the use of computer simulations and gaming to enhance authentic learning
DESCRIPTION
A presentation for Teaching with Technology ED 5700-01 at Mount Saint Mary College by Alan ZollnerTRANSCRIPT
The Use of ComputerThe Use of Computer Simulations & Gaming Simulations & Gaming
to Enhance Authentic Learningto Enhance Authentic LearningBy Alan ZollnerBy Alan Zollner
Teaching with TechnologyTeaching with Technology
ED 5700-01ED 5700-01
Mount Saint Mary CollegeMount Saint Mary College
Fall 2008Fall 2008
ElluminateElluminatePoll Question:Poll Question:
Have you used a computer simulation, or played a computer game, at any time in the past 5 years?
(yes / no)
GoalsGoals
1. Introduce the role of simulations and games
2. Recognize connections with learning theory
3. Tips on choosing and using effectively
4. Areas to watch future development
Environmental Detectives
Prospero’s Island
PhET: Eating and Exercise
Some Fun: My Solar SystemSome Fun: My Solar SystemGo to: http://phet.colorado.edu/simulations/sims.php?sim=My_Solar_SystemClick: Run Now
Gravitational Force: F=G(m1m2)/d2Celestial orbits depend on theinitial velocity vectors of the objects.
““My Solar System” ExperienceMy Solar System” Experience
Authentic Learning:1) Place the learner at center of the learning experience2) Encourage the learner to take an active role3) Place the learning situation in a real world context,
either physically or virtually.
• Dynamic• Interactive• Learner centered• Active• Discover• Experiential• FUN
Complex Games and SimulationsComplex Games and SimulationsSimulation
• A game that simulates a real-life scenario. • Model and present and abstracted reality• Players participate in a new world• Inhabit a role otherwise inaccessible• Experience the reality that words and symbols
describe• Promote autonomy and choice• Require interaction• Consequences for every decision made
Complex Games• Challenging, collaborative, creative,
competitive• Require a player to learn a variety of new
and difficult skills and strategies• Master skills by advancing through ever-
harder levels• Often requires outside research and
collaboration with other players
Source: Aldrich 2008
Essential Elements of Educational Simulation
Makes it EFFECTIVE:Tips, directions, graphs,context, learning strategies,facilitation, reflection,assessment
Makes it EXECUTABLE:Content (driven by learning goals), actions, results, feedback, interactivity,
dynamic
Makes it ENGAGING:fun, rewards,competition,discovery,social worth
Might be embedded, or more likely… require teacher support.
(Source: Aldrich, 2008)
Alignment with ConstructivismAlignment with ConstructivismCONSTRUCTIVIST BELIEFS
• Not simplified problems• Not basic skill drills• Encounter complex learning
environments• Experiential• Social interaction• Negotiation• Collaboration• Multiple perspectives and
representations• Freedom to research, explore, and
discover• One’s own quest for knowledge is at
the forefront of the learning experience.
• Cognitive conflict - puzzlement is the stimulus for learning.
GAMES• Complexity• Learning by trial and error• Scoring points• Active Participation• Exploring• Experiential learning• Problem based• Contextual• Constructive• Learner centered• Urgency• Immediate feedback • Social status is based on investing and
hard work• Student owns his/her learning so it’s
worth somethingMULTIPLAYER GAMES
• Collaborative• Conversational
Spectrum of Simulations and Games
Drill & Skill
Animation
Dynamic Interactive Simulations
Single User Complex Games
Multi User Complex Games
Ubiquitous Games
Engagement, Memorizing
+IllustrationDynamic, Short
+Concept developmentInteractive, short or several periods
+Complex Processes: social, scientific, cultural, etc. Points, Goal
+Role Playing, collaboration, Negotiation
+Augmented Reality. Multiple media: desktop, PDA, cell phone, on location
ExamplesMathBlaster“Edutainment”
home.earthlink.net/~mmc1919/venturi.html PhET
ASPIRE LabProspero’s Island
PhET
Civilization IIIRevolutionRiver CityBioHazard
Environmental Detectives
Majestic
Learning with SimsLearning with Sims• Evidence that simulations and games improve a
variety of cognitive capabilities. (Source: Fletcher & Tobias, 2006, Trey & Khan 2008, White & Frederickson 1998, Colella, 2001 cited in Squire & Jenkins 2003)
• Analogies that are dynamic, interactive, and integrated in a computer simulation have a strong effect on learning outcomes, particularly for unobservable phenomena in science. (Source Try & Khan, 2008)
• Develops ability to draw distinctions between important and unimportant facts.
