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READY TO PLAY?
SHALL WE PLAY A GAME?


      NO SERIOUSLY…..
Overview
• What is Game Based Learning?

• What are Serious Games

• What about COTS – Commercial Off the Shelf
  Games
Participatory Culture

  Game Based Learning
AVATARS, ALTS, TOONS



    And the
  WORLDS they
     live in
Big “G” Games
G Factors
•   Collective Intelligence
•   Gamification
•   Smart Tools
•   Convergence
•   Distributed Intelligence
•   Constant Assessment
The New Literacies
• Play — the capacity to experiment with one’s surroundings
  as a form of problem-solving

• Performance — the ability to adopt alternative identities
  for the purpose of improvisation and discovery

• Simulation — the ability to interpret and construct dynamic
  models of real-world processes

• Appropriation — the ability to meaningfully sample and
  remix media content
The New Literacies
• Multitasking — the ability to scan one’s environment
  and shift focus as needed to salient details.

• Distributed Cognition — the ability to interact
  meaningfully with tools that expand mental capacities

• Collective Intelligence — the ability to pool knowledge
  and compare notes with others toward a common goal

• Judgment — the ability to evaluate the reliability and
  credibility of different information sources
The New Literacies
• Transmedia Navigation — the ability to follow the
  flow of stories and information across multiple
  modalities

• Networking — the ability to search for,
  synthesize, and disseminate information

• Negotiation — the ability to travel across diverse
  communities, discerning and respecting multiple
  perspectives, and grasping and following
  alternative norms.
Source: http://www.digitallearning.macfound.org/atf/cf/%7B7E45C7E0-A3E0-4B89-AC9C-E807E1B0AE4E
                                                                 %7D/JENKINS_WHITE_PAPER.PDF
Or as Michigan State puts it…




                                       Source:
                   http://seriousgames.msu.edu/
Game Genres
• Mini games:
   – Small, easy-to-access game built to be simple and
     addictive, which often focuses on mastering an action
     and can provide awareness of more complicated
     issues.


• Interactive metrics:
   – Simulation in which students typically try to impact
     critical metrics by allocating resources along
     competing categories and getting feedback of their
     decisions through graphs and charts.
Game Genres
• Frame games:
  – Students engage familiar games and puzzles such
    as Wheel of Fortune®, solitaire, or memory, with
    important pieces of awareness or task-based
    content replacing trivia or icons.

• Branching story:
  – Simulation in which students make a series of
    decisions via a multiple choice interface to
    progress through and impact an event.
Game Genres
• Practice ware:
  – Real-time, often 3D sims that encourages
    participants to repeat actions in high fidelity
    situations until the skills become natural in the
    real-world counterpart

• Virtual product or virtual lab :
  – A series of challenges/puzzles to be solved using
    on-screen representations of real-world objects
    and software.
Additional Genres
COTS
Commercial Off the Shelf
Console Games
•   Portal
•   Skyrim
•   Assassin's Creed
•   Others
Cognitive Dissonance
MMORPGs
•   WoW
•   Minecraft
•   TERAOnline
•   EVEOnline
•   Club Penguin
•   Poptropica
•   Others
MMORPG
• Massively Multi-player Online Role-Playing
  Game

• End Content requires cooperative groups
  known as guilds

• World of Warcraft, Guild Wars II, and League
  of Legends
Virtual Worlds
    Immersive Online Environments that
     allow individuals to interact in each
          other and environment.

              Accessible 24 / 7

                 Metaverse
Naming Your Avatar
Virtual World
•   Synchronous world
•   Persistent network of people
•   Avatar representation
•   Facilitate by networked computers
•   Definition by Mark Bell
November 2 & 3
Sandbox Genre
• Open world
• Video game where the player is given
  considerable amount of freedom
• Allows for Content Creation
• Minecraft
Mobile Games
• Mobile Apps
• Alternate Reality Games
• Location Based Games
Vocabulary
• Simulation v. Game



• Engagement v. Fun
How can I use Games?
Before using Games
• Determine what your objectives are.

