Salient Features of India constitution especially power and functions
Level Up! Games & Gamification for Teaching and Learning
1. Integrating Games and
Gamification to Support
Teaching & Learning
Michael M. Grant, PhD
Era Roberts
Michael Lampe
Upstate Technology Conference | July 11, 2017
Level Up!
6. Gaming
š Games and gaming are
distinguished by their specific
original purposes of entertainment
š Serious games are designed to
educate first and usually allow the
manipulation of variables (Michael &
Chen, 2005).
7. Gamification
š Gamification applies game design
elements, particularly those
engendering motivation, to non-
game processes (Kapp, 2012), like
courses and training.
9. Background Research
š Evidence for supporting &
motivating learners
š Students that participate in daily
gaming outperform student that
participate in daily social media in
math, reading, and science
(Posso, 2016)
10. Background Research
š Specific recommendations for best practices
š Using specific content & targeting specific
objectives improves learning better
š Games & simulations that allowed
debriefing and feedback demonstrated
better results
š Gamification: There are fewer findings but
extrinsic motivations & rewards seem to be
least effective. However, extrinsic
motivation can supplant low initial intrinsic
motivation.
11. Background Research
š Violence in video games
š http://www.apa.org/pi/families/re
view-video-games.pdf
š There is evidence that violence in
video games has an effect on
behavior in children.
š Read up!
12. Gaming Options
š Alignment to specific knowledge or skills
(specialty games)
š Leverage in-class/online learning games
š Commercial-off-the-shelf (COTS)
integration
š Social awareness/justice
š Augmented reality
52. Good Game Design
š Effective games have good mechanics,
meaningful elements, and should
complement the learning goals (Majumdar,
2016)
š Good mechanics
š Blend conflict & constraints: obstacles,
puzzles, battles, limits, prior knowledge &
skills
š Theme & story: Theme adds interest.
Story narrative is carried throughout
game
53. Good Game Design
š Visual appeal: Use online resources
to create graphics
§ http://opengameart.org (downloadable graphic
bundles)
§ http://elearningtemplates.com/elearning-
activities/ (people cut-outs, game templates)
š Rewards: Emphasize proficiency not
completion. Scores also motivate.
Consider error rates & time if
appropriate.
56. Mechanics should enhance
the game-like activity, not
be the Goal of the Activity.
(Farber, 2015)
Focus on the learning goals.
57. Gamification examples
š Lee Sheldon (Indiana
University): The
Multiplayer Classroom
šGamification
strategies +
strategies from
MMOGs
šWoW with guilds &
cooperative
challenges/quests.
58. Dr. Grant Gamification Examples
Course ideas based on …
š Kenneth Pierce at The University of Texas at
San Antonio
š Craig Shepherd at the University of Wyoming,
š David Gibson & Chris Haskell at Boise State
University
59. š Content modules designated as
“core levels”
š Assignments identified as quests &
optional modules as “upgrade
quests”
š Player timelines
š Player discussions
š Grades converted to experience
points (XP)
š Badges awarded for completion
of specific levels or activities
60.
61. Brian Sztabnik + Bracketing
https://www.edutopia.org/blog/march-madness-meets-ap-lit-brian-sztabnik
74. Quizlet Live
Based off Quizlet
flashcards.
Students work
collaboratively to
correctly match
cards as they race
against other teams
on a live scoreboard.
Great detailed
feedback for
response review
provided
80. Math
š Puzzle based/logic
games (Feeny,
2014)
š Puzzle apps help
develop creative
mathematical
thinkers.
š Promote problem solving skills,
reasoning, use of appropriate
tools, analysis of structures, and
pattern recognition.
š Engel's Enigma
š Tower of Hanoi
š Slice It!
š KenKen
š Monument Valley
š Sites with math game options
š Manga High
http://mangahigh.com (also
has assignment and reporting
tools)
81. Social Studies
š iCivics
(https://www.icivics.org)
š Multiple games to support
civics education; all come
with curriculum guides
š Mission US
(http://www.mission-us.org/ )
š Explore history through
document-based, choice-
embedded missions;
curriculum guides
available
83. Special Needs
š Special needs students can be supported
in developing life skills (Knorr, 2016)
š Conflict resolution: Cool School: Where
Peace Rules (Mac, Windows)
š Motor skills: Active Life-Magical Carnival
(Nintendo Wii)
š Organization: Engineering.com (Mac,
Windows)
š Social: Doki Doki Universe (Playstation);
Herotopia (Mac, Windows)
85. 1. Games is a 4-letter word
2. Assessment
2 Biggest Issues
86. 1. Games is a 4-letter word
š Direct alignment with curricular
content
š Inform parents ahead of time
š Allow students to be experts
š Prepare your research-based
argument
š Determine just how much of a game
is needed to get the best benefit
87. 2. Assessment
š Consider a move to mastery learning
š Consider ‘cheats’
š Debriefs & ’God view’
š Error reduction & decision-making
š Emphasize representations of
knowledge
91. References
š APA Task Force on Violent Media. (2015). Technical report on the review of the violent video game literature. Washington, DC: American
Psychological Association. Retrieved from http://www.apa.org/pi/families/review-video-games.pdf
š Carlson, D. L. (2008). Playing the classroom-as-game: Building a community of learners at the start of a new year. English Journal, 98(1), 57-60.
