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http://www.flickr.com/photos/somegeekintn/5426529651/   Teaching with Video Games in Mind Mary Beth Hertz The Reform Symposium 2011
We are not talking about……. http://plato.stanford.edu/entries/game-theory/   http://en.wikipedia.org/wiki/Gamification   … or actually playing games in the classroom.
http://www.flickr.com/photos/49462908@N00/3983751145   We  are  talking about game play and game design as it relates to planning instruction.
Let’s make learning look like this! http://www.flickr.com/photos/clover_1/3065372014/in/photostream/
How?
Low-risk learning opportunities … ..just try again! http://www.flickr.com/photos/st3f4n/4122728566
http://www.flickr.com/photos/73645804@N00/864731205/
http://www.flickr.com/photos/9544998@N04/4051730408   Manageable goals that lead towards mastery
http://www.flickr.com/photos/exfordy/1184462890   Just  the right amount of challenge…
http://www.flickr.com/photos/7525367@N04/2162040262   Fun! Emotionally engaging!
http://www.flickr.com/photos/vancouverfilmschool/3613743657   It’s how good games are designed!
http://www.flickr.com/photos/26480501@N06/2961565820   http://www.flickr.com/photos/60057912@N00/4185191883   Thinking of game play and game design when planning your lessons and units will help you build meaningful, well-paced and engaging learning experiences.
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Teaching With Video Games in Mind

Editor's Notes

  1. Welcome to my presentation, explain who I am, thank the organizers, Steve Hargadon, Blackboard/Elluminate
  2. Not necessarily what she is doing, but the look on her face. Can’t happen all the time, but that is our goal.
  3. I don’t pretend to be an expert, but these are my observations and what I’ve garnered from my own research.
  4. Game design---what makes a good game? Instruction, what really happens in school vs what should
  5. Timely---just in time. Use right away. Useful—helps move player forward.
  6. Games broken into levels, usually with a goal for each level. Player is made aware of the goal at beginning of level. Mastering each level before moving on ensures that player is ready for next level.
  7. If game is too easy, no fun. If game is too hard, give up.
  8. Back story, characters, social play