Digital Game Based Learning By, Michelle Mangaro, Susan Feldmann, and Hillary Henson It’s a whole...

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Digital Game Based Learning By, Michelle Mangaro, Susan Feldmann, and Hillary Henson It’s a whole different universe!

Transcript of Digital Game Based Learning By, Michelle Mangaro, Susan Feldmann, and Hillary Henson It’s a whole...

Digital Game Based Learning

By, Michelle Mangaro, Susan Feldmann, and Hillary Henson

It’s a whole different universe!

What is Game-Based Learning?

Digital Game Based Learning (DGBL) is a branch of serious

games that deal with applications that have defined

learning outcomes.

Answers.com

A “serious game” is a software application developed with game technology and game design principles for a primary purpose other than pure entertainment.

The purpose of GBL:

Game Play + Subject Matter = Real World Applications

Serious Games

Digital Game Based Learning:

Why it worksDigital game-based learning gives a hands-on experience where once there was only an abstract concept of the more complex theories. Molecules can be seen to join together to form compounds. Math problems can be observed in real situations instead of theoretical problems. Forget about explaining concepts, these once abstract ideas can be explored!

Pros Cons• Motivates learners to succeed and to continually improve

•Fosters self-determination and enhancing self-image

•Facilitates collaborative learning

•Develops learners ability to observe, question, hypothesize and test

•Facilitates metacognitive reflection

•Makes school an exciting place to be

•Offers inroads into other curricular areas.

•Contributes to rising obesity levels due to inactive lifestyles

•Contributes to addictive nature of games

•Numbers and cost of computers/ games needed for effective lessons

•Where to put the computers/games, in classrooms or in a technology lab?

• Difficulty structuring lessons if computers in the classroom

• Scheduling issues if computers in a school technolgy lab

Before there was Digital GBL

there was…

Board and Card Games:

1.) Geography Bingo

2.) Math 24

3.) Jeopardy

4.) Memory

Examples of Digital Game-Based

Learning•Classroom computer games that teach students about everything from pendulums to pi!

•Computer programs that teach employees company policies and goals.

•Military simulations that train military personnel to fly in dangerous weather conditions, use various weapons, practice tactics and coordination, and more!

"For many (sometimes initially skeptical) workers, game-based learning is proving the most engaging and effective means of acquiring new knowledge and stimulating new thinking. They think it's great, since they are learning and enjoying themselves at the same time – an unprecedented combination. And for young adults entering the workforce – who I call the ‘Net Generation’ – that have been bathed in bits from an early age, this type of digitally-based intensive and interactive learning environment is now obligatory. Marc Prensky's book is a great introduction to this subject."— Don Tapscott, Chair of itemus inc. and co-author of Digital Capital: Harnessing the Power of Business Webs.

Digital Game-Based Learning by Marc Prensky

McGraw-Hill 2001.

Psychological Research on intrinsic motivation, learning, and games shows that:

Children like to be rewarded as they learn

Fantasy games are highly motivational

Competitive games are motivational for boys

Competitive games undermine girls’ motivation

Girls prefer cooperative games

Games that provide choices (even small ones) are highly motivational and increase learning.

Tim Rylands

•A teacher at Chew Magna Primary School, Bristol, UK.

•Won 2005 Becta (British Educational Communications and Technology Agency) award for the best use of technology in the classroom.

• Uses the Myst game series to promote writing skills in student essays.

This is an extremely popular form of DGBL, highly recommended by Elementary teachers. It specializes in phonics and the alphabet and is primarily for kindergarten, first, and second grade students.

Study Dog:

Time 4 Learning

First work, then play!

An interactive demo for Pre-Kindergarten through Third Grade Students, useful at home or at school.

Learning Made Easy!

Fun-Based Learning

This game makes graphing in Algebra not only fun, but interactive. By making it a game, it becomes more understandable and students who learn better visually will have the same advantage as those who learn audibly.

© 2006 Sulan Dun. All rights reserved. You may not modify this software in any way without the express permission of the author. Disclaimer. Privacy statement

DGBL in Action

This game is called Super Sleuth and is designed to teach younger students about calcium intake, an important part of nutrition. In the game, students must navigate a maze, search for items that lead to a calcium-enriched lifestyle. It is interactive, educational, and most importantly fun!

