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DEVELOPING	
  A	
  FRAMEWORK	
  FOR	
  SUCCESSFUL	
  ADOPTION	
  
OF	
  GAME-­‐BASED	
  LEARNING	
  IN	
  POSTSECONDARY	
  
EDUCATION	
  

Fall	
  2011	
  
	
  
by	
  Anne	
  Derryberry	
  
Analyst,	
  Sage	
  Road	
  SoluIons	
  
Producer/Designer,	
  I’m	
  Serious	
  
Fall	
  2011	
                      Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     2	
  




Table	
  of	
  Contents	
  
  SecIon	
  1:	
  Gamed-­‐based	
  Learning	
  (GBL)	
  in	
  HED:	
  
   OpportuniIes	
  and	
  Challenges	
  
  SecIon	
  2:	
  Variables	
  AffecIng	
  GBL	
  AdopIon	
  and	
  
   Success	
  in	
  HED	
  
  SecIon	
  3:	
  Next	
  Steps	
  
Fall	
  2011	
            Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     3	
  




       GAMED-­‐BASED	
  LEARNING	
  (GBL)	
  IN	
  
       HED:	
  OPPORTUNITIES	
  AND	
  
       CHALLENGES	
  
       SECTION	
  1	
  
Fall	
  2011	
                                   Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     4	
  



  A	
  “Green	
  Field”	
  Opportunity	
  
  •  Growing	
  consumer	
  fascinaIon	
  with	
  games	
  is	
  driving	
  accelerated	
  
     interest	
  in	
  using	
  games	
  in	
  and	
  for	
  learning.	
  
  •  AdopIon	
  of	
  games	
  for	
  learning	
  is	
  in	
  its	
  early	
  stages.	
  	
  
  •  While	
  universiIes	
  and	
  colleges	
  are	
  adding	
  courses,	
  curricula	
  and	
  
     programs	
  to	
  teach	
  game	
  design	
  and	
  development,	
  very	
  few	
  are	
  using	
  
     game	
  principles	
  to	
  improve	
  teaching	
  and	
  learning	
  experiences.	
  
  •  Pockets	
  of	
  innovaIon	
  are	
  beginning	
  to	
  emerge	
  related	
  to	
  technology	
  
     tools,	
  pla_orms	
  and	
  Itles.	
  As	
  yet,	
  there	
  are	
  virtually	
  no	
  examples	
  of	
  
     systemic	
  insItuIonal	
  adopIon.	
  
  •  There	
  is	
  a	
  wide-­‐open	
  opportunity	
  to	
  “flip”	
  the	
  conversaIon	
  from	
  a	
  
     focus	
  on	
  producing	
  digital	
  assets	
  to	
  leveraging	
  the	
  moIvaIonal	
  and	
  
     engagement	
  elements	
  of	
  games	
  and	
  gamificaIon	
  to	
  promote	
  
     student	
  retenIon,	
  progress	
  and	
  compleIon.	
  
Fall	
  2011	
                                        Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     5	
  


Many	
  ConsideraIons	
  for	
  InsItuIons	
  Considering	
  Broad	
  
Scale	
  AdopIon	
  of	
  GBL,	
  Including…	
  
•  Learning	
  content	
  takes	
  many	
                         •  Feedback	
  system	
  (aka	
  
    forms,	
  e.g.:	
                                                 “GamificaIon”	
  or	
  “Behavior	
  
       •  Scavenger	
  hunts	
                                        MoIvaIon	
  System”)	
  
       •  Drill-­‐and-­‐pracIce	
  games	
                              •  Profiles	
  
       •  e-­‐Learning	
  w/	
  game	
  dynamics	
  as	
                •  Badges	
  
          part	
  of	
  design	
                                        •  Awards/incenIves	
  
       •  Immersive	
  simulaIons	
                                     •  Leaderboards	
  
       •  Alternate	
  reality	
  
                                                                  •  Social	
  media	
  pla_orm	
  
       •  Augmented	
  reality/locaIon-­‐
                                                                      •  CommunicaIons	
  
          based	
  services	
  	
  
                                                                      •  CollaboraIons	
  
•  Mobile	
  access	
  
                                                                  •  LMS	
  integraIon	
  
•  Technical	
  support	
  
     	
  
Spring	
  2012	
                        Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     6	
  


“Leveling	
  Up”	
  	
