Transcript
Page 1: The Use of Games to Educate

The Use of Games to Educate

Super Saturday 2008

November 1, 2008 Dru Ryan

Manager of Technology Training and Learning Resources, Center for Professional and Organizational Development [email protected]

Page 2: The Use of Games to Educate

Overview

• Workshop Goals •  To introduce the concept of social networking and games in the

classroom. • Objectives

•  Have an appreciation of learning and gaming

•  Introduce the differing learning styles of digital native/millennials

•  Expectations •  Be yourself

http://www.montgomerycollege.edu/departments/cpod/tutorials.htm#

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Agenda

1.  Introductions 2. Games Defined 3. Introducing Gen Y 4. Wrap Up

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What is a Game

•  … an activity among two or more independent decision makers seeking to achieve their objectives in some limiting context.

•  . . Not all games are contests among adversaries -- in some games the players cooperate to achieve a common goal against an obstructing force or natural situation that is itself not really a player because it does not have objectives.

•  Industrial Training http://www.etceteraedutainment.com/cs_alcoa.php

•  Virtual Heroes http://www.virtualheroes.com/work.asp

James Gee Video

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Attributes for Learning

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Basic Game Types

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Agenda 1.  Introductions 2. Games Defined 3. Introducing Gen Y 4. Wrap Up

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Generational Variance in the Classroom

• The Veteran Generation -- 1920 -1933 (WWII Veterans, larger cohort)

• The Silent Generation -- 1933 - 1946 (depression Babies, smaller cohort)

• Baby Boom -- 1946 - 1964 (birth rate above 3.5 to 4 million a year)

• Generation X -- 1964 - 1980 (birth rate below 3.5 million a year) • Generation Y -- 1980 - 2000 (birth rate above 3.5 to 4 million a

year) • Generation Z -- 2000+ (birth rate consistently above 4 million/

year)

Adopted from Generation Learning Styles by Julie Coates

Students Today Video

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Digital Natives

• Born between 1976‐2000. • Almost 100 million young adults between 3‐24 years old. • Largest generation (36% of total population). • 31% are minorities; more diverse than the adult population. • Have grown up in digital era surrounded by video games, DVD, computers, cell phones, iPods, etc. • Prefer multitasking, receiving information quickly, using many

forms of media, working together, and want learning to be immediately relevant and applicable

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Skills Gamers Have

• They are natural multi-taskers • Are unafraid of making mistakes [constructivist

philosophy] … scenario based learning • Enjoy collaboration: Web 2.0 • Are capable of non-linear Thinking • Goal oriented, appreciate inquiry based learning,

especially via projects • Ability to transfer lessons learned in virtual worlds to

the real world (spatial orientation, best practices, mistake management)

• Tend to mix personal and professional

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Video Games have been a defining part of the Video Game Generation

• They are everywhere – For those born before 1980s, video games are a fad – For others, video games are far more pervasive

• Established – People in their 20s and 30’s have never known a

time without digital games • Emotional

– Many memories formed playing video games • Expected

– Early career professionals believe 90% of their colleagues play video games more than casually.

[Got Game: How the Gamer Generation is Reshaping Business Forever]

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Lessons Games Teach: The Individuals Role

• You’re the Star – You are the center of attention

• You’re the Boss – The world is responsive to you . . You can choose things about

reality or switch to different experiences • You’re the Customer and always right

– The game is designed for your satisfaction and entertainment, opponents are tough but not too tough

• You’re an expert – You have the experience of getting really good

• You’re a tough guy – You can experience all sorts of crashes, suffering and death . . .

And it doesn’t hurt [Got Game: How the Gamer Generation is Reshaping Business Forever]

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Lessons Games Teach: How the World Works

• There’s always an answer – You might be frustrated for a while, but you know the answer is out

there • Everything is Possible

– You see yourself doing amazing things . . . Defeating hundreds of people or beat the best sports team ever

• The world is a logical, human-friendly place – Games are fair, events may be random but not inexplicable

• Trial and error is the almost always the best plan – You can always start again

• Things are (unrealistically) simple – You can experience all sorts of crashes, suffering and death . . .

And it doesn’t hurt [Got Game: How the Gamer Generation is Reshaping Business Forever]

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Lessons Games Teach: How People Relate

•  It’s all about Competition – You’re always competing . . . Even when collaborating

• We are all alone – The game experience is basically solitary . .. Even in groups

• Young people rule – Young people dominate gaming . . . Paying your dues takes a

short time and there is no attention paid to elders [Got Game: How the Gamer Generation is Reshaping Business Forever]

Financial Times Article and Exercise

Read article, then discuss one way you have attempted (or witnessed) to incorporate one of these realities in class.

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Lessons Games Teach: What you should Do

• Rebel – Edginess and attitude are dominant elements of the culture

• Be a hero – You always get the star’s role . . That is the only way to get

satisfaction • Bond with people who share your game experience

– National and cultural backgrounds take aback seat to common experience

• Make your own way in the world – Leaders are irrelevant and often evil; ignore them

• Tune out and have fun – The whole experience of gaming is escapist . . . When a game is

boring, you leave [Got Game: How the Gamer Generation is Reshaping Business Forever]

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Benefits of Gaming

•  Authentic Learning • Makes training personally meaningful and relevant to the trainee by

showing how the trainee will use the training in the real world • Games greatly accelerate the sequence of acitivities being simulated and

provides an immediate reward to those who make a correct decision •  Students who fail are informed of mistakes in real time and can correct the

error •  Espouse constructivism: “.. An educational philosophy founded on the

premise that by reflecting on our experiences, we construct our own understanding of the world we live in” Iverson, “Interactive Learning Strategies for Digital Delivery” •  Games allow the player to gain experience and create their own model for

what can be applied to life . . . Not just memorize facts.

Anthrax Scare: http://www.thepodgame.com/pod/

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Benefits of Gaming [2]

•  Encourages systems thinking •  Games are logically created and skills, strategies and ideas come together

to create success. Carefully manipulating levels, friends and foes, and tendencies all lead to success

•  Allows for a sandbox •  Games allow participants to play and make mistakes

http://www.seriousgames.org/index2.html [poke around and try a few games]

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Links

Students Today

http://www.youtube.com/watch?v=dGCJ46vyR9o

Social Networking and the Classroom

http://www.youtube.com/watch?v=vrmGzJKU2JQ

Web 1.0 vs 2.0

http://www.youtube.com/watch?v=YXFYkbQRgY4

James Gee on Games and Learning

http://www.youtube.com/watch?v=qGd1URORsoE

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The Use of Games to Educate

Super Saturday 2008

November 1, 2008 Dru Ryan

Manager of Technology Training and Learning Resources, Center for Professional and Organizational Development [email protected]


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