• Determine simulation requirements and
  reasonable computer capacity.
  – This will determine if students will encounter
    simulation in class / on campus or off campus
Before using Games
• Use the simulation yourself
  – Student’s will expect that you have done this and
    can solve any of their problems
Before Games
• Develop grading and task rubric
  – Student’s will want clear goals and objectives
     • Pre-survey
     • Actual task
     • Discussion
Before using Games
• Assign task with realistic timeframe
  – If simulation is too large, cut it down


• Request feedback / post survey
  – Student’s want to know that you are doing this for
    a reason
  – Survey’s allow students to vent and point out
    issues and areas for improvement
Using Games
1. Ice breakers
  – Utilize serious games/ simulations to introduce
    class to new topics and stimulate discussion


2. Projects
  – Group or individual work
  – Use to reinforce class concepts and assess
    mastery
Using Games
3. Competitions
  – Break students into groups and have them
    compete for prizes / extra credit

  – Set up a computer lab for real time competition/
    tournaments. ****

  – Show screen on SmartBoard, so teams can share
    tactics/ learn new methods. *****
Place
• On the SmartBoard before class

• On the SmartBoard during class

• In computer classroom

• Computer Commons

• Student’s personal Computers
Big “G” Games
G Factors
•   Collective Intelligence
•   Gamification
•   Smart Tools
•   Convergence
•   Distributed Intelligence
•   Constant Assessment
Games for You to Test
REST OF THE WEEK
• Play one or all of the games
  – Post Finding in Discussion Forum
  – Screenshot
  – Link up and place it in Diigo
  – Tweet it out
REST OF THE WEEK
• Google Doc

  – Add a game
  – In 25 – 50 words tell us about it
  – Would you use it?
  – Why? Why not?
  – Found something better? Share the link!
Wednesday – 7 pm MST
• TWEETCHAT

  – 60 minutes of twitter discussion
  – Start with quick intro
  – Then 4 questions
  – #gamemooc
Thursday – 6 pm MST
• Broadcast over Games MOOC YouTube
• Discussion of Games Based Research and how
  to use Game Based Learning!
  – Hannah Geber and Sandy Abrams

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Intro to Games Based Learning - Week 1