  
Game-­‐based	
  Learning	
  in	
  HED	
  
Successful	
  adopIon	
  of	
  game-­‐based	
  learning	
  
requires:	
  
•  A	
  solid	
  understanding	
  of	
  the	
  GBL	
  ecosystem	
  
•  A	
  deep	
  knowledge	
  of	
  game-­‐based	
  learning	
  on	
  both	
  a	
  
   micro-­‐	
  and	
  a	
  macro-­‐level	
  
•  A	
  detailed	
  framework	
  for	
  adopIon	
  addressing	
  market	
  
   realiIes,	
  insItuIonal	
  requirements,	
  partner	
  idenIficaIon,	
  
   technology	
  integraIon,	
  and	
  organizaIonal	
  readiness.	
  
   	
  
	
  
	
  
7	
  


   Game-­‐based	
  Learning	
  Ecosystem	
  for	
  HED	
  
           • 	
  Games	
                                                                              • 	
  Learning	
  standards	
  
           • 	
  Badge	
  system	
                                                                    • 	
  IntegraIon	
  guidelines	
  
           • 	
  Repository	
                                                                         • 	
  ADA	
  
           • 	
  CreaIon	
  tools	
  



                                                            Learning	
  Community	
  
                                                           Students	
            Faculty	
  

• 	
  Developers	
                                                 InsItuIon	
                                        • 	
  Legislatures	
  
• 	
  Publishers	
  
                                                                                                                      • 	
  FoundaIons	
  
• 	
  Internal/External	
  
                                                                                                                      • 	
  Industry	
  associaIons	
  
	
  	
  	
  	
  	
  	
  consultants	
  
                                                        Technology	
  Infrastructure	
  


                                          • Access	
  	
  ŸDistribuIon	
  pla_orm	
  	
  ŸSocial	
  Media	
  	
  
                                                 ŸBadge	
  system	
  ŸLMS	
  	
  ŸAnalyIcs	
                                       Anne	
  Derryberry,	
  	
  
                                                                                                                             Sage	
  Road	
  SoluIons	
  LLC	
  
                                                                                                                                        2011,	
  rev.	
  2012	
  
Fall	
  2011	
             Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     8	
  




       VARIABLES	
  AFFECTING	
  GBL	
  
       ADOPTION	
  AND	
  SUCCESS	
  IN	
  HED	
  
       SECTION	
  2	
  
Fall	
  2011	
                           Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     9	
  


Challenges	
  to	
  AdopIon	
  of	
  GBL	
  in	
  	
  
Postsecondary	
  EducaIon	
  
•  On-­‐going	
  percepIon	
  that	
  games	
  aren’t	
  suitable	
  for	
  serious	
  
   learning	
  	
  
•  Limited	
  content	
  available	
  for	
  postsecondary	
  audiences	
  
•  “Pilot	
  project”	
  funding,	
  lifle	
  planning	
  for	
  sustainability	
  
•  Mostly	
  “home	
  grown”	
  –	
  specific	
  to	
  an	
  instructor	
  and	
  a	
  
   course	
  
•  Many	
  exisIng	
  Itles	
  are	
  developed	
  in	
  Flash,	
  so	
  not	
  iOS-­‐
   compaIble	
  
•  Not	
  correlated	
  to	
  learning	
  standards	
  
•  Not	
  integrated	
  with	
  LMSs	
  	
  
Fall	
  2011	
                            Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     10	
  


Factors	
  Most	
  Likely	
  to	
  Affect	
  Successful	
  
AdopIon	
  of	
  Game-­‐based	
  Learning	
  in	
  HED	
  
    •  InsItuIonal	
  Commitment	
  and	
  Support	
  
    •  Academic	
  Excellence	
  
    •  Assessment,	
  Tracking	
  and	
  Analysis	
  
    •  Technology	
  Infrastructure	
  and	
  Equipment	
  
    •  Content	
  Management	
  and	
  Maintenance	
  
    •  HosIng,	
  Licensing	
  and	
  Fees	
  
    •  Faculty	
  Readiness	
  &	
  Support	
  
    •  Impact	
  on	
  Students	
  	
  
Fall	
  2011	
                      Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     11	
  




InsItuIonal	
  Commitment	
  and	
  Support	
  
•  Independent,	
  “pilot	
  project”	
  efforts	
  are	
  popping	
  up	
  
   with	
  increasing	
  frequency.	
  
