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Games as Innovative Teaching What You Should Know About  Play, Games, and Learning Richard Van Eck, Associate Professor Instructional Design & Technology University of North Dakota [email_address] idt.und.edu Copyright Richard Van Eck, 2008. This work is the intellectual property of the author. Permission is granted for this material to be shared for non-commercial, educational purposes, provided that this copyright statement appears on the reproduced materials and notice is given that the copying is by permission of the author. To disseminate otherwise or to republish requires written permission from the author. Keynote Presentation, Microsoft Innovative Teachers’ Conference May 28, 2008
Pick the Commencement Caption Option A: “ Man, am I going to miss school; those twelve years went by SO FAST!” Option B: “ No more teachers, no more books;  no more teacher’s dirty looks!”
12th Graders’ Views of School 1983–2000 Source:  The Condition of Education 2002 , National Center for Education Statistics Percent School work is meaningful Courses are interesting School will be important in later life 40 31 36 28 35 29 24 21 51 41 47 39 1983 1990 1995 2000 0 10 20 30 40 50 60 * Thanks to Mark Beno, Apple Computer, for sharing this slide
Why Do They Feel This Way? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Why Do They Feel This Way?
Their Technology Use ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
From Diane K. Danielson, Welcome to the Matrix, Pink Magazine, August/September 2006, page 80 Based on Pew Internet & American Life Project, Generation Online, December 2005, Susannah Fox and Mary Madden. Generational Differences in Online Activities Activity Online Teens  (12-17 yrs.) Gen Y (18-28 yrs.) Gen X (29-40 yrs.) Trailing Boomers (41-50 yrs.) Leading Boomers (51-59 yrs.) Online Gaming 81% 54% 37% 29% 25% Instant Messaging 75 66 52 38 42 Text Messaging 38 60 44 29 15 Downloading Music 51 45 28 16 14 Reading Blogs 38 41 30 20 21 Downloading Video 31 27 22 14 8 Creating Blogs 19 20 9 3 9
How Does this Change Them? ,[object Object],[object Object],[object Object],[object Object]
30% Which of the following is the current U.S. high school dropout rate?   5%   7% 10% 13% 20% UNLESS you are Black, Hispanic, or Native American, in which case it is  50% 30% How Does this Affect Learning?
Which of the following was the number ONE reason they cited for dropping out? Boredom Had to get a job Had to take care of family Gangs Unplanned pregnancy Boredom How Does this Affect Learning?
They Are Not Slackers* ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],* Gates Foundation Civic Enterprises study
What Should We Do? ,[object Object],[object Object],[object Object]
Something Old... Experiential Learning & Play, 400 B.C.* Experiential Learning & Play, 400 B.C.* ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],* Thanks to Luca Botturi, University of Lugano, for the use of this information
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Something Old... Experiential Learning & Play in the Middle Ages
[object Object],[object Object],[object Object],[object Object],Something Old... Experiential Learning & Play in the 18th Century
Experiential Learning Today ,[object Object],[object Object],[object Object],* Along with science, social studies, art, & physical education: Center on Educational Policy, Feb 20, 2008,  http://tinyurl.com/yumcz8
...Something New (Different)...  “Everything I ever really needed to know... “ Everything I ever really needed to know... ,[object Object],[object Object],[object Object],[object Object]
Gabriel Knight 2 ...Something Borrowed...  Problem Based Learning (PBL) in Games
EverQuest II ...Something Borrowed...  Socialization & Community in Games
Teamwork, Leadership, Community ,[object Object],[object Object],[object Object],[object Object],[object Object]
Lost Planet ...Something Blue.  Organization, Multi-tasking, Detail Orientation in Games
Organization, Multi-tasking, Detail Orientation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
How many channels in typical classroom?
A Belated Introduction ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Principle One :  Games Rely on Play to Generate Cycles of Learning & Engagement ,[object Object],[object Object],[object Object],[object Object],[object Object]
Principle Two:   Games Employ Problem-Based Learning ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Problem Solving = Engagement
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Principle Three:   Games Support Situated Cognition & Learning
Principle Four :  Questioning, Cognitive Disequilibrium, Scaffolding ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
GBL: PART of the Solution ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Final Thoughts ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

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Microsoft Innovative Teacher Conference--Keynote

  • 1. Games as Innovative Teaching What You Should Know About Play, Games, and Learning Richard Van Eck, Associate Professor Instructional Design & Technology University of North Dakota [email_address] idt.und.edu Copyright Richard Van Eck, 2008. This work is the intellectual property of the author. Permission is granted for this material to be shared for non-commercial, educational purposes, provided that this copyright statement appears on the reproduced materials and notice is given that the copying is by permission of the author. To disseminate otherwise or to republish requires written permission from the author. Keynote Presentation, Microsoft Innovative Teachers’ Conference May 28, 2008
  • 2. Pick the Commencement Caption Option A: “ Man, am I going to miss school; those twelve years went by SO FAST!” Option B: “ No more teachers, no more books; no more teacher’s dirty looks!”
  • 3. 12th Graders’ Views of School 1983–2000 Source: The Condition of Education 2002 , National Center for Education Statistics Percent School work is meaningful Courses are interesting School will be important in later life 40 31 36 28 35 29 24 21 51 41 47 39 1983 1990 1995 2000 0 10 20 30 40 50 60 * Thanks to Mark Beno, Apple Computer, for sharing this slide
  • 4.
  • 5.
  • 6.
  • 7. From Diane K. Danielson, Welcome to the Matrix, Pink Magazine, August/September 2006, page 80 Based on Pew Internet & American Life Project, Generation Online, December 2005, Susannah Fox and Mary Madden. Generational Differences in Online Activities Activity Online Teens (12-17 yrs.) Gen Y (18-28 yrs.) Gen X (29-40 yrs.) Trailing Boomers (41-50 yrs.) Leading Boomers (51-59 yrs.) Online Gaming 81% 54% 37% 29% 25% Instant Messaging 75 66 52 38 42 Text Messaging 38 60 44 29 15 Downloading Music 51 45 28 16 14 Reading Blogs 38 41 30 20 21 Downloading Video 31 27 22 14 8 Creating Blogs 19 20 9 3 9
  • 8.
  • 9. 30% Which of the following is the current U.S. high school dropout rate? 5% 7% 10% 13% 20% UNLESS you are Black, Hispanic, or Native American, in which case it is 50% 30% How Does this Affect Learning?
  • 10. Which of the following was the number ONE reason they cited for dropping out? Boredom Had to get a job Had to take care of family Gangs Unplanned pregnancy Boredom How Does this Affect Learning?
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18. Gabriel Knight 2 ...Something Borrowed... Problem Based Learning (PBL) in Games
  • 19. EverQuest II ...Something Borrowed... Socialization & Community in Games
  • 20.
  • 21. Lost Planet ...Something Blue. Organization, Multi-tasking, Detail Orientation in Games
  • 22.
  • 23. How many channels in typical classroom?
  • 24.
  • 25.
  • 26.
  • 27. Problem Solving = Engagement
  • 28.
  • 29.
  • 30.
  • 31.

Editor's Notes

  1. Thank Chris Webb, NDATL leadership Jody French, EduTech (good work they do--interns--two graduates there Tabitha Lang and Lynne Anderson) You guys are all leaders in education and the technology that supports and enhances--on the cutting edge--honored to be here