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Learning Games
1. Millennials
2. Learning Games
3. Approach
Learning Games
Radio
Radio
Television
Internet
MMORPG
1980
Millennials
Generation Y
John Seely Brown:
Bricolage Reasoning,
Lateral, Learn by
doing
Macedonia:
Context Switching,
abstract to concrete,
& COP.
Ann Fishman
Can do kids, Civic
Minded, Team
Players, Multi-
taskers
Player
Incr. hand-eye coord
reaction time
spatial visualization
neuro-psych. tests
visual attentiveness
and mental rotation
http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm
James “Butch” Rosser, M.D.,
Chief of Minimally Invasive Surgery,
Director of the Advanced Medical Technology Institute (AMTI)
Beth Israel Medical Center in Manhattan
According to Rosser’s study,
surgeons who currently play or
previously played video games
had a 37% reduction in errors
and accomplish laparoscopic
surgical tasks 27% quicker.
Millennials
Low Socio-Economic Status
Top career Interests –
ranked by gender
Females Males
Designer/Decorator Professional athlete
Doctor Video Game Designer
Cosmetologist Business Owner
Lawyer Engineer
Teacher Lawyer
Business Owner Military Service
Musician/Singer Auto Mechanic
Cook/Chef Computer Programmer
Millennials
Not Low Socio-Economic Status
What are they learning?
TEAMS
Game Builder
Transdisciplinary Action
Learning, problem solving & production.
5th
World
Mixed media fluency
Expression as
constructive media
remixing
Global communities
of practice &
generations?
Network
socialization and
learning (communal)
Transdisciplinary
learning and
production
1980
Emergence of the
5th World
198219641946
Boomers
Generation X
Millennials
46-64
65-79
82-Present
1. Millennials
2. Learning Games
3. Approach
Learning Games
Game
Dempsey, Lucassen, Haynes, and Casey (1996). Instructional
applications of computer games. Paper presented to the
American Educational Research Association, 8–12 April 1996, New
York.
…set of activities involving one or
more players. It has goals,
constraints, payoffs and
consequences. A game is rule-guided
and artificial in some respects. Finally,
a game involves some aspect of
competition, even if that competition
is with oneself.
Learning Game
Adapted from Dempsey, Lucassen, Haynes, and Casey (1996).
Instructional applications of computer games. Paper presented to the
American Educational Research Association, 8–12 April 1996, New
York.
…set of activities involving one or more
[learners, set in an authentic context with
assessment based on real world outcomes].
It has goals, constraints, payoffs and
consequences. A [learning] game is rule-
guided and artificial in some respects.
Finally, a game involves some aspect of
competition, even if that competition is with
oneself.
Games
Simulations
[Learning
Theory]
[Learning
Games]
Learning by Doing : A
Comprehensive Guide to
Simulations, Computer
Games and Pedagogy in e-
Learning and Other
Educational Experiences,
2005 -- Clarke Aldrich
Population: 900,000 Growth: 1200/day
Educational Sites 3 - 5 minutes
EA online games 9 minutes
AOL Entertainment 10 minutes
Whyville.net 59 minutes
Yahoo! Games 78 minutes
MEAN TIME PER USER LOGIN
Discovery.com: 96 million
Whyville.net: 58.4 million
BigChalk: 11 million
Time for Kids: 8 million
New York Times Learning Net: 1.2 million
Cosmogirl: 425,000
PAGE VIEWS
©numedeon,inc.2003
The average time per log in July was 3.8 hours making it second to Neopets.
Dr. Jim Bower
HEALTH – Y-POX!
Breakaway
Games
Recommendation: Authentic contexts, activities, and assessment.
Source: Brazell, IC2
Institute, 2004
Yang Cai, Ingo Snel, Betty Chenga, Suman
Bharathi, Clementine Klein d, Judith Klein-
Seetharaman; Carnegie Mellon University,
University of Frankfurt, Research Institute,
University of Pittsburgh School of Medicine.
www.andrew.cmu.edu/~ycai/biogame.pdf
BIOSIM
1.0
Virtual U models the attitudes and
behaviors of the academic
community in five major areas of
higher education anagement:
• Spending and income decisions
such as operating budget, new
hires, incoming donations, and
management of the endowment;
• Faculty, course, and student
scheduling issues;
• Admissions standards, university
prestige, and student enrollment;
• Student housing, classrooms, and
all other facilities; and
• Performance indicators.
Enlight Software, the Jackson Hole Higher Education Group, and the Institute for
Research on Higher Education at the University of Pennsylvania (data), with support
from the Alfred P. Sloan Foundation and the Spencer Foundation. www.virtual-u.org
Beyond Mapping, Inc.
Recommendation:
Create
interactions and
activities in
mediated
experience not
possible in the
real world while
requiring
information recall,
information
precision,
information
comprehension
and information
application.
Player is Incident
Commander or subordinate
crisis responder. Responds
to events with choices that
should mirror Department of
Justice NICS doctrine.