•  Lack	
  of	
  insItuIonal	
  recogniIon	
  makes	
  it	
  difficult	
  for	
  
   other	
  faculty	
  to	
  learn	
  of	
  and	
  from	
  those	
  pilot	
  
   projects.	
  
•  Without	
  insItuIonal	
  support,	
  there	
  will	
  be	
  no	
  
   cohesion	
  or	
  quality	
  assurance.	
  	
  
Fall	
  2011	
                               Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     12	
  




Making	
  Commitment	
  Explicit	
  
InsItuIons	
  can	
  best	
  communicate	
  their	
  posiIon	
  on	
  
GBL	
  via:	
  
       •  Statement	
  of	
  support	
  from	
  highest	
  academic	
  officers	
  and	
  IT	
  
          leaders	
  
       •  Clearly	
  defined	
  and	
  arIculated	
  strategy	
  for	
  new	
  direcIon	
  
       •  Center	
  of	
  Excellence	
  to	
  coordinate,	
  promote,	
  support,	
  
          enable	
  GBL	
  
       •  Commitment	
  to	
  balancing	
  academic	
  excellence,	
  program	
  
          integrity,	
  academic	
  freedom,	
  student	
  achievement	
  
       •  Grants,	
  awards	
  for	
  academic	
  innovaIon	
  
       •  OpportuniIes	
  for	
  faculty	
  engagement,	
  input	
  and	
  innovaIon	
  
       •  OpportuniIes	
  for	
  student	
  involvement,	
  contribuIon,	
  
          innovaIon	
  	
  	
  	
  
Fall	
  2011	
                          Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     13	
  




Academic	
  Excellence	
  
•  If	
  GBL	
  is	
  to	
  be	
  adopted	
  across	
  the	
  insItuIon,	
  what	
  
   educaIonal	
  criteria	
  and	
  quality	
  metrics	
  will	
  guide	
  that	
  
   planning	
  and	
  implementaIon?	
  
•  Criteria	
  for	
  evaluaIon	
  may	
  include:	
  
       •  “Approved”	
  usages,	
  applicaIons	
  
       •  “Approved”	
  games/assets	
  
       •  “Approved”	
  vendors	
  
•  Is	
  there	
  a	
  system	
  of	
  review/approval	
  before	
  a	
  course	
  
   incorporaIng	
  GBL	
  is	
  launched?	
  	
  	
  
•  How	
  can	
  instructors	
  produce	
  and/or	
  customize	
  
   games/assets?	
  
Fall	
  2011	
                             Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     14	
  




Assessment	
  and	
  Tracking	
  
 A	
  move	
  from	
  discrete	
  learning	
  games	
  to	
  game-­‐based	
  
 learning	
  requires	
  a	
  shik	
  from	
  game-­‐as-­‐closed-­‐system	
  to	
  
 game-­‐as-­‐data-­‐rich-­‐learning-­‐arIfact.	
  
 •  Will	
  the	
  insItuIon	
  accept/adopt	
  games	
  as	
  a	
  way	
  to	
  assess	
  
    learning?	
  Will	
  badges	
  for	
  learning	
  have	
  a	
  role	
  to	
  play?	
  
 •  Can	
  student-­‐developed	
  games	
  be	
  exemplars	
  of	
  student	
  
    achievement?	
  
 •  How	
  will	
  student	
  acIvity	
  within	
  games	
  be	
  transferred	
  to	
  LMS?	
  
Fall	
  2011	
                               Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     15	
  




Data	
  Analysis	
  
 GBL	
  can	
  generate	
  new	
  categories	
  of	
  student	
  data,	
  
 including	
  how	
  student	
  performance	
  inside	
  a	
  game	
  can	
  
 predict	
  future	
  behaviors	
  in	
  the	
  game,	
  in	
  future	
  learning	
  
 acIviIes,	
  even	
  in	
  future	
  workplace	
  performance.	
  	
  
 •  Will	
  insItuIon	
  take	
  advantage	
  of	
  these	
  data?	
  	
  
 •  Which	
  and	
  how?	
  	
  	
  
 •  Where	
  will	
  data	
  live?	
  	
