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Digital Educational Games: Just
For Fun or Cognitive Learning
Tools?
                G E RALDINE S H I KORA
        C I T Y U N I V E R S I T Y O F N E W YO R K
                               AT
                  QUEENS COLLEGE



              PROFESSOR MURFIN
                  S E YS 7 7 7


              DECEMBER 11, 2012

              G S HIKORA@GMAIL.COM
The research in this project will serve a
twofold purpose:

• It will provide a literature review of the significance of
  incorporating digital games and digital simulation games, as
  educational teaching tools into the science classroom.


• It will provide the theoretical framework for an action
  research study to investigate the use of a specific web based
  game, The Blood Typing Game, as a teaching tool.
Questions for Investigation
                 .



• Can educational digital games and digital simulations be incorporated
  into a lesson, as useful teaching tools, when teaching science content?

•    Can these tools be useful for teaching 21st Century skills in the
    science classroom?

• Does playing such educational digital games and digital simulations
  foster the cognitive skills students need in an inquiry based science
  classroom?
Conclusions from Literature Search
    on the Blood Typing Game
Conclusions from Literature Search on the
Digital Games & Digital Simulations
Digital Natives
              &
21st Century Learning Skills

T O C A P T I VAT E T H E AT T E N T I O N , M O T I VAT E A N D
E D U C AT E T H E S E D I G I TA L N AT I V E S W E M U S T
C O M M U N I C AT E W I T H T H E M I N T H E I R O W N
L A N G U A G E . ( P R E N S K Y, 2 0 0 5 ; S P I R E S , 2 0 0 8 )




PEOPLE ACQUIRE NEW KNOWLEDGE AN D THE
C O M P L E X S K I L L S R E Q U I R E D O F G A M E P L AY W H I C H
S U G G E S T S T H AT G A M I N G C O U L D H E L P
S T R E N G T H E N O U R S Y S T E M O F E D U C AT I O N A N D
P R E PA R E W O R K E R S F O R 2 1 S T C E N T U R Y J O B S .
N O R T O N , & H AT H A W AY ( 2 0 1 2 ) ,
Digital Games


GAME
 “ A G A M E I S A N A R T I F I C I A L LY C O N S T R U C T E D ,
COMPETITIVE ACTIVITY WITH A SPECIFIC GOAL, A SET
O F R U L E S A N D C O N S T R A I N T S T H AT I S L O C AT E D I N A
S P E C I F I C C O N T E X T. ”
H AY S ( 2 0 0 5 , P 1 5 )


 D I G I TA L G A M E

“ R E F E R S T O A N Y T Y P E O F G A M E P L AY E D O N L I N E , O N A
COMPUTER, CONSOLE, OR VIA A HANDHELD DEVICE”
(SARDONE & DEVLIN-SCHERER,2009,P48)
Digital Simulations


 T H E D E F I N I T I O N O F S C I E N C E - S I M U L AT I O N S O F T W A R E C A N B E
D I V I D E D I N T O T W O C AT E G O R I E S :

                              V I R T U A L L A B O R AT O R I E S
                                               &
               S I M U L AT I O N S O F S C I E N T I F I C P H E N O M E N A .
          SCALISE, TIMMS, MOORJANI, CLARK, HOLTERMANN, & IRVIN (2011)
Science Literacy and the Science Classroom



• It is essential to engage and enable students to act as
  real –world scientists do, by giving them the
  opportunity to learn technological skills.

• It is the ultimate mission of the educator to provide a
  learning environment which allows students to feel like
  scientists and to learn by doing(Gabric et al., 2005)

• In designing and managing the
  learning, environment, teachers must make available
  science tools, materials media and technological
  resources to their students. (Olson & Loucks-
  Horsley, 2000)
What should teachers look for
when selecting a digital game as a
         teaching tool?

  •   CONTENT WHICH ALIGNS WITH THE
      CURRICULUM

  •   COGNITIVE SKILL BUILDING THEORIES
      WHICH SUPPORT THE UTILIZATION OF
      SUCH DIGITAL GAMES AND DIGITAL
      SIMULATIONS IN THE CLASSROOM.

