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Educational Gaming

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Card playing or a game like Jeopardy -- brief (five minutes to two hours) and simplistic ... Card games memorization, concept matching, pattern recognition ... – PowerPoint PPT presentation

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Title: Educational Gaming


1
Educational Gaming
  • Focus on Teaching Event
  • January 10, 2008
  • Jack Corliss
  • Academic Technology Services

2
Agenda
  • Digital game-based learning
  • Factors contributing to surge of interest
  • Current state of digital games in higher
    education
  • Game-based learning at Loyola

3
Digital 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

4
Digital 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

5
Digital 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

6
Digital 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

7
Factors 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.

8
Factors 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

9
Factors 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)

10
Factors 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

11
Effective 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

12
Effective 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.

13
Effective 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.

14
Effective 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

15
Future 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

16
Massively 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

17
Massively 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

18
Massively 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

19
Massively 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

20
Massively 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

21
Digital Game-Based Learning
  • Different games promote different desired
    learning outcomes
  • Card games
  • Jeopardy-style games
  • Arcade-style games
  • Adventure games

22
Digital 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

23
Mekong 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.

24
Mekong 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.

25
Mekong 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

26
Mekong 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

27
Mekong 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

28
Resources 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

29
Digital Gaming at Loyola
  • Management games simulation
  • Jill Graham, Eunice Jenson
  • Developed in-house
  • Student groups

30
Digital 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

31
Digital 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

32
Digital Gaming at Loyola
  • Gender, Gamers, and Peer Friendship Networks,
    Gender Research Seminar, November 14, 2007

33
Resources 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).

34
Closing Thoughts
35
Resources
  • 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.

36
Mil Gracias
  • Jack Corliss
  • jcorlis_at_luc.edu
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