  
Fall	
  2011	
                                Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     16	
  




Readiness	
  for	
  Technology	
  Advancements	
  
Mobile,	
  social	
  and	
  locaIon-­‐based	
  services	
  are	
  the	
  focus	
  
of	
  technology	
  advancements	
  over	
  next	
  several	
  years:	
  
•  Mobile	
  
       •  Smartphones	
  and	
  tablets	
  
       •  4G	
  transmission	
  
•  Social	
  media	
  
•  LocaIon	
  based	
  services	
  
These	
  trends	
  will	
  be	
  reflected	
  in	
  educaIon	
  –	
  especially	
  
game-­‐based	
  learning	
  –	
  	
  just	
  as	
  with	
  every	
  other	
  
industry.	
  
Fall	
  2011	
                         Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     17	
  




Technology	
  Infrastructure	
  and	
  Equipment	
  
•  What	
  demands	
  will	
  GBL	
  put	
  on	
  IT?	
  Will	
  exisIng	
  
   infrastructure	
  accommodate	
  the	
  load	
  from	
  networked	
  
   mulI-­‐player	
  games	
  and	
  social	
  media?	
  
•  As	
  more	
  content	
  moves	
  to	
  mobile,	
  will	
  students	
  
   access	
  that	
  content	
  via	
  the	
  insItuIon’s	
  gateway/
   paywall,	
  or	
  receive	
  pointers/referrals	
  to	
  third-­‐party	
  
   sources?	
  	
  
•  Is	
  it	
  preferable	
  to	
  standardize	
  on	
  a	
  single	
  mobile	
  
   operaIng	
  system?	
  Device	
  category?	
  Vendor?	
  Carrier?	
  
•  How	
  will	
  equity	
  of	
  access	
  be	
  assured	
  for	
  students	
  of	
  
   all	
  economic	
  status	
  levels?	
  
Fall	
  2011	
                         Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     18	
  




Content	
  Management	
  and	
  Maintenance	
  
•  GBL	
  assets	
  must	
  be	
  kept	
  fresh,	
  just	
  as	
  textbooks	
  and	
  
   other	
  teaching	
  aids	
  must	
  be	
  curated	
  and	
  refreshed.	
  
•  As	
  technology	
  trends	
  emerge	
  (e.g.,	
  new	
  access	
  
   devices,	
  operaIng	
  system	
  upgrades,	
  transport	
  
   protocols),	
  assets	
  must	
  be	
  updated	
  to	
  remain	
  
   compaIble.	
  	
  
•  Internal	
  faculty-­‐produced	
  assets	
  are	
  the	
  greatest	
  
   point	
  of	
  vulnerability	
  vis-­‐à-­‐vis	
  asset	
  currency.	
  
Fall	
  2011	
                           Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     19	
  




HosIng,	
  Licensing	
  and	
  Fees	
  
Third-­‐party	
  providers	
  may	
  help	
  accelerate	
  Ime	
  to	
  
adopIon.	
  Agreements	
  with	
  providers/publishers	
  must	
  
contemplate	
  many	
  issues.	
  
•  Hosted	
  access?	
  Version	
  access?	
  Upgrades	
  for	
  life?	
  
•  Licensing	
  as	
  sokware?	
  Or	
  licensing	
  as	
  learning	
  resources/
   textbooks?	
  
•  Open?	
  Commercial?	
  
•  InsItuIonal	
  tech?	
  Or	
  personal	
  tech	
  running	
  university	
  
   resources?	
  
•  How	
  are	
  fee	
  schedules	
  constructed?	
  By	
  seat?	
  By	
  download?	
  By	
  
   course?	
  
Fall	
  2011	
                       Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     20	
  




Faculty	
  Readiness	
  and	
  Support	
  
•  Faculty	
  need	
  to	
  know	
  how	
  to	
  incorporate	
  GBL	
  
   resources	
  into	
  their	
  syllabi	
  and	
  into	
  their	
  teaching.	
  
   How	
  can	
  instructors	
  learn	
  about	
  GBL?	
  Get	
  ideas	
  for	
  
   their	
  own	
  teaching?	
  
•  Faculty	
  who	
  are	
  interested	
  in	
  developing	
  their	
  own	
  
   GBL	
  resource(s)	
  need	
  pedagogical	
  and	
  technical	
  skills	
  
   and	
  support.	
  Will	
  insItuIon	
  provide	
  this	
  support?	
  If	
  
   so,	
  how?	
  
