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Gaming and Media Design for Learning
Topic : Gaming in Education
Ryan Schaaf
Assistant Professor of Technology, College of Notre Dame of Maryland
Graduate Faculty, Johns Hopkins University SOE
893.628.61
What is Digital Game-Based Learning?
Digital game-based learning (DGBL) is an instructional method that incorporates educational content or learning principles into video games with the goal of engaging learners. Applications of digital game-based learning draw upon the constructivist theory of education. http://www.learnnc.org/lp/pages/4970
Discussion Questions
What would be the benefits of incorporating digital games into the classroom?
First, think as a student. Why would it be cool?
Next, think as a teacher. Why would it be an effective learning strategy?
Finally, if you were a teacher, how would you defend its use with parents and/or administrators?
The Attraction of DGBL • mirrors how humans think and how the mind
works • popularity • motivating and fun • 21st century learners prefer 21st century methods
of learning • independence • game design utilizes multiple intelligences • versatile platform for learning • collateral learning in a media rich society • safe alternative to reality • collaboration and problem-solving
Gaming and the Mind
“Computer-based games provide simulations that often mirror cognitive functions in the brain. Humans think and learn through experiences they have had and via simulations they run in their heads based on those experiences, much as if they were playing video games in their head” (Gee 2007).
Computer-based games present information in a manner more consistent with how the human brain learns
Gaming and the Mind
Pleasure and Motivation • people enjoy learning new information • hard work and deep fun
“Good video games give people pleasure. These pleasures are connected to control, agency, and meaningfulness. Good games are problem-solving spaces that create deep learning.” (Gee 2007)
Incorporating Digital Game-Based Learning into Instruction
• Motivation • Instructional strategy • Closure • Assessment • Review, Reteach
• Students will miss the point • Video games are too violent • Video games do not synch
up to my curriculum • Video games are a waste of
time • Video games cost too much
money
Gaming in Education Misconceptions
Misconception #1 : Students will miss the point
Any student will miss the point if they are not guided. Video games are not babysitters or time wasters if they are part of well-constructed lesson or module.
Misconception #2 : Video Games are too violent
Some video games are too violent….SOME! Teachers must evaluate games in the same manner they would evaluate a website for appropriateness.
Evaluate and select appropriate instructional games that match skills and concepts explored during a lesson or unit.
Misconception #3 : Video games are a waste of time
Some video games are a waste of time….SOME!
Teachers must approach new learning strategies with an open-mind
The military and big business have embraced this approach to training. Why not education?
Misconceptions #4 & 5 :
Video games do not synch up to my curriculum
Video games cost too much money
Browser-based instructional games are a web search away!!
Finding Paydirt in the Internet Sea
Caution: Use careful and deliberate search terms to narrow your search to valid result hits.
Billions of available browser-based digital games.
Interactive Activity
Select a general concept and perform a Google or other web engine search. Find a digital game that fits your concept and play it. While you are playing the game:
• What does the game teach? • What is the objective of the game? • What are the pros and cons of the game?
Interactive Game Examples
http://www.bravekidgames.com/flash_game_home_compost.php
Compost 4 Fun
Magic Pen 2
http://www.physicsgames.net/game/Magic_Pen_2.html
http://labyrinth.thinkport.org/www/index.php
http://www.darfurisdying.com/
http://www.quia.com/web
Quia - Pay to Make, Free to Play
http://www.thinkfinity.org/parent_resource_list.aspx?feature=onlinegames
Power Play
Debate Game for Kids
http://www.funenglishgames.com/writinggames/debate.html
Game Sharing
• Web title • Summarize game play • What does it teach? • Did you enjoy the game? Do you predict your students will enjoy the game?
Class #1 Closing Questions
• What are the course assignments, expectations, and logistics?
• Why are games so beneficial to an educational setting?
• What does the current research support with digital games in the classroom?
Discussion #1 (Located in ELC Discussion Tab)
Gaming in Education > Searching for Digital Games to incorporate into your
Curriculum
In class, you learned several strategies for finding browser-based digital games to incorporate into instruction. In this discussion board, identify three to five games you previewed with web links included. How was the game play? Will the game be useful for instruction? How would you utilize it in a lesson?
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Intelligences. Minneapolis, MN: Free Spirit Publishing Inc. Campbell, L. & Campbell, B. (1999) Multiple Intelligences and Student
Achievement: Success Stories from Six Schools. Alexandria, VA: ASCD Demski, J. (2009). The WoW factor. T.H.E. Journal, 36(10), 30-35. Gee, J.P. (2007). Good video games + good learning: Collected essays on video
games, learning, and literacy. New York, NY: Peter Lang. Harris, K. (1986) Self-Motivating of Attentional Behavior Versus Self-Monitoring
of Productivity: Effects on On-Task Behavior and Academic Response Rate Among Learning Disabled Children. College Park, MD, Journal of Applied Behavior Analysis
Johnson, L., Levine, A., Smith, R., and Smythe, T. (2009). The 2009 Horizon
Report: K-12 Edition. Austin, Texas: The New Media Consortium Prensky, M (2001). Digital Game-Based Learning. St. Paul, Minnesota: Paragon
House. Shaffer, D.W. (2006). How computer games help children learn. New York, NY:
Palgrave Macmillian Skurzynski, G. (1991) Almost the Real Thing. New York, NY: Maxwell
MacMillan International