Dr. Leigh Zeitz
University of Northern Iowa




zeitz@uni.edu
Drzreflects.com
drzreflects.com
onlineeducation.net
Bipbap.ru
Wilhelm Joys Anderson from Tokyo
Xperience Points   Leveling Up
                                 united.com
An organized system
using positive and
negative feedback
to direct a player
towards a desired
goal.



                      microsoft
An organized system
using positive and
negative feedback
to direct a learner
towards a desired
goal.



                      iclipart.com
   Goal for learner to
    achieve
   Opportunity to perfect
    a skill through practice
    before moving ahead
   Positive/Negative
    feedback for guidance


                               microsoft, iclipart.com
Game design in not
accidentally related to
learning but learning is
integral to it.

 Game design is applied
learning theory.


                           Humanities.arizona.edu
games   Gaming
sims3.com, allfacebook.com
 Turn-based strategy
 From prehistoric to future
  times.
 Using research,
  diplomacy, expansion,
  economic development,
  government, and military
  conquest



                        firaxis.com
   Choice
   Long and Short Aims
   Progress Indicators
   Prompt/Meaningful Feedback
   Reward ALL Successful Efforts
   Failure is Real
   Elements of Uncertainty/Awards
   Socialization
                                     Statejournal.com
   Process information quickly
   Ability to determine relevance
   Process information in parallel
   Explore information in non-linear fashion
   Assess information thru imagery  text
   Building networks of communication
   Ability to “play” – problem solve.
             Jenkins, Purushotrma, Clinton, Weigel & Robinson, 2006
 Believes we need to play
  21 billion hours of game
  play a week to survive
  the next century.
 Gamers combine ideas
  to solve:
     hunger,
     poverty,
     climate change,
     global conflict, etc.

                              TED.com
World Without Oil
 Demand > Supply (5%)

   32 daysof crisis
   Players live solutions
   Collective Intelligence
   Problem Solving



                              Worldwithoutoil.com
Used with permission from Worldwithoutoil.com
   Complex
   Adaptive
   Searches for Meaning
   Meaning through Patterning
   Craves Challenge
   Inhibited by Threat
   Social
   Emotional Patterning
   Developmental
   Each Brain is Unique (Caine, 1994)
                                         visionhelp.com
Orchestrated Immersion
   Complex, interactive
    experiences
Relaxed Alertness
   Safe and highly-challenging
    environment
Active Processing
   Internalize info by actively
    processing it
                                   visionhelp.com
P21.org, educateiowa.gov
   Creativity
   Innovation
   Critical Thinking
   Problem Solving
   Communication
   Collaboration
             Framework for 21st Century Skills


                                                 P21.org
   Critical Thinking
   Complex Communication
   Creativity
   Collaboration
   Flexibility and Adaptability
   Productivity and Accountability
Iowa Core Curriculum, 2010


                                      educateiowa.gov
   Construction of Learning
   Metacognition
   Educator/Student Partnership
   Collaborative Learning
   Meaningful Assessment in a
    Real World Context
       Iowa Core Curriculum, 2010


                                    educateiowa.gov
3DGameLab.com
3DGameLab.com
  3DGameLab.com
We must teach our students
    for their tomorrows,
           NOT our yesterdays.
                           Daniel Pink, 2009




                                       kaboodle.com
We must teach our students
    for their tomorrows,
           NOT our yesterdays.
                           Daniel Pink, 2009




                                       kaboodle.com
University of Northern Iowa
zeitz@uni.edu                 Twitter: @zeitz
DrZReflects.com               Skype: leighzeitz
                                                  drzreflects.com
Gaming to Learn by Learning to Game

Gaming to Learn by Learning to Game

  • 1.
    Dr. Leigh Zeitz Universityof Northern Iowa zeitz@uni.edu Drzreflects.com
  • 2.
  • 3.
  • 4.
  • 6.
  • 8.
    Xperience Points Leveling Up united.com
  • 9.
    An organized system usingpositive and negative feedback to direct a player towards a desired goal. microsoft
  • 10.
    An organized system usingpositive and negative feedback to direct a learner towards a desired goal. iclipart.com
  • 11.
    Goal for learner to achieve  Opportunity to perfect a skill through practice before moving ahead  Positive/Negative feedback for guidance microsoft, iclipart.com
  • 12.
    Game design innot accidentally related to learning but learning is integral to it. Game design is applied learning theory. Humanities.arizona.edu
  • 13.
    games Gaming
  • 15.
  • 16.
     Turn-based strategy From prehistoric to future times.  Using research, diplomacy, expansion, economic development, government, and military conquest firaxis.com
  • 17.
    Choice  Long and Short Aims  Progress Indicators  Prompt/Meaningful Feedback  Reward ALL Successful Efforts  Failure is Real  Elements of Uncertainty/Awards  Socialization Statejournal.com
  • 18.
    Process information quickly  Ability to determine relevance  Process information in parallel  Explore information in non-linear fashion  Assess information thru imagery  text  Building networks of communication  Ability to “play” – problem solve. Jenkins, Purushotrma, Clinton, Weigel & Robinson, 2006
  • 19.
     Believes weneed to play 21 billion hours of game play a week to survive the next century.  Gamers combine ideas to solve:  hunger,  poverty,  climate change,  global conflict, etc. TED.com
  • 20.
    World Without Oil Demand > Supply (5%)  32 daysof crisis  Players live solutions  Collective Intelligence  Problem Solving Worldwithoutoil.com
  • 21.
    Used with permissionfrom Worldwithoutoil.com
  • 23.
    Complex  Adaptive  Searches for Meaning  Meaning through Patterning  Craves Challenge  Inhibited by Threat  Social  Emotional Patterning  Developmental  Each Brain is Unique (Caine, 1994) visionhelp.com
  • 24.
    Orchestrated Immersion  Complex, interactive experiences Relaxed Alertness  Safe and highly-challenging environment Active Processing  Internalize info by actively processing it visionhelp.com
  • 25.
  • 26.
    Creativity  Innovation  Critical Thinking  Problem Solving  Communication  Collaboration Framework for 21st Century Skills P21.org
  • 27.
    Critical Thinking  Complex Communication  Creativity  Collaboration  Flexibility and Adaptability  Productivity and Accountability Iowa Core Curriculum, 2010 educateiowa.gov
  • 28.
    Construction of Learning  Metacognition  Educator/Student Partnership  Collaborative Learning  Meaningful Assessment in a Real World Context Iowa Core Curriculum, 2010 educateiowa.gov
  • 29.
  • 30.
  • 31.
    We must teachour students for their tomorrows, NOT our yesterdays. Daniel Pink, 2009 kaboodle.com
  • 32.
    We must teachour students for their tomorrows, NOT our yesterdays. Daniel Pink, 2009 kaboodle.com
  • 33.
    University of NorthernIowa zeitz@uni.edu Twitter: @zeitz DrZReflects.com Skype: leighzeitz drzreflects.com

Editor's Notes

  • #15 Math blasters, Oregon Trail, Number Munchers, Reader Rabbit, Where in the World is Carmen San Diego
  • #23 Parks.sandi.net