framework for adoption of gbl in hed
TRANSCRIPT
DEVELOPING A FRAMEWORK FOR SUCCESSFUL ADOPTION OF GAME-‐BASED LEARNING IN POSTSECONDARY EDUCATION
Fall 2011 by Anne Derryberry Analyst, Sage Road SoluIons Producer/Designer, I’m Serious
Table of Contents
SecIon 1: Gamed-‐based Learning (GBL) in HED: OpportuniIes and Challenges SecIon 2: Variables AffecIng GBL AdopIon and Success in HED SecIon 3: Next Steps
Fall 2011 Anne Derryberry, Sage Road SoluIons, LLC 2
GAMED-‐BASED LEARNING (GBL) IN HED: OPPORTUNITIES AND CHALLENGES SECTION 1
Fall 2011 Anne Derryberry, Sage Road SoluIons, LLC 3
A “Green Field” Opportunity • Growing consumer fascinaIon with games is driving accelerated interest in using games in and for learning. • AdopIon of games for learning is in its early stages. • While universiIes and colleges are adding courses, curricula and programs to teach game design and development, very few are using game principles to improve teaching and learning experiences. • Pockets of innovaIon are beginning to emerge related to technology tools, pla_orms and Itles. As yet, there are virtually no examples of systemic insItuIonal adopIon. • There is a wide-‐open opportunity to “flip” the conversaIon from a focus on producing digital assets to leveraging the moIvaIonal and engagement elements of games and gamificaIon to promote student retenIon, progress and compleIon.
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Many ConsideraIons for InsItuIons Considering Broad Scale AdopIon of GBL, Including…
• Learning content takes many forms, e.g.: • Scavenger hunts • Drill-‐and-‐pracIce games • e-‐Learning w/ game dynamics as part of design
• Immersive simulaIons • Alternate reality • Augmented reality/locaIon-‐based services
• Mobile access • Technical support
• Feedback system (aka “GamificaIon” or “Behavior MoIvaIon System”) • Profiles • Badges • Awards/incenIves • Leaderboards
• Social media pla_orm • CommunicaIons • CollaboraIons
• LMS integraIon
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“Leveling Up” Game-‐based Learning in HED
Successful adopIon of game-‐based learning requires: • A solid understanding of the GBL ecosystem • A deep knowledge of game-‐based learning on both a micro-‐ and a macro-‐level • A detailed framework for adopIon addressing market realiIes, insItuIonal requirements, partner idenIficaIon, technology integraIon, and organizaIonal readiness.
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Game-‐based Learning Ecosystem for HED
Learning Community Students Faculty
InsItuIon
Technology Infrastructure
• Games • Badge system • Repository • CreaIon tools
• Legislatures • FoundaIons • Industry associaIons
• Learning standards • IntegraIon guidelines • ADA
• Access �DistribuIon pla_orm �Social Media �Badge system �LMS �AnalyIcs
• Developers • Publishers • Internal/External consultants
Anne Derryberry, Sage Road SoluIons LLC
2011, rev. 2012
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VARIABLES AFFECTING GBL ADOPTION AND SUCCESS IN HED SECTION 2
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Challenges to AdopIon of GBL in Postsecondary EducaIon • On-‐going percepIon that games aren’t suitable for serious learning • Limited content available for postsecondary audiences • “Pilot project” funding, lifle planning for sustainability • Mostly “home grown” – specific to an instructor and a course • Many exisIng Itles are developed in Flash, so not iOS-‐compaIble • Not correlated to learning standards • Not integrated with LMSs
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Factors Most Likely to Affect Successful AdopIon of Game-‐based Learning in HED • InsItuIonal Commitment and Support • Academic Excellence • Assessment, Tracking and Analysis • Technology Infrastructure and Equipment • Content Management and Maintenance • HosIng, Licensing and Fees • Faculty Readiness & Support • Impact on Students
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InsItuIonal Commitment and Support • Independent, “pilot project” efforts are popping up with increasing frequency. • Lack of insItuIonal recogniIon makes it difficult for other faculty to learn of and from those pilot projects. • Without insItuIonal support, there will be no cohesion or quality assurance.
