This document discusses serious games and the challenges of combining game design and didactic design. Serious games aim to educate rather than solely entertain. The challenge is developing an engaging game that also ensures the intended learning occurs. This requires multidisciplinary collaboration between game designers, subject matter experts, and instructional designers. Developing a shared language and frequent meetings are important. Serious games have potential applications for treating PTSD in soldiers by exposing them to trauma through games. Assessing learning in games requires new approaches compared to traditional methods.
Conceptual Limits of Games in Education Playful Learning Conference 2014David Richard Moore
Gameplay is essentially a conceptual activity. However, entertaining games use First Order Concepts while educational requires Second Order Concepts. The two are often incompatible and thus reveal the medium's limitations for educational use. Only by reconciling this incompatibility can games for education make progress.
Conceptual Limits of Games in Education Playful Learning Conference 2014David Richard Moore
Gameplay is essentially a conceptual activity. However, entertaining games use First Order Concepts while educational requires Second Order Concepts. The two are often incompatible and thus reveal the medium's limitations for educational use. Only by reconciling this incompatibility can games for education make progress.
Gamification Research: What the Numbers RevealKarl Kapp
Gamification is a hot topic, but where is the research to back up the use of gamification? Anyone interested in gamification for learning will be interested in seeing empirical results to be better informed about whether or not gamification is appropriate for their learning environment.
In this Slideshow, we look at material prepared for submission to a peer-reviewed journal, highlighting correlational results, retention, and memorization data, as well as usage data related to the gamification platform of Axonify.
These slides show correlation research related to gamification and highlights empirical results, linking gamification actions to retention and learning results. Data extracted from a database of over 250,000 users of a gamified platform is examined.
-How gamification impacts learner engagement
-How gamification provides learning retention results
-Correlations between learner engagement in a gamification platform and on-the-job performance
-How gamification statistics confirm the use of gamification for learning
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
What role should games, simulations and gamification play in learning design and delivery?
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
Games are fun, exciting and engaging but do they belong in the classroom? Can they actually be educational? There is evidence that students and trainees participating in simulation game learning experiences have higher declarative knowledge, procedural knowledge and retention of training material than those participating in more traditional learning experiences. But, what elements make games appropriate for learning and how can those elements be integrated into the classroom. In this webinar, Karl will share practical examples of how to apply game dynamics, or “gamification”, as part of your instructional tool kit helping you to engage students and create an active learning environment.
Steven Weitz and Mary Rasley - The Edugaming Framework: Keeping the Quiz out ...SeriousGamesAssoc
Presenters:
Steven Weitz, Assistant Professor or Media Arts, Lehigh Carbon Community College
Mary Rasley, Professor of CIS, Lehigh Carbon Community College
This presentation discusses the “Edugaming Framework” which takes educational concepts and creates games from them. The focus of this framework is in keep quizzing out of games, while ensuring that the content itself becomes the core gameplay element in a game.
Fitter Critters: Classroom Pilot of a Nutrition Education Game (Games for Hea...ferrarajc
Reviews a classroom pilot of Fitter Critters, a nutrition education game intended to combat childhood obesity. A study of children playing the game at a Massachusetts public school for a week found significant increases in self-efficacy and positive attitudes toward nutrition. Presented by John Ferrara, creative director at Megazoid Games, and Dr. Kristin Schneider, researcher at the University of Massachusetts Medical School.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
Projektet søger at skabe en større forståelse og udvikle handlingsrum i forhold til de studerendes udvikling af en professionsidentitet. Dette sker i forhold til de epistemiske baner, der skabes gennem de forskellige aktiviteter i studieaktivitetsmodellens spatiale organiseringer af læringsaktivitet. Det der er i fokus, er udviklingen af en forståelse af de spistemiske kulturer, der udfolder sig i de studerendes aktiviteter, såvel som i de hensigter, der ligger bag og udtrykkes gennem uddannelsernes planlagte aktiviteter. Der vil være fokus på, hvordan aktiviteten iscenesættes, og indgår i de studerendes forståelse. Det teoretiske afsæt er en tilpasset udvikling af Knorr Cetinas begrebssæt om epistemiske kulturer og epistemiske maskiner. I projektet afdækkes de forskellige professionsuddannelsers forståelses- og handlingsrum i indramning af studieaktivitetsmodellen med henblik på at skabe et videns- og muligt handlingsgrundlag for videre udvikling.
Gamification Research: What the Numbers RevealKarl Kapp
Gamification is a hot topic, but where is the research to back up the use of gamification? Anyone interested in gamification for learning will be interested in seeing empirical results to be better informed about whether or not gamification is appropriate for their learning environment.
In this Slideshow, we look at material prepared for submission to a peer-reviewed journal, highlighting correlational results, retention, and memorization data, as well as usage data related to the gamification platform of Axonify.
