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Are Games and Simulations a Good Fit for Your Curriculum?

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Are Games and Simulations a Good Fit for Your Curriculum?

Distance Teaching & Learning Conference
Information Session: Are Games and Simulations a Good 'Fit' for Your Curriculum?

Authors: Penny Ralston-Berg and Eric B. Bauman

The conversation was very active as we discussed strategies and key questions to ask in determining what makes a good curricular “fit” for games and simulations. Examples were shown from a variety of subject matter and the audience had a chance to walk through the process of determining fit based on learning objectives. We also stepped out side the instructional alignment and talked about the value of "ridiculous games" for stress relief and cognitive down time between other intense tasks.

Distance Teaching & Learning Conference
Information Session: Are Games and Simulations a Good 'Fit' for Your Curriculum?

Authors: Penny Ralston-Berg and Eric B. Bauman

The conversation was very active as we discussed strategies and key questions to ask in determining what makes a good curricular “fit” for games and simulations. Examples were shown from a variety of subject matter and the audience had a chance to walk through the process of determining fit based on learning objectives. We also stepped out side the instructional alignment and talked about the value of "ridiculous games" for stress relief and cognitive down time between other intense tasks.

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Are Games and Simulations a Good Fit for Your Curriculum?

  1. 1. Are Games and Simulations a Good Fit for Your Curriculum? Penny Ralston-Berg - Penn State World Campus Eric B. Bauman, PhD, RN - Clinical Playground, LLC
  2. 2. Disclosures The views and perspectives discussed in this presentation are those of the presenters and may not represent the views of of Penn State World or Clinical Playground, LLC
  3. 3. What is Fit? Degree to which a game or simulation supports instructional objectives.   Thoughtful, appropriate, purposeful   Aligned with learning objectives   Works within constraints
  4. 4. Aspects of Fit: Impact Effective AppealingEfficient Proper Fit Ralston-Berg, P. & Lara, M. (2012). Fitting virtual reality and game-based learning into an existing curriculum. In E. Bauman (Ed.), Games and Simulation for Nursing Education. New York: Springer.
  5. 5. ©Bauman 2015 Rights Reserved Intrinsic Extrinsic Reward comes from Mastery Tangible Reward Clear, meaningful and situated goals Goals assigned Progress is intuitive apparent and immediate [real-time or just-in-time] Progress is determined or assigned outside of the current activity Endorses or reinforces behavior you are already committed to or hope to engage in the future Represents Player Agency If you complete this task you will be given access to another task – Hierarchical Direction Autonomous Directed Aspects of Fit: Reward Active Learning Compliance Outcome DrivenDeep Meaning Creative Shallow
  6. 6. Aspects of Fit: Constraints Learning Objectives Complexity Cost Time Aleckson, J., & Ralston-Berg, P. (2011). MindMeld: Micro-Collaboration between eLearning designers and instructor experts. Madison, WI: Atwood Publishing.
  7. 7. Examples of Fit Learning Situation or Goal Type of Game or Simulation Boring, mundane, undesirable tasks Games that level up; intrinsic motivation Distinct levels of achievement or competency Meta-gaming; use out-of-game resources or strategies to succeed Reinforce information or processes Mini-games within game Define terms; use appropriately; syntax Quick games; reward for speed; replay from pool
  8. 8. Examples of Fit Learning Situation or Goal Type of Game or Simulation Make decisions, react to consequences under stress Immersive sim; level up = higher stakes, less time to react; created environment Team strategic thinking Multi-player sim See problem from various POV Role play sim with tasks Observe and reflect Virtual world with sim environment
  9. 9. Examples of Fit Learning Situation or Goal Type of Game or Simulation Practice speaking language in real time Virtual community Interaction with environment; affective responses Role-play simulation Inaccessible locations or dangerous situations Simulation; created environments Group communication; leadership Simulated interaction with characters within an environment
  10. 10. Finding the Right Fit  Clearly define learning objectives  Describe key functions or tasks  Brainstorm / research  Consider constraints   Time, budget resources  Maximize impact within constraints
  11. 11. Cost vs. Impact IMPACT COST High Low High Patient simulator Disaster preparedness simulator Text-based CYOA Practice quiz PPT display in virtual world Sim tests vocab Ralston-Berg, P. & Lara, M. (2012). Fitting virtual reality and game-based learning into an existing curriculum. In E. Bauman (Ed.), Games and Simulation for Nursing Education. New York: Springer.
  12. 12. Let’s try it! Learning Objective  Perform correct procedure for IV therapy based on a specific clinical discipline and related clinical functions (MD, RN, NA, Paramedic)
  13. 13. Let’s try it! Key Functions or Tasks  Psychomotor skills (haptic)  Procedural skills  Clinical critical thinking / decision-making  Why does the patient need an IV?  What gauge IV?  What type of fluid? Perform correct procedure for IV therapy based on a specific clinical discipline and related clinical functions (MD, RN, NA, Paramedic)
  14. 14. Let’s try it! Brainstorm / Research  Needle shooter hits target (timed)  Drag and drop – What tools do you need to perform the task?  3D anatomy model sim  What have others done?
  15. 15. Constraints IMPACT COST High Low High Role simulatorText-based situation Drag and drop supplies Anatomy quiz
  16. 16. Let’s try it! Which is the best fit? Role play sim!  Role play – four roles; not multiple players  Situational narrative based on role   Anatomy mini-game – best location for IV   Tools mini-game – drag tools to tray  Design / consequence series based on decisions required for each role
  17. 17. Finding the Right Fit  Clearly define learning objectives  Describe key functions or tasks  Brainstorm / research  Consider constraints   Time, budget resources  Maximize impact within constraints
  18. 18. Common Pitfalls   Adding games and sims automatically increases interactivity and learning   Underestimate time, cost, support needed   SME also designer, developer, support   Not the faculty’s job to support the tech… their job to use it
  19. 19. Common Pitfalls   Educational designer is dependent on the SME   Missing even small content areas can hamper project completion   Intellectual property   Whose is it and can you use it   Privacy   Student accounts with 3rd party vendors
  20. 20. Fit – The Big Picture Prerequisites Procedure Game or Sim Debrief and Reflection
  21. 21. Bonus!  Translate objectives to key functions  Reuse game shells, wireframes, design sequences   Multiple storyboards   Other content areas
  22. 22. Thank you! Book info: Pinterest: https://www.pinterest.com/pennymoved/games-sims-and-fit/ Contact: PLR15@PSU.EDU ebauman@clinicalplayground.com

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