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How Games are Leveling up the Future of Education
Anna Arici Barab
EDT 180
Who plays Video Games?
• Over 59% of Americans play games
That means that in America alone, over 150 million
people play games.
• Average age of the gamer is now 31
• 29% of gamers are under 18
• More gamers are over the age of 50 than under 18
• 48% of gamers are female
• 97% of teachers use digital games that were
created specifically for educational use. 18% use
games for education on a daily basis.
Who plays Video Games?
Other Benefits of Games for Learning
Other Uses of Games
Teachers were asked….
Why do Games work?
• A Chinese proverb says: "Tell me, and I'll
forget. Show me, and I may remember.
Involve me, and I'll understand."
• Engagement, motivation, collaboration
• Authentic tasks, role play, real-world
learning, meaningful
• Just in time learning, Immediate feedback,
Assessment is built in, Personalized
learning, Mastery of skills
Exogenous Games:
‘Chocolate-covered Broccoli’
The goal of these games is to make learning more palatable,
by wrapping the learning in something fun.
Endogenous Games:
Authentic Tasks and Learning
• The goal of these games is to use the technology of games
to immerse the learner in authentic and meaningful tasks,
otherwise not possible in the regular classroom.
PBS Digital Studios
• https://www.youtube.com/watch?v=RI0BN
5AWOe8
• Open-ended ‘Sandbox Games'
Gamificiation
• Using game mechanics to motivate and engage;
• Badges, leveling up, personalized tutoring
www.quest2teach.org
Quest2Teach is a series of game-infused 3D virtual learning curricula and
socio-professional network designed for teacher education, to help bridge
between educational theory and classroom practice.
In Quest2Teach, students create a professional avatar, play out roles, solve
complex problems, fail safely, and see the impact of their decisions while
gaining fluency in theories-in-action. Pre-service teachers evolve their
professional identity in a variety of narrative-based 3D role-playing
scenarios, each with a particular theoretical focus.
Why Immersive Games
for Teacher Education?
• Initially arose out of our game curricula for middle
schools
• Most teachers seeking out these games were 10-
20 year veterans, not digital natives
• Goal to instill these digital skills and pedagogies in
pre-service training
• Teaching, like medicine and law, is a professional
practice lends itself to immersive simulations
• The game curricula serve as a bridge connecting
coursework theory and its application in the field
• Allows future teachers to try out new roles, fail
safely, and see the impact of their decisions
Quest2Teach Documentary
• The Joan Ganz Cooney Center (Sesame Workshop)
recently selected Quest2Teach to feature in their
video series of the Top 5 Innovations in Teacher
Education:
• https://www.youtube.com/watch?v=LHKRLIi47DQ
Players start by creating an Avatar
Protagonist in a nuanced
and authentic Narrative
Fantastical mentoring, Just-in-time
Choices: Balancing
personal time and
class preparation
Teachers Lounge
Consequences of your Decisions
Students get Immediate Feedback
Q2T Socio-Professional Network
Quest2Teach International Network
for Pre-Service Teachers
Mary Lou Fulton
Teachers College, ASU,
Arizona
Dublin City University,
Ireland
University College
Copenhagen,
Denmark
University of Bari,
Foggia, Italy
The Joan Kanz
Cooney Center,
NYC
Research Findings
Students appreciated the ability to play
out roles as a professional educator:
• Solve authentic problems
• Fail safely
• Gain fluency
• Deeply invested in the game
• Better equipped to handle real world
teaching
Now its YOUR time to play…
• Please go to iCivics.org
• Create an account as a student
• Go to your profile page in iCivics and use this code
to join our EDT 180 classroom in that network:
• Class code: Marshall45459
• Play your choice of iCivics games for a min of 30
minutes of game play. You don’t need to submit
anything to me, it will show up in my class account.
• Respond to the reflection question about your
experience in playing games for learning in our
class Blackboard.

