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Dr. Leigh Zeitz
University of Northern Iowa
zeitz@uni.edu
Drzreflects.com
 What is it?
 Who does it?
 Does it make a difference?
 Things to consider
thefuntheory.comTinyurl.com/UNIbottlebank
 Rule-based
 Variable and QuantifiableOutcome
 Diff Outcomes = Diff Points
 Player works to control outcome
 Game provides timely feedback
 Player cares about the outcome
 Mastery = Leveling up
Xperience Points Leveling Up
united.com
games Gaming
tinyurl.com/TheMathBlaster
An organized social
system using positive
and negative
feedback to direct a
player towards a
desired goal.
microsoft
An organized social
system using positive
and negative
feedback to direct a
learner towards a
desired goal.
iclipart.com
 Optimal Experiences
 Clear Goals
 Immediate Feedback
 Challenges/Skills Balance
 Action/Awareness Align
 No Distractions
 Failure Not a Problem
 Activity is its Own Reward
Mihaly Csikszentmihalyi
 Trends in Serious Gaming for Education
 Young et al (2012)
 Reviewed 300+ articles
 Math
 Science
 Language Learning
 History
 Inconclusive findings
 Mixed results
 Gamers more engaged
 Useful in achieving deeper learning
 More successful when learning and gaming
objectives aligned
 Language acquisition, composition, language
arts
 Games as learner-centered environments
 Immersive experiences
 Kindergarteners learned language faster than
control group
 Language pedagogy more aligned with gaming
 History-based video games engaging
 Useful in middle school economics
 Useful to integrate SimCity, Age of Empires
and Civilization into history curriculum
 Instead of requiring outside reading, include
the content in the gaming situation
 Transfer requires reflection
 Difficulty level needs to align with skill level
 Poor design can’t be hidden in game world
 Boys communicated about the game
 Girls communicated more generally
 Instructor must scaffold as necessary
 Can gaming be useful in the classroom?
 Is it worth the time?
 What does gaming teach besides content?
 What’s cheating?
 What is the diff btwn Gamification and Game-
based Learning?
If we teach today
as we taught yesterday,
we rob our children of their tomorrow.

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Gaming to Learn: Research Meets Classroom Practice

  • 1. Dr. Leigh Zeitz University of Northern Iowa zeitz@uni.edu Drzreflects.com
  • 2.  What is it?  Who does it?  Does it make a difference?  Things to consider
  • 3.
  • 5.  Rule-based  Variable and QuantifiableOutcome  Diff Outcomes = Diff Points  Player works to control outcome  Game provides timely feedback  Player cares about the outcome  Mastery = Leveling up
  • 9.
  • 10. An organized social system using positive and negative feedback to direct a player towards a desired goal. microsoft
  • 11. An organized social system using positive and negative feedback to direct a learner towards a desired goal. iclipart.com
  • 12.
  • 13.
  • 14.  Optimal Experiences  Clear Goals  Immediate Feedback  Challenges/Skills Balance  Action/Awareness Align  No Distractions  Failure Not a Problem  Activity is its Own Reward Mihaly Csikszentmihalyi
  • 15.
  • 16.
  • 17.  Trends in Serious Gaming for Education  Young et al (2012)  Reviewed 300+ articles  Math  Science  Language Learning  History
  • 18.  Inconclusive findings  Mixed results  Gamers more engaged  Useful in achieving deeper learning  More successful when learning and gaming objectives aligned
  • 19.  Language acquisition, composition, language arts  Games as learner-centered environments  Immersive experiences  Kindergarteners learned language faster than control group  Language pedagogy more aligned with gaming
  • 20.  History-based video games engaging  Useful in middle school economics  Useful to integrate SimCity, Age of Empires and Civilization into history curriculum  Instead of requiring outside reading, include the content in the gaming situation
  • 21.  Transfer requires reflection  Difficulty level needs to align with skill level  Poor design can’t be hidden in game world  Boys communicated about the game  Girls communicated more generally  Instructor must scaffold as necessary
  • 22.  Can gaming be useful in the classroom?  Is it worth the time?  What does gaming teach besides content?  What’s cheating?  What is the diff btwn Gamification and Game- based Learning?
  • 23. If we teach today as we taught yesterday, we rob our children of their tomorrow.

Editor's Notes

  1. Math blasters, Oregon Trail, Number Munchers, Reader Rabbit, Where in the World is Carmen San Diego
  2. Regular sign-in
  3. Go to Adventures zeitz reg