This document provides an overview and instructions for a literacy skills game demo called Chalk House. It summarizes the game's goals of improving vocabulary, reading comprehension, and writing skills. It also describes how the game immerses students in a mystery story context to motivate literacy learning and provides assessment of skills through game play.
This presentation discusses the structure and morphology of grasses. It covers the key parts of grasses including leaves, stems, roots, inflorescences, and florets. Grasses display a variety of adaptations that allow them to thrive in different environments, from their root systems to flowering. They are one of the most important plant families, making up the basis of agriculture as the world's cereal crops and many forage species.
The Future of Instructional Systems Design in Learning TechnologiesGreg Jones
This document discusses the future of instructional systems design (ISD) in learning technologies. It summarizes how ISD has expanded from its original focus on higher education and corporations to now emphasize rapid design, development, and revision for varied audiences and technologies. Examples of emerging technologies that utilize ISD principles are discussed, including games, virtual environments, and mobile apps. The University of North Texas' Department of Learning Technologies is highlighted for its nationally recognized faculty and degree programs that integrate ISD approaches through student-centered research, coursework, and internships.
The Future of Instructional Systems Design in Learning TechnologiesGreg Jones
A presentation of past and future trends in in ISD as it relates to projects being done at UNT in the Dept of Learning Technologys During the SALT 2012 conference in Orlando, FL. http://lt.unt.edu/ecmp
Jenny Bixby and Joe McVeigh present tips and procedures for designing reading activities for ESL/EFL students. Download the accompanying Word handout at www.joemcveigh.org/resources
Let the games begin! (Games for AAC Users)Kate Ahern
The document discusses why games are useful for augmentative and alternative communication (AAC) intervention, noting that games provide opportunities to practice social and language skills in a fun and low-pressure environment. It also provides guidance on adapting popular games to ensure physical, sensory, and cognitive accessibility for students with disabilities, such as simplifying rules and allowing more time to take turns. Examples are given of adapting games like Hangman and spinning spinners for AAC users.
This presentation discusses the structure and morphology of grasses. It covers the key parts of grasses including leaves, stems, roots, inflorescences, and florets. Grasses display a variety of adaptations that allow them to thrive in different environments, from their root systems to flowering. They are one of the most important plant families, making up the basis of agriculture as the world's cereal crops and many forage species.
The Future of Instructional Systems Design in Learning TechnologiesGreg Jones
This document discusses the future of instructional systems design (ISD) in learning technologies. It summarizes how ISD has expanded from its original focus on higher education and corporations to now emphasize rapid design, development, and revision for varied audiences and technologies. Examples of emerging technologies that utilize ISD principles are discussed, including games, virtual environments, and mobile apps. The University of North Texas' Department of Learning Technologies is highlighted for its nationally recognized faculty and degree programs that integrate ISD approaches through student-centered research, coursework, and internships.
The Future of Instructional Systems Design in Learning TechnologiesGreg Jones
A presentation of past and future trends in in ISD as it relates to projects being done at UNT in the Dept of Learning Technologys During the SALT 2012 conference in Orlando, FL. http://lt.unt.edu/ecmp
Jenny Bixby and Joe McVeigh present tips and procedures for designing reading activities for ESL/EFL students. Download the accompanying Word handout at www.joemcveigh.org/resources
Let the games begin! (Games for AAC Users)Kate Ahern
The document discusses why games are useful for augmentative and alternative communication (AAC) intervention, noting that games provide opportunities to practice social and language skills in a fun and low-pressure environment. It also provides guidance on adapting popular games to ensure physical, sensory, and cognitive accessibility for students with disabilities, such as simplifying rules and allowing more time to take turns. Examples are given of adapting games like Hangman and spinning spinners for AAC users.
This document outlines a game designed to help new university students familiarize themselves with campus. The game allows players to create and customize an avatar to represent themselves or an imaginary character. Players can then explore the campus, completing tasks like getting their student ID card, buying books, and visiting campus services. Completing more tasks leads to a better predicted integration into student life. The game would be created using Adobe Flash and published online for players to access via web browser. Surveys were conducted to gather feedback on testing demonstrations of the game concept and design.
2014-GTN-Guide for Digital Games ...ssroom | GlassLab GamesTamas Makany
The document provides a guide for teachers to effectively implement digital games in the classroom. It recommends that teachers first play the game themselves to understand how it works. It then suggests teachers develop a lesson plan that identifies learning objectives, standards, and assessments. The plan should outline how students will play the game during class time with teacher guidance and support. Following the first class, teachers are encouraged to gather feedback and make improvements to optimize the educational benefits of the game.
