Title: LEARNING VIA GAMES AND SIMULATIONS
1LEARNING VIA GAMES AND SIMULATIONS
Researcher Lauren Milstid, Graduate
Student Instructional Technology Program Chestnut
Hill College
This is an introductory presentation to my
thesis. My study is still in progress and will
be completed in May 2009.
2Introduction
Why do we care about learning through games?
- Technology-based learning is a modern learning
approach. - To accommodate the needs of todays learners
- Learners will acquire an educational experience
filled with value, respect, and enjoyment.
3My studys transformation
- My topic idea has stayed the same, but the road
to collecting data has been a roller coaster. - I tried to
- Survey E-learning users
- Interview employees from corporations
- Survey visitors at video game expo
- Interview college students experience with
Second Life in philosophy course - Interview or survey Alice users, via the online
Alice forum
4My studys transformation
- Where did the roller coaster stop?
- I will ask available professors and graduate
students to experiment with Alice - I will then conduct interviews based on their
experience with exploring the Alice software.
5My studys transformation
- What exactly is Alice?
- An innovative 3D programming environment that
makes it easy to create an animation for telling
a story, playing an interactive game, or a video
to share on the web. - Alice allows students to immediately see how
their animation programs run, enabling them to
easily understand the relationship between the
programming statements and the behavior of
objects in their animation. - Descriptions taken from www.alice.org
6My literature review - Part I
- Constructivism
- Constructivism as a learning theory
- Learning is not acquired through structured
problems and rules, rather the learning is
obtained by constructing knowledge and making
inquires. - Distributed cognition as a framework
- Technology is an involved team member in
cognition and not just a device that carries out
information. - Situated learning and meaning as a model
- Learning that takes place in the same environment
that it will be applied.
7My literature review - Part I
2 minute video on situated learning
http//www.youtube.com/watch?vBVPayUDJMX4
8My literature review - Part I
Gee (2008) thinks that learning is attained
through games because they allow players to
exercise the following capabilities identifier,
producer, risk taker, discoverer, organizer,
owner, creative problem solver, master (with
practice), and critical thinker.
Lets hear what an expert has to say.
9My literature review - Part I
- Constructivism
- Teaching with new learning approaches
- Instructors must design and establish curriculum
that helps people learn, which is possible when
four learning categories are present - knowledge-centered
- community centered
- assessment centered
- learner centered
10My literature review - Part I
- Constructivism
- Teaching with new learning approaches
- Knowledge centered provide hyperlinked content,
references, and multiple and ever-present sources
for acquiring information (Gibson et al., 2007). - Community centered facilitate collaborative work
and group learning, as well as provide the tools
for learners to connect globally with
international peers (Gibson et al., 2007). - Assessment centered provide instant feedback.
- Learner centered allow students to choose their
desired course/scenario as well as decide on the
proper tools to work with (Gibson et al., 2007).
11My literature review- Part II
- The Power of Games and Simulations How Games
Teach and Users Learn - It is not the theme of the game that attracts
players it the ubiquitous rewards that can be
attained via a game (Johnson 2006). - Aldrich (2007) indicates that engaged learners
become immersed into the games environment
where they acquire total control and every aspect
of the game depends on their actions.
12My literature review- Part II
- The Power of Games and Simulations How Games
Teach and Users Learn - Van Eck (2007) asserts that interaction is the
impetus to effective play because players must
respond and provide input. - Bogost (2008) points out that we are always
playing when immersed in a video game however,
the term play is synonymous with exploring and
interpreting the meaning of the game.
13My literature review - Part III
- Learning through Quality Game Design A Study in
E-Learning - Learning is meaningful, memorable, and
motivational. - Prensky (2007) asserts that good games are
challenging, original, fun, memorable, and make
the player feel tense and energetic. - Allen (2003) believes that if learning is neither
memorable nor meaningful, then a learner will not
grasp what is trying to be taught.
14My literature review - Part III
- Learning through Quality Game Design A Study in
E-Learning - Learning is meaningful, memorable, and
motivational. - Gee (2008) affirms that motivation is intrinsic
within games. - For example, players become more motivated when
failure is impossible. - Allen (2003) concludes that motivation
- Filters out distractions
- Strengthens ability to retain knowledge
- Stores new connections in the long-term memory
15My literature review - Part III
Allen (2003) notes, The purpose of
instructional interactivity is to wrestle our
intellectual laziness to the groundto reawaken
our interest in learning, strengthen our ability
to learn, and provide an optimal environment in
which to learn (p. 93).
Lets hear what an expert has to say.
16My research questions
- What is the experience of learning through games
and simulations? - How does good game design affect the users
quality of learning? - What happens when learners interact with the 3D
programming environment known as Alice? - How may using Alice affect the learners
learning? - How may using Alice affect the learners
motivation? - How would learners expect to apply what they
learn from using Alice to future learning
situations?
17My potential findings
- Participants will acknowledge and understand the
value and effectiveness of games and simulations
by - Discovering more about themselves, as learners
- Being aware of personal learning styles and how
games accommodate those styles - Experiencing a high level of motivation
- Understanding how to apply what was learned to
future scenarios
18References
- Allen, M. W. (2003). Michael Allens guide to
e-learning. Hoboken, NJ John Wiley Sons. - Gee, J. P. (2007). What video games have to teach
us about learning and literacy (revised and
updated ed.). New York Palgrave Macmillan. - Gibson, D., Halverson, W., Riedel, E. (2007).
Online games for 21st century skills. In D.
Gibson, C. Aldrich, M. Prensky (Eds.), Games
and simulations in online learning (pp. 175
187). Hershey, PA Information Science. - Johnson, S. (2006). Everything bad is good for
you. New York Penguin Group. - Salen, K., Bogost, I., Gee, J. P., Ito, M.
(Eds.). (2008). The ecology of games.
Cambridge, MA The MIT Press. - Van Eck, R. (2007). Building artificially
intelligent learning games. In D. Gibson, C.
Aldrich, M. Prensky (Eds.), Games and
simulations in online learning (pp. 271 307).
Hershey, PA Information Science.
19Final questions
- Any thoughts?
- Any unclear points?