This document outlines using digital games and gamification in education. It discusses key literature on digital game-based learning and how games can motivate learning through being engaging, experiential, and providing feedback. It covers considerations for integrating games in the classroom, including choosing games aligned with curriculum. It also discusses gamifying teaching methods and provides examples of digital games and templates that can be used to gamify the teaching of German.
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
Slides from my breakaway sessions at the International Boys Schools Conference at Wynberg Boys on 14 March. What are games? Why do they work? What does gamification mean, and what is a "serious" game?
Answers to all these questions, plus links and comprehensive resources to get you started on using games in your own classroom.
Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.
Keynote for Games for Change 2013
The world of educational games is changing, and we cannot understand it without understanding the psychology of education.
This is a power point presentation that was presented at a community college Teaching and Learning with Technology conference. Since gamification of classes is the "new thing" this really showed how to do it "on the cheap"
Presentation delivered to the Michigan Neighborhood Association on Friday, September 23rd, 2011. Social Media Use, Facebook, Creating a Facebook page, Community Use, Opportunities and Challenges,
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
Slides from my breakaway sessions at the International Boys Schools Conference at Wynberg Boys on 14 March. What are games? Why do they work? What does gamification mean, and what is a "serious" game?
Answers to all these questions, plus links and comprehensive resources to get you started on using games in your own classroom.
Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.
Keynote for Games for Change 2013
The world of educational games is changing, and we cannot understand it without understanding the psychology of education.
This is a power point presentation that was presented at a community college Teaching and Learning with Technology conference. Since gamification of classes is the "new thing" this really showed how to do it "on the cheap"
Presentation delivered to the Michigan Neighborhood Association on Friday, September 23rd, 2011. Social Media Use, Facebook, Creating a Facebook page, Community Use, Opportunities and Challenges,
How can we use games in the classroom? Don't use them because they're "cool with the kids" (that's a recipe for chocolate coated brocolli), instead used them because they're sophisticated, challenging digital simulations.
Playing to Learn: Using Games and Simulations in the Classroom 07-19-11Andy Petroski
Playing to Learn: Games and Simulations in the Classroom
12:30 PM - 3:30 PM
Promote active learning, impact student motivation and improve learning outcomes through the use of games and simulations in the classroom. Technology expands the opportunities for learning through games by increasing the interaction, expanding the audience and tracking the results. This session provides an overview of using games and simulations for learning, including an exploration of the impact of games and simulations, the types of games and simulations and considerations for using games and simulations in the classroom. Off-the-shelf games and game templates that can be implemented immediately will be reviewed and simple tools for creating your own games will also be explored.
A presentation I put together for college classes related to technology and/or education. Provides background (historical and theoretical) about video games in the classroom, and explores four approaches to teaching with games. Read the notes for way more context and info—this is meant to be presented, not viewed slide-only.
We compare our experience of computer games; I present some of the arguments in favour and against their place within education, together with a few case studies of their use.
You develop a ‘classic’ computer game using Scratch, if possible within the context of your project.
Pakistan’s 5th National Conference on
Quality Assurance in Education
PCSIR Auditorium Ferozepur Road, Lahore
June 16 ~ 17, 2007
Presenter, M. Laeeq Khan
3. Digital Game-based Learning
Marc Prensky’s Digital Game-based Learning (2001)
James Paul Gee’s What Video Games Have to Teach Us about Learning
and Literacy (2003)
Clark Aldrich’s Simulations and the Future of Learning: An Innovative
(and Perhaps Revolutionary) Approach to e-Learning (2004)
Marc Prensky’s Don’t Bother Me, Mom, I’m Learning!”: How Computer
and Video Games Are Preparing Your Kids for 21st Century Success and
How You Can Help! (2006)
David Gibson, Clark Aldrich, and Marc Prensky’s Games and
Simulations in Online Learning: Research and Development
Frameworks (2007)
4. Liberman on Game Theory
Interactive games are powerful environments for
learning and skill development:
- Fun and engaging
- Experiential and applied
- Motivate learning and skill development
- Challenging
- Rewarding
5. Feedback on Games
Games vs. book [6-9 year old kids]:
“Game lets you try things out.”
“You get the experience in games.”
“Games tell you when you’re wrong.”
6. Digital Game-based Learning
(DGBL)
Growing interest in DGBL based on:
Ongoing DGBL Research
Digital Natives – Disengaged with Traditional
Instruction
Increased Popularity of Games/Gaming
7. Considering Games
Integrating DGBL in the Classroom
Choosing a Suitable Game
Game needs to align with the Curriculum
Aligning the Game with the Content