Fall	
  2011	
                        Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     21	
  




Impact	
  on	
  Students	
  
•  What	
  kinds	
  of	
  communicaIons/messaging	
  will	
  be	
  
   necessary	
  for	
  the	
  insItuIon’s	
  consItuents	
  (i.e.,	
  
   students,	
  parents,	
  employers)	
  to	
  embrace	
  GBL?	
  
•  Will	
  students	
  need	
  to	
  purchase	
  new	
  technology?	
  Will	
  
   insItuIon	
  offset	
  cost?	
  Can	
  technology	
  and	
  content	
  be	
  
   rented?	
  What	
  are	
  limitaIons	
  to	
  renIng?	
  
•  For	
  mobile	
  technology,	
  any	
  offset	
  for	
  wireless	
  carrier	
  
   fees?	
  
•  Will	
  access	
  to	
  GBL	
  assets	
  fall	
  into	
  the	
  same	
  category	
  
   as	
  textbooks,	
  i.e.,	
  student	
  responsibility?	
  Available	
  in	
  
   library	
  or	
  lab?	
  
Fall	
  2011	
             Anne	
  Derryberry,	
  Sage	
  Road	
  SoluIons,	
  LLC	
     22	
  




       NEXT	
  STEPS	
  
       SECTION	
  3	
  
Need	
  help	
  geong	
  started?	
  
	
  
                  Give	
  us	
  a	
  call	
  at	
  Sage	
  Road	
  SoluIons.	
  
	
  
                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
                                                   We	
  know	
  how	
  to	
  get	
  you	
  there.	
  

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Framework for Adoption of GBL in HED