This document provides details about a master class on video games and digital media offered jointly by the Departments of Radio-TV-Film and Computer Science at The University of Texas at Austin. The class is taught by Warren Spector and Arie Stavchansky and meets on Mondays from 1-4PM and 5-8PM. The goals of the class are to expose students to video game design and production, develop a vocabulary for game criticism, instill principles of game design, and inform students about interdisciplinary relationships in game creation. Students will analyze and critique games, complete assignments involving game design, and work in groups on a final paper prototype game project.
Video games can be used as learning tools to develop reading comprehension and other skills. They incorporate decision trees and causal networks that represent formal spaces of possibility and the basis of causal analysis in discourse processing. Walkthroughs that explain how to play games can be examples of narrative composition. When readers have strong comprehension skills, they can use higher-level processes to support lower-level skills like decoding. Games can represent design elements found in research and curriculum and motivate sustained engagement through play.
An aim of the Curriculum for Excellence is to develop successful learners. This seminar considers how to create a climate for successful learning and how to recognize children’s progress in this area. The seminar is based on a case study about the benefits of educational game design in a primary school classroom. Our case study demonstrates that children find making their own computer games extremely motivating. They clearly enjoyed meeting the challenge of mastering the technology to express their own ideas.
http://www.ltscotland.org.uk/slf/previousconferences/2007/seminars/usingcomputergamedesigntofostersuccessfullearners.asp
This class plan involves reviewing the past perfect and past perfect continuous tenses. It uses a board game activity where students make sentences using the tenses and earn points. This aims to prepare students for an exam in an engaging way. A web quest is also assigned for additional practice at home. The methods used are audio-lingual and communicative language teaching to develop accurate grammar and promote interaction between students. The board game encourages creativity and thinking while reviewing in a fun manner. The web quest further reinforces the topic and gets students motivated by using technology and working independently.
Final Project - Freshman English Program-Spring 2012-page 1FEP_John
This document provides instructions for a final project in a freshman English program at Soongsil University. Students will demonstrate their language skills through a 5-6 minute conversation with a partner. They will discuss one of three provided situations related to topics covered during the semester like shopping, giving advice, and directions. The situations involve forgetting an anniversary gift, needing date ideas, or catching up with an old friend. Students can use language and expressions from the semester in their conversation.
1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.
18 digital game based learning - learning and teaching through having funCITE
1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.
This document outlines creative writing exercises that can be used to teach junior cycle English students. It describes exercises in personal writing, functional writing, poetry, fiction and drama. The exercises are designed to give students practice in different writing styles and techniques. They include character sketches, travel brochure descriptions, diary entries, book reviews and more. Each exercise outlines its aim, method, timing and relevance to the English curriculum. The document promotes using these exercises to improve students' grades and engagement with class materials.
Workshop outlining exercises that equip English teachers with tools to help students write more creatively for exams. Also useful for creative writing tutors of people of all ages
Desktop publishing software can be used by both teachers and students to create classroom newsletters, posters, signs, flashcards and study cards. Drawing and painting programs allow teachers and students to create visual supports like collages without artistic expertise. Drill and practice software reinforces previously taught content through repetitive practice with instant feedback, getting more difficult as students answer correctly while controlling the pace. Educational game software presents instructional content in an entertaining way through various game types teachers can select from to align with lessons.
AnnMaria De Mars - Making Educational Games That Add UpSeriousGamesAssoc
Educational games share certain challenges with all serious games. A successful educational game needs to be both a good game and educational. Obvious, but many teams focus on one aspect and include either the game developer or educator as an after-thought. The result is either games that don’t teach or games that children won’t play. How do you determine at what level of mathematics (or any subject) a student should begin? How do you know if students learned something and how do you prove that your game was the cause? The educational component must target, teach, test and track. Is a game where the novelty effect never wears off an oxymoron? These questions will be answered, based on both the research literature, as well as our own data, from the first two years of research on using games to raise mathematics scores of students attending schools on American Indian reservations.
The document outlines a lesson plan to teach English language learners action verbs. The lesson introduces vocabulary words for common actions through a PowerPoint presentation with illustrations and examples. Students then practice using the new verbs to ask and answer questions about what activities they enjoy. To review the vocabulary, the class plays a game of charades acting out the verb flashcards. The lesson concludes by exposing students to popular activities in New York City to reinforce the language in context.