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Making Commitment Explicit InsItuIons can best communicate their posiIon on GBL via: • Statement of support from highest academic officers and IT leaders • Clearly defined and arIculated strategy for new direcIon • Center of Excellence to coordinate, promote, support, enable GBL • Commitment to balancing academic excellence, program integrity, academic freedom, student achievement • Grants, awards for academic innovaIon • OpportuniIes for faculty engagement, input and innovaIon • OpportuniIes for student involvement, contribuIon, innovaIon
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Academic Excellence • If GBL is to be adopted across the insItuIon, what educaIonal criteria and quality metrics will guide that planning and implementaIon? • Criteria for evaluaIon may include: • “Approved” usages, applicaIons • “Approved” games/assets • “Approved” vendors
• Is there a system of review/approval before a course incorporaIng GBL is launched? • How can instructors produce and/or customize games/assets?
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Assessment and Tracking
A move from discrete learning games to game-‐based learning requires a shik from game-‐as-‐closed-‐system to game-‐as-‐data-‐rich-‐learning-‐arIfact. • Will the insItuIon accept/adopt games as a way to assess learning? Will badges for learning have a role to play? • Can student-‐developed games be exemplars of student achievement? • How will student acIvity within games be transferred to LMS?
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Data Analysis
GBL can generate new categories of student data, including how student performance inside a game can predict future behaviors in the game, in future learning acIviIes, even in future workplace performance. • Will insItuIon take advantage of these data? • Which and how? • Where will data live?
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Readiness for Technology Advancements Mobile, social and locaIon-‐based services are the focus of technology advancements over next several years: • Mobile • Smartphones and tablets • 4G transmission
• Social media • LocaIon based services
These trends will be reflected in educaIon – especially game-‐based learning – just as with every other industry.
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Technology Infrastructure and Equipment • What demands will GBL put on IT? Will exisIng infrastructure accommodate the load from networked mulI-‐player games and social media? • As more content moves to mobile, will students access that content via the insItuIon’s gateway/paywall, or receive pointers/referrals to third-‐party sources? • Is it preferable to standardize on a single mobile operaIng system? Device category? Vendor? Carrier? • How will equity of access be assured for students of all economic status levels?
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Content Management and Maintenance
• GBL assets must be kept fresh, just as textbooks and other teaching aids must be curated and refreshed. • As technology trends emerge (e.g., new access devices, operaIng system upgrades, transport protocols), assets must be updated to remain compaIble. • Internal faculty-‐produced assets are the greatest point of vulnerability vis-‐à-‐vis asset currency.
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HosIng, Licensing and Fees
Third-‐party providers may help accelerate Ime to adopIon. Agreements with providers/publishers must contemplate many issues. • Hosted access? Version access? Upgrades for life? • Licensing as sokware? Or licensing as learning resources/textbooks? • Open? Commercial? • InsItuIonal tech? Or personal tech running university resources? • How are fee schedules constructed? By seat? By download? By course?
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Faculty Readiness and Support
• Faculty need to know how to incorporate GBL resources into their syllabi and into their teaching. How can instructors learn about GBL? Get ideas for their own teaching? • Faculty who are interested in developing their own GBL resource(s) need pedagogical and technical skills and support. Will insItuIon provide this support? If so, how?
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Impact on Students • What kinds of communicaIons/messaging will be necessary for the insItuIon’s consItuents (i.e., students, parents, employers) to embrace GBL? • Will students need to purchase new technology? Will insItuIon offset cost? Can technology and content be rented? What are limitaIons to renIng? • For mobile technology, any offset for wireless carrier fees? • Will access to GBL assets fall into the same category as textbooks, i.e., student responsibility? Available in library or lab?
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NEXT STEPS SECTION 3
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