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Games in Higher
Education
Barbara Z. Johnson, Ed.D.
College of Letters and Sciences
UWW
+

Who’s Here??
+

What Do We Want To Know??
+

“Game” = ?


Commercial Off-the-Shelf Game



Educational or Serious Game



Simulations



Virtual Worlds



Augmented Reality



Gamification
Free to
explore
and act

Sandbox

Few
choices
Few
paths

Open World

Wide Spectrum of Player Agency

Tightly Constrained

+

Nearly
anything
possible
+

Characteristics


Rules



Roles



“Magic Circle”

Suspension of
reality
+

Not Usually Casual Games
+

Difficult Games


~ 2 – 60+ hours to complete



May never be finished



Require “grit” to master



Multiple failures before success
+

Some Examples in Use
+

COTS – Rich, Immersive Worlds
Oblivion
+

Educational or Serious Games
ReDistricting Game (http://redistrictinggame.org/)
+

Simulations
Forensics Practice (in Second Life)
+

Virtual Worlds


Approximately 275 educational locations in Second Life
maintained by schools, colleges, and educational non-profits
+

Augmented Reality
ARIS (aris.org)
+

How Used?
+

Part of a planned process

Feedback

Prepare

Consequential

Experience

Goals
+

Practice Performance
Forensics Assignment in Second Life
+

Perspective/Empathy
Civil War Role Play Debate – US History
+

Abstract Via Concrete Experience
Financial Literacy in a Virtual World (Gaia Online)
+

Similarities and Differences K-12 vs.
Higher Ed
+

Benefits of Games in Higher Ed
+

Advantages
Different learning styles

Game Mechanics



Spatial



2-D or 3-D “world”



Visual



Graphical



Mathematical/logical



Game play orderly



Kinesthetic



Procedural



Tinkering



Trial and error with frequent
feedback



Concrete thinking


On-screen representations



Goals/tasks/quests



Understanding facet performance
+

Bloom’s Taxonomy

Games can be used to facilitate
and demonstrate
+

Facets of Understanding (Wiggins)
Games can be used to facilitate
and demonstrate
+

Challenges
+

Culture of Learning in Higher Ed


Learning <> Fun



Games = Fun



Therefore: Games <> Learning
+

References and Resources


ARIS - http://arisgames.org/



Bloomfield, R. (2009). World of Bizcraft. Journal of Virtual Worlds Research, 2(3), 3 - 34.



de Lucia, A., Francese, R., Passero, I., &Tortora, G. (2008). Development and evaluation of a
virtual campus on Second Life: The case of SecondDMI. Computers & Education, 52(1).



Foster, A. L. (2007). Professor Avatar. The Chronicle of Higher Education, 54(4). Retrieved from
http://chronicle.com/weekly/v54/i04/04a02401.htm



Gee, J. P. (2013). The Anti-Education Era: Creating Smarter Students Through Digital Learning.
New York: New York: Palgrave Macmillan.



Horton, K., Davenport, E., Hall, H., & Rosenbaum, H. (2002). Internet simulations for teaching,
learning and research: An investigation of e-commerce interactions and practice in the Virtual
Economy. Education for Information, 20(3/4).



Hudson, K., &Degast-Kennedy, K. (2009). Canadian border simulation at Loyalist College.
Journal of Virtual Worlds Research, 2(1), 3 - 11.



Inman, C., Wright, V. H., & Hartman, J. A. (2010). Use of Second Life in K-12 and Higher
Education: A Review of Research. Journal of Interactive Online Learning, 9(1), 44 63.Kupperman, J., &Weisserman, G. (2005). Curriculum Games: An Online Character-Playing
Project as "Ironist Curriculum". Curriculum Games, 1 - 13.
+

References and Resources


Liz Lawley



Lee, P. D. (2009). Using Second Life to Teach Operations
Management. Journal of Virtual Worlds Research, 2(1).



Just Press Play - https://play.rit.edu/



Andy Phelps - http://games.rit.edu/works-and-papers



Redistricting Game - http://redistrictinggame.org/



Savin-Baden, M., Gourlay, L., Tombs, C., Steils, N., Tombs, G.,
&Mawer, M. (2010). Situating Pedagogies, Positions and Practices
in Immersive Virtual Worlds. Educational Research 52(2), 123133.



Wiggins, G., &McTighe, J. (2006). Understanding by Design
(Second ed.). Upper Saddle River, NJ: Pearson Education, Inc.

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Games in Higher Education