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Authentic Learning
Experiences
Through Play:
Games, Simulations and the
Construction of Knowledge




Lisa Galarneau
Ph.D. Candidate
The University of Waikato, New
Zealand
Games can motivate
learning…
                   People cannot be ‘taught’.
                   They must be motivated to
                   learn.
                   When learners need to
                   memorize information, making
                   it fun might be key.
                   Younger generations are
                   increasingly bored with linear
                   content.

                   …but motivation is not the
                   only thing games are good
                   for!



 Authentic Learning Experiences Through Play   DiGRA   June 19, 2005
Is this the
 best use of
 learning
 games?
 – Game2Train’s
 Sexual
 Harassment
 Solitaire Game




Authentic Learning Experiences Through Play   DiGRA   June 19, 2005
The ‘language’
  of games and
  simulations…
                 New technologies are always first
                  imagined using old paradigms, and often
                  stumble at first:

                   Cars: horseless carriages
                   Telephones: good for ‘speaking
                    telegrams’
                   TV: see radio plays!
                   Movies: see stage plays from afar!
                   The Internet: online books, brochures or
                    paper (with hypertext!)
                   e-Learning: online textbooks, lectures,
                    classrooms
                   Educational games: ‘chocolate-covered
                    broccoli’


Authentic Learning Experiences Through Play   DiGRA            June 19, 2005
The sweet spot for
games and simulations…

          They are flexible environments
          that allow for infinite possibilities
          and points-of-view (‘going meta’)
          Allow learners to form
          connections by experimenting
          with knowledge in context
          Learners learn by doing,
          discovery and through failure
          They allow learning designers to
          foster authentic learning
          experiences



Authentic Learning Experiences Through Play   DiGRA   June 19, 2005
What is authentic
  learning?

                          learner-centered
                          active learning
                          authentic tasks in
                          which the learning
                          experience takes place
                          around real-world
                          situations



Authentic Learning Experiences Through Play   DiGRA   June 19, 2005
Putting linear content
  Design                                      into an open-ended
  experiences,                                game context is like
                                              shoving a round peg
  not wrappers                                into a square hole
  around                                      Experience is the
  traditional                                 story: one’s personal
  content                                     narrative and the
                                              emotions that go with it
                                              Knowledge in context
                                              through experience


Authentic Learning Experiences Through Play           DiGRA              June 19, 2005
What if you
   could change
   history?

   What if you
   are?

     – MIT’s Revolution




Authentic Learning Experiences Through Play   DiGRA   June 19, 2005
Situate learning
 opportunities in
 real world
 contexts.

   – SimSchool




Authentic Learning Experiences Through Play   DiGRA   June 19, 2005
Even low-
 tech
 methods
 can
 simulate an
 experience.

 – Magellan’s
 Understanding
 Diversity



Authentic Learning Experiences Through Play   DiGRA   June 19, 2005
How do people
  really learn the
  nuances of
  success in
  business?
  - Simulearn’s Virtual
  Leader




Authentic Learning Experiences Through Play   DiGRA   June 19, 2005
Experience the
 human immune
 system from the
 perspective of a
 virus

 – MIT’s Replicate




Authentic Learning Experiences Through Play   DiGRA   June 19, 2005
Supplement
  theoretical
  knowledge with
  real world
  practice.

  - Calming & Restraint
  Training for Mental
  Health Professionals




Authentic Learning Experiences Through Play   DiGRA   June 19, 2005
Legitimate
  peripheral
  participation can
  be valid
  experience.

  - Building & Carpentry
  Simulator




Authentic Learning Experiences Through Play   DiGRA   June 19, 2005
Some final thoughts…

            Learning is an active, not a passive, experience
            An effective learning opportunity must provide
            an authentic experience, not simply information
            Experience should be central and content
            peripheral
            Knowledge must be applied and skills practiced
            using real world scenarios
            Allow learners to make content their own
            (construct their knowledge or narratives)
            through experience
            Context is key; more experience increases a
            holistic view




Authentic Learning Experiences Through Play   DiGRA            June 19, 2005

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Authentic Learning Experiences Through Play

  • 1. Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge Lisa Galarneau Ph.D. Candidate The University of Waikato, New Zealand
  • 2. Games can motivate learning… People cannot be ‘taught’. They must be motivated to learn. When learners need to memorize information, making it fun might be key. Younger generations are increasingly bored with linear content. …but motivation is not the only thing games are good for! Authentic Learning Experiences Through Play DiGRA June 19, 2005
  • 3. Is this the best use of learning games? – Game2Train’s Sexual Harassment Solitaire Game Authentic Learning Experiences Through Play DiGRA June 19, 2005
  • 4. The ‘language’ of games and simulations… New technologies are always first imagined using old paradigms, and often stumble at first:  Cars: horseless carriages  Telephones: good for ‘speaking telegrams’  TV: see radio plays!  Movies: see stage plays from afar!  The Internet: online books, brochures or paper (with hypertext!)  e-Learning: online textbooks, lectures, classrooms  Educational games: ‘chocolate-covered broccoli’ Authentic Learning Experiences Through Play DiGRA June 19, 2005
  • 5. The sweet spot for games and simulations… They are flexible environments that allow for infinite possibilities and points-of-view (‘going meta’) Allow learners to form connections by experimenting with knowledge in context Learners learn by doing, discovery and through failure They allow learning designers to foster authentic learning experiences Authentic Learning Experiences Through Play DiGRA June 19, 2005
  • 6. What is authentic learning? learner-centered active learning authentic tasks in which the learning experience takes place around real-world situations Authentic Learning Experiences Through Play DiGRA June 19, 2005
  • 7. Putting linear content Design into an open-ended experiences, game context is like shoving a round peg not wrappers into a square hole around Experience is the traditional story: one’s personal content narrative and the emotions that go with it Knowledge in context through experience Authentic Learning Experiences Through Play DiGRA June 19, 2005
  • 8. What if you could change history? What if you are? – MIT’s Revolution Authentic Learning Experiences Through Play DiGRA June 19, 2005
  • 9. Situate learning opportunities in real world contexts. – SimSchool Authentic Learning Experiences Through Play DiGRA June 19, 2005
  • 10. Even low- tech methods can simulate an experience. – Magellan’s Understanding Diversity Authentic Learning Experiences Through Play DiGRA June 19, 2005
  • 11. How do people really learn the nuances of success in business? - Simulearn’s Virtual Leader Authentic Learning Experiences Through Play DiGRA June 19, 2005
  • 12. Experience the human immune system from the perspective of a virus – MIT’s Replicate Authentic Learning Experiences Through Play DiGRA June 19, 2005
  • 13. Supplement theoretical knowledge with real world practice. - Calming & Restraint Training for Mental Health Professionals Authentic Learning Experiences Through Play DiGRA June 19, 2005
  • 14. Legitimate peripheral participation can be valid experience. - Building & Carpentry Simulator Authentic Learning Experiences Through Play DiGRA June 19, 2005
  • 15. Some final thoughts… Learning is an active, not a passive, experience An effective learning opportunity must provide an authentic experience, not simply information Experience should be central and content peripheral Knowledge must be applied and skills practiced using real world scenarios Allow learners to make content their own (construct their knowledge or narratives) through experience Context is key; more experience increases a holistic view Authentic Learning Experiences Through Play DiGRA June 19, 2005