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I’M BACK!!!

Gaming and Media Design for Learning

893.628.9CSummer Session

5/14/2013 – 6/18/2013Ryan Schaaf

Assistant Professor of Technology, Notre Dame in Maryland University

Graduate Faculty, Johns Hopkins University SOE

Guiding Questions•What are the course assignments, expectations, and logistics?

•What would be the benefits of incorporating digital games into the classroom?

•How do teachers and students find meaningful digital games to use in classrooms?

•What are some misconceptions of DGBL?

•What types of digital games are there?

Syllabus

ELC Course Site

Bloom’s Digital TaxonomyGame Proposal, Game Trailer, Storyboard, PowerPoint Game, Lesson Seed

Game Diary, Peer Review

Discussion Board Posts, Readings, Modules

Discussion Board Posts, Readings, Modules

Discussion Board Posts, Readings, Modules

Game Diary

Temporary Course Websitehttp://sites.google.com/site/jhugamingandmediadesign/home

Home Page contains Weekly assignments, directions, useful links, and Navigation menu to supporting pages.

Course Walkthrough & Learner Profile Survey

• Learner Profile Surveyhttp://bit.ly/2013JHUGaming1

• I want to hold off on the Course Walkthrough until the ELC becomes available. For now, I will try to instruct you with directions on what to do on the temporary site.

What is Digital Game-Based Learning?

• Digital game-based learning (DGBL) is an instructional method that incorporates educational content or learning principles into video games with the goal of engaging learners. Applications of digital game-based learning draw upon the constructivist theory of education.

http://www.learnnc.org/lp/pages/4970

Warm-Up

• How many of you have played Angry Birds?

The Attraction of DGBL• mirrors how humans think and how the mind works• popularity• motivating and fun• 21st century learners prefer 21st century methods of

learning• independence• game design utilizes multiple intelligences• versatile platform for learning• collateral learning in a media rich society• safe alternative to reality• collaboration and problem-solving

Gaming and the Mind

“Computer-based games provide simulations that often mirror cognitive functions in the brain. Humans think and learn through experiences they have had and via simulations they run in their heads based on those experiences, much as if they were playing video games in their head” (Gee 2007).

Computer-based games present information in a manner more consistent with how the human brain learns

Gaming and the Mind

Pleasure and Motivation•people enjoy learning new information•hard work and deep fun

“Good video games give people pleasure. These pleasures are connected to control, agency, and meaningfulness. Good games are problem-solving spaces that create deep learning.” (Gee 2007)

Gaming in Education Misconceptions

Finding Paydirt in the Internet Sea

Caution: Use careful and deliberate search terms to narrow your search to valid result hits.

Billions of available browser-based digital games.

ActivitySelect a general concept and perform a Google or other web engine search. Find a digital game that fits your concept and play it. While you are playing the game:What does the game teach?What is the objective of the game?What are the pros and cons of the game?

Incorporating Digital Game-Based Learning into Instruction

MotivationInstructional strategyClosureAssessmentReview, Reteach

Interactive Game Examples

http://www.bravekidgames.com/flash_game_home_compost.php

Compost 4 Fun

Magic Pen 2

• http://www.physicsgames.net/game/Magic_Pen_2.html

http://labyrinth.thinkport.org/www/index.php

http://www.thinkfinity.org/parent_resource_list.aspx?feature=onlinegames

Power Play

Spent

http://playspent.org/

Nobel Prize.org

http://www.nobelprize.org/educational/medicine/bloodtypinggame/game/index.html

http://sciencenetlinks.com/interactives/powerup.html

http://sciencenetlinks.com/interactives/gravity.html

App Wars

Video Game Consoles

Oregon Settler

What can this game teach students? How might you incorporate it into instruction?

Online Discussion #1Searching for Digital Games to incorporate into

your Curriculum

During our session, you learned several strategies for finding browser-based digital games to incorporate into instruction. In this discussion board, identify three to five games you previewed with web links included. How was the game play? Will the game be useful for instruction? How will you utilize it in a lesson?

BibliographyArmstrong, T. (2003). You’re Smarter than You Think: A Kid’s Guide to Multiple

Intelligences. Minneapolis, MN: Free Spirit Publishing Inc. Campbell, L. & Campbell, B. (1999) Multiple Intelligences and Student

Achievement: Success Stories from Six Schools. Alexandria, VA: ASCD Demski, J. (2009). The WoW factor. T.H.E. Journal, 36(10), 30-35. Gee, J.P. (2007). Good video games + good learning: Collected essays on video

games, learning, and literacy. New York, NY: Peter Lang. Harris, K. (1986) Self-Motivating of Attentional Behavior Versus Self-Monitoring

of Productivity: Effects on On-Task Behavior and Academic Response Rate Among Learning Disabled Children. College Park, MD, Journal of Applied Behavior Analysis

Johnson, L., Levine, A., Smith, R., and Smythe, T. (2009). The 2009 Horizon

Report: K-12 Edition. Austin, Texas: The New Media Consortium Prensky, M (2001). Digital Game-Based Learning. St. Paul, Minnesota: Paragon

House. Shaffer, D.W. (2006). How computer games help children learn. New York, NY:

Palgrave Macmillian Skurzynski, G. (1991) Almost the Real Thing. New York, NY: Maxwell

MacMillan International

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