game-based learning in higher education 2012

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A SCAN OF GAMEBASED LEARNING IN U.S. HIGHER EDUCATION Spring 2012 by Anne Derryberry Analyst, Sage Road SoluHons Producer/Designer, I’m Serious

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A scan of game-based learning penetration of the higher ed market as of Spring 2012.

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Page 1: Game-based Learning in Higher Education 2012

 A  SCAN  OF  GAME-­‐BASED  LEARNING  IN  U.S.  HIGHER  EDUCATION      Spring  2012    by  Anne  Derryberry  Analyst,  Sage  Road  SoluHons  Producer/Designer,  I’m  Serious  

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Table  of  Contents  

SecHon  1:  General  Overview  of  Gamed-­‐based  Learning  (GBL)  SecHon  2:  Status  of  GBL  in  U.S  Postsecondary  EducaHon  –    

   Spring  2012  SecHon  3:  Conclusions  

Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 3

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GENERAL  OVERVIEW  OF  GAME-­‐BASED  LEARNING  (GBL)  SecHon  1  

Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 4

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Computer  Games  

Serious  Games  

Learning  Games  

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Games  

Learning  Games  Are  a  Subset  of    Serious  Games  

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Many  Industries  and  Disciplines  Use  Serious  Games  to  Reach  Audiences  

Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 6

Emergency  Services  

Social  Goo

d  

Journalism  

Healthcare  

Workplace/  Personal  ProducHvity  

Military  

Corporate  

Training  

PoliHcs  

Government  

MarkeHng  &  AdverHsing  

EducaHon  

The Apply Group predicts that between 100 and 135 of the Global Fortune 500 will have adopted *games for learning* by the end of 2012, with the United States, United Kingdom and Germany leading the way.

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Pedagogic  ApplicaHons  of  Games  

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The Knowledge Dimension The Cognitive Process Dimension

Remember Understand Apply Analyze Evaluate Create

Factual Knowledge List Summarize Classify Order Rank Combine

Conceptual Knowledge Describe Interpret Experiment Explain Assess Plan

Procedural Knowledge Tabulate Predict Calculate Differentiate Conclude Compose

Meta-Cognitive Knowledge Appropriate Use Execute Construct Achieve Action Actualize

Red  =  dimensions  of  knowledge  and  cogniHon  supported  by  games  

Based  on  work  of  Dianna  Fisher,  Extended  Campus  –  Oregon  State  University,  ©  2005  (h`p://oregonstate.edu/instruct/coursedev/models/taxonomy/#table),  which  is,  in  turn,  based  on  the  work  of    Lorin  Anderson,  et  al.,  to  revise  Bloom’s  Taxonomy  for  21st  century  students  and  teachers.      

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From  Learning  Games  to  Game-­‐based  Learning  

•  A  single  game  or  several  games  applied  to  a  course  or  specific  learning  goal  is  a  good  start,  but  doesn’t  address  wide-­‐spread  need  –  or  opportunity.  

• Moving  from  “pockets  of  innovaHon”  to  systemic  implementaHon  requires  different  thinking.  

• Game-­‐based  learning  embraces  the  ecosystem  surrounding  the  intersecHon  of  pedagogy  and  serious  games.      

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Game-­‐based  learning    has  enough  trac&on  that  it  is  being  tracked  by  market  research  firms.    

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Ambient  Insight’s  8  Types  of    Pedagogically-­‐defined  Learning  Products*  •  Self-­‐paced  eLearning  courseware  • Digital  video,  text  and  audio  reference  •  CollaboraHon-­‐based  learning  •  Social  learning  •  SimulaHon-­‐based  learning  • Game-­‐based  learning  •  CogniHve  learning  • Mobile  learning  

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*Ambient Insight, 2011 (www.ambientinsight.com/Resources/Documents/AmbientInsight_Learning_Technology_Taxonomy.pdf)

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For  EducaHon  Sector,  GBL  Really  Means  K-­‐12  In  HED,  GBL  Just  StarHng  to  Gain  TracHon    •  Some  simulaHon-­‐based  learning  –  mostly  medical  simulaHons  and  business  simulaHons  (McGraw-­‐Hill,  SimVenture)  

•  Some  classes  are  being  offered  in  virtual  worlds  like  Second  Life  and  AcHve  Worlds.  

