serious games bio science
DESCRIPTION
A presentation on Feb 17, 2010 to the National BioScience Educators Conference about the value of using serious games and simulations in science education.TRANSCRIPT
Game-Based Learning
National BioScience Educator’s Conference
February 17, 2010
What Are We Going To Do Today?
Characteristics of Digital KidsHow Do Digital Games Fit InHow To Use Games Effectively
Start with the conclusionPresentation is at: slideshare.net/rredekopp
Which Kids??
Angela McFarlane - moving beyond the 15% who tend to take care of themselves.
http://novemberlearning.com/professor-angela-mcfarlane-blc07-keynote/
Why Are Games Effective?
They provide:
Anchored InstructionSituated Learning and CognitionPlayIntrinsic Motivation Multiple Intelligences Opportunities
What Should YOU Do?
Choose the gameCreate a sharing atmosphereObserve and assess ‘other’ skillsDebrief the game - bring it into your
context
And now the details
How using games occasionally can help us engage more students in science education
Going Beyond Testing
Left brain - what we tend to value (on tests) logic calculation sequence verbal physical
These are all easily automated (and in your pocket)
Going Beyond Testing
Right brain - less valued (on tests) visual intuitive multi-processing big picture spatial sense
These are NOT easily automated
Brain Research
We are better at visual processing
The eye processes images 60 000 times faster than text schools and training are largely text based the “Gutenberg” effect - with a greater ability to
create text, text became more important
The brain still prefers images
0 20 40 60 80 100
Teaching / Applying
Practicing/Presenting
Discussion
Two media
Hearing
Reading
What We Remember From:
Digitally Immersed
How are they different?
Digitally Immersed
learn differently, especially out of school
they collaborate
they multitask, network, and interact as part of their routine
multitasking is part of human nature, ask mothers!
Digitally Immersed
Key Themes from a Telecom Industry Report on marketing to the DI:
Control
Impatience
Community interaction
Originality
Digitally Immersed spend time:
Interacting with othersReading wikis and forumsLearning terms as they need themSolving problems as they ariseTrying again (and again …)Sharing their solutions
James Paul Gee - Games Fit!
Games are constant evaluation
Reduce fear of mistakes
Force active involvement
Provide a context
Highly motivating
Students are aware of progress
James Paul Gee
Digitally Immersed
they are using skills that we don’t value the same way
we need to appreciate the strengths of their skill set.
Robert Sawyer (pre-eminent Canadian sci-fi writer) - audio about assessment
Skill Set
parallel processing / partial attention
visual acuity
random access
they skim text
The Digitally Immersed
want context for the experience or learning
need practiceneed regular feedback and
reinforcement
The Digitally Immersed
This generation no longer wants just to be the audience; they want to be the actors.
They expect, want, and need interactive information interactive resources interactive communications, and relevant, (real life) experiences
The Digitally Immersed
don’t start with the manual.
start by exploring - and look up the terms are they need them.
This is part of why games work!!!!
How Do Games Fit In
What is their effect? What do they add? How do we use them well?
“I learn from playing games.
Games teach me:
how to solve problemshow to work with others and leadto be organized and detail-oriented”
Teamwork, Leadership, Community
Work with others Partition attention, divide tasks Coordinate efforts Communicate in multiple ways Establish shared goals Integrate info to make decisions Prioritize data to meet goals
You can’t sit back and be passive playing games
games are problem solving with constant evaluation
the goal drives everything new knowledge / procedures are learned as
needed games are serious and intense learning all you need is content
James Paul Gee
http://www.edutopia.org/digital-generation-james-gee-video
Obstacles and Hesitations
Curricular fit ?Standardized Tests ?Public perception ?Finding good games ?Teacher’s role ?
Obstacles and Hesitations
Sanford, et al, found that teachers: Need to know the course material more than the game play (though this helps)
Need to help support learning through games
Do not need an exact curriculum fit in a game for students to learn
Do not have to use the whole game
Obstacles and Hesitations
Time ! Include games as homework ?? Significance of Non-significance
Students learn two things - game and content - while maintaining test scores
Why Use Games in Science?
