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Play, Games, and Learning by
                 Design
        Video Games as Learning Tools




Brock Dubbels
vgAlt.com
and the Center for Cognitive Sciences,
The University of Minnesota
Major Outcomes and Objectives
1.   Exploration and awareness of the role play in teaching and learning.
2.   Awareness of titles, genre, and platforms for game play and become
     familiar with uses of gaming technology and design for delivery of
     content, communication, production, and cultural artifacts.
3.   Make connections between research‐based views of comprehension,
     composition, numeracy and new media literacy.
4.   Examination of grade and content specific standards from a district and
     state level to connect benchmarks and outcomes in using games.
5.   Development of curriculum based upon elements of game design and
     research‐based assessment practice.
6.   Resources for getting games to use.
7.   Construction and implementation of a standards-based unit for use in
     the classroom.
8.   Action research and coaching observations
Guiding Question:
How can video games and play be used in the classroom for learning and
literacy development?
When is an activity not
   play?
   Play is an activity where there are NO
   significant consequences.
   No is significant here.

   When you here the words


   Don’t play with that . . . No
   honey, no. ..

   My coffee .. …

   Computer . . . .

   No!

   Ohhhh noooo!

Then you know it is not play

                                            Mostly, it is not play when an activity has consequences –
                                                    but that is relative to who is cleaning it up!
Was this play?




It is relative right? Tell payroll!
Ethos of Activity




Play           Work
16-year-old drops out of school to
        play Guitar Hero




                   young Mr. Peebles is dropping out of high school... in
                   order to focus on Guitar Hero full time. Peebles hopes to
                   join the small but growing crew of players looking to
                   make gaming a job. Citing his victories in Guitar Hero
                   tournaments, which include "gift certificates, gaming
                   equipment, and chicken sandwiches," Peebles thinks he
                   has the chops to play competitively and earn actual
                   money in the process. As the story notes, top gamers on
                   the competitive circuit can earn up to $80,000 a year
                   (though $25,000 is more common). Peebles, of course,
                   can count his 52 Chick-fil-A combo meals toward that
                   total.
And rather than fight it, we need to us
 it to accelerate learning and sustain
              engagement.
Play is a portal to Self-Determination and Work


Working hard at play?
What this means for schools
Maybe we need to motivate and engage through recruiting play for
developing work-like competencies. You can go to:
http//:5th-teacher.blogspot.com
www.vgalt.com/blog
www.vgalt.com/moodle
www.videogamesaslearningtools.com
Sustained Engagement
• When looking to measure growth or change, or even to understand
  whether a learner has truly engaged, an educator should also look for
  evidence of commitment and positive attitudes related to the activity and
  subject matter.
• Engagement is not just doing the work, it is a connection and an affinity to
  an activity supported from the affective domains (Chapman, 2003).
• Skinner & Belmont (1993, p.572) report that engaged learners show
  sustained behavioral involvement in learning activities accompanied by a
  positive emotional tone and select tasks at the border of their
  competencies, initiate action when given the opportunity, and exert
  intense effort and concentration.
• Pintrich and & De Groot (1990, in Chapman) see engagement as having
  observable cognitive components that can be seen or elicited through
  exploring the learner’s use of strategy, metacognition, and self-regulatory
  behavior to monitor and guide the learning processes.
Work                                                                               Play




                       POSTURE                 VOLUME       EMPHASIS   COMPLEX                            POSTURE                   VOLUME       EMPHASIS   COMPLEX
     SYM/    ANIM /    RELAXED   TONE          VARIED /     LESS /     VERBOSE /        SYM/    ANIM /    RELAXED /   TONE          VARIED /     LESS /     VERBOSE /
     ASSYM   NONANIM   / STIFF   VARIED/MONO   CONSISTENT   MORE       TERSE            ASSYM   NONANIM   STIFF       VARIED/MONO   CONSISTENT   MORE       TERSE


1                                                                                  1

2                                                                                  2

3                                                                                  3

4                                                                                  4

5                                                                                  5

6                                                                                  6

7                                                                                  7

8                                                                                  8

9                                                                                  9




10                                                                                 10




11                                                                                 11




12                                                                                 12




