Learning Newsletter on Video Games March 2011: for Edupunx and Serious Games- Lyr Lobo Game with Deep Down Mine Games Institute Games SIGGS Serious Games Work?, C. (2011) Non-published manuscript. Why Games Work and the Science of Learning., J., Brown, A. L., Cocking, R. R., & National Research Council (U.S.). (1999). How people learn: Brain, mind, experience, and school. Washington, D.C: National 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 organizations. New York: Currency/Doubleday.Woolf, B. P. (2009). Building intelligent interactive tutors: Student-centered strategies for revolutionizing e-learning. Amsterdam: Morgan Kaufmann Publishers/Elsevier.UCF Gaming and Simulation Web sites:UCF Institute for Simulation and Training IST METIL Retro Lab Center for Research and Education in Arts, Technology, and Entertainment Florida Interactive Entertainment Academy http://www.fiea.ucf.eduUCF School of Visual Arts and Design