DGBL in ActionThis Blood Typing game teaches

students about what kind of blood people have and what kind of blood

they can safely receive. It is essentially a DGBL simulation and is

perfect for middle or high school science students.

Sproket Works

This demo teaches Secondary Social Studies students about United States History in a fun and interactive way.

A state of the art videogame mod for compliance and certification… Catch the Clients! Eliminate the Problems! Play in New York, Hong Kong, London, hotels, airports or offices -- wherever clients are found. Clients ask you questions, which you must answer correctly to get points and climb up the high score table.

Straight Shooter!

http://www.games2train.com/site/html/tutor2.htmlCopyright Marc Prensky, 2002

This is a great example of how corporations are recognizing the value of Digital Game-Based Learning (DGBL). When training employees, information retention is important. DGBL makes a difference and smart employers are getting on board!

Fly Pen

A Fly Pen is the next wave of learning technology. Not only does it correct longhand spelling and grammar mistakes, but it can translate from English to Spanish, play music, and convert an entire written paper into a typed duplicate on your computer screen.

Implementing Game-Based Learning:

What’s the cost?

The Rocky Mountain Learning System Brain and Memory improving games- these tend to me a little more costly because of the more expectations and skill teaching involved. The cheapest is $19.95, which includes brain teasers and problem-solving advancements.

However, the average prices range from $39.95- $64.95. The most expensive package, $152.95, is only because it is a combination of individual games: logic, memory, and vocabulary. In general, the more content you want, the pricier the software will be.

http://www.rmlearning.com/MemorySoftware.htm

Disney – more programs that interact child with reading, where he/she can create be alive in the storybook. This improves reading, vocabulary, and problem-solving skills. These programs average ($15.95- $18.95).

The Learning Company ($16.95 – $19.95). These games center upon word recognition

and reading comprehensions as well. http://www.rmlearning.com/EarlyLearningBooks.htm

Publishers

Game Based Learning in Use!

The Bermudian Springs School District uses a lot of Game-Based Learning in its Elementary classes. There are computer games to practice math problems, grammar, and more!

Mary Lehman from Stony Brook Elementary says, “I do use the game Study Dog to teach Language Arts. It’s the only program that I have found with actual results with kids and they love it.”

“We are piloting Study Island in the Middle School which has some game activities built into it. Out 4th grade keyboarding course has some game-like activities built into them. Our Success Maker program which is used K-6 has some animation activities built into it.”

-Dr. Karen Sipe, Supervisor of Special Programs at the Conewago Valley School District

…Continued

The Future of Game-Based Learning in the ClassroomThe Learning Federation

• “a partnership joining companies, universities, government agencies, and private foundations to promote a national research plan to create radically improved approaches to teaching and learning enabled by information technology.”

•Microsoft, Hewlett Packard and other companies are all providing research funds to improve the uses of game-based learning.

Works CitedHolly Wallen, Learning Support Teacher at Bermudian Springs High School Dr. Karen Sipe, Conewago Valley School District Mary Lehman, Kindergarten Teacher, Stony Brook Elementary School http://www.educause.edu/pub/er/erm04/erm0454.asp?bhcp=1 http://www.google.com/search?hl=en&q=game+based+learning%2F+benefits http://www.rmlearning.com/35707.htm http://www.studydog.com/default.asp http://nobelprize.org/index.html http://www.gamequarium.com/ http://en.wikipedia.org/wiki/Serious_game http://www.flypentop.com/view/page.home/legacy.html?s=flytranslator http://teachandlearn.missouri.edu/guide/chapters/activelearning.htm http://www.units.muohio.edu/psybersite/cyberspace/onlinegames/video.shtml http://www.toysrus.com/family/index.jsp?categoryId=2274246&view=all  http://www.walmart.com/search/searchng.do?search_constraint=0&search_query=nintendo+ds&ic=24_0 http://www.apa.org/monitor/aug98/games.html http://www.thelearningfederation.org/index.html http://www.timrylands.com/html/teachers-say.html http://news.bbc.co.uk/2/hi/technology/4160466.stm

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