This proposal outlines a pocket monster game called "Monsters: pocket edition" targeted towards teenage boys who enjoy video games like Pokemon. The game would feature retro-style gameplay involving turns-based battles between the player's monster "Dreegom" and an enemy monster "Floof". Over the course of a 3-4 minute animation, the player's monster would battle the enemy monster over 3 turns and gain experience. The proposal describes using skills learned in Photoshop class to design the characters and battle interface, and researching Pokemon games to replicate the style of animations and level of detail. The work will be evaluated by comparing it to existing Pokemon games to identify opportunities for improvement.
This document outlines a game concept to help new university students learn about campus. The game allows players to create and customize an avatar to meet needs like sleep, socializing, and hygiene. Players explore the virtual campus, completing tasks like getting their student ID, books, and settling into residence. The game aims to predict how well players may integrate into student life. It would be created in Adobe Flash and include music, visuals and campus locations. Testing and surveys would gather feedback to improve the game, which would then be marketed to new students.
Slides for a presentation done for Virtual Roundtable Conference on March 26, 2011. Live links to all of the resources and examples can be found on my wiki: http://teachingvillage.wikispaces.com/
This document describes a WebQuest where students work in groups to create a Jeopardy-style game focusing on introductory Spanish vocabulary. Students research topics like numbers, greetings, colors and countries using provided websites. They then create the game board with questions of increasing difficulty. The game is meant to review vocabulary in a fun way while fostering collaboration.
This document outlines a game designed to help new university students familiarize themselves with campus. The game allows players to create and customize an avatar to represent themselves or an imaginary character. Players can then explore the campus, completing tasks like getting their student ID card, buying books, and visiting campus services. Completing more tasks leads to a better predicted integration into student life. The game would be created using Adobe Flash and published online for players to access via web browser. Surveys were conducted to gather feedback on testing demonstrations of the game concept and design.
2014-GTN-Guide for Digital Games ...ssroom | GlassLab GamesTamas Makany
The document provides a guide for teachers to effectively implement digital games in the classroom. It recommends that teachers first play the game themselves to understand how it works. It then suggests teachers develop a lesson plan that identifies learning objectives, standards, and assessments. The plan should outline how students will play the game during class time with teacher guidance and support. Following the first class, teachers are encouraged to gather feedback and make improvements to optimize the educational benefits of the game.
This document provides details about a master class on video games and digital media offered jointly by the Departments of Radio-TV-Film and Computer Science at The University of Texas at Austin. The class is taught by Warren Spector and Arie Stavchansky and meets on Mondays from 1-4PM and 5-8PM. The goals of the class are to expose students to video game design and production, develop a vocabulary for game criticism, instill principles of game design, and inform students about interdisciplinary relationships in game creation. Students will analyze and critique games, complete assignments involving game design, and work in groups on a final paper prototype game project.
Video games can be used as learning tools to develop reading comprehension and other skills. They incorporate decision trees and causal networks that represent formal spaces of possibility and the basis of causal analysis in discourse processing. Walkthroughs that explain how to play games can be examples of narrative composition. When readers have strong comprehension skills, they can use higher-level processes to support lower-level skills like decoding. Games can represent design elements found in research and curriculum and motivate sustained engagement through play.
An aim of the Curriculum for Excellence is to develop successful learners. This seminar considers how to create a climate for successful learning and how to recognize children’s progress in this area. The seminar is based on a case study about the benefits of educational game design in a primary school classroom. Our case study demonstrates that children find making their own computer games extremely motivating. They clearly enjoyed meeting the challenge of mastering the technology to express their own ideas.
http://www.ltscotland.org.uk/slf/previousconferences/2007/seminars/usingcomputergamedesigntofostersuccessfullearners.asp
This class plan involves reviewing the past perfect and past perfect continuous tenses. It uses a board game activity where students make sentences using the tenses and earn points. This aims to prepare students for an exam in an engaging way. A web quest is also assigned for additional practice at home. The methods used are audio-lingual and communicative language teaching to develop accurate grammar and promote interaction between students. The board game encourages creativity and thinking while reviewing in a fun manner. The web quest further reinforces the topic and gets students motivated by using technology and working independently.
Final Project - Freshman English Program-Spring 2012-page 1FEP_John
This document provides instructions for a final project in a freshman English program at Soongsil University. Students will demonstrate their language skills through a 5-6 minute conversation with a partner. They will discuss one of three provided situations related to topics covered during the semester like shopping, giving advice, and directions. The situations involve forgetting an anniversary gift, needing date ideas, or catching up with an old friend. Students can use language and expressions from the semester in their conversation.
