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What’s Happening In Education?
Educating the Whole Child § Healthy § Safe § Engaged § Supported § Challenged Social
Emotional Learning
(SEL)
What’s Happening In Education?
Pairs Pairs To Quads
Rotating Trios
RESPECT���RESPONSIBILITY���RELATIONSHIPS
The quality of students' relationships with teachers have the most direct and
significant effect on students' involvement in learning.
Full Value Contract ² Keep ourselves and other emotionally and physically safe.
² Act and speak in a way that puts others up, not down.
² Give speci;ic, honest, thoughtful feedback.
² Know when to let something go and move on.
Line up
Birthdate Height Hair Length Time Woke Up
Meet and Greet � What is your favorite game? Why?
� What does Engaged learning look like, sound like, feel like?
� What are the games your students play? Why do you think they play them so often?
Pairs
Quads
Eights
IMO - ���one of the worst things to say to a child…
Today’s Statistics § 1/2 billion people spend 1 hour/day gaming § People world-‐wide spend 3 billion hours per week gaming
§ By age of 21, the typical American has spent 10,000 hours playing games “parallel structure”
§ Pro-‐social results of gaming for up to 21 hours per week (MIT)
Popular Games
Jane McGonigal � The Game That Can
Give You Ten Extra Years of Life (start at 2:15)
� PhD – game developer for Institute for the Future
Technology is changing the way we think, learn, & communicate
“Why do we let people put the best of themselves into a
virtual world?” -‐ Jane McGonigal
Rapid Change in Eras
Gamification [n]: the use of game
design elements in non-game contexts
- The Gamification Infographic
What is a Game? Defining
Trait Purpose Importance
Voluntary Participation
Choice & Control
- Promotes safe, fun environment with challenges
Goal Explains outcome
- Provides Sense of Purpose - Focuses Attention
Rules Places limitations
- Unleashes Creativity - Fosters Strategic Thinking
Feedback Discloses proximity to goal
- Promises Achievability - Encourages Motivation
- Jane McGonigal
DEBRIEFING – a key learning component – Feedback - Social Interactions
- What helped us succeed? - What hindered our success? - What do we need to do differently next time?
- Academics - Where am I in terms of the goal? - What do I need to do to move toward goal?
What is a Game? - Jane McGonigal
Tying It All Together… – positive interdependence – individual and group accountability – promote interaction – appropriate use of social skills – group processing – participation
– goals – rules – feedback
3D Object
Jane McGonigal � Skills Students Are
Learning From Games
Appeal of Games: 1. Clear Goals & Objectives
2. Specific, Constructive Feedback
3. Failure is Low-Risk
4. Draw on Strength of Others
5. Incremental Learning & Cascading Information Theory
Appeal of Games: In the Classroom: Clear Goals & Objectives Give out rubrics before project
Specific, Constructive Feedback
Detailed conferencing Written feedback/rubric notes
Failure is Low-Risk Second chance learning Infinite play until mastery
Draw on Strength of Others Collaboration
Incremental Learning & Cascading Information Theory
Level “up” to unlock content Discover pockets of info Accumulate of points Play to avoid losing gains
Cognitive Benefits: Whole Child Benefits: Processing & Constructing of
Knowledge Engagement
Connecting, Transferring, Sharing Info Motivation
Better Retention of Information Collaboration
Systems-Thinking Work Ethic & Pride
Attention to Detail Resiliency
Freedom to Experiment; Risk-taking Sociability
Failure as Growth Evolution of Self
Multiple Approaches Relationship Management
Problem-Solving Creativity
Negotiation
Transference to Education
Tying It All Together… – positive interdependence – individual and group accountability – promote interaction – appropriate use of social skills – group processing – participation
– goals – rules – feedback
History of Gaming
Dice Games
Dice Games #1
1 – 1st person Singular 2 – 2nd person Singular 3 – 3rd person Singular 4 - 1st person Plural 5 – 2nd person Plural 6 – 3rd person Plural
#2
1 – Comer 2 – Playar 3 – Estar 4 – Preguntar 5 – Creer 6 – Cambiar
Dice Games
- Each person has one die. - Roundtable: Each person adds a sentence using the # or term he/she rolled on the die. - Topic for paragraph: Gaming
Clothespins
3 letter word = 1 point 4 letter word = 2 points 5 letter word = 3 points 6+ letter word = 4 points
TrainersWarehouse.com
Line Ups Strongly Disagree
Strongly Agree
Agree Disagree
Alphabet Games • Create a word • Identify part
of speech • Devise a
definition • Use it in a
sentence
Card Games
Analogies Simula'ons: analogies for real-‐world events
Play-doh
Drawing Games
!
Transference to Education
PLAY § Can I join you? § Can I save it? § Can I show you how?
High Tech vs. Low Tech www.education.mit.edu
The Education Arcade explores games that promote learning
through authentic and engaging play. TEA's research and
development projects focus both on the learning that naturally occurs in popular commercial games, and on the design of games that more vigorously address the educational
needs of players.
Work/Occupation Related Games § Med. Students: “ER: Code Red”
– As Dr, have to treat 35 cases § Doctors & Nurses: “Septris”
– Stanford: ID and manage outbreak § Global Issues: “Evoke”
– World Bank: solve social problems § Military: Skill training games
Lexica
Using Games in Education § Play a game to learn new content § Participate in simulations to test theories &
variables § Analyze points of view through characters’
actions § Document own learning through reflection § Research new content through creation of
another game - Klopfer, Osterweil, Groff, & Haas
Remember… § Use inconsequential competition
§ Target essential academic content
§ Debrief game & Review difficulties
§ Allow for students to re-process information and revise notes
- Robert Marzano
Jane McGonigal
� Massively Multi-player Thumbwrestling
!
References § Johnson, L., Adams, S., and Cummins, M. (2012).
The NMC Horizon Report: 2012 Higher Education Edition. Austin, Texas: The New Media Consortium.
§ Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). Using the Technology of Today, in the Classroom of Today. http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf
§ Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). Moving Learning Games Forward. http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
§ Marzano, R. (2010). Using Games to Enhance Student Achievement., Association for Supervision and Curriculum Development, Volume 67 (5), pp. 71-72. http://www.ascd.org/publications/educational-leadership/feb10/vol67/num05/Using-Games-to-Enhance-Student-Achievement.aspx
§ McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin, 2011. Print.
§ Puentadura, R. (2009, August 3). Game and Learn: An Introduction to Educational Gaming. http://hippasus.com/rrpweblog/archives/000039.html
§ The Gamification of Education infographic. https://www.knewton.com/gamification-education/