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An Epic Quest - Applying the Principles of Games to Learning

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An Epic Quest - Applying the Principles of Games to Learning

  1. 1. E p ic A n t u e s to L ear ning Q the Princ iples of G ames App lying
  2. 2. Lucas Gillispie On Twitter: @PCSTech
  3. 3. Peggy Sheehy On Twitter: @peggysheehy
  4. 4. #ncties12 Photo: David Warlick http://www.flickr.com/photos/davidwarlick/5494985812/
  5. 5. www.edurealms.com
  6. 6. Flow An optimal state of intrinsic motivation, where a person is fully immersed in what he or she is doing. ntmi hályi l y Cs iksze Mihá
  7. 7. What game designers know about learning... http://www.flickr.com/photos/mazakar/2217726325/
  8. 8. #1 PLAY IS POWERFUL
  9. 9. “The opposite of work is not play, it’s depression.” Dr. Brian Sutton-Smith Author: The Ambiguity of Play
  10. 10. “It is paradoxical that many educators and parents still differentiate between a time for learning and a time for play without seeing the vital connection between them.” Leo F. Buscaglia, USC
  11. 11. #2 IT’S ALL ABOUT MASTERY
  12. 12. Level 1 Level 50
  13. 13. Learning works best when new challenges are “pleasantly frustrating” in the sense of being felt by learners to be at the outer edge of, but within their “regime of competence”. That is, these challenges feel hard, but doable. (Gee, 2007, p. 36).
  14. 14. #3 GAMERS CRAVE ASSESSMENT
  15. 15. #4 IT’S OK TO FAIL Text
  16. 16. “One of the counter intuitive things I needed to learn as a designer was that players enjoy failures more than success. As long as it’s diverse, they like to explore the failure space of a game.” -Will Wright, Game Designer
  17. 17. Failure is different in the classroom...
  18. 18. #5 TOGETHER, WE CAN OVERCOME THE TOUGHEST BOSSES
  19. 19. Social Constructivism
  20. 20. #6 Epic Wins Are Possible
  21. 21. “In a good game we feel blissfully productive. We have clear goals and a heroic sense of purpose.” Jane McGonigal, Institute for the Future
  22. 22. Are your learners challenged with real-world problems? Do they feel an epic win is possible?
  23. 23. 12 Tips for Bringing Video Games Into Your Classroom
  24. 24. 1. Read What The Experts Are Saying
  25. 25. #2 Talk to your learners about the games they play.
  26. 26. #3 Let your own children teach you about the games they play.
  27. 27. #4 Pick up a new game and play it.
  28. 28. #5 Put on your teacher lenses.
  29. 29. #6 Don’t overlook off-the-shelf games.
  30. 30. #7 Always start with your instructional goals in mind.
  31. 31. #8 Collaborate and share with other professionals.
  32. 32. #9 Make cookies for your IT staff; they can be powerful allies.
  33. 33. #10 Get your principal on board.
  34. 34. #11 Start in a safe place to fail.
  35. 35. #12 Remember how to play.
  36. 36. Two Game- Based Projects We’re Doing With our Learners
  37. 37. WoWinSchool
  38. 38. An Elective/Enrichment Class for Middle School Students
  39. 39. Blended/Hybrid Course P aper less Granu Porta lar b le Freely A vailable Migrated to: Originally built in
  40. 40. Aligned to Common Core Standards
  41. 41. The Theme
  42. 42. Students are “Heroes”
  43. 43. Parallel Reading Assignment
  44. 44. Reflection on Life Experiences
  45. 45. Gamifying The Classroom
  46. 46. “Heroes” Not Students (Game Players)
  47. 47. “Lore Keepers” Not Teachers
  48. 48. Instead of Grades…
  49. 49. …experience points You “Win” The Class
  50. 50. “Quests” Not Assignments
  51. 51. Learner Choice
  52. 52. Stats and Achievements
  53. 53. Sandbox No Subcription Game Fees Locally Hosted Servers Appropriate Flexible! for all ages K-12
  54. 54. Buildings and Structures
  55. 55. Contraptions
  56. 56. 8-bit Art
  57. 57. A story about a girl...
  58. 58. Questions?

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