•  “[Game-­‐based  learning  is]  not  in  wide  use  in  higher  educaHon.”    -­‐Sam  Adkins,  Ambient  Insight.  From  Industry  Gamers  interview,  8/18/11.  (www.industrygamers.com/news/  serious-­‐games-­‐mobile-­‐driving-­‐a-­‐renaissance-­‐in-­‐edutainment/)  

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Horizon  Report*  Maintains  Its  ProjecHons  on  Time  to  AdopHon  

2011  

<  1  yr.        Electronic  Books          Mobile  Apps  2-­‐3  yrs.    Augmented  Reality          Game-­‐based  Learning  4-­‐5  yrs.    Gesture  CompuHng          Learning  AnalyHcs  

2012  

<  1  yr.    Tablets      Mobile  Apps  2-­‐3  yrs.  Game-­‐based  Learning        Learning  AnalyHcs  4-­‐5  yrs.  Gesture  CompuHng        Internet  of  Things  

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*The  NMC  Horizon  Report:  2012  Higher  Educa&on  Edi&on  www.nmc.org/publicaHons/horizon-­‐report-­‐2012-­‐higher-­‐ed-­‐ediHon  

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Knewton (an adaptive learning platform developer) says game-based learning is one of six “new technologies” that result in more effective learning solutions. (http://www.knewton.com/digital-education/) Knewton is deployed at ASU, Penn, SUNY and others.

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STATUS  OF  GAME-­‐BASED  LEARNING  IN  U.S.  POSTSECONDARY  EDUCATION  TODAY  SecHon  2  

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We’re  SHll  Early  on  the  AdopHon  Curve  for  GBL  in  HED  

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Game-­‐based  Learning  Ecosystem  for  HED    Is  StarHng  to  Form  

Learning  Community  Students   Faculty  

InsHtuHon  

Technology  Infrastructure  

•   Games  •   Badge  system  •   Repository  •   CreaHon  tools  

•   Legislatures  •   FoundaHons  •   Industry  associaHons  

•   Learning  standards  •   IntegraHon  guidelines  •   ADA  

• Access    �DistribuHon  plaqorm    �Social  Media    �Badge  system  �LMS    �AnalyHcs  

•   Developers  •   Publishers  •   Internal/External              consultants  

Anne Derryberry, Sage Road Solutions LLC

2011, rev. 2012

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Who  Is  Using  GBL  In  the  Curriculum  

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University  Research  Centers  Exploring  GBL  •  Educa2on  Arcade  at  MIT  -­‐  www.educaHonarcade.org      •  Games,  Learning,  Society  at  the  University  of  Wisconsin-­‐Madison  -­‐www.gameslearningsociety.org  

•  Center  for  Game  Science  at  University  of  Washington  –www.centerforgamescience.org/site/  

•  Games  for  Learning  Ins2tute  at  NYU  –  h`p://g4li.org/about  

•  Ins2tute  for  Simula2on  &  Training  at  University  of  Central  Florida  –www.ist.ucf.edu/index.htm  

•  Center  for  Transforma2ve  Media  at  Parsons  The  New  School  for  Design  –h`p://ctm.parsons.edu/  

 

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University  Research  Centers  Exploring  GBL  •  Interac2ve  Communica2ons  &  Simula2ons  at  University  of  Michigan  –  h`p://ics.soe.umich.edu/  

•  GAMeS  (Games,  Anima2on,  Modeling  and  Simula2on)  Lab  at  Radford  University  -­‐  h`p://gameslab.radford.edu/    

•  3D  Game  Lab  at  Boise  State  University  -­‐    h`p://3dgamelab.org.shivtr.com/    •  Serious  Games  Center  at  Purdue  –    h`p://social.educaHon.purdue.edu/game/about/  

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 Many  Commercial  Entertainment  Games    Are  Used  as  Learning  Tools    

 

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Game   DescripHon   ApplicaHon  

Angry  Birds   Players  use  a  slingshot  to  launch  birds  at  pigs  staHoned  on  or  within  various  structures  with  the  intent  of  destroying  all  the  pigs  on  the  playing  field.    

