State of game-based learning · 2020-05-29 · state of game-based learning tech day 2020 brian...
Transcript of State of game-based learning · 2020-05-29 · state of game-based learning tech day 2020 brian...
STATE OF GAME-BASED LEARNINGTECH DAY 2020
BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE
PROFESSIONAL
SQL Developer | Instructor
Bucks County Community College
Senior Consultant (Data Scientist)
Urban Science Applications, Inc.
EDUCATION
BS Computer Science
Temple University
Master of Business Administration (MBA)
Lehigh University
Doctoral Student, Teaching, Learning and Technology
Lehigh University
CAUSES
Owl to Owl Mentorship
Temple University
Lehigh Connect
Lehigh University
ABOUT ME
Brian [email protected]
GAME BASED LEARNING
• WHAT IS GAMIFICATION?
• ALTERED REALITY (AR)
• VIRTUAL REALITY (VR)
• SIMULATIONS
• ASSESSMENTS
• TRENDS
FLOW THEORY HIGHER ENGAGEMENT
DEEP LEARNING
https://www.youtube.com/watch?v=iUsOCR1KKms
TRANSFORMATION PLAY
Learning can be enhanced
when students are positioned
in a situated, narrative game
as a protagonist that affects
their world around them in the
choices and decisions made
with a degree of
consequentiality.
John Dewey
Sasha Barab
POWER OF VIDEO GAMES ON MEMORY• Visual learning
• Audial learning
• Enhanced skill development
• Long last effects…
ALTERED REALITY (AR)
WHAT IS GAME BASED LEARNING?
Does game based learning need to be a competitive video game?
Game based learning as the application
of game features into the classroom.
AUGMENTED REALITY SANDBOX
Developed by researchers at UC Davis
Interacative 3d waterflow topography
map augmented in real-time with
an elevation, topographic contour lines,
and simulated water
https://arsandbox.ucdavis.edu/
BUILDING AN AUGMENTED REALITY BOX
• An AR Sandbox requires the following hardware components:
• A computer with a high-end graphics card (see the “Computer”
section below for more specific hardware recommendations), running
any version of Linux.
• A Microsoft Kinect 3D camera. The AR Sandbox software, or
rather the underlying Kinect 3D Video Package as of version 3.7,
supports Kinect-for-Xbox 1414 and 1473, Kinect for Windows, and
Kinect for Xbox One
• A digital video projector with a digital video interface, such as
HDMI, DVI, or DisplayPort.
• A sandbox with a way to mount the Kinect camera and the
projector above the sandbox.
• Sand.
USING QR CODES FOR MIXED MEDIA AR
• Scavenger Hunts
• Detective Stories / Mysteries
• Field Experience
https://www.qrcode-monkey.com/
MERGE CUBEAltered Reality with interactivity.
Pros
• Large support network
• Low entry cost
Cons
• Not 100% OER
• In early stages – limited content
• Reliant on developers
GOOGLE ARCORE• Development Platforms
• Unity, Unreal, Android Studio, iOS
• Heavy support
• Extensive and growing library
• Advanced software interacts AR into the
real environment
VIRTUAL REALITY (VR)
GOOGLE EXPEDITIONSMinimal setup for maximum engagement in
VR and AR
VR Requirements:
Expeditions app
Mobile device or Chrome OS
Optional: VR Viewer
AR Requirements:
Expeditions app
Mobile device or Chrome OS
Optional: Selfie Stick
https://edu.google.com/products/vr-ar/expeditions/?modal_active=none
GOOGLE TOUR CREATOR
https://arvr.google.com/tourcreator/
SIMULATIONS
PROS
• Hundreds of simulations available online.
• Immersion into content based situations
• Enhanced engagement
• Deeper Learning
• Promotes cooperation
• Self-paced learning
CONS
• Long development times.
• Few centralized repositories
• Many poor quality simulations
SIMULATION: QUEST ATLANTIS
• Includes narratives that engages the
students.
• Students actions have ripple affects in the
simulated world.
• Template approach to simulation.
• Course content trails engagement.
• Course content trails engagement.
• Resulted in both higher levels of
engagement and understanding.