  •   GAME DESIGN
Game Design


Formal methods are employed by game
designers when planning the content and
features of a game. The ultimate objective
of game design is to produce an immersive
and entertaining game (Gunter, Kenny, &
Vick, 2008).
Game Design Models

                  Game Design Model                                             Author(Year)
Relevance Embedding Translation Adaptation Immersion &              Gunter, Kenny, & Vick, ( 2008)
Naturalization (RETAIN) model

An Action Plan: Design Principles Framework for Simulations and Scalise, Timms, Moorjani, Clark,
Virtual Laboratories                                            Holtermann, & Irvin (2011)

Computer Games and Literacy Integrated with Content                 Norton & Hathaway (2012)
Knowledge, (CLICK) is a model which emphasizes game play,
complex text and game design to promote student learning


Ak, (2012) develops an educational game design model which          Ak (2012)
consists of learning inputs, game cycles and learning outcomes to
determine what aspects of games make them effective learning
tools. Ak synthesizes his model by combining the Input- Process-
Outcome structure designed by Garris, Ahlers, and Driskell,
(2012) with the elements of Kolb’s Experiential Learning Cycle
(Kolb, Boyatzis, & Mainemelis, 1999)



Paras and Bizzocchi (2005) explain how games can act as effective   Paras and Bizzocchi (2005)
learning environments by creating a model which integrates
game, motivation and effective learning into the educational game
design.
Limitations of the Study
Conclusion




Educators of the 21st Century
can now ease their concerns
because students are having fun
while receiving a quality
educational experience.
Handouts



The following slides will serve as
supplemental handouts to the
presentation.

They are not intended to be part of the
PowerPoint presentation.
This first part of this literature review will define and discuss
the implementation of such digital games in the science
classroom:

• Provide definitions of digital games and digital simulation games.

• Discuss science literacy in the science classroom.

• 21st century learning skills.

• Cognitive skill building theories which support the utilization of such
  digital games and digital simulations in the classroom.

•   The design of such games.

•   Limitations of their implementation.
The second part of this study will be an action research
 study which will investigate the use of The Blood Typing
 Game, a Web-Based Educational simulation game found on
 the Nobelprize.org website, in a high school Living
 Environment educational setting.

• The Blood Typing Game-Literature Search

• Nobelprize.org

• The Blood Typing Game-Historical background.

• The Blood Typing Game –Playing the Game.
Methods used for The Blood Typing Game-Literature Search
The following databases from the Queens College Library were utilized; ERIC, Google
Scholar, PsychInfo and Teacher Reference Center.

     SEARCH             LITERATURE GOAL                       DESCRIPTORS                                RESULTS

       1           Any games from nobel.org Virtual and simulations and Nobel Prize,       Lennon, 2010/
                              &             Virtual and games and Nobel Prize.             Article on
                   The Blood Typing Game                                                   Nobleprize.Org Immune System
                                               EXPANDED TO INCLUDE 3RD
                                                                                           game.
                                               DESCRIPTOR
                                               Nobelprize.org, high school education,
                                               science education, and virtual technology
                   The Blood Typing Game       Digital games and blood typing              Sardone, 2009 &
       2                                                                                   Sardone, 2010
                                               MODIFIED SEARCH
                                               The descriptor blood typing was replaced
                                                                                           Both articles include The Blood
                                               with the descriptors blood, blood groups,
                                                                                           Typing Game as part of reference list
                                               and blood transfusions.
                                                                                           with minimal discussion.

                    The Blood Typing Game      Nobel Prize and educational games and       No Results
       3                       &               blood typing.
                    Teaching Blood Groups      MODIFIED SEARCH
                                               Repeated using the descriptors games and
                                               blood groups, games and blood
                                               transfusions, games and blood, games and
                                               the circulatory system. and education.