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Games for Learning

  • 1. How Games are Leveling up the Future of Education Anna Arici Barab EDT 180
  • 2. Who plays Video Games? • Over 59% of Americans play games That means that in America alone, over 150 million people play games. • Average age of the gamer is now 31 • 29% of gamers are under 18 • More gamers are over the age of 50 than under 18 • 48% of gamers are female • 97% of teachers use digital games that were created specifically for educational use. 18% use games for education on a daily basis.
  • 4.
  • 5.
  • 6. Other Benefits of Games for Learning
  • 8.
  • 10. Why do Games work? • A Chinese proverb says: "Tell me, and I'll forget. Show me, and I may remember. Involve me, and I'll understand." • Engagement, motivation, collaboration • Authentic tasks, role play, real-world learning, meaningful • Just in time learning, Immediate feedback, Assessment is built in, Personalized learning, Mastery of skills
  • 11.
  • 12. Exogenous Games: ‘Chocolate-covered Broccoli’ The goal of these games is to make learning more palatable, by wrapping the learning in something fun.
  • 13. Endogenous Games: Authentic Tasks and Learning • The goal of these games is to use the technology of games to immerse the learner in authentic and meaningful tasks, otherwise not possible in the regular classroom.
  • 14. PBS Digital Studios • https://www.youtube.com/watch?v=RI0BN 5AWOe8 • Open-ended ‘Sandbox Games'
  • 15. Gamificiation • Using game mechanics to motivate and engage; • Badges, leveling up, personalized tutoring
  • 16. www.quest2teach.org Quest2Teach is a series of game-infused 3D virtual learning curricula and socio-professional network designed for teacher education, to help bridge between educational theory and classroom practice.
  • 17. In Quest2Teach, students create a professional avatar, play out roles, solve complex problems, fail safely, and see the impact of their decisions while gaining fluency in theories-in-action. Pre-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus.
  • 18. Why Immersive Games for Teacher Education? • Initially arose out of our game curricula for middle schools • Most teachers seeking out these games were 10- 20 year veterans, not digital natives • Goal to instill these digital skills and pedagogies in pre-service training • Teaching, like medicine and law, is a professional practice lends itself to immersive simulations • The game curricula serve as a bridge connecting coursework theory and its application in the field • Allows future teachers to try out new roles, fail safely, and see the impact of their decisions
  • 19. Quest2Teach Documentary • The Joan Ganz Cooney Center (Sesame Workshop) recently selected Quest2Teach to feature in their video series of the Top 5 Innovations in Teacher Education: • https://www.youtube.com/watch?v=LHKRLIi47DQ
  • 20. Players start by creating an Avatar
  • 21.
  • 22.
  • 23. Protagonist in a nuanced and authentic Narrative
  • 24.
  • 25.
  • 27. Choices: Balancing personal time and class preparation
  • 29. Consequences of your Decisions
  • 32. Quest2Teach International Network for Pre-Service Teachers Mary Lou Fulton Teachers College, ASU, Arizona Dublin City University, Ireland University College Copenhagen, Denmark University of Bari, Foggia, Italy The Joan Kanz Cooney Center, NYC
  • 33. Research Findings Students appreciated the ability to play out roles as a professional educator: • Solve authentic problems • Fail safely • Gain fluency • Deeply invested in the game • Better equipped to handle real world teaching
  • 34. Now its YOUR time to play… • Please go to iCivics.org • Create an account as a student • Go to your profile page in iCivics and use this code to join our EDT 180 classroom in that network: • Class code: Marshall45459 • Play your choice of iCivics games for a min of 30 minutes of game play. You don’t need to submit anything to me, it will show up in my class account. • Respond to the reflection question about your experience in playing games for learning in our class Blackboard.

Editor's Notes

  1. Mastery approach, they can replay for better outcomes, not graded on final score, but up to instructor.
  2. Each game is related to a specific theory, which is already part of the teachers college curriculum and standards, and we embed these experiences within their relevant coursework. Brought in content area experts for each of the games
  3. What’s exciting about these gaming technologies is that they can create nuanced scenarios, where you are the protagonist with multiple trajectories through the game. Our students love this it’s a great way to engage them.
  4. Badges aren’t just token rewards, but they unlock new learning opportunities, because you’ve demonstrated your expertise. Give props to others, similar to endorsements in LinkedIn, to highlight that someone is doing really great work. Incredibly motivational.