ASSESSMENTS
FORMATIVE AND SUMMATIVE
ASSESSMENT TESTING
BEATING LEGEND OF ZELDA TAKING A POP QUIZ
WHY ARE VIDEO GAMES SO ENGAGING? • Social Features
• Manipulation and control
• Narrative and identity
• Reward and punishment
• Presentation
King, Delfabbro and Griffiths published a
paper that expanded Wood’s framework
which sought to identify the key
psychological characteristics of video games.
They break down the features into five main
categories. (King, Delfabbro, & Griffiths,
2009, p. 93).
SOCIAL FEATURES
SUB FEATURES
• Social utility features
• Social formation
• Leader boards
• Support networks
EXAMPLE
In-game voice and text chats
Guilds/clans in MMORPGs
Hall of Fame lists
Internet Forums, strategy guides
MANIPULATION AND CONTROL FEATURES
SUB FEATURES
• User input
• Save points
• Player management
• Non-controllable
EXAMPLE
Intuitive controls: keyboards, text screen, voice…
Checkpoints, auto saves
Ownership of player resources and stats
Scripted events, load screens
NARRATIVE AND IDENTITY FEATURES
SUB FEATURES
• Avatar creation
• Storytelling
• Theme and genre
EXAMPLE
Gender, race, attributes, costume..
Cut-scenes, mission briefings
Role-playing, shooting, …
REWARD AND PUNISHMENT FEATURES
SUB FEATURES
• General rewards
• Punishments
• Meta-game rewards
• Intermittent Rewards
• Negative rewards
EXAMPLE
Experience points, bonuses
Losing a life, restarting a level
Badges, Achievements
Increasingly difficult levels
Gaining health, repairing items
REWARD AND PUNISHMENT FEATURES (CONT)
SUB FEATURES
• Event frequency
• Event duration
• Payout intervals
EXAMPLE
Unlimited replayability
MMORPGs have no endpoint
Instant rewards, immediate feedback
PRESENTATION FEATURES
SUB FEATURES
• Graphics and Sound
• Franchise features
• Intuitive design
EXAMPLE
Realistic graphics, fast music in difficult secitons
Trademarked names
Follows traditional game conventions
ADDITIONAL FACTORS
• Consistency of play
• Adapts to the individual learner
• Failure ≠ Finality
ASSESSMENT TESTING
BEATING LEGEND OF ZELDA COMPLETING A POP QUIZ
GAMIFIED FORMATIVE ASSESSMENTS
KAHOOT
• Pros
• Random name generator
• Web-based
• Large sets of available content
• Detailed short-term metrics
• Integration with learning platforms like
Google Classroom
• Extensive customization
• Content importation
• Cons
• Geared towards live play
• Promotes speed of response over
analysis
• Split interface between answers and
questions
• Limited long term metrics on students
QUIZIZZ
• Pros
• Integration with learning platforms like Google Classroom
• Large sets of available content
• Content Importation
• Web-based
• Single Interface
• Allows for live and at-home environments
• Student paced
• Detailed long term backend metrics
• Extensive customization/ Meme sets
• Power Ups!
• Redemption Questions!
• Cons
• No automatic name generator (manual)
• Student paced
https://quizizz.com/
joinmyquiz.com
QUIZLET
• Pros
• Offers student paced and live modes
• Web-based
• Platform Integration with Google Classroom
and Remind
• Allows self-paced practice using multiple play
modes
• Allows open answering
• Designed for cooperative play
• Requires team cooperation in live
environments
• Cons
• Freemium access with push for premium even
on student-side
• Less refined interface than segment leaders
https://quizlet.com
SOCRATIVE
• Pros
• Web-based
• Allows for Limited Choice and Short
Answer
• Varied delivery methods similar to
Kahoot
• Cons
• Limited support unless you go with Pro
• Less refined than other iterations
https://b.socrative.com/login/student/https://b.socrative.com/teacher
TRENDS
• Assessment
• Term based assessments
• Gamified standardized assessments
• Assessment utilitizing AR/VR
• Virtual Reality
• Expanded content
• Authentic story telling using VR
• Simulations
• Template Based Simulations
QUESTIONS?
GAME ON!
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https://developers.google.com/ar
Augmented Reality Sandbox. (2016). Ucdavis.Edu. https://arsandbox.ucdavis.edu/
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First Year Undergraduate Medical Students Using VARK Model. Education in
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