š Cornally, S. (2012). Video games in the STEM classroom. Retrieved from http://www.edutopia.org/blog/video-games-in-STEM-classroom-shawn-
cornally
š Cunningham, J. (2016). Video game helps combat lazy eye in kids. Retrieved from http://www.healthcanal.com/eyes-vision/74347-video-
game-helps-combat-lazy-eye-in-kids.html
š Dignan, A. (2011). Game frame: Using games as a strategy for success. New York: Free Press.
š ELI, EDUCAUSE Learning Initiative. (2014). 7 things you should know about games learning. Accessed from:
https://net.educause.edu/ir/library/pdf/ELI7106.pdf.
š ELI, EDUCAUSE Learning Initiative. (2011). 7 things you should know about gamification. Accessed from:
https://net.educause.edu/ir/library/pdf/ELI7075.pdf.
š Farber, M. (2015). Gamification: Learning on a quest. http://www.innovatemyschool.com/ideas/gamification-learning-on-a-quest
š Feeny, P. (2014). Games in the mathematics classroom: There’s an app for that!. Retrieved from http://www.edutopia.org/blog/game-apps-in-
math-class-patrick-feeney
š Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Macmillan.
š Jarrett, N. (2016). Pokemom GO and how it can inspire augmented reality in the classroom. Retrieved from
https://edtech4beginners.com/2016/07/18/pokemon-go-and-how-it-can-inspire-augmented-reality-in-the-classroom/
š Kapp, K.M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San
Francisco, CA: Pfeiffer.
š Ke, F. (2009). A qualitative meta-analysis of computer games as learning tools. In R.E. Ferdig (Ed.), Effective electronic gaming in education
(Vol.1, pp. 1-32). Hershey, PA: Information Science Reference.
92. References
š Knorr, C. (2016). Video games that improve skills for kids with special needs. Retrieved from http://www.cnn.com/2016/07/13/health/video-games-special-
needs/
š Lee, J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1-5.
š Majumdar, A. (2016). Utilizing gaming elements: 5 popular ways of delivering successful game-based learning. Retrieved from http://www.gc-
solutions.net/blog/utilizing-gaming-elements-5-popular-ways-of-delivering-successful-game-based-learning/
š Michael, D.R. & Chen, S.L. (2005). Serious games: Games that educate, train, and inform. Mason, OH: Cengage Learning PTR.
š NMC, New Media Consortium 2014 Horizon Report (higher education edition) (2014a) . Accessed from: https://net.educause.edu/ir/library/pdf/ELI7075.pdf.
š NMC, New Media Consortium 2014 Horizon Report (k-12 edition) (2014b) . Accessed from: http://cdn.nmc.org/media/2014-nmc-horizon-report-k12-EN.pdf.
š Posso, A. (2016). Internet usage and educational outcomes among 15-year old australian students. International Journal Of Communication, 10, 26. Retrieved
from http://ijoc.org/index.php/ijoc/article/view/5586/1742
š Randel, J.M., Morris, B.A., Wetzel, C.D. & Whitehill, B.V. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation and
Gaming, 23(3), 261-276.
š Sheldon, L. (2011). The multiplayer classroom: Designing coursework as a game. Boston, MA: Cengage Learning.
š Shelton, B., & Scoresby, J. (2011). Aligning game activity with educational goals: Following a constrained design approach to instructional computer games.
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š Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology, 64(2), 489-528.
š Sztabnik, B. (2014). March madness meets AP lit. Retrieved from http://www.edutopia.org/blog/march-madness-meets-ap-lit-brian-sztabnik
š Tomita, T. (2016) Five tips for gamifying your classroom. Retrieved from https://edtech4beginners.com/2016/07/23/guest-blog-post-five-tips-for-gamifying-your-
classroom/
š Vogel, J.J., Vogel, D.S., Cannon-Bowers, J., Bowers, C.A., Muse, K. & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-
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š Wagner, D. (2017, May 15). 4 Games to Spark Empathy-building in the Classroom. KQED News, MindShift. Retrieved from
https://ww2.kqed.org/mindshift/2017/05/15/4-games-to-spark-empathy-building-in-the-classroom/
š Wolfe, J. (1997). The effectiveness of business games in strategic management course work. Simulation and Gaming, 28(4), 360-376.