• Social Connections for students with disabilites
• Simulations evoke real emotions ==> real memories
• Failure + Feedback ==> Learning
Teaching with SimsTeaching with Sims• Reflection - Provides individual construction of meaning• Benchmark - Test simulation against known solutions or
outcomes• Measure against learning objectives• Encourage students to form connections• Bridge theoretical knowledge with physical world.
– (Pilots go on to train with physical airplanes)• Scaffolding, embedded or facilitated by the teacher.• Adjust to the student’s zone of proximal development
Civilization III
Reflective AssessmentReflective Assessment
• Examine Critical Issues - thoughts, feelings, observations• Connect the experience to coursework• Find personal relevance• Reflection creates meaning• Self examination lead to better critical thinking skills• Appreciate the learning experiences of your students
Prospero’s Island
Key PlayersKey Players
• Univ of Wisc – Madison– Kurt Squire – James Paul Gee– GAPPS (Games and Professional Practice Simulations)
• MIT– Seymour Papert– Henry Jenkins (Comparative Media Studies)– The Education Arcade
• Harvard– Christopher Dede
• George Mason University– MUVEES (Multi-User Virtual Environment Experiential Simulator)
• UC-Berkley• American Association of History and Computing• Marc Prensky (Games2train, The Digital Multiplier)• Clark Aldrich – Author, Simulation designer• Serious Games Initiative• Muzzy Lane (software developer)• Digiplay Initiative
"Breaking down the artificial barriers between what we learn and what we do, between business and academics, and between understanding history and controlling our future,
simulation development will be a defining 21st century industry." - Clark Aldrich
Quiz Timehttp://www.proprofs.com/quiz-school/story.php?title=simulations-gaming-in-authentic-learning
HomeworkHomework
Distributed Supercomputing:Donate the time your computer is turned on, but is idle, to computational simulation projects that benefit humanity! Research to Conquer Cancer, Fight AIDS, Climate Prediction, and more.
Please Visit:
World Community Grid:http://www.worldcommunitygrid.org/
Boinc http://boinc.berkeley.edu/
PS3Grid.net http://www.ps3grid.net/
SourcesSourcesAldrich, C. (2008). Clark Aldrich's style guide for serious games and simulations [Electronic Version]. Notes from an Analyst and
Sumulation Designer. Retrieved 11/24/2008 from http://clarkaldrich.blogspot.com/search/label/Topic%20Heading.
Barbara Y. White, & Frederikson, J. R. (1998). Inquiry, modeling, and metacognition: making science accessible to all students. Cognition and Instruction, 16(1), 3-118.
Dominguez, L. (2006). Reflective assessment [Electronic Version]. Teaching Central, 1. Retrieved 11/24/2008 from http://www.facit.cmich.edu/teaching-central/issues/may06/reflective-assessment.htm.
Fletcher, J. D., & Tobias, S. (2006). Using computer games and simulations for instruction: A research review. Paper presented at the Society for Applied Learning Technology Meeting, New Learning Technologies. Retrieved 11/24/2008 http://digiplay.info/node/3151
Galarneau, L. (2005). Authentic learning experiences through play: Games, simulations and the construction of knowledge. Paper presented at the DiGRA 2005 Conference: Changing Views - Worlds in Play.
Ibbitson, K. E. (2005). The use of complex digital games and simulations in the classroom to enhance engagement and learning. Irvine CA: An independent research paper.
Prensky, M. (2001). Do they really think differently? [Electronic Version]. On the Horizon, 9. Retrieved 11/26/2008 from http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part2.pdf.
Prensky, M. (2008). Are you lecturing about nouns or facilitating learning with verbs? [Electronic Version]. The Greentree Gazette. Retrieved 11/26/2008 from http://www.greentreegazette.com/articles/load.aspx?art=985.
Squire, K., & Jenkins, H. (2003). Harnessing the power of games in education [Electronic Version]. IN>>SIGHT, 3, 5-33. Retrieved 11/24/2008.
Trey, L., & Khan, S. (2008). How science students can learn about unobservable phenomena using computer-based analogies. Computers & Education, 51(2), 519-529.