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Using Games to Bridge Scholarly and Practical Learning

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How can games be used as a tool to bridge the divide between scholarly and ... Senior-level university students enrolled in a management course ... – PowerPoint PPT presentation

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Title: Using Games to Bridge Scholarly and Practical Learning


1
Using Games to Bridge Scholarly and Practical
Learning
  • Patti Banyas
  • CEP901 Research Critique Proposal
  • Michigan State University

2
Historical Perspective
  • Culin 1900s, study the value of play
  • Duke 1950s, simulation games
  • Papert 1960s, LOGO
  • Today the research is also driven by the cultural
    influences technology and digital games have on
    our society

3
The need?
  • School-based learning may not address key issues
    Kirriemuir et al
  • Differences in school and real-world learning
    Resnick
  • How do make the school experience more rich and
    valuable to students?

4
Differences in and out of school
Adapted from Resnick, 1987
5
Characteristics of Effective Learning Games
  • Skills strategic thinking, planning,
    communication, numeric application, negotiation,
    group decision-making and data handling
  • Empowerment
  • Problem solving
  • Understanding
  • Fun?

6
Games as the bridge
7
Research Questions
  • Where do good learning and good games meet?
  • How can games be used as a tool to bridge the
    divide between scholarly and practical learning
    to best suit the needs of learners?

8
Research Proposal
  • Design an activity that gives students the
    opportunity to experience a real-world scenario
  • The activity will also solicit feedback from
    professionals in the field to testify to the
    level of authenticity that is either present or
    not in the activity

9
Research Proposal
  • Market Structure Simulation Game designed to
    provide them with the experience of being an
    industry player and show how the structure of an
    industry affects each firms profitability within
    that industry.
  • Setting, procedures and rules designed to
    simulate the environment in which students will
    eventually be in.

10
Research Proposal
  • Participants
  • Senior-level university students enrolled in a
    management course
  • Working management professionals

11
Research Proposal
  • Methods
  • Pre-test of key concepts implemented in the game
    to establish a baseline (both groups)
  • Gameplay session, recording decisions and
    strategies employed within game (both groups)
  • Survey usability, perceived value, enjoyment
    and relationship to reality

12
Research Proposal
  • Analysis
  • Compare students before after play
  • Compare play of students and professionals
  • Relate analysis to survey responses
  • Design considerations relating to surveys

13
Questions?
thank you for your attention
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