If you want somebody to do biology, and you want students to see how the biological words relate to actual experiences, games let you simulate those experiences as activities that people do. (James Gee in Foreman)
Why Use Games in Science?
Linn proposed four meta-principles to support knowledge integration: making science accessible making thinking visible helping students learn from each other promoting autonomous learning.
Remember the other 85% ???
Why Use Games in Science?
We need to get the ‘other’ 85% involved in ‘doing science’
They need the context and repetition that simulations and games can provide
We definitely need students with a broader range of experience to choose science
Student Use of Games in Science?Students can create their own games
Students can play off the shelf / online games and simulations
Students Create Games
Simple games that review aspects of study
Requires content knowledge, problem solving and collaboration within a group
We learn best when we have to ‘teach’
Sample Free Game ‘Engines’ Scratch - http://scratch.mit.edu/ Game Maker - http://www.yoyogames.com/gamemaker/try
Never Winter Nights - http://nwn.bioware.com/builders/
Alice - http://www.alice.org/index.php?page=downloads/download_alice
Sample Free Game ‘Engines’ iPod App Examples
AppBuilder- http://appliya-studio.com/appbuilder/index.php
AppBreeder - http://www.appbreeder.com/default.aspx
Many schools already own Flash - for student teams with that level of knowledge
Why Use Free Game ‘Engines’ Students become ‘teachers’ They will work on their own time - much harder than on ‘regular’ homework
YOU have to set up content focus and guide them in maintaining that.
High level of sharing of the games - review for everyone.
Play Current Games
Examples in the gaming session: Genomics Digital Lab Immune Attack Buffet Busters Inner Life of a Cell Spore
Kinds of Games
Mini-games Short time frame Practice particular skills, facts and procedures Inexpensive option to learn essential info and
practice skills
Kinds of Games
Complex Games (10+ hours) Involve all of the problem solving skills
described earlier Many, many decisions in every hour of play Need to constantly adapt Ethical / moral decisions
Advantages of Game Based Learning
Problem-solving is highest level of learning Includes all lower levels of learning
Vehicle for all types of content and promotes transfer
Two critical attributes of any problem The goal requires generation of new knowledge There is value to solving the problem
Van Eck, 2008
How To Use Games In A Classroom???
Before Game Play
Explain objectives to students Inform administration and parents about
why students will be playing the game SLOs and other skills like problem solving
and collaboration Create a collaboration space/environment -
in class or online (wiki or discussion group) McFarlane - communities
During Game Play - Understand:
The average video game takes about 40 hours to play
the complexity of the puzzles and objectives growing steadily
visual processing dramatically increases with as little of 10 hours of game play (Jukes)
During Game Play - Do this:
Talk to students about what is happening
Listen to students talk to each other
Use the discussion space you created
Watch and learn more about the game
Ask students to talk to their parents about the game
Effectiveness
In games, a novice can “see” the progress he or she is making
Students learn about learning Students learn about increasing expertise that comes
from study and practice. Students observe their steadily increasing speed and
confidence
Moursund
Effectiveness
Gaining a high level of expertise is applicable to self-assessment and self-guidance in learning in another domain
A student knows what it means to be highly competent in the domain.
Students have a basis for judging how well they are learning
Using games people learn
to self assess to develop understanding of their own learning
strengths and weakness to develop confidence in their ability to learn,
and to take increased responsibility for their own
learning
Using games people learn
Watch the next video
Change the word chemistry to your topic
James Paul Gee - learn through games
Source: http://www.edutopia.org/digital-generation-james-gee-video
After The Games
De-brief and contextualize
SHARE !!!
Return to the game after some real-life experience
Summary
Games can add real value, but not for everyone, not all the time
But they are particularly good for the 85%
There does not have to be an exact curricular fit - teachers must help make connections
In Conclusion
Brain research - visual multitaskers
The Digitally Immersed - different skill sets
How We Learn - involvementDigital Games - fit these patterns
References
Google Doc - http://docs.google.com/Doc?docid=0AW_ST60LiRO1ZGRnNjc5c2JfNTA0a24yajRmZDQ&hl=en
RTF file - http://www.mediawisesolutions.com/Bibliography for Digital Natives and Game Based Learning.rtf
The Digitally Immersed