Post on 30-Oct-2014
description
Learning to Win: Digital-Based Games in Education Nancy Konopka LTMS 510, Spring 2010
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Rose
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Exploring games
Advantages for
Learning
Design Development
Implementation
LeadingTools
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Exploring games
JoyJoy
Cringe
Question
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History
1980’s
Pretend play
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Definitions
Frame Games Serious Games
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Definitions
Frame Games
Serious Games
Definition Academic content; interactive game format
Easy, fun interactive experiences
Learning Activity
Questions, associations
Situation analysis
Goal Provide content review Increase awareness
Success Learner finds it fun and relevant
Learner achieves high level of engagement
Technology required
Low Medium to high
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Advantages for Learning
Safe Environment
21st CenturyComps
Promotes
Learning
Increases
Scores
Improves Cognitio
n
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Design and Development
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Design and Development
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
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Implementation
Implementation
Administrators
Educators
Designers
Technology
Funding
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Barriers
Cost Attitude
Technology
Curriculum
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Leading Tools
FTCftc.gov
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Leading Tools: Point and Click
No-cost For-purchase
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Leading Tools: Open Source
Game Engines
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Bright Future
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Bright Future
Inspiration
Events
Organizations
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Bright Future
Harrisburg University
Carnegie Mellon University
Drexel University
Academia
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Bright Future
Advantages
Design, Development and Implementation
Leading Tools
Game Makers of the Future
Summary
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Bright Future
Rose
2010 and
beyond
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Questions?
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Aldrich, C. (2009). Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction (Online Teaching and Learning Series (OTL)). San Francisco: Jossey-Bass. Annetta, L. A. (2008). Video Games in Education: Why They Should Be Used and How They Are Being Used . Theory into Practice, 47, 229-239. Beal, T. (2006). Getting Real Results: How to Add Dramatic Power to Your e-Learning. Learning Solutions Magazine, March 20. Retrieved February 2, 2010, from http://www.learningsolutionsmag.com/articles/232/getting-real-results-how-to-add-dramatic-power-to-your-e-learning/page2 Bennett, S., Maton, K., & Kervin, i. (2008). The Digital Natives Debate: A Critical Review of the Evidence . British Journal of Educational Technology, 39 (5), 775-786. Bolch, M. (2009). Games People Play. Training Magazine, (October/December), 53-56. Chuang, T., & Chen, W. (2009). Effect of Computer-Based Video Games on Children: An Experimental Study. Educational Technology & Society, 12(2), 1-10. Foreman, J. F. (2003). Next Generation: Educational Technology versus the Lecture. Educause Review. , March/April, 12-23. Gee, J. P. (2007). What Video Games Have to Teach Us about Learning and Literacy: Revised and Updated Edition (2 ed.). New York: Palgrave Macmillan.
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Resources
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Gibson, D. (2006). Games and Simulations in Online Learning: Research And Development Frameworks (illustrated edition ed.). Hershey: Information Science Publishing. Habgood, J., & Overmars, M. (2006). The Game Maker's Apprentice: Game Development for Beginners. New York: Apress. Klopfer, E., Osterweil, S., & Salen, K. (e.d.). Moving Education Games Forward. Creative Commons. Retrieved February 1, 2010, from http://creativecommons.org/licenses/by/3.0/ Liu, E. Z., & Lin, C. H. (2009). Developing Evaluative Indicators for Educational Computer Games. British Journal of Educational Technology, Vol 40 (1), 174-178. Mayo, M. J. (2007). Games for Science and Engineering Education. Communcations of the ACM, 50(7), 30-35. Oblinger, D. G. (2004). The Next Generation of Educational Engagement. Journal of Interactive Media in Education, May. Retrieved February 2, 2010, from http://jime.open.ac.uk/2004/8/oblinger-2004-8-disc-paper.html Prensky, M., & Thiagarajan, S. (. (2001). Digital Game-Based Learning. New York: Paragon House Publishers. Prestera, G. (2007). Put the Learning Back in e-Learning- Making it Meaningful, Relevant, and Engaging. Learning Solutions Magazine, March 27. Retrieved February 2, 2010, from http://www.learningsolutionsmag.com/articles/231/put-the-learning-back-in-e-learning--making-it-meaningful-relevant-and-engaging Ritterfeld, U., Shen, C., Wang, H., Nocera, L., & Wong, W. L. (2009). Multimodality and Interactivity: Connecting Properties. Cyberpsychology and Behavior, 12(6), 691-697. Steinkuehler, C., & Duncan, S. (2008). Scientific Habits of Mind in Virtual Worlds. Journal of Science Education and Technology, 2008. Retrieved February 2, 2010, from http://website.education.wisc.edu/steinkuehler/papers/SteinkuehlerDuncan2008.pdf APA formatting by BibMe.org.
Resources
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Image Credits
Credits listed as images appear: right to left and top to bottom
Slide 1: Hasbro Games, 1988 (Nancy Konopka)
Slide 2: Susann Samples; Hasbro Games, 1988 (Nancy Konopka)
Slide 3: Nancy Konopka
Slide 4: Riverdeep Interactive Learning Ltd. 2007
Slide 5: Riverdeep Interactive Learning Ltd. 2007
Slide 6: http://www.leapfrog.com/en/Demos.html;http://www.americasarmy.com/downloads/
Slide 7: Aldrich, C. (2009). Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction (Online Teaching and Learning Series (OTL)). San Francisco: Jossey-Bass.
Slide 8: Mattel (Nancy Konopka)
Slide 10: Habgood, J., & Overmars, M. (2006). The Game Maker's Apprentice: Game Development for Beginners. New York: Apress (Nancy Konopka);Robert Keefer
Slide 13: Riverdeep Interactive Learning Ltd. 2007
Slide 14: http://www.ftc.gov/bcp/edu/microsites/youarehere/site.html#/the-food-court
:
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Image Credits
Credits listed as images appear: right to left and top to bottom
Slide 14:http://classtools.net/http://www.adventuregamestudio.co.uk/http://www.adventuremaker.com/http://www.qube.com/http://www.articulate.com/http://www.clickteam.com/website/usa/http://www.kar2ouche.com/
Slide 15:http://irrlicht.sourceforge.net/http://www.blender.org/http://www.openscenegraph.org/projects/osghttp://www.freegameengines.org/gamebook-engine/
Slide 16: Harrisburg University, http://www.harrisburgu.edu
Slide 17:http://www.alice.org/http://www.peteandc.org/http://harrisburgu.eduhttp://www.digra.org/http://www.instituteofplay.com/http://www.elearningguild.com/http://www.gametheorysociety.org/
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Image Credits
Credits listed as images appear: right to left and top to bottom
Slide 18: Harrisburg University, http://www.harrisburgu.edu
Slide 19: Harrisburg University, http://www.harrisburgu.edu
Slide 20: Susann Samples
Slide 21: Hasbro Games, 1988 (Nancy Konopka)