      Dubbels (Accepted) Learning engagement, student 2.0, and the role of play in convergence culture in the digital age. JISE
A Life Without Play

Whitman had been raised in a
tyrannical, abusive household. From birth
through age 18, Whitman’s natural playfulness
had been systematically and dramatically
suppressed by an overbearing father.
A lifelong lack of play deprived him of
opportunities to view life with optimism, test
alternatives, or learn the social skills that, as part
of spontaneous play, prepare individuals to cope
with life stress. The committee concluded that
lack of play was a key factor in Whitman's
homicidal actions – if he had experienced regular
moments of spontaneous play during his
life, they believed he would have developed the
skill, flexibility, and strength to cope with the
stressful situations without violence.
Dr. Brown’s subsequent research of other violent
individuals concludes that play can act as a
powerful deterrent, even an antidote to prevent
violence. Play is a powerful catalyst for positive
socialization.
What is the opposite of play?
Depression
This is your brain on depression
What can we do?
•   Alignment of the assignment
•   Interaction
•   Grouping
•   Autonomy supporting spaces
•   Thresholds /liminality
•   Play as the subjunctive mood
Invoking play
                                                                               Probability
                                                        Branching

                                  Rules


                Roles &
                Identity


Imagery &
visualization




                                          By design


Dubbels (2008) Reading, games, and transmedial comprehension. Handbook of Games in Education.
Extrinsic Motivation
Identity informs                                                               Continuum

motivation and
engagement                                     External regulation        Introjected regulation       Identified regulation




•External regulation: doing something
for the sake of achieving a reward or
avoiding a punishment.

•Introjected regulation: partial
internalization of extrinsic motives.

•Identified regulation: doing an activity
because the individual identifies with
the values and accepts it as his own.




        Dubbels (2009) Dance Dance Education and Rites of Passage ---Lessons learned about the importance of play
        in sustaining engagement from a high school “girl gamer” based upon socio- and cultural-cognitive analysis for
        designing instructional environments to elicit and sustain engagement through identity construction. IJGCMS.
Thresholds
Formerly, communities created rites of passage – where community
status and identity were earned and bestowed.
Four Principles for
                  Engagement by Design


     Play as a Subjunctive Mood                          Desirable Activities




                                                         Desirable Groups
      Spaces


Dubbels (2009) Dance Dance Education and Rites of Passage. IJGCMS.
Games are structured forms of play
Do we need to have definition for play?
Can we only know it when we see it?
Games



Artifacts        Design          Production         Modeling   3rSTEM



                                    Data
                                  collection


            What is really important is how we use them.
            Lets not forget about play and engagement.
9 ways that games and play can be used in an
                instructional context:

•   As cultural artifacts for study and evaluation
•   Games as new fiction and non-fiction narratives
•   As models and simulations for developing scientific habits of mind
•   As tools for multimedia production such as Machinima
•   The role and construction of virtual worlds for student learning and the
    modern diorama
•   Video games as tools for delivering content -- serious games
•   Video games as a model for structuring classroom learning
•   Games and play as research methodology for portals to gaining insight and
    understanding for organizational change
•   Connecting to secondary competency development and supporting
    mediums and technologies for learning acceleration
Better Living   Production
Artifacts
            Gigaheart
                 • Problem:
                    – Many doctors are not
                      effective in detecting
                      heart sounds
                 • Built to deliver and quiz
                 • Heart sounds play
                 • Learner is guided to
                   identify heart sounds
                   and what they might
                   indicate
3rSTEM   Modeling
How about Math and
Science?
Scientific Habits of mind
Applied curriculum
Modeling
Simulation
STEM
Clapping   Design
Academy
Artifacts
Games Unit
Inquiry
Reading comprehension
Composition
Sustained engagement
Behavioral management
Planning
Cooperative learning
Classroom as game
Outcomes




     Dubbels, B.R. (in press) Video games, reading, and
     transmedial comprehension. In R. E. Ferdig
     (Ed.), Handbook of research on effective electronic
     gaming in education. Information Science Reference.
Rhythm &                       Design