• Tactical Map set in player’s
home county
• ICS “hints” throughout
gameplay
• Coordination and
communication required for
success
• Full-scale training is
unaffordable for small
jurisdictions*
• Permits widespread
distribution to many users*
*88% of all jurisdictions are
considered to be small.
Incident Commander
Recommendation: Emphasize human-to-
human computer mediated
communication, interaction and learning.
A Force More Powerful
International Center for Non-Violent
Conflict
AFMP implements dozens of varied
methods based on Gene Sharp’s
Methods of Nonviolent Action.
Scenario Editor: Economic, social,
political and ethnic context; Characters
and groups present in scenario;
Geography of nation and key cities; and
Existing political alliances.
Economic Model: Economic well-being,
Resource distribution, Transportation
networks, Government economic policy,
Unemployment and (hyper) inflation.
Evolution of Technologies of Learning
Adapted from Tapscott 1998
1. Millennials
2. Learning Games
3. Approach
Learning Games
Application &
Analysis
Knowledge &
Comprehension
Synthesis &
Evaluation
Instructor
Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies
and approaches to designing and implementing such systems. Use an adaptive learning approach that
integrates real world problems, data, processes and systems; empirical research and human performance;
and instructional design and delivery. The key is to integrate empirical research into the design and
implementation of new modes of learning in order to inform future selection and variation of learning systems.
This requirement is also shared by the US Department of Education (DOE) and the National Science
Foundation (NSF) in its efforts toward educational reform especially in Science, Technology,
Engineering and Mathematics (STEM).
Millennial Mind: Challenges of Changing
Demographics in the Applicant Pool

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Lsc session

  • 2. 1. Millennials 2. Learning Games 3. Approach Learning Games
  • 4. 1980 Millennials Generation Y John Seely Brown: Bricolage Reasoning, Lateral, Learn by doing Macedonia: Context Switching, abstract to concrete, & COP. Ann Fishman Can do kids, Civic Minded, Team Players, Multi- taskers
  • 5. Player Incr. hand-eye coord reaction time spatial visualization neuro-psych. tests visual attentiveness and mental rotation http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm James “Butch” Rosser, M.D., Chief of Minimally Invasive Surgery, Director of the Advanced Medical Technology Institute (AMTI) Beth Israel Medical Center in Manhattan According to Rosser’s study, surgeons who currently play or previously played video games had a 37% reduction in errors and accomplish laparoscopic surgical tasks 27% quicker.
  • 6.
  • 8. Top career Interests – ranked by gender Females Males Designer/Decorator Professional athlete Doctor Video Game Designer Cosmetologist Business Owner Lawyer Engineer Teacher Lawyer Business Owner Military Service Musician/Singer Auto Mechanic Cook/Chef Computer Programmer
  • 10. What are they learning?
  • 12. 5th World Mixed media fluency Expression as constructive media remixing Global communities of practice & generations? Network socialization and learning (communal) Transdisciplinary learning and production 1980 Emergence of the 5th World 198219641946 Boomers Generation X Millennials 46-64 65-79 82-Present
  • 13. 1. Millennials 2. Learning Games 3. Approach Learning Games
  • 14. Game Dempsey, Lucassen, Haynes, and Casey (1996). Instructional applications of computer games. Paper presented to the American Educational Research Association, 8–12 April 1996, New York. …set of activities involving one or more players. It has goals, constraints, payoffs and consequences. A game is rule-guided and artificial in some respects. Finally, a game involves some aspect of competition, even if that competition is with oneself.
  • 15. Learning Game Adapted from Dempsey, Lucassen, Haynes, and Casey (1996). Instructional applications of computer games. Paper presented to the American Educational Research Association, 8–12 April 1996, New York. …set of activities involving one or more [learners, set in an authentic context with assessment based on real world outcomes]. It has goals, constraints, payoffs and consequences. A [learning] game is rule- guided and artificial in some respects. Finally, a game involves some aspect of competition, even if that competition is with oneself.
