learning to win: digital based games in education

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Overview of digital based games in education including history, advantages, considerations for design and development, leading tools and open source options, bibliography

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Learning to Win: Digital-Based Games in Education Nancy Konopka LTMS 510, Spring 2010

2

Rose

3

Exploring games

Advantages for

Learning

Design Development

Implementation

LeadingTools

4

Exploring games

JoyJoy

Cringe

Question

5

History

1980’s

Pretend play

6

Definitions

Frame Games Serious Games

7

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

8

Advantages for Learning

Safe Environment

21st CenturyComps

Promotes

Learning

Increases

Scores

Improves Cognitio

n

9

Design and Development

10

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

11

Implementation

Implementation

Administrators

Educators

Designers

Technology

Funding

12

Barriers

Cost Attitude

Technology

Curriculum

13

Leading Tools

FTCftc.gov

14

Leading Tools: Point and Click

No-cost For-purchase

15

Leading Tools: Open Source

Game Engines

16

Bright Future

17

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.

Continued, next page... 

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

:

25

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/

26

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)

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