       4            The Blood Typing Game Producers of the game, Lina Goransson,           No Results
                              &              Mirek Labedzki and Karin Svaholm were
                                             searched.
                    The Designer of the Game
                                               MODIFIED SEARCH
                                               Lina Goransson and the Blood Typing Game
                                               and Nobel Prize

                                               MODIFIED SEARCH
                                               2012 best game category by Swedish
                                               learning Awards and Blood typing
Methods used for Literature Search
            on Digital Games & Digital Simulations
The following databases from the Queens College Library were
utilized; ERIC, Google Scholar, PsychInfo and Teacher Reference
Center.
        SEARCH             LITERATURE GOAL                            DESCRIPTORS
           1                                                Virtual Games and Science Education

                      Digital Games & Digital Simulations   Virtual simulation Games and Science
                                                                          Education

                                                             Modified to include third Descriptor
                                                                         High School


          2                                                  Technology and 21st Century Skills
                              21ST   Century Skills
                                                                Partnership for 21st Century
                                                                           Skills
          3                                                 Virtual Games and Science Education
                                                                     and Cognitive Skills
                                Cognitive Skills
                                                               Virtual simulation and Science
                                                               Education and Cognitive Skills

                                                            Modified to include third Descriptor
                                                            High School or Learning or Learning
                                                              Theories or Instructional Games
Instruction should include four elements:

(1) Instruction must be designed to support specific instructional
objectives, which are determined by job requirements.

(2) Instruction must include the opportunity for a learner to interact
with the instructional content in a meaningful way.

(3) The student's performance must be assessed to determine if he
or she has learned what was intended.

 (4) Finally, the results of the assessment must be presented to the
student in a relevant and timely manner to either reinforce correct
actions or to provide remediation for incorrect actions.

If these four elements are not present, we are not dealing with
instruction (Hays, 2005).
Games from Nobelprize.org

Name of Game                  Nobel Prize in Physiology or

                              Medicine
                              1930 Nobel Prize for the discovery of human blood groups.
Blood Typing
                              The 2001 Nobel Prize for discoveries concerning the control
Control of the Cell cycle     of the cell cycle.


                              The 1923 Nobel Prize for the discovery of the hormone
Diabetes and Insulin          insulin. The discovery made it possible to treat people
                              suffering from diabetes.


                              Information not provided.
DNA-RNA-Protein
                              The 1962 Nobel Prize awarded for the discovery of the
DNA The Double Helix          molecular structure of DNA – the double helix.


                              The 1961 Nobel Prize awarded for the discovery of how
Ear Pages                     sound is analyzed and communicated in the cochlea in the
                              inner ear.


                              The 1924 Nobel Prize was awarded for the discovery of the
ECG/Electrocardiogram         electrocardiogram, ECG.


                              The 1908 Nobel Prize awarded for identifying certain body
Immune System                 cells engulfing bacteria and for work on trying to explain
                              how antibodies are formed in the body.
The Nobel Prizes in Physiology or Medicine have
Immune Responses              rewarded several achievements that helped to reveal
                              the mysterious complexities of the immune system.

                              The 1902 Nobel Prize awarded for the discovery of the 1907
Malaria                       causing malaria and the 1907 Nobel Prize for finding the parasite
                              in human blood.

                              The 2003 Nobel Prize awarded for discoveries concerning MRI -
MRI                           magnetic resonance imaging.

                              The Nobel Prizes in Physiology or Medicine have rewarded
Nerve Signaling               several achievements that helped to reveal the mysterious
                              complexities of the nervous system.


                              The 1904 Nobel Prize explores the scientific achievements of
Pavlov’s Dog                  Ivan Pavlov, awarded with for his pioneering studies of how the
                              digestive system works.


                              The 1981 Nobel Prize awarded for discoveries in the 1960s
Split Brain Experiments       concerning differences in the right and left brain hemispheres.



                              The 1974 Nobel Laureates in Physiology or Medicine developed
The Cell and its Organelles   methods that made it possible to see and identify organelles, the
                              specialized compartments inside all our cells.