  • 16. Games Simulations [Learning Theory] [Learning Games] Learning by Doing : A Comprehensive Guide to Simulations, Computer Games and Pedagogy in e- Learning and Other Educational Experiences, 2005 -- Clarke Aldrich
  • 17. Population: 900,000 Growth: 1200/day Educational Sites 3 - 5 minutes EA online games 9 minutes AOL Entertainment 10 minutes Whyville.net 59 minutes Yahoo! Games 78 minutes MEAN TIME PER USER LOGIN Discovery.com: 96 million Whyville.net: 58.4 million BigChalk: 11 million Time for Kids: 8 million New York Times Learning Net: 1.2 million Cosmogirl: 425,000 PAGE VIEWS ©numedeon,inc.2003 The average time per log in July was 3.8 hours making it second to Neopets. Dr. Jim Bower
  • 20. Source: Brazell, IC2 Institute, 2004 Yang Cai, Ingo Snel, Betty Chenga, Suman Bharathi, Clementine Klein d, Judith Klein- Seetharaman; Carnegie Mellon University, University of Frankfurt, Research Institute, University of Pittsburgh School of Medicine. www.andrew.cmu.edu/~ycai/biogame.pdf BIOSIM 1.0
  • 21. Virtual U models the attitudes and behaviors of the academic community in five major areas of higher education anagement: • Spending and income decisions such as operating budget, new hires, incoming donations, and management of the endowment; • Faculty, course, and student scheduling issues; • Admissions standards, university prestige, and student enrollment; • Student housing, classrooms, and all other facilities; and • Performance indicators. Enlight Software, the Jackson Hole Higher Education Group, and the Institute for Research on Higher Education at the University of Pennsylvania (data), with support from the Alfred P. Sloan Foundation and the Spencer Foundation. www.virtual-u.org
  • 22. Beyond Mapping, Inc. Recommendation: Create interactions and activities in mediated experience not possible in the real world while requiring information recall, information precision, information comprehension and information application.
  • 23. Player is Incident Commander or subordinate crisis responder. Responds to events with choices that should mirror Department of Justice NICS doctrine. • Tactical Map set in player’s home county • ICS “hints” throughout gameplay • Coordination and communication required for success • Full-scale training is unaffordable for small jurisdictions* • Permits widespread distribution to many users* *88% of all jurisdictions are considered to be small. Incident Commander Recommendation: Emphasize human-to- human computer mediated communication, interaction and learning.
  • 24. A Force More Powerful International Center for Non-Violent Conflict AFMP implements dozens of varied methods based on Gene Sharp’s Methods of Nonviolent Action. Scenario Editor: Economic, social, political and ethnic context; Characters and groups present in scenario; Geography of nation and key cities; and Existing political alliances. Economic Model: Economic well-being, Resource distribution, Transportation networks, Government economic policy, Unemployment and (hyper) inflation.
  • 25. Evolution of Technologies of Learning Adapted from Tapscott 1998
  • 26.
  • 27.
  • 28. 1. Millennials 2. Learning Games 3. Approach Learning Games
  • 30. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies and approaches to designing and implementing such systems. Use an adaptive learning approach that integrates real world problems, data, processes and systems; empirical research and human performance; and instructional design and delivery. The key is to integrate empirical research into the design and implementation of new modes of learning in order to inform future selection and variation of learning systems. This requirement is also shared by the US Department of Education (DOE) and the National Science Foundation (NSF) in its efforts toward educational reform especially in Science, Technology, Engineering and Mathematics (STEM).
  • 31.
  • 32. Millennial Mind: Challenges of Changing Demographics in the Applicant Pool

Editor's Notes

  1. (1) Increased scope of the Internet to include devices, systems and processes that were previously not networked (2) Miniaturization and integration of self-powered sensors with computation and communication capability to form a new class of computing—“motes” (Intel) (3) Increased transparency of these devices, systems and processes and (4) internetworking of these devices, systems and processes across institutions (government, education, military, industry, etc.).
  2. “Although we often hear about the reasons kids should not play video games, there is, indeed, a positive correlation between video gaming and increased hand-eye coordination, reaction time, spatial visualization, neuro-psychological tests, visual attentiveness and mental rotation,” says Dr. Rosser. “Those are all skills that are required to be a successful surgeon.”A study conducted at Beth Israel Medical Center by Dr. Rosser, found a significant correlation between video game experience and proficiency at laparoscopic surgery. According to the study, surgeons who currently play or previously played video games had a 37 percent reduction in errors and accomplish laparoscopic surgical tasks 27 percent quicker. “The studies confirm what some physicians have long suspected – video games can be natural teachers,” says Dr. Mogel. “However, this probably has been unintended by the game designers.”
  3. The careers are ordered by priority. Design-related fields are at the top fo the chart for both females and males. Males in middle school are described in the literature as being more likely to have interests that could be labeled “fantasy careers’ or “glamour careers.”
  4. The most important thing to understand about Whyville really, is that it’s a place full of kids. It’s a virtual city that belongs to the kids who come from all over the world to have fun. The kids consider this their own town, and they call themselves Whyvillians. To become a Whyvillian, you create a Whyville persona. In this screen, and every other screen you’ve already seen, for example, each face is a Whyville citizen. To become a Whyville citizen, you create a persona, the most important aspect of which is your face. You can see here that the faces are varied and very creative. Here’s an amoeba. Here’s someone driving a car. Here is someone wearing a style known as ‘Goth’. The ungliest citizens you see around are in fact us, the city workers.
  5. Provide small communities Novel way to use learning games Special – business relationship between Breakaway and DOJ Distribute to 30,000 agencies in Feb National Incident Command Sys NICS Training
  6. Policy Decision Making Conflict Resolution Coalition Building SOSO-Stabilazation