These slides show correlation research related to gamification and highlights empirical results, linking gamification actions to retention and learning results. Data extracted from a database of over 250,000 users of a gamified platform is examined.
-How gamification impacts learner engagement
-How gamification provides learning retention results
-Correlations between learner engagement in a gamification platform and on-the-job performance
-How gamification statistics confirm the use of gamification for learning
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
What role should games, simulations and gamification play in learning design and delivery?
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
Games are fun, exciting and engaging but do they belong in the classroom? Can they actually be educational? There is evidence that students and trainees participating in simulation game learning experiences have higher declarative knowledge, procedural knowledge and retention of training material than those participating in more traditional learning experiences. But, what elements make games appropriate for learning and how can those elements be integrated into the classroom. In this webinar, Karl will share practical examples of how to apply game dynamics, or “gamification”, as part of your instructional tool kit helping you to engage students and create an active learning environment.
Steven Weitz and Mary Rasley - The Edugaming Framework: Keeping the Quiz out ...SeriousGamesAssoc
Presenters:
Steven Weitz, Assistant Professor or Media Arts, Lehigh Carbon Community College
Mary Rasley, Professor of CIS, Lehigh Carbon Community College
This presentation discusses the “Edugaming Framework” which takes educational concepts and creates games from them. The focus of this framework is in keep quizzing out of games, while ensuring that the content itself becomes the core gameplay element in a game.
Fitter Critters: Classroom Pilot of a Nutrition Education Game (Games for Hea...ferrarajc
Reviews a classroom pilot of Fitter Critters, a nutrition education game intended to combat childhood obesity. A study of children playing the game at a Massachusetts public school for a week found significant increases in self-efficacy and positive attitudes toward nutrition. Presented by John Ferrara, creative director at Megazoid Games, and Dr. Kristin Schneider, researcher at the University of Massachusetts Medical School.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
Projektet søger at skabe en større forståelse og udvikle handlingsrum i forhold til de studerendes udvikling af en professionsidentitet. Dette sker i forhold til de epistemiske baner, der skabes gennem de forskellige aktiviteter i studieaktivitetsmodellens spatiale organiseringer af læringsaktivitet. Det der er i fokus, er udviklingen af en forståelse af de spistemiske kulturer, der udfolder sig i de studerendes aktiviteter, såvel som i de hensigter, der ligger bag og udtrykkes gennem uddannelsernes planlagte aktiviteter. Der vil være fokus på, hvordan aktiviteten iscenesættes, og indgår i de studerendes forståelse. Det teoretiske afsæt er en tilpasset udvikling af Knorr Cetinas begrebssæt om epistemiske kulturer og epistemiske maskiner. I projektet afdækkes de forskellige professionsuddannelsers forståelses- og handlingsrum i indramning af studieaktivitetsmodellen med henblik på at skabe et videns- og muligt handlingsgrundlag for videre udvikling.
My presentation on video games, problem solving, and the implications for school reform. Held at The International Benchmarking Conference held on March 2, 2012, in the Atrium Theatre at The Roblin Centre, Winnipeg Manitoba, Canada
This Workshop presented by Eric B. Bauman, PhD, RN & Lianne Stephenson, MD details how game-based learning can be sued to prepare your students for critical thinking in crisis management training in simulated environments.
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
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2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
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Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
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2. Whatarewetalkingabout
?
A serious game is a game in which education (in
its various forms) is the primary goal, rather than
entertainment. (Michael & Chen, 2006)
Games may be played seriously or casually. We
are concerned with serious games in the sense
that these games have an explicit and carefully
thought-out educational purpose and are not
intended to be played primarily for amusement.
This does not mean that serious games are not,
or should not be entertaining. (Abt, 1970/71)
3. A Paradox?
• No, all games areserious –
othervisetheyaredull and not games!
• But we do have a challenge!!
4. The Challenge!
Serious Games brings two disciplines and rationalities
into interaction:
• Didactic Design – Where the outcome is Learning
• Game Design – Where the outcome is Winning
• Didactic Design is basically about giving form to learning
– where gaming could be one of the means to achieve
learning
• Whereas Game design is about giving form to a game.
People do learn through gaming– but it is definitely not
the purpose/goal.
5. Traditional, Vocationalor
GBL Traditional Hands-on Learning GBL
Training
Price x (x)
Standardised– easy x x
to evaluate
Engaging x x
Adaptive x x
Instant Feedback x x
Transfer x (x)
Learner as subject (x) x
Authentic x (x)
6. MULTI DISCIPLINARITY
• To solve this challenge. On the one hand to develop an
engaging motivating game design and on he other hand
to ensure that the intended learning happens – NOT
CROSS – BUT MULTI DISCIPLINARITY IS A MUST
• If it is a bad game design no one will use the game – or
the players will try to transform the non-game into a
game
• If it is a bad didactic design people will learn – but
probably something else
• .