Physics,  Math,  History,  e.g.,  h`p://ilearntechnology.com/?p=3970    

Spore   Player  controls  development  of  a  species  from  microscopic  organism,  through  development  as  intelligent  and  social  creature,  to  interstellar  exploraHon  as  a  spacefaring  culture.  

Biology,  Life  Sciences,  EvoluHon,  e.g.,  h`p://wiimedia.ign.com/wii/image/arHcle/100/1003849/spore-­‐hero-­‐20090715110445707_640w.jpg      

CivilizaHon  (series)  

Players  a`empt  to  expand  and  develop  their  empires  through  the  ages  from  the  ancient  era  unHl  modern  and  near-­‐future  Hmes.  

World  History,  diplomacy  www.techieteacher.org/2010/  02/civilizaHon-­‐project-­‐step-­‐3-­‐and-­‐more.html    

EVE  Online   Massively  mulHplayer  online  role-­‐playing  game  in  which  players  discover,  explore  and  dominate  a  science-­‐ficHon  universe  by  forming  corporaHons,  trading  with  other  players,  making  alliances  and  ba`ling  for  supremacy.  

Economics,  Finance  www.w.com/cms/s/0c3c18fe-­‐fc03-­‐11db-­‐93a4-­‐000b5df10621    

SimCity   A  city-­‐building  simulaHon  game.  Player  manages  city  resources  to  keep  ciHzens  happy  and  city  thriving.    

Management,  Urban  planning,  Resource  management  h`p://oirt.rutgers.edu/games/simcity.html    

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343  CerHficate  and  Degree  Programs  in  U.S.  for  Game  Design/Programming  

•  California  –  54  •  Texas  –  24  •  Illinois  –  20  •  Florida  –  18  • New  York  -­‐  15  

• Minnesota  –  14  • Massachuse`s  –  13  •  Arizona  –  10  • Michigan  –  10  •  Pennsylvania  –  10  

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301 undergraduate, 42 graduate programs In 45 states (and D.C.)

From Entertainment Software Assn., 2011. http://www.theesa.com/gamesindailylife/schools.asp

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CONCLUSIONS  SecHon  3  

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Game-­‐based  Learning  in  HED  –    A  “Green  Field”  Opportunity  •  Growing  consumer  fascinaHon  with  games  is  driving  accelerated  interest  in  using  games  in  and  for  learning.  

•  AdopHon  of  games  for  learning  is  in  its  early  stages.    • While  universiHes  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  innovaHon  are  beginning  to  emerge  related  to  technology  tools,  plaqorms  and  Htles.  As  yet,  there  are  virtually  no  examples  of  systemic  insHtuHonal  adopHon.  

•  There  is  a  wide-­‐open  opportunity  to  “flip”  the  conversaHon  from  a  focus  on  producing  digital  assets  to  leveraging  the  moHvaHonal  and  engagement  elements  of  games  and  gamificaHon  to  promote  student  retenHon,  progress  and  compleHon.  

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InsHtuHonal  ConsideraHons  for  Broad  Scale  AdopHon  of  Game-­‐based  Learning  Include…  

•  Learning  content  takes  many  forms,  e.g.:  •  Scavenger  hunts  •  Drill-­‐and-­‐pracHce  games  •  e-­‐Learning  w/  game  dynamics  as  part  of  design  

•  Immersive  simulaHons  •  Alternate  reality  •  Augmented  reality/locaHon-­‐based  services    

• Mobile  access  •  Technical  support  

 

•  Feedback  system  (aka  “GamificaHon”  or  “Behavior  MoHvaHon  System”)  •  Profiles  •  Badges  •  Awards/incenHves  •  Leaderboards  

•  Social  media  plaqorm  •  CommunicaHons  •  CollaboraHons  

•  LMS  integraHon  

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“Leveling  Up”    Game-­‐based  Learning  in  HED  

Successful  adopHon  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  adopHon  addressing  market  realiHes,  insHtuHonal  requirements,  partner  idenHficaHon,  technology  integraHon,  and  organizaHonal  readiness.    

   

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