1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.
18 digital game based learning - learning and teaching through having funCITE
1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.
This document outlines creative writing exercises that can be used to teach junior cycle English students. It describes exercises in personal writing, functional writing, poetry, fiction and drama. The exercises are designed to give students practice in different writing styles and techniques. They include character sketches, travel brochure descriptions, diary entries, book reviews and more. Each exercise outlines its aim, method, timing and relevance to the English curriculum. The document promotes using these exercises to improve students' grades and engagement with class materials.
Workshop outlining exercises that equip English teachers with tools to help students write more creatively for exams. Also useful for creative writing tutors of people of all ages
Desktop publishing software can be used by both teachers and students to create classroom newsletters, posters, signs, flashcards and study cards. Drawing and painting programs allow teachers and students to create visual supports like collages without artistic expertise. Drill and practice software reinforces previously taught content through repetitive practice with instant feedback, getting more difficult as students answer correctly while controlling the pace. Educational game software presents instructional content in an entertaining way through various game types teachers can select from to align with lessons.
AnnMaria De Mars - Making Educational Games That Add UpSeriousGamesAssoc
Educational games share certain challenges with all serious games. A successful educational game needs to be both a good game and educational. Obvious, but many teams focus on one aspect and include either the game developer or educator as an after-thought. The result is either games that don’t teach or games that children won’t play. How do you determine at what level of mathematics (or any subject) a student should begin? How do you know if students learned something and how do you prove that your game was the cause? The educational component must target, teach, test and track. Is a game where the novelty effect never wears off an oxymoron? These questions will be answered, based on both the research literature, as well as our own data, from the first two years of research on using games to raise mathematics scores of students attending schools on American Indian reservations.
The document outlines a lesson plan to teach English language learners action verbs. The lesson introduces vocabulary words for common actions through a PowerPoint presentation with illustrations and examples. Students then practice using the new verbs to ask and answer questions about what activities they enjoy. To review the vocabulary, the class plays a game of charades acting out the verb flashcards. The lesson concludes by exposing students to popular activities in New York City to reinforce the language in context.
This proposal outlines a pocket monster game called "Monsters: pocket edition" targeted towards teenage boys who enjoy video games like Pokemon. The game would feature retro-style gameplay involving turns-based battles between the player's monster "Dreegom" and an enemy monster "Floof". Over the course of a 3-4 minute animation, the player's monster would battle the enemy monster over 3 turns and gain experience. The proposal describes using skills learned in Photoshop class to design the characters and battle interface, and researching Pokemon games to replicate the style of animations and level of detail. The work will be evaluated by comparing it to existing Pokemon games to identify opportunities for improvement.
This document outlines a game concept to help new university students learn about campus. The game allows players to create and customize an avatar to meet needs like sleep, socializing, and hygiene. Players explore the virtual campus, completing tasks like getting their student ID, books, and settling into residence. The game aims to predict how well players may integrate into student life. It would be created in Adobe Flash and include music, visuals and campus locations. Testing and surveys would gather feedback to improve the game, which would then be marketed to new students.
Slides for a presentation done for Virtual Roundtable Conference on March 26, 2011. Live links to all of the resources and examples can be found on my wiki: http://teachingvillage.wikispaces.com/
This document describes a WebQuest where students work in groups to create a Jeopardy-style game focusing on introductory Spanish vocabulary. Students research topics like numbers, greetings, colors and countries using provided websites. They then create the game board with questions of increasing difficulty. The game is meant to review vocabulary in a fun way while fostering collaboration.