                              The 1968 Nobel Prize for work on the genetic code and its role in
The Genetic Code              protein production.

                              The 1905 Nobel Prize awarded for investigations and discoveries
Tuberculosis                  concerning the disease tuberculosis, or "TB".



                              The 1929 Nobel Prize awarded for pointing out a substance in
VitaminB1                     rice skin, which was later discovered to be vitamin B1.
The Nobel Prize in Physiology or
              Medicine 1930
             Karl Landsteiner
“for his discovery of human blood groups".




         Photos: Copyright © The Nobel Foundation

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Geraldine shikora power point

  • 1. Digital Educational Games: Just For Fun or Cognitive Learning Tools? G E RALDINE S H I KORA C I T Y U N I V E R S I T Y O F N E W YO R K AT QUEENS COLLEGE PROFESSOR MURFIN S E YS 7 7 7 DECEMBER 11, 2012 G S HIKORA@GMAIL.COM
  • 2. The research in this project will serve a twofold purpose: • It will provide a literature review of the significance of incorporating digital games and digital simulation games, as educational teaching tools into the science classroom. • It will provide the theoretical framework for an action research study to investigate the use of a specific web based game, The Blood Typing Game, as a teaching tool.
  • 3. Questions for Investigation . • Can educational digital games and digital simulations be incorporated into a lesson, as useful teaching tools, when teaching science content? • Can these tools be useful for teaching 21st Century skills in the science classroom? • Does playing such educational digital games and digital simulations foster the cognitive skills students need in an inquiry based science classroom?
  • 4.
  • 5. Conclusions from Literature Search on the Blood Typing Game
  • 6. Conclusions from Literature Search on the Digital Games & Digital Simulations
  • 7. Digital Natives & 21st Century Learning Skills T O C A P T I VAT E T H E AT T E N T I O N , M O T I VAT E A N D E D U C AT E T H E S E D I G I TA L N AT I V E S W E M U S T C O M M U N I C AT E W I T H T H E M I N T H E I R O W N L A N G U A G E . ( P R E N S K Y, 2 0 0 5 ; S P I R E S , 2 0 0 8 ) PEOPLE ACQUIRE NEW KNOWLEDGE AN D THE C O M P L E X S K I L L S R E Q U I R E D O F G A M E P L AY W H I C H S U G G E S T S T H AT G A M I N G C O U L D H E L P S T R E N G T H E N O U R S Y S T E M O F E D U C AT I O N A N D P R E PA R E W O R K E R S F O R 2 1 S T C E N T U R Y J O B S . N O R T O N , & H AT H A W AY ( 2 0 1 2 ) ,
  • 8. Digital Games GAME “ A G A M E I S A N A R T I F I C I A L LY C O N S T R U C T E D , COMPETITIVE ACTIVITY WITH A SPECIFIC GOAL, A SET O F R U L E S A N D C O N S T R A I N T S T H AT I S L O C AT E D I N A S P E C I F I C C O N T E X T. ” H AY S ( 2 0 0 5 , P 1 5 ) D I G I TA L G A M E “ R E F E R S T O A N Y T Y P E O F G A M E P L AY E D O N L I N E , O N A COMPUTER, CONSOLE, OR VIA A HANDHELD DEVICE” (SARDONE & DEVLIN-SCHERER,2009,P48)
  • 9. Digital Simulations T H E D E F I N I T I O N O F S C I E N C E - S I M U L AT I O N S O F T W A R E C A N B E D I V I D E D I N T O T W O C AT E G O R I E S : V I R T U A L L A B O R AT O R I E S & S I M U L AT I O N S O F S C I E N T I F I C P H E N O M E N A . SCALISE, TIMMS, MOORJANI, CLARK, HOLTERMANN, & IRVIN (2011)
  • 10. Science Literacy and the Science Classroom • It is essential to engage and enable students to act as real –world scientists do, by giving them the opportunity to learn technological skills. • It is the ultimate mission of the educator to provide a learning environment which allows students to feel like scientists and to learn by doing(Gabric et al., 2005) • In designing and managing the learning, environment, teachers must make available science tools, materials media and technological resources to their students. (Olson & Loucks- Horsley, 2000)
