Title: Educational Gaming
1Educational Gaming
- Focus on Teaching Event
- January 10, 2008
- Jack Corliss
- Academic Technology Services
2Agenda
- Digital game-based learning
- Factors contributing to surge of interest
- Current state of digital games in higher
education
- Game-based learning at Loyola
3Digital Game-Based Learning
- Exploring games and education controversial
- Games play, can learning really be fun?
- Learning could be both fun and hard work
- Card playing or a game like Jeopardy -- brief
(five minutes to two hours) and simplistic
- A fond look at games
4Digital Game-Based Learning
- Todays games are complex
- Take up to 100 hours
- Require collaboration with others,
- Involve developing values, insights and new
knowledge
- Immersive virtual worlds -- more complex external
environment
- Communities of practice
- Buying and selling of game items
- Blogs and developer communities
5Digital Games
- Provide visual information to one or more
players
- Accept input from players
- Use set of programmed rules but no
instructional manual programmed into the code
of the game
6Digital Games
- Adventure moving through virtual world
- Puzzle games, e.g., Tetris
- Role-playing games, e.g., Dungeons and Dragons
- Strategy games, e.g., The Sims
- Sports games
- First-person shooter games, e.g., Counter-Strike
7Factors in Widespread Public Interest
- Ongoing research conducted by digital game-based
learning proponents
- Net generation digital natives
- Require multiple streams of information
- Prefer inductive reasoning
- Want frequent and quick interaction with content
- Have exceptional visual literacy skills
- Increased popularity of digital games.
8Factors in Widespread Public Interest
- Not just for the young
- Average age is 30 years
- 50 of adults play
- One in five over age 50 is a video gamer
- Males and females play about equally
- 63 parents believe games are a Two games for
every adult in US
- 2004 almost 250 million games sold
- Global sales 10 billion in 2006, 27 billion
expected in 2007
9Factors in Widespread Public Interest
- Scholarly research, e.g., J. Talmadge Wright
(Sociology) and Steven Jones (English)
- Degree programs, e.g., University of
Wisconsin-Madison
- Virtually all children will have played games
from preschool through high school
- Common in college, 65 (with 32 admit playing
games in class)
10Factors in Widespread Public Interest
- Whether or not we play games, gaming has become
part of our culture., Diana Oblinger, May 2006
- Games still evolving distributed authentic
professionalism learn how to be a professional
11Effective Learning Environments
- Knowledge and skills built in virtual characters,
objects and environments
- Players must master skills and integrate with
those of others
- Networked communication systems interactive
chat, internal e-mail, messaging
- Adopt certain set of values and particular world
view ? performing activities within specific
domain of knowledge
12Effective Learning Environments
- Social social environments large distributed
communities
- Research need to recall prior learning, decide
what new information is needed, apply it to new
situation
- Problem-solving know what information or
techniques to apply involves collective action
through communities of practice.
13Effective Learning Environments
- Transfer games require transfer of learning
from other venues
- Experiential players engage multiple senses
for every action there is a reaction feedback
is swift hypotheses are tested and players
learn from the results.
14Effective Learning Environments
- Games can be effective learning environments,
- not all games are effective
- not all games are educational
- Use of games vs. integration of games
- Understanding of the medium, alignment with
subject matter, instructional strategy, students
learning style, intended outcomes
15Future of Digital Game-Based Learning
- Massively multiplayer online (MMO) games offer
potential for education
- Bring many players together
- Collaborative and competitive activities
- Goal-oriented
- Often tied to storyline or theme
16Massively Multiplayer Educational Gaming
- Crafted with specific educational objectives
- Students work in small or large groups, and work
solo
- Larger community of player-learners
- Role-playing
- Mentoring of newer players by more experienced
players
- Competitive team activities
- Collaborative world-building
17Massively Multiplayer Educational Gaming
- 3D virtual world but
- Many popular MMOs are text-based or built on
simple graphical interfaces
- Resurgence of interest in educational MMOs
- Synthetic Worlds Initiative, Indiana University
- Research center
- http//swi.indiana.edu
- Arden Life and times of William Shakespeare
- 240,000 grant from MacArthur Foundation
18Massively Multiplayer Educational Gaming
- Entertainment sector 13 million active
subscriptions to MMOs worldwide
- Open-source MMO engines expected to offer
immersive and engaging learning experiences in
variety of disciplines.
- MMOs lends itself to use by many people,
spreading the benefits to students
19Massively Multiplayer Educational Gaming
- Benefits to education
- Discovery-based and goal-oriented learning
- Effective to develop team-building skills
- Design so that a group is required to develop a
solution and execute the plan in concert to
succeed
20Massively Multiplayer Educational Gaming
- Potential applications in education
- Study foreign language and culture
- Virtual immersion reading, writing, listening
and speaking
- Develop management and leadership skills
- Lead a guild or a raid develop transferrable
skills
- Practice strategy and apply knowledge
competitively
- Rich Man Game http//richmangame.com
21Digital Game-Based Learning
- Different games promote different desired
learning outcomes
- Card games
- Jeopardy-style games
- Arcade-style games
- Adventure games
22Digital Game-Based Learning
- Different games promote different desired
learning outcomes
- Card games memorization, concept matching,
pattern recognition
- Jeopardy-style games quick mobilization of
facts, labels and concrete concepts
- Arcade-style games improving speed of response,
automaticity, visual processing
- Adventure games hypothesis testing and problem
solving
23Mekong e-Sim
- University of Adelaide and University of
Technology, Australia
- Online learning environment
- simulation and role-playing
- Students immersed in complexities of authentic
decision making to develop communication,
collaboration and leadership needed to be
successful practitioners - Students become stackholders in Mekong River
Basin and debate the merits of a proposed
development project.