NCIT 2015 - The Development of Game Engine in Learning Media
Chalk House NECC 2009 BYOL
1. Chalk HouseA demonstration of a game designed to improve literacy skills Greg Jones, PhD Scott Warren, PhD
2. GETTING THE DEMO Download Client (Mac or PC) if needed Install the DEMO Software, if needed Enter Information to create a DEMO account Write down your demo name and password
3. Logging in Launch DEMO software You will get a Screen Window – Press Okay If you don’t get screen window, the software is probably telling you to install java You will then get the Login Lobby, enter your Name Password If you don’t get the lobby – then 3D graphics drive issue most likely (need drivers)
5. Chalk House Demo Welcome to the Chalk House Demonstration This is not the actual Chalk House game; instead, it is a different, related prequel story It is intended to provide you with an understanding of how the game works It is about 20 minutes long (depending on you) It places you in the role of a police officer investigating the disappearance of a local reporter
6. Literacy skill goals of Chalk House The learner will: Show measured improvement in vocabulary knowledge Show measured improvement in vocabulary use Show measured improvement reading comprehension Apply improved writing skills including correct punctuation, spelling, and grammar over time Revise writing based on expert feedback Read and take useful notes supporting play and writing tasks
7. Learning methods The mystery unit supplement immerses students in an authentic reading and writing role: The Investigative Newspaper Reporter Students interact with new vocabulary in text-based scenarios interacting in a mystery story The game gradually increase in reading comprehension difficulty throughout the game Testing occurs within the game through student interaction with characters and the environment Writing activities stem from the environment and in response to role-played characters controlled by the teacher
8. Readability and grade level The reading challenge increases throughout the approximately 20 hours of content Reading grade level starts at about 5.9 grade level and gradually increases at about .1 of a grade level per major reading quest. Game context information quests average 6.2 grade level, providing linkages and directions between major reading and writing quests to ensure clarity of expected game activity
10. Game play and research Evidence from recent research suggests that: Using a games to support learning can: Reduce teacher time doing direct instruction Increase the time a teacher has to provide increased feedback and guidance on learning tasks Increase student writing scores From Warren, Barab, and Dondlinger (2008) Other research indicates that Game contexts are more motivating for learning From Tuzun (2004, 2007); Barab et al (2007)
11. Time spent on direct instruction comparison: Game vs. classroom
12. Contextual immersion in a reading genre Narrative context stems from ghost story and mystery genre Literary elements of Poe, R.L. Stine are present The context prompts learning activity In order to succeed in the game context, completing reading and writing activities are required Provides a coherent context and authentic reading and writing roles
14. Role play Student in an authentic reading and writing role: The reporter Teacher acts as editor and guide System is a guide and direction giver Uses non-player character scaffolds and guides
16. Assessment and feedback Natural assessment emerges from game play Writing occurs as a natural consequence of role play; revision for an audience is contextualized and rubric-based Reading is an integrated piece of the game Reading comprehension is assessed as students correctly solve puzzles using what they read Instructor can measure student progress and intervene with either reading or writing activities
19. The Newsroom Door This first quest orients students to one of the basic rules of Chalk House You have to earn your way through by completing quests Some quests are intended to teach them how to play and do not count towards the reading and writing components
20. Learning in the first quest Quest 1: Officer X Begins the Investigation Starts with Penny: The first part of the quest is intended to encourage students to explore their surroundings and discover the layout of the space Provides spatial cognitive context for game play and learning activity Provides first set of reading text to set expectations of initial difficulty level Allows students to become familiar with items, inventory system, and game world rules
21. Learning in the first quest cont’d Second half of the quest Ends with Tyrone: Starts to engender a relationship of direction-giving between student and game system as represented by non-player characters Penny and Tyrone Provides game play and learning activity directions as well as narrative context for learning activity Establishes mystery theme at onset of reading and game tasks motivated by the disappearance of Benny
22. Testing vocabulary Vocabulary use is tested in two ways: Writing tasks that ask students to properly use vocabulary words they have encountered in the game tasks Through question interactions similar to those for reading comprehension with NPCs, but targeted towards their understanding of vocabulary terms that they must understand to solve game puzzles and tasks
23. Writing practice You can upload a Word document for Tyrone’s writing quest to see what the process is like. It will automatically grade itself to allow you to continue. In CH, you are the gate keeper on news stories and they cannot continue the game until they have adequately written the news story to match the rubric and your expectations
24. Grading writing, giving feedback The system allows you to role play the editors of the newspaper and provide authentic feedback based on the student’s reporter role The system provides you with control: You decide how much improvement you expect from one story to the next You decide the level of vocabulary use, grammar excellence, spelling, and construction necessary for a student to pass a writing quest
25. Play the Chalk House Demo on your own From here, we’ll let you play through the rest of the Demo on your own Raise your hand if you have technical questions about getting it to run on your machine Please, keep content and pedagogy questions until the Q & A session the last 15 minutes
27. Availability of Chalk House Research CRG is starting further research trials this summer Schools interested should visit the CRG site and submit a research query Purchase Schools interested in using Chalk House should visit us in the Games and Sims Playground Contact CRG at crg@created-realities.com