  • 2.
  • 3. SHALL WE PLAY A GAME? NO SERIOUSLY…..
  • 4.
  • 5. Overview • What is Game Based Learning? • What are Serious Games • What about COTS – Commercial Off the Shelf Games
  • 6. Participatory Culture Game Based Learning
  • 7.
  • 8. AVATARS, ALTS, TOONS And the WORLDS they live in
  • 10. G Factors • Collective Intelligence • Gamification • Smart Tools • Convergence • Distributed Intelligence • Constant Assessment
  • 11. The New Literacies • Play — the capacity to experiment with one’s surroundings as a form of problem-solving • Performance — the ability to adopt alternative identities for the purpose of improvisation and discovery • Simulation — the ability to interpret and construct dynamic models of real-world processes • Appropriation — the ability to meaningfully sample and remix media content
  • 12. The New Literacies • Multitasking — the ability to scan one’s environment and shift focus as needed to salient details. • Distributed Cognition — the ability to interact meaningfully with tools that expand mental capacities • Collective Intelligence — the ability to pool knowledge and compare notes with others toward a common goal • Judgment — the ability to evaluate the reliability and credibility of different information sources
  • 13. The New Literacies • Transmedia Navigation — the ability to follow the flow of stories and information across multiple modalities • Networking — the ability to search for, synthesize, and disseminate information • Negotiation — the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms. Source: http://www.digitallearning.macfound.org/atf/cf/%7B7E45C7E0-A3E0-4B89-AC9C-E807E1B0AE4E %7D/JENKINS_WHITE_PAPER.PDF
  • 14. Or as Michigan State puts it… Source: http://seriousgames.msu.edu/
  • 15. Game Genres • Mini games: – Small, easy-to-access game built to be simple and addictive, which often focuses on mastering an action and can provide awareness of more complicated issues. • Interactive metrics: – Simulation in which students typically try to impact critical metrics by allocating resources along competing categories and getting feedback of their decisions through graphs and charts.
  • 16. Game Genres • Frame games: – Students engage familiar games and puzzles such as Wheel of Fortune®, solitaire, or memory, with important pieces of awareness or task-based content replacing trivia or icons. • Branching story: – Simulation in which students make a series of decisions via a multiple choice interface to progress through and impact an event.
  • 17. Game Genres • Practice ware: – Real-time, often 3D sims that encourages participants to repeat actions in high fidelity situations until the skills become natural in the real-world counterpart • Virtual product or virtual lab : – A series of challenges/puzzles to be solved using on-screen representations of real-world objects and software.
  • 19.
  • 21. Console Games • Portal • Skyrim • Assassin's Creed • Others
  • 23. MMORPGs • WoW • Minecraft • TERAOnline • EVEOnline • Club Penguin • Poptropica • Others
  • 24. MMORPG • Massively Multi-player Online Role-Playing Game • End Content requires cooperative groups known as guilds • World of Warcraft, Guild Wars II, and League of Legends
  • 25.
  • 26. Virtual Worlds Immersive Online Environments that allow individuals to interact in each other and environment. Accessible 24 / 7 Metaverse
  • 28.
  • 29. Virtual World • Synchronous world • Persistent network of people • Avatar representation • Facilitate by networked computers • Definition by Mark Bell
  • 31. Sandbox Genre • Open world • Video game where the player is given considerable amount of freedom • Allows for Content Creation • Minecraft
  • 32. Mobile Games • Mobile Apps • Alternate Reality Games • Location Based Games
  • 33. Vocabulary • Simulation v. Game • Engagement v. Fun
  • 34. How can I use Games?
  • 35. Before using Games • Determine what your objectives are. • Determine simulation requirements and reasonable computer capacity. – This will determine if students will encounter simulation in class / on campus or off campus
  • 36. Before using Games • Use the simulation yourself – Student’s will expect that you have done this and can solve any of their problems
  • 37. Before Games • Develop grading and task rubric – Student’s will want clear goals and objectives • Pre-survey • Actual task • Discussion
  • 38. Before using Games • Assign task with realistic timeframe – If simulation is too large, cut it down • Request feedback / post survey – Student’s want to know that you are doing this for a reason – Survey’s allow students to vent and point out issues and areas for improvement
  • 39. Using Games 1. Ice breakers – Utilize serious games/ simulations to introduce class to new topics and stimulate discussion 2. Projects – Group or individual work – Use to reinforce class concepts and assess mastery
  • 40. Using Games 3. Competitions – Break students into groups and have them compete for prizes / extra credit – Set up a computer lab for real time competition/ tournaments. **** – Show screen on SmartBoard, so teams can share tactics/ learn new methods. *****
  • 41.
  • 42. Place • On the SmartBoard before class • On the SmartBoard during class • In computer classroom • Computer Commons • Student’s personal Computers
  • 44. G Factors • Collective Intelligence • Gamification • Smart Tools • Convergence • Distributed Intelligence • Constant Assessment
  • 45.
  • 46. Games for You to Test
  • 47.
  • 48. REST OF THE WEEK • Play one or all of the games – Post Finding in Discussion Forum – Screenshot – Link up and place it in Diigo – Tweet it out
  • 49. REST OF THE WEEK • Google Doc – Add a game – In 25 – 50 words tell us about it – Would you use it? – Why? Why not? – Found something better? Share the link!
  • 50. Wednesday – 7 pm MST • TWEETCHAT – 60 minutes of twitter discussion – Start with quick intro – Then 4 questions – #gamemooc
  • 51. Thursday – 6 pm MST • Broadcast over Games MOOC YouTube • Discussion of Games Based Research and how to use Game Based Learning! – Hannah Geber and Sandy Abrams