  Flow
           •   High interest
           •   Role Playing
           •   Performance
           •   Technology
           •   RFOL
           •   Writing
           •   Video
           •   Music
Data
Artifacts
                                 collection
            Educate me
                 • Participants design
                   a board game to
                   identify outcomes
                   and the context,
                   route, and
                   obstacles to getting
                   there.
Data
                                                                                                        Design
collection




                               Dance Dance Education
                              Because kids won’t let an education get in the way of their learning


       Dubbels (2009) Dance Dance Education and Rites of Passage ---Lessons learned about the importance of play
       in sustaining engagement from a high school “girl gamer” based upon socio- and cultural-cognitive analysis for
       designing instructional environments to elicit and sustain engagement through identity construction. IJGCMS.
I don’t want to be the teacher no
It’s okay for little kids and        one respects. I am a professional
Montessori, but this is a            and know my content area.
public school.




                  Where are we now?

           Play, what about rigor and standards!


          These kids have tests to take!



                     We have taken away play in school?
There is a battle of perception
Child convenience design




                           Adult convenience design
Genre chain of quality & mandate
Perceived Importance of Play
  Play is for young kids         Middle school means work
                                 4.5
                                   4
                                 3.5
                                   3
                                 2.5
                                   2
So as we grow older, we are      1.5
                                   1                        PIP
expected to be ready to work.
                                 0.5
                                   0
  This may be how words like
               “rigor”
      and statements like
       "it's your job” , and
   “you don’t have to like it”
         come in to play.
Lets think about what games do
Non-traditional Narrative for
        Assessment
How about Chutes and ladders?




        Describe the game play mechanics
What are the elements of this game?
What makes the play emergent?
Is it non-linear?
Games as a metaphor for instructional design
Just think about reading
•   Pattern recognition
•   Expression
•   Decoding
•   Mental representation
•   Mental Simulation
•   Motor resonance
•   Affective catalyst
•   Embodied
Characteristics of readers

 +1
 Le     Low comp
        High                                            High comp
 ve
        fluency                                         High fluency
 l
 of
 fl
 ue
 nc
 Y




          Low comp                                             High comp
          Low fluency                                          Low fluency


      ability to comprehend   in dialogic method /create a model
Elements of comprehension
• Attention
• Prior Knowledge
 • Content, Structure, Genre, Categories, Concepts
• Situation Model
  – spatial locations, time
    frames, people, objects, ideas, color, emotions, goals, shape
    , spatial, temporal, causal, ownership, kinship, social, etc.
• Composition of Comprehension
• Perceptual, action, and affective areas contribute

                                Glenberg, Gutierrez, Levin, Japun
                                itch, Kaschak (2004)
What brains are for: Action, Meaning, and
        Reading Comprehension
• Brains evolved to control action, and, as suggested
  by M. Montessori (1967), a successful theory of
  cognition and its application will require recognition
  of that fact.
• The Indexical Hypothesis – embodied account of
  language comprehension that posits that language is
  understood by simulating actions that underlie the
  sentence meaning.
• Reading comprehension can be improved by
  ensuring that this simulation occurs.
                    Glenberg, Jaworski, & Levin (2007).
Recall and fluency
Building comprehension process
Age/ time

 Learning
 to Read         Basic reading skills                      Comprehension Skills




                Decoding


                                        Reading Comprehension
     Grade 4
               Reading to Learn

                                                                 Figure 1. Kintsch & Kintsch in Paris
                                                                 & Stahl (2006)
How do we build a comprehension model?
Comprehension Model                      Literary Elements
• A spatial-temporal framework           •   Character/ Characterization
   – spatial locations, time frames      •   diction
• Entities                               •   Plot
   – people, objects, ideas,             •   Setting
• Properties of entities                 •   Point of View
   – color, emotions, goals, shape, et   •   Theme
     c.
                                         •   Tone
• Relational information
                                         •   Voice
   – spatial, temporal, causal, owners
     hip, kinship, social, etc.          •   Word choice
Play is the factory of learning and Comprehension




The Event Indexing Model
Zwann, Langston, & Graesser, 1995; Zwann & Radavansky, 1998
Situation model
        • When a reader has well-
          developed comprehension
          skills, they can recruit prior
          knowledge to bootstrap
          lower level processes
          (Stanovich, 2000) and this is
          an important idea for
          making a case for using
          more accessible texts that
          are relevant and interesting
          to the learner. Once
          again, the reader can use
          higher-level process in order
          to support lower level
          process (Stanovich, 2000).
Towards top sight
Decision Trees

• For a decision tree to work, it must have the
  following qualities:
   – Time in the game takes place in turns or other discrete
     units.
   – Players make certain number of finite decisions that
     have knowable outcomes
   – The game is finite, it cannot go on forever.

