Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education, including a large number of teachers who are using games like Minecraft and Civilizaton or gamifying their classroom to teach core concepts and develop 21st century skills. Attend this webinar to learn more about games and game techniques can be used in education.
-Explore the elements that make games good learning experiences
-Look at how off-the-shelf educational games can be used in the curriculum
-Learn how teachers are turning their classroom into a Multiplayer Classroom with storytelling and gamification
From a 5-20-13 webinar
1. Using Educational Games and Gamification
Andy Petroski
Director & Assistant Professor of Learning
Technologies
Harrisburg University of Science & Technology
2. Andy Petroski
Director of Learning Technologies
Assistant Professor of Learning
Technologies
Harrisburg University
@apetroski
LTMS
CAELT
Harrisburg
University
3. using educational games and gamification
Multiplayer Classroom
Using Games in the Curriculum
Game Elements
6. Game Mechanics Learning Principles
Rules Provide expectations
Goals & objectives Motivate by applying to real-life
situations
Feedback via ongoing scores, audio
& visual cues
Motivate by positive reinforcement
Conflict & crisis Provide scaffolding (increasing
difficulty)
Resolution Allows for reflection on outcome
games in education
7. (a) contextual bridging, (b) high time-on-task,
(c) motivation and goal orientation, even after failure,
(d) providing learners with cues, hints and partial
solutions to keep them progressing,
(e) personalization of learning, and
(f) infinite patience
game attributes & learning
11. types of games
Simple Games Simulated
Environments
Adventure
Worlds
• Primarily single player
• Drill and Practice
• Game show / TV show
themes
• Content driven
• Limited play time /
sessions
• Primarily single player
• Decision making
• Job / life themes
• Variable driven
• Moderate play time /
sessions
• Multiplayer
• Planning and decisions
• Fantasy themes
• Experience driven
• Expansive play time /
sessions
12. simple games Simple Games
• Primarily single player
• Drill and Practice
• Game show / TV show
themes
• Content driven
• Limited play time /
sessions
Examples
13. simple games
Benefits
• Lots of existing games & templates
• “Easy” to create
• Simple to implement
• Simple to play
• Targeted content
• Content can easily be changed /
adapted
Simple Games
• Primarily single player
• Drill and Practice
• Game show / TV show
themes
• Content driven
• Limited play time /
sessions
14. simple games Simple Games
• Primarily single player
• Drill and Practice
• Game show / TV show
themes
• Content driven
• Limited play time /
sessions
Creating
Evaluation
Analyzing
Applying
Understanding
Remembering
15. simple games
Limitations
• Memorization and identification
• Limited feedback
• Story and character is difficult to pull-
off
• Multiplayer is competition only
• Limited motivation over time
• Requires little teacher interaction
Simple Games
• Primarily single player
• Drill and Practice
• Game show / TV show
themes
• Content driven
• Limited play time /
sessions
17. simulated environments
Benefits
• Targeted content
• Multimodal interaction
• Story / path intensive
• Character driven
• Each play can be a different experience
• Requires teacher interaction
Simulated
Environments
• Primarily single player
• Decision making
• Job / life themes
• Variable driven
• Moderate play time /
sessions
19. simulated environments
Limitations
• Somewhat limited availability
• Difficult to create yourself (team)
• Cannot customize the experience
• Confined environment
• Multiplayer is primarily competition
• Takes time to play, including
orientation
Simulated
Environments
• Primarily single player
• Decision making
• Job / life themes
• Variable driven
• Moderate play time /
sessions
23. adventure worlds
Limitations
• Somewhat limited availability
• Very difficult to create yourself
• Takes time to play, including
orientation
• Play needs to occur over multiple
sessions
• Requires teacher interaction
• Themes may not relate to every
student
Adventure
Worlds
• Multiplayer
• Planning and decisions
• Fantasy themes
• Experience driven
• Expansive play time /
sessions
34. Marked Tree High School (Biology)
Before - December 2009,
62% of sophomores taking
Biology were passing with a
D or higher, 10% of whom
had an A or B.
After – December 2010,
98% of sophomores taking
Biology were passing with a
D or higher, 36% of whom
had an A or B.
End of quarter test 1 (9 weeks of
questing)
o 2009 – students were 29% proficient or
higher on the exam
o 2010 – 68% were proficient or advanced
End of quarter test 2
o 2009 – 31% proficient or advanced
o 2010 – 81% proficient or advanced
Advanced
o 2009 – 3% of students scoring advanced
o 2010 – 55% of students scoring
advanced
35. Velencia College: United States History to 1877
Increased engagement, but grades were only slightly
stronger
Students were more prepared for class
Level chart gave students their status in the class.
Previously, he believes most students didn’t know how
they were performing in the class – even some who were
passing choosing to withdrawal.
81% did a “B” or better in preparation. Historically, that’s
50%
36. Robert Louis Stevenson Middle School: General Math
Increased engagement in all activities
Less focus on the grade
After multiplayer classroom, 30% of students who had a
grade letter of C or below, had increased their grade to a
B or higher
39. resources
• EdWeb Game-Based Learning Community
• Digital Games in Schools Handbook
• Videogames in Education Webcast Segment
• Immune Attack
• DimensionM
• iCivics
• HotShot Business
• Jason Project
40. resources
• Is Minecraft the Ultimate Ed Tool?
• Minecraft.edu
• The Multiplayer Classroom Book
• Gamestar Mechanic
• Harrisburg University Gaming Academy
41. other opportunities
Future Webinars
Using iPads and Mobile Learning in the
Classroom
Tuesday, May 21 from 3:30 PM – 4:30 PM
Changing Education with Active Learning
Wednesday, May 22 from 3:30 PM – 4:30 PM
More info and free registration: bit.ly/17BgFgg
42. other opportunities
LTMS 603: Engaging with Learning Activities, Games & Simulations
Learn more:
• http://www.harrisburgu.edu/learningtechnologies
• apetroski@harrisburgu.edu
Attend in Harrisburg or Online!
43. other opportunities
Educators’ Technology Clinics
3 days, 3 days, 1 day
9 AM to 4 PM
Using Educational Games and Gamification
July 23, 24, 25; August 6, 7, 8; October 26
9 AM to 4 PM
Harrisburg
Learn more at www.EdTechClinics.net
Attend in Harrisburg