  • 11. What should teachers look for when selecting a digital game as a teaching tool? • CONTENT WHICH ALIGNS WITH THE CURRICULUM • COGNITIVE SKILL BUILDING THEORIES WHICH SUPPORT THE UTILIZATION OF SUCH DIGITAL GAMES AND DIGITAL SIMULATIONS IN THE CLASSROOM. • GAME DESIGN
  • 12. Game Design Formal methods are employed by game designers when planning the content and features of a game. The ultimate objective of game design is to produce an immersive and entertaining game (Gunter, Kenny, & Vick, 2008).
  • 13. Game Design Models Game Design Model Author(Year) Relevance Embedding Translation Adaptation Immersion & Gunter, Kenny, & Vick, ( 2008) Naturalization (RETAIN) model An Action Plan: Design Principles Framework for Simulations and Scalise, Timms, Moorjani, Clark, Virtual Laboratories Holtermann, & Irvin (2011) Computer Games and Literacy Integrated with Content Norton & Hathaway (2012) Knowledge, (CLICK) is a model which emphasizes game play, complex text and game design to promote student learning Ak, (2012) develops an educational game design model which Ak (2012) consists of learning inputs, game cycles and learning outcomes to determine what aspects of games make them effective learning tools. Ak synthesizes his model by combining the Input- Process- Outcome structure designed by Garris, Ahlers, and Driskell, (2012) with the elements of Kolb’s Experiential Learning Cycle (Kolb, Boyatzis, & Mainemelis, 1999) Paras and Bizzocchi (2005) explain how games can act as effective Paras and Bizzocchi (2005) learning environments by creating a model which integrates game, motivation and effective learning into the educational game design.
  • 15. Conclusion Educators of the 21st Century can now ease their concerns because students are having fun while receiving a quality educational experience.
  • 16. Handouts The following slides will serve as supplemental handouts to the presentation. They are not intended to be part of the PowerPoint presentation.
  • 17. This first part of this literature review will define and discuss the implementation of such digital games in the science classroom: • Provide definitions of digital games and digital simulation games. • Discuss science literacy in the science classroom. • 21st century learning skills. • Cognitive skill building theories which support the utilization of such digital games and digital simulations in the classroom. • The design of such games. • Limitations of their implementation.
  • 18. The second part of this study will be an action research study which will investigate the use of The Blood Typing Game, a Web-Based Educational simulation game found on the Nobelprize.org website, in a high school Living Environment educational setting. • The Blood Typing Game-Literature Search • Nobelprize.org • The Blood Typing Game-Historical background. • The Blood Typing Game –Playing the Game.
  • 19. Methods used for The Blood Typing Game-Literature Search The following databases from the Queens College Library were utilized; ERIC, Google Scholar, PsychInfo and Teacher Reference Center. SEARCH LITERATURE GOAL DESCRIPTORS RESULTS 1 Any games from nobel.org Virtual and simulations and Nobel Prize, Lennon, 2010/ & Virtual and games and Nobel Prize. Article on The Blood Typing Game Nobleprize.Org Immune System EXPANDED TO INCLUDE 3RD game. DESCRIPTOR Nobelprize.org, high school education, science education, and virtual technology The Blood Typing Game Digital games and blood typing Sardone, 2009 & 2 Sardone, 2010 MODIFIED SEARCH The descriptor blood typing was replaced Both articles include The Blood with the descriptors blood, blood groups, Typing Game as part of reference list and blood transfusions. with minimal discussion. The Blood Typing Game Nobel Prize and educational games and No Results 3 & blood typing. Teaching Blood Groups MODIFIED SEARCH Repeated using the descriptors games and blood groups, games and blood transfusions, games and blood, games and the circulatory system. and education. 4 The Blood Typing Game Producers of the game, Lina Goransson, No Results & Mirek Labedzki and Karin Svaholm were searched. The Designer of the Game MODIFIED SEARCH Lina Goransson and the Blood Typing Game and Nobel Prize MODIFIED SEARCH 2012 best game category by Swedish learning Awards and Blood typing
