Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Game On Edufest 2018

216 views

Published on

brianhousand.com
@brianhousand

Published in: Education
  • Be the first to comment

Game On Edufest 2018

  1. 1. INTEGRATING GAMES AND SIMULATIONS IN THE CLASSROOM GAME ON! brianhousand.com
  2. 2. Brian Housand brianhousand.com @brianhousand
  3. 3. SLIDES AVAILABLE AFTER THE PRESENTATION
  4. 4. MONDAY
  5. 5. Brian H E L L O My name is
  6. 6. I AM A GEEK
  7. 7. FIND YOUR
  8. 8. brianhousand.com brianhousand@gmail.com @brianhousand brian.housand bc1000
  9. 9. MONDAY
  10. 10. Write an explanation of the game for someone who has never played it before. THINK OF A GAME
  11. 11. THINK OF A DIFFERENT GAME
  12. 12. what is a game
  13. 13. Shall we play a game?
  14. 14. BOARD GAMES VIDEO GAMES MOBILE GAMES ONLINE GAMES bit.ly/edufest-games
  15. 15. TUESDAY
  16. 16. what is a game
  17. 17. byrdseed.com DISCOUNT CODE edufest
  18. 18. SPECIALIST JACK OF ALL TRADES GAME MASTER TEACHER Examine 5 games in any one category. Examine multiple games in each category. Dig deep into ONE game. Teach someone else how to play a game.
  19. 19. what is a game
  20. 20. RULES OBJECTIVES OBSTACLES
  21. 21. PLAYERS
  22. 22. RULES
  23. 23. OBJECTIVES
  24. 24. OBSTACLES
  25. 25. FAILURE
  26. 26. CONFLICT
  27. 27. BOUNDARIES
  28. 28. OUTCOMES
  29. 29. MEMORY TRANSFERMEMORY TRANSFER
  30. 30. OBJECTIVE Transport 15 Marbles from the starting line into the container at the finish line.
  31. 31. OBSTACLES You can not use your hands to move the marbles. The marbles must move through the pipes.
  32. 32. 1. The team must start the activity with all members behind the starting line. 2. Each team member must use their pipe at least once when transporting each marble. 3. The team can transport only one marble at a time. 4. If a marble falls out of the pipe, the team has to return to the start line to begin again. 5. The marble must be safely deposited in the container at the finish line. RULES
  33. 33. EXPERIMENT FAIL LEARN REPEAT
  34. 34. DEBRIEF
  35. 35. wedneSDAY
  36. 36. As a team, design FIVE unique challenges and add them to the Google Slides at the link above. Include a variety of types of activities including a physical challenge, a location challenge, and a creative challenge. Order the challenges from least difficult to most difficult. bit.ly/edufest-goosechase
  37. 37. Thursday
  38. 38. shop.byrdseed.com
  39. 39. Thinking Like a child
  40. 40. FLUENCY FLEXIBILITY ORIGINALITY ELABORATION
  41. 41. Why are kids so much better at this than adults?
  42. 42. Thinking Like a child
  43. 43. 12 - 12 inch pipes 12 - 18 inch pipes 2 - 4 hole crosses 2 - 3 hole corners 2 - 3 hole Ts 4 - 2 hole connectors 10 - 2 hole right angles
  44. 44. stemchallenge.org
  45. 45. “While most games contain a clear reward system for players (moving up a level, receiving badges or points, etc.), what may be most appealing to educators is that games provide students A SAFE PLACE TO LEARN FROM FAILURE. In games, exploration is inherent and there are generally no high-stakes consequences. Children are able to EXPERIMENT AND TAKE RISKS TO FIND SOLUTIONS without the feeling that they are doing something wrong. GAMES ENCOURAGE STUDENTS TO MAKE AND LEARN FROM MISTAKES, which is a particularly important concept in the K-12 setting.” GAME BASED LEARNING
  46. 46. GAMIFICATION: The use of game elements and game-design techniques in non-game contexts.
  47. 47. POINTS BADGES LEADER BOARDS
  48. 48. POINTS Effectively Keep Score Determine WIN State Connection Between Progress and Reward Provide Feedback External Display of Progress Data for Game Designer
  49. 49. BADGES Goals to Strive Toward Guidance About Possibilities Visual Markers of Accomplishment Status Symbols Tribal Markers
  50. 50. LEADER BOARDS
  51. 51. List five areas of your life that could be a game. Then briefly describe a possible underlying game structure for each.
  52. 52. DEFINE LEARNING OBJECTIVES
  53. 53. 2. Delineate Target Behaviors DELINEATE TARGET BEHAVIORS
  54. 54. DESCRIBE YOUR PLAYERS
  55. 55. DEVISE ACTIVITY CYCLES
  56. 56. DON’T FORGET THE FUN!
  57. 57. DEPLOY APPROPRIATE TOOLS
  58. 58. GAMES ARE VOLUNTARY GAMES OFFER CHOICES CHOICES HAVE CONSEQUENCES CONSEQUENCES OFFER FEEDBACK
  59. 59. INTEGRATING GAMES AND SIMULATIONS IN THE CLASSROOM GAME ON! brianhousand.com HANDOUTS AND RESOURCES AVAILABLE AT brianhousand.com/ edufest2018
  60. 60. brianhousand.com brianhousand@gmail.com @brianhousand brian.housand bc1000

×