7. So Unite
• Game Designers – The wholecrowd
• Didactic Designers – SME’s,
Instructional Designers and
Interaction Designers
• Worktogetherdevelop a language and
concepts
• Meetings
11. Games and Soldiers
• It is good for them:
• 3-4 hours of video gaming daily proved across a large
sample survey of the Army stationed in Afghanistan to
provide the best protection against PTSD, depression,
family violence and suicidal ideation. The only activity
that provided more mental resilience was 5-6 hours of
physical training daily; 3-4 hours of video gaming beat
reading, music, general Internet/social
networking, and physical training up to 5 hours/day.
• However, more than 4 hours of gaming showed
dangerous declines in mental resilience 7-8 hours a
day or more, as bad as no gaming-- and no gaming
was very bad.
12. But War is not Good for
Them
• PTSD (PostTraumatic Stress
Disorder)
• Growing Problem
• Treatment – various forms such as
exposure therapy (ET)
13. MultiDisciplinarity
• Apex - Game Developers
• Serious Games Interactive (SGI)
• Falck A/S
• Shelterland
• PhotobiaApS
• Siemens Healthcare
• The Central Association of Permanent
Defense Personnel (CS)
14. • Region HovedstadensPsykiatri,
• The Danish Research Unit of
Psychological Trauma
• DI - Confederation of Danish Industry
• The IT University
• Knowledge Lab
15. OngoingProcess
• What is PTSD
• What makes it happen
• How do we cope with it
• Integration in Game & Didactic
Design
• To develop new practises
16. Game Design
• Goals
• Rules
• Feedback
• Authentic
• A Strong”Gameplay”
(anotherstrangeword)
17. Comming Up..
• AffectiveGaming - &Learning
• AugmentedGaming - &Learning
Nacke, L.E., Kalyn, M., Lough, C., Mandryk, R.L. (2011). Biofeedback Game Design:
UsingDirect and IndirectPhysiologicalControl to Enhance Game Interaction. In Proceedings
of CHI 2011, Vancouver, BC, Canada
18. Situated learning – Multi
Modal
I hear, I know
Deeper
Auditory Learning
Visual
Kinaesthetic
I see, I remember I do, I understand
21. Assessingvs GBL
1990ies
Performance Assessment
in vivo fx Portfolio
Does 70ies:
1970ies-80ies Performance
assessment
Shows How in vitro (OSCE)
Knows how 1960ies:
Written complex
simulations
Knows
22. Assessingvs GBL
“Generic Competences
Does - How we cope if things turn out differently”
Shows
How
Knows How
Knows
24. References
Abt, C.C. (1970/71). Serious Games. N.Y.,VikingPress
Egenfeldt-Nielsen, S. (2007). Third Generation Educational Use of Computer Games. Journal of Educational Multimedia and Hypermedia. v16,3.
Fullerton, T., Swain, C., Hoffman, S.(2008). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. Amsterdam: Elsevier Morgan Kaufmann, 2008.
Gale,K, et al (2002): TriadicAssessment, Assessment&Evaluation in HigherEducation, 27:6, 557-567
Klopfer, E., K. Squire, and H. Jenkin. n.d. Environmentaldetectives:The development of an augmented reality platform for environmentalsimulations. Los Alamitos, CA: IEEE
Computer Society Publications.
Logan, K.,R.(2001).The SixthLanguage: Learning a Living in the Internet Age”
McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World . PenguinPress.
Michael, D., &Chen, S. (2006). Serious games: Games thateducate, train and inform. Thomson: Boston, MA
Miller GE.(1990) The assessment of clinical skills/competence/performance. Academic Medicine (Supplement); 65: S63-S7.
Nacke, L.E., Kalyn, M., Lough, C., Mandryk, R.L. (2011). Biofeedback Game Design: UsingDirect and IndirectPhysiologicalControl to Enhance Game Interaction. In Proceedings
of CHI 2011, Vancouver, BC, Canada
Van der Vleuten, C. P. M., & D. Swanson, D. (1990). Assessment of Clinical Skills With Standardized Patients: State of the Art. Teaching and Learning in Medicine, 2(2), 58 - 76.
Van derVleuten, C. P. M., &Newble, D. I. (1995). How can we test clinical reasoning? The Lancet, 345, 1032-1034.
Van der Vleuten, C. P. M., Norman, G. R., & De Graaff, E. (1991). Pitfalls in the pursuit of objectivity: Issues of reliability. Medical Education, 25, 110-118.
Van der Vleuten, C. P. M., & Schuwirth, L. W. T. (2005). Assessment of professional competence: from methods to programmes. Medical Education, 39, 309-317.
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MHPE Lessons learned in Assesment.ppt