   – Different, but just as good
Why are they important?
• Because a decision tree is also a diagram of
  the formal space of possibility in a game.
• Games represent the same design elements as
  research and curriculum design.
Discussion
• Based upon these concepts in game design
  and the literacies and habits of mind
  supported by them, how can we use these
  design elements to construct curriculum for
  our classroom?

• Do we need computers to do this?
Natal
vgAlt Richfield 2009

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vgAlt Richfield 2009

  • 1. Play, Games, and Learning by Design Video Games as Learning Tools Brock Dubbels vgAlt.com and the Center for Cognitive Sciences, The University of Minnesota
  • 2. Major Outcomes and Objectives 1. Exploration and awareness of the role play in teaching and learning. 2. Awareness of titles, genre, and platforms for game play and become familiar with uses of gaming technology and design for delivery of content, communication, production, and cultural artifacts. 3. Make connections between research‐based views of comprehension, composition, numeracy and new media literacy. 4. Examination of grade and content specific standards from a district and state level to connect benchmarks and outcomes in using games. 5. Development of curriculum based upon elements of game design and research‐based assessment practice. 6. Resources for getting games to use. 7. Construction and implementation of a standards-based unit for use in the classroom. 8. Action research and coaching observations
  • 3. Guiding Question: How can video games and play be used in the classroom for learning and literacy development?
  • 4. When is an activity not play? Play is an activity where there are NO significant consequences. No is significant here. When you here the words Don’t play with that . . . No honey, no. .. My coffee .. … Computer . . . . No! Ohhhh noooo! Then you know it is not play Mostly, it is not play when an activity has consequences – but that is relative to who is cleaning it up!
  • 5. Was this play? It is relative right? Tell payroll!
  • 7. 16-year-old drops out of school to play Guitar Hero young Mr. Peebles is dropping out of high school... in order to focus on Guitar Hero full time. Peebles hopes to join the small but growing crew of players looking to make gaming a job. Citing his victories in Guitar Hero tournaments, which include "gift certificates, gaming equipment, and chicken sandwiches," Peebles thinks he has the chops to play competitively and earn actual money in the process. As the story notes, top gamers on the competitive circuit can earn up to $80,000 a year (though $25,000 is more common). Peebles, of course, can count his 52 Chick-fil-A combo meals toward that total.
  • 8. And rather than fight it, we need to us it to accelerate learning and sustain engagement.
  • 9. Play is a portal to Self-Determination and Work Working hard at play?
  • 10.
  • 11.
  • 12. What this means for schools Maybe we need to motivate and engage through recruiting play for developing work-like competencies. You can go to: http//:5th-teacher.blogspot.com www.vgalt.com/blog www.vgalt.com/moodle www.videogamesaslearningtools.com
  • 13. Sustained Engagement • When looking to measure growth or change, or even to understand whether a learner has truly engaged, an educator should also look for evidence of commitment and positive attitudes related to the activity and subject matter. • Engagement is not just doing the work, it is a connection and an affinity to an activity supported from the affective domains (Chapman, 2003). • Skinner & Belmont (1993, p.572) report that engaged learners show sustained behavioral involvement in learning activities accompanied by a positive emotional tone and select tasks at the border of their competencies, initiate action when given the opportunity, and exert intense effort and concentration. • Pintrich and & De Groot (1990, in Chapman) see engagement as having observable cognitive components that can be seen or elicited through exploring the learner’s use of strategy, metacognition, and self-regulatory behavior to monitor and guide the learning processes.
  • 14. Work Play POSTURE VOLUME EMPHASIS COMPLEX POSTURE VOLUME EMPHASIS COMPLEX SYM/ ANIM / RELAXED TONE VARIED / LESS / VERBOSE / SYM/ ANIM / RELAXED / TONE VARIED / LESS / VERBOSE / ASSYM NONANIM / STIFF VARIED/MONO CONSISTENT MORE TERSE ASSYM NONANIM STIFF VARIED/MONO CONSISTENT MORE TERSE 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 Dubbels (Accepted) Learning engagement, student 2.0, and the role of play in convergence culture in the digital age. JISE