  • 20. Methods used for Literature Search on Digital Games & Digital Simulations The following databases from the Queens College Library were utilized; ERIC, Google Scholar, PsychInfo and Teacher Reference Center. SEARCH LITERATURE GOAL DESCRIPTORS 1 Virtual Games and Science Education Digital Games & Digital Simulations Virtual simulation Games and Science Education Modified to include third Descriptor High School 2 Technology and 21st Century Skills 21ST Century Skills Partnership for 21st Century Skills 3 Virtual Games and Science Education and Cognitive Skills Cognitive Skills Virtual simulation and Science Education and Cognitive Skills Modified to include third Descriptor High School or Learning or Learning Theories or Instructional Games
  • 21. Instruction should include four elements: (1) Instruction must be designed to support specific instructional objectives, which are determined by job requirements. (2) Instruction must include the opportunity for a learner to interact with the instructional content in a meaningful way. (3) The student's performance must be assessed to determine if he or she has learned what was intended. (4) Finally, the results of the assessment must be presented to the student in a relevant and timely manner to either reinforce correct actions or to provide remediation for incorrect actions. If these four elements are not present, we are not dealing with instruction (Hays, 2005).
  • 22. Games from Nobelprize.org Name of Game Nobel Prize in Physiology or Medicine 1930 Nobel Prize for the discovery of human blood groups. Blood Typing The 2001 Nobel Prize for discoveries concerning the control Control of the Cell cycle of the cell cycle. The 1923 Nobel Prize for the discovery of the hormone Diabetes and Insulin insulin. The discovery made it possible to treat people suffering from diabetes. Information not provided. DNA-RNA-Protein The 1962 Nobel Prize awarded for the discovery of the DNA The Double Helix molecular structure of DNA – the double helix. The 1961 Nobel Prize awarded for the discovery of how Ear Pages sound is analyzed and communicated in the cochlea in the inner ear. The 1924 Nobel Prize was awarded for the discovery of the ECG/Electrocardiogram electrocardiogram, ECG. The 1908 Nobel Prize awarded for identifying certain body Immune System cells engulfing bacteria and for work on trying to explain how antibodies are formed in the body.
  • 23. The Nobel Prizes in Physiology or Medicine have Immune Responses rewarded several achievements that helped to reveal the mysterious complexities of the immune system. The 1902 Nobel Prize awarded for the discovery of the 1907 Malaria causing malaria and the 1907 Nobel Prize for finding the parasite in human blood. The 2003 Nobel Prize awarded for discoveries concerning MRI - MRI magnetic resonance imaging. The Nobel Prizes in Physiology or Medicine have rewarded Nerve Signaling several achievements that helped to reveal the mysterious complexities of the nervous system. The 1904 Nobel Prize explores the scientific achievements of Pavlov’s Dog Ivan Pavlov, awarded with for his pioneering studies of how the digestive system works. The 1981 Nobel Prize awarded for discoveries in the 1960s Split Brain Experiments concerning differences in the right and left brain hemispheres. The 1974 Nobel Laureates in Physiology or Medicine developed The Cell and its Organelles methods that made it possible to see and identify organelles, the specialized compartments inside all our cells. The 1968 Nobel Prize for work on the genetic code and its role in The Genetic Code protein production. The 1905 Nobel Prize awarded for investigations and discoveries Tuberculosis concerning the disease tuberculosis, or "TB". The 1929 Nobel Prize awarded for pointing out a substance in VitaminB1 rice skin, which was later discovered to be vitamin B1.
  • 24. The Nobel Prize in Physiology or Medicine 1930 Karl Landsteiner “for his discovery of human blood groups". Photos: Copyright © The Nobel Foundation