24Mekong e-Sim
- Structured method exposing students to wide
range of social, political, economic and
scientific conflicts affecting complex
engineering projects - Multinational in scope (six countries) dealing
with authentic problems of global importance.
- Stakeholders local villagers, government and
non-governmental organizations, academic and
research institutions, international bodies, the
media, and the engineers. - Learning scenario public inquiry into merits of
proposed development to manage natural resources
in the Mekong River Basin.
25Mekong e-Sim
- Grouped into teams of 2-4 students
- Participants are briefed on the problem,
acquainted with various stakeholders and their
conflicting interests, adopt a role of particular
party in the dispute - Research vantage point of chosen role for two
weeks
- Followed by period of online interaction and
debate
- Completed with period of structured reflection
and debriefing
26Mekong e-Sim
- Experience conducted during 6 weeks of a 13-year
term
- Hybrid course face-to-face interaction and
online learning
- Takes 50-60 hours to complete
- Involves between 60 and 140 undergraduate
students per semester
- Blackboard is the platform, e.g, discussion boards
27Mekong e-Sim
- Team-based, learn by doing build on
problem-solving abilities, and develop
communication, collaboration and leadership
skills - Flexible approach -- different learning outcomes
modifying scenarios, stakeholder groups involved
and events that lead to student interaction
- Learning effectiveness awareness of
sustainability issues, multidisciplinary and
multicultural dimensions of engineering issues,
and importance of teamwork in global environment
28Resources Mekong e-Sim
- Mekong e-Sim A Cross-Disciplinary Online
Role-Play Simulation, EDUCAUSE Learning
Initiative, http//www.educause.edu/eli
- Introductory slideshow
- http//ajax.acue.adelaide.edu.au/esim/overviewext
ernal
- Mekong e-Sim Student handbook
- http//services.eng.uts.edu.au/robertm/mekong/e-
Sim_handbook202005.pdf
29Digital Gaming at Loyola
- Management games simulation
- Jill Graham, Eunice Jenson
- Developed in-house
- Student groups
30Digital Gaming at Loyola
- Talmadge Wright, Sociology
- Counter-Strike, reportedly the worlds number one
online action game series, is a multi-player
first-person shooter. This team-oriented online
shooter pits terrorists and counter-terrorists
against one another in round-based combat set all
over the world. - Focus on player in-game behavior, looking at
textual and nonverbal actions, i.e., determine
social significance of patterns of game talk.
- http//www.counter-strike.net
31Digital Gaming at Loyola
- Textual and non-verbal actions
- Read and code up log text files
- Checking out in-game logos and non-verbal
interactions as played with other online players
- Collected interviews and gathered
participant-observation data
32Digital Gaming at Loyola
- Gender, Gamers, and Peer Friendship Networks,
Gender Research Seminar, November 14, 2007
33Resources Talmadge Wright
- J. Talmadge Wright http//www.luc.edu/sociology/fa
culty/wright.shtml
- Killing Zombies, Terrorists, and Aliens Video
gaming and the pleasures and anxieties of
symbolic violence, paper presented at Midwest
Sociological Society, April 2006. - Creative Player Actions in FPS Online Video
Games Playing Counter-Strike, with Eric Boria
and Paul Breidenbach, in Game Studies The
International Journal of Computer Game Research,
vol. 2, no. 2, (December 2002).
34Closing Thoughts
35Resources
- Aaron Delwiche, Massively Multiplayer Online
Games (MMOs) in the New Media Classroom,
Educational Technology Society, vol. 9, no. 2
(2006), pp. 160-172. - Joel Foreman, Game-Based Learning How to
Delight and Instruct in the 21st Century,
EDUCAUSE Review, vol. 39, no. 5
(September/October 2004), pp. 51-66. - Steve Jones, Let the Games Begin Gaming
Technology and Entertainment Among College
Students (Washington, D.C. Pew Internet
American Life Project, 2003). - The Horizon Report 2007, The New Media
Consortium and the EDUCAUSE Learning Initiative,
January 2007.
- Diana Oblinger, Simulations, Games and Learning,
ELI White Paper, May 2006.
- Richard Van Eck, Digital Game-Based Learning
Its Not Just the Digital Natives Who Are
Restless, EDUCAUSE Review, vol. 41, no. 2
(March/April 2006), pp. 17-30.
36Mil Gracias
- Jack Corliss
- jcorlis_at_luc.edu