  • 1. DEVELOPING  A  FRAMEWORK  FOR  SUCCESSFUL  ADOPTION   OF  GAME-­‐BASED  LEARNING  IN  POSTSECONDARY   EDUCATION   Fall  2011     by  Anne  Derryberry   Analyst,  Sage  Road  SoluIons   Producer/Designer,  I’m  Serious  
  • 2. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   2   Table  of  Contents   SecIon  1:  Gamed-­‐based  Learning  (GBL)  in  HED:   OpportuniIes  and  Challenges   SecIon  2:  Variables  AffecIng  GBL  AdopIon  and   Success  in  HED   SecIon  3:  Next  Steps  
  • 3. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   3   GAMED-­‐BASED  LEARNING  (GBL)  IN   HED:  OPPORTUNITIES  AND   CHALLENGES   SECTION  1  
  • 4. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   4   A  “Green  Field”  Opportunity   •  Growing  consumer  fascinaIon  with  games  is  driving  accelerated   interest  in  using  games  in  and  for  learning.   •  AdopIon  of  games  for  learning  is  in  its  early  stages.     •  While  universiIes  and  colleges  are  adding  courses,  curricula  and   programs  to  teach  game  design  and  development,  very  few  are  using   game  principles  to  improve  teaching  and  learning  experiences.   •  Pockets  of  innovaIon  are  beginning  to  emerge  related  to  technology   tools,  pla_orms  and  Itles.  As  yet,  there  are  virtually  no  examples  of   systemic  insItuIonal  adopIon.   •  There  is  a  wide-­‐open  opportunity  to  “flip”  the  conversaIon  from  a   focus  on  producing  digital  assets  to  leveraging  the  moIvaIonal  and   engagement  elements  of  games  and  gamificaIon  to  promote   student  retenIon,  progress  and  compleIon.  
  • 5. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   5   Many  ConsideraIons  for  InsItuIons  Considering  Broad   Scale  AdopIon  of  GBL,  Including…   •  Learning  content  takes  many   •  Feedback  system  (aka   forms,  e.g.:   “GamificaIon”  or  “Behavior   •  Scavenger  hunts   MoIvaIon  System”)   •  Drill-­‐and-­‐pracIce  games   •  Profiles   •  e-­‐Learning  w/  game  dynamics  as   •  Badges   part  of  design   •  Awards/incenIves   •  Immersive  simulaIons   •  Leaderboards   •  Alternate  reality   •  Social  media  pla_orm   •  Augmented  reality/locaIon-­‐ •  CommunicaIons   based  services     •  CollaboraIons   •  Mobile  access   •  LMS  integraIon   •  Technical  support    
  • 6. Spring  2012   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   6   “Leveling  Up”     Game-­‐based  Learning  in  HED   Successful  adopIon  of  game-­‐based  learning   requires:   •  A  solid  understanding  of  the  GBL  ecosystem   •  A  deep  knowledge  of  game-­‐based  learning  on  both  a   micro-­‐  and  a  macro-­‐level   •  A  detailed  framework  for  adopIon  addressing  market   realiIes,  insItuIonal  requirements,  partner  idenIficaIon,   technology  integraIon,  and  organizaIonal  readiness.        
  • 7. 7   Game-­‐based  Learning  Ecosystem  for  HED   •   Games   •   Learning  standards   •   Badge  system   •   IntegraIon  guidelines   •   Repository   •   ADA   •   CreaIon  tools   Learning  Community   Students   Faculty   •   Developers   InsItuIon   •   Legislatures   •   Publishers   •   FoundaIons   •   Internal/External   •   Industry  associaIons              consultants   Technology  Infrastructure   • Access    ŸDistribuIon  pla_orm    ŸSocial  Media     ŸBadge  system  ŸLMS    ŸAnalyIcs   Anne  Derryberry,     Sage  Road  SoluIons  LLC   2011,  rev.  2012  
  • 8. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   8   VARIABLES  AFFECTING  GBL   ADOPTION  AND  SUCCESS  IN  HED   SECTION  2  
  • 9. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   9   Challenges  to  AdopIon  of  GBL  in     Postsecondary  EducaIon   •  On-­‐going  percepIon  that  games  aren’t  suitable  for  serious   learning     •  Limited  content  available  for  postsecondary  audiences   •  “Pilot  project”  funding,  lifle  planning  for  sustainability   •  Mostly  “home  grown”  –  specific  to  an  instructor  and  a   course   •  Many  exisIng  Itles  are  developed  in  Flash,  so  not  iOS-­‐ compaIble   •  Not  correlated  to  learning  standards   •  Not  integrated  with  LMSs    
  • 10. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   10   Factors  Most  Likely  to  Affect  Successful   AdopIon  of  Game-­‐based  Learning  in  HED   •  InsItuIonal  Commitment  and  Support   •  Academic  Excellence   •  Assessment,  Tracking  and  Analysis   •  Technology  Infrastructure  and  Equipment   •  Content  Management  and  Maintenance   •  HosIng,  Licensing  and  Fees   •  Faculty  Readiness  &  Support   •  Impact  on  Students    
  • 11. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   11   InsItuIonal  Commitment  and  Support   •  Independent,  “pilot  project”  efforts  are  popping  up   with  increasing  frequency.   •  Lack  of  insItuIonal  recogniIon  makes  it  difficult  for   other  faculty  to  learn  of  and  from  those  pilot   projects.   •  Without  insItuIonal  support,  there  will  be  no   cohesion  or  quality  assurance.    
  • 12. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   12   Making  Commitment  Explicit   InsItuIons  can  best  communicate  their  posiIon  on   GBL  via:   •  Statement  of  support  from  highest  academic  officers  and  IT   leaders   •  Clearly  defined  and  arIculated  strategy  for  new  direcIon   •  Center  of  Excellence  to  coordinate,  promote,  support,   enable  GBL   •  Commitment  to  balancing  academic  excellence,  program   integrity,  academic  freedom,  student  achievement   •  Grants,  awards  for  academic  innovaIon   •  OpportuniIes  for  faculty  engagement,  input  and  innovaIon   •  OpportuniIes  for  student  involvement,  contribuIon,   innovaIon        