  • 15. A Life Without Play Whitman had been raised in a tyrannical, abusive household. From birth through age 18, Whitman’s natural playfulness had been systematically and dramatically suppressed by an overbearing father. A lifelong lack of play deprived him of opportunities to view life with optimism, test alternatives, or learn the social skills that, as part of spontaneous play, prepare individuals to cope with life stress. The committee concluded that lack of play was a key factor in Whitman's homicidal actions – if he had experienced regular moments of spontaneous play during his life, they believed he would have developed the skill, flexibility, and strength to cope with the stressful situations without violence. Dr. Brown’s subsequent research of other violent individuals concludes that play can act as a powerful deterrent, even an antidote to prevent violence. Play is a powerful catalyst for positive socialization.
  • 16. What is the opposite of play? Depression
  • 17. This is your brain on depression
  • 18. What can we do? • Alignment of the assignment • Interaction • Grouping • Autonomy supporting spaces • Thresholds /liminality • Play as the subjunctive mood
  • 19. Invoking play Probability Branching Rules Roles & Identity Imagery & visualization By design Dubbels (2008) Reading, games, and transmedial comprehension. Handbook of Games in Education.
  • 20. Extrinsic Motivation Identity informs Continuum motivation and engagement External regulation Introjected regulation Identified regulation •External regulation: doing something for the sake of achieving a reward or avoiding a punishment. •Introjected regulation: partial internalization of extrinsic motives. •Identified regulation: doing an activity because the individual identifies with the values and accepts it as his own. Dubbels (2009) Dance Dance Education and Rites of Passage ---Lessons learned about the importance of play in sustaining engagement from a high school “girl gamer” based upon socio- and cultural-cognitive analysis for designing instructional environments to elicit and sustain engagement through identity construction. IJGCMS.
  • 21. Thresholds Formerly, communities created rites of passage – where community status and identity were earned and bestowed.
  • 22. Four Principles for Engagement by Design Play as a Subjunctive Mood Desirable Activities Desirable Groups Spaces Dubbels (2009) Dance Dance Education and Rites of Passage. IJGCMS.
  • 23. Games are structured forms of play Do we need to have definition for play? Can we only know it when we see it?
  • 24.
  • 25.
  • 26.
  • 27.
  • 28. Games Artifacts Design Production Modeling 3rSTEM Data collection What is really important is how we use them. Lets not forget about play and engagement.
  • 29. 9 ways that games and play can be used in an instructional context: • As cultural artifacts for study and evaluation • Games as new fiction and non-fiction narratives • As models and simulations for developing scientific habits of mind • As tools for multimedia production such as Machinima • The role and construction of virtual worlds for student learning and the modern diorama • Video games as tools for delivering content -- serious games • Video games as a model for structuring classroom learning • Games and play as research methodology for portals to gaining insight and understanding for organizational change • Connecting to secondary competency development and supporting mediums and technologies for learning acceleration
  • 30. Better Living Production
  • 31. Artifacts Gigaheart • Problem: – Many doctors are not effective in detecting heart sounds • Built to deliver and quiz • Heart sounds play • Learner is guided to identify heart sounds and what they might indicate
  • 32. 3rSTEM Modeling How about Math and Science? Scientific Habits of mind Applied curriculum Modeling Simulation STEM
  • 33. Clapping Design Academy
  • 34. Artifacts Games Unit Inquiry Reading comprehension Composition Sustained engagement Behavioral management Planning Cooperative learning Classroom as game Outcomes Dubbels, B.R. (in press) Video games, reading, and transmedial comprehension. In R. E. Ferdig (Ed.), Handbook of research on effective electronic gaming in education. Information Science Reference.
  • 35. Rhythm & Design Flow • High interest • Role Playing • Performance • Technology • RFOL • Writing • Video • Music
  • 36. Data Artifacts collection Educate me • Participants design a board game to identify outcomes and the context, route, and obstacles to getting there.