  • 13. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   13   Academic  Excellence   •  If  GBL  is  to  be  adopted  across  the  insItuIon,  what   educaIonal  criteria  and  quality  metrics  will  guide  that   planning  and  implementaIon?   •  Criteria  for  evaluaIon  may  include:   •  “Approved”  usages,  applicaIons   •  “Approved”  games/assets   •  “Approved”  vendors   •  Is  there  a  system  of  review/approval  before  a  course   incorporaIng  GBL  is  launched?       •  How  can  instructors  produce  and/or  customize   games/assets?  
  • 14. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   14   Assessment  and  Tracking   A  move  from  discrete  learning  games  to  game-­‐based   learning  requires  a  shik  from  game-­‐as-­‐closed-­‐system  to   game-­‐as-­‐data-­‐rich-­‐learning-­‐arIfact.   •  Will  the  insItuIon  accept/adopt  games  as  a  way  to  assess   learning?  Will  badges  for  learning  have  a  role  to  play?   •  Can  student-­‐developed  games  be  exemplars  of  student   achievement?   •  How  will  student  acIvity  within  games  be  transferred  to  LMS?  
  • 15. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   15   Data  Analysis   GBL  can  generate  new  categories  of  student  data,   including  how  student  performance  inside  a  game  can   predict  future  behaviors  in  the  game,  in  future  learning   acIviIes,  even  in  future  workplace  performance.     •  Will  insItuIon  take  advantage  of  these  data?     •  Which  and  how?       •  Where  will  data  live?    
  • 16. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   16   Readiness  for  Technology  Advancements   Mobile,  social  and  locaIon-­‐based  services  are  the  focus   of  technology  advancements  over  next  several  years:   •  Mobile   •  Smartphones  and  tablets   •  4G  transmission   •  Social  media   •  LocaIon  based  services   These  trends  will  be  reflected  in  educaIon  –  especially   game-­‐based  learning  –    just  as  with  every  other   industry.  
  • 17. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   17   Technology  Infrastructure  and  Equipment   •  What  demands  will  GBL  put  on  IT?  Will  exisIng   infrastructure  accommodate  the  load  from  networked   mulI-­‐player  games  and  social  media?   •  As  more  content  moves  to  mobile,  will  students   access  that  content  via  the  insItuIon’s  gateway/ paywall,  or  receive  pointers/referrals  to  third-­‐party   sources?     •  Is  it  preferable  to  standardize  on  a  single  mobile   operaIng  system?  Device  category?  Vendor?  Carrier?   •  How  will  equity  of  access  be  assured  for  students  of   all  economic  status  levels?  
  • 18. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   18   Content  Management  and  Maintenance   •  GBL  assets  must  be  kept  fresh,  just  as  textbooks  and   other  teaching  aids  must  be  curated  and  refreshed.   •  As  technology  trends  emerge  (e.g.,  new  access   devices,  operaIng  system  upgrades,  transport   protocols),  assets  must  be  updated  to  remain   compaIble.     •  Internal  faculty-­‐produced  assets  are  the  greatest   point  of  vulnerability  vis-­‐à-­‐vis  asset  currency.  
  • 19. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   19   HosIng,  Licensing  and  Fees   Third-­‐party  providers  may  help  accelerate  Ime  to   adopIon.  Agreements  with  providers/publishers  must   contemplate  many  issues.   •  Hosted  access?  Version  access?  Upgrades  for  life?   •  Licensing  as  sokware?  Or  licensing  as  learning  resources/ textbooks?   •  Open?  Commercial?   •  InsItuIonal  tech?  Or  personal  tech  running  university   resources?   •  How  are  fee  schedules  constructed?  By  seat?  By  download?  By   course?  
  • 20. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   20   Faculty  Readiness  and  Support   •  Faculty  need  to  know  how  to  incorporate  GBL   resources  into  their  syllabi  and  into  their  teaching.   How  can  instructors  learn  about  GBL?  Get  ideas  for   their  own  teaching?   •  Faculty  who  are  interested  in  developing  their  own   GBL  resource(s)  need  pedagogical  and  technical  skills   and  support.  Will  insItuIon  provide  this  support?  If   so,  how?  
  • 21. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   21   Impact  on  Students   •  What  kinds  of  communicaIons/messaging  will  be   necessary  for  the  insItuIon’s  consItuents  (i.e.,   students,  parents,  employers)  to  embrace  GBL?   •  Will  students  need  to  purchase  new  technology?  Will   insItuIon  offset  cost?  Can  technology  and  content  be   rented?  What  are  limitaIons  to  renIng?   •  For  mobile  technology,  any  offset  for  wireless  carrier   fees?   •  Will  access  to  GBL  assets  fall  into  the  same  category   as  textbooks,  i.e.,  student  responsibility?  Available  in   library  or  lab?  
  • 22. Fall  2011   Anne  Derryberry,  Sage  Road  SoluIons,  LLC   22   NEXT  STEPS   SECTION  3  
  • 23. Need  help  geong  started?     Give  us  a  call  at  Sage  Road  SoluIons.               We  know  how  to  get  you  there.