  • 37. Data Design collection Dance Dance Education Because kids won’t let an education get in the way of their learning Dubbels (2009) Dance Dance Education and Rites of Passage ---Lessons learned about the importance of play in sustaining engagement from a high school “girl gamer” based upon socio- and cultural-cognitive analysis for designing instructional environments to elicit and sustain engagement through identity construction. IJGCMS.
  • 38.
  • 39. I don’t want to be the teacher no It’s okay for little kids and one respects. I am a professional Montessori, but this is a and know my content area. public school. Where are we now? Play, what about rigor and standards! These kids have tests to take! We have taken away play in school?
  • 40. There is a battle of perception Child convenience design Adult convenience design
  • 41. Genre chain of quality & mandate
  • 42. Perceived Importance of Play Play is for young kids Middle school means work 4.5 4 3.5 3 2.5 2 So as we grow older, we are 1.5 1 PIP expected to be ready to work. 0.5 0 This may be how words like “rigor” and statements like "it's your job” , and “you don’t have to like it” come in to play.
  • 43. Lets think about what games do
  • 45. How about Chutes and ladders? Describe the game play mechanics
  • 46. What are the elements of this game? What makes the play emergent? Is it non-linear? Games as a metaphor for instructional design
  • 47. Just think about reading • Pattern recognition • Expression • Decoding • Mental representation • Mental Simulation • Motor resonance • Affective catalyst • Embodied
  • 48. Characteristics of readers +1 Le Low comp High High comp ve fluency High fluency l of fl ue nc Y Low comp High comp Low fluency Low fluency ability to comprehend in dialogic method /create a model
  • 49. Elements of comprehension • Attention • Prior Knowledge • Content, Structure, Genre, Categories, Concepts • Situation Model – spatial locations, time frames, people, objects, ideas, color, emotions, goals, shape , spatial, temporal, causal, ownership, kinship, social, etc. • Composition of Comprehension • Perceptual, action, and affective areas contribute Glenberg, Gutierrez, Levin, Japun itch, Kaschak (2004)
  • 50. What brains are for: Action, Meaning, and Reading Comprehension • Brains evolved to control action, and, as suggested by M. Montessori (1967), a successful theory of cognition and its application will require recognition of that fact. • The Indexical Hypothesis – embodied account of language comprehension that posits that language is understood by simulating actions that underlie the sentence meaning. • Reading comprehension can be improved by ensuring that this simulation occurs. Glenberg, Jaworski, & Levin (2007).
  • 52. Building comprehension process Age/ time Learning to Read Basic reading skills Comprehension Skills Decoding Reading Comprehension Grade 4 Reading to Learn Figure 1. Kintsch & Kintsch in Paris & Stahl (2006)
  • 53. How do we build a comprehension model? Comprehension Model Literary Elements • A spatial-temporal framework • Character/ Characterization – spatial locations, time frames • diction • Entities • Plot – people, objects, ideas, • Setting • Properties of entities • Point of View – color, emotions, goals, shape, et • Theme c. • Tone • Relational information • Voice – spatial, temporal, causal, owners hip, kinship, social, etc. • Word choice
  • 54. Play is the factory of learning and Comprehension The Event Indexing Model Zwann, Langston, & Graesser, 1995; Zwann & Radavansky, 1998
  • 55. Situation model • When a reader has well- developed comprehension skills, they can recruit prior knowledge to bootstrap lower level processes (Stanovich, 2000) and this is an important idea for making a case for using more accessible texts that are relevant and interesting to the learner. Once again, the reader can use higher-level process in order to support lower level process (Stanovich, 2000).
  • 57. Decision Trees • For a decision tree to work, it must have the following qualities: – Time in the game takes place in turns or other discrete units. – Players make certain number of finite decisions that have knowable outcomes – The game is finite, it cannot go on forever. – Different, but just as good
  • 58. Why are they important? • Because a decision tree is also a diagram of the formal space of possibility in a game. • Games represent the same design elements as research and curriculum design.
  • 59. Discussion • Based upon these concepts in game design and the literacies and habits of mind supported by them, how can we use these design elements to construct curriculum for our classroom? • Do we need computers to do this?
  • 60.
  • 61. Natal