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GAME ON!INTEGRATING GAMES
AND SIMULATIONS IN
THE CLASSROOM
SLIDES AND RESOURCES AVAILABLE AT
brianhousand.com/page2015
Brian
H E L L O
My name is
I AM A
GEEK
what is
a game
padlet.com/brianhousand/page15
OBJECTIVESRULES OBSTACLES
GAMES
ARE
VOLUNTARY
GAMES
OFFER
CHOICES
CHOICES
HAVE
CONSEQUENCES
CONSEQUENCES
OFFER
FEEDBACK
FREEDOM TO
EXPERIMENT
FREEDOM TO FAIL
FREEDOM TO TRY ON
DIFFERENT IDENTITIES
FREEDOM OF EFFORT
-Scot Osterweil
Lev Vygotsky
17 November 1896
11 June 1934
Zone of proximal
development
social construcitivism
play theory
In play, children are
involved in an
imaginary situation,
with explicit roles
and implicit rules.
VYGOTSKY
This leads to a greater
degree of self-regulation,
the children's actions
being determined by the
rules of the game.
VYGOTSKY
When involved in play,
children's concentration
and application to the
task are much greater
than in academically-
directed activities
contrived by the teacher.
VYGOTSKY
Games are the most elevated form of investigation.
10,000
STOP
ITECH
FORGETTHEi
TECHNOLOGY!
ONLINE
BOARD
iOS
bit.ly/quest-to-learn
Collect Quest
Puzzle Quest
Share Quest
Drama Quest
Conquest
Grow Quest
Shrink Quest
Maze Quest
Story Quest
Delivery Quest
Seek and Destroy Quest
Spy or Scout Quest
Research Quest
Design Quest
Apprentice Quest
Tracking Quest
Experiment Quest
SPECIALIST
Examine 5 games in one category
JACK OF ALL TRADES
Examine 3 games in each of the 3 categories
GAME MASTER
Dive in deep with ONE game
TEACHER
Teach someone else how to play a game
PLAY
HOURS
10,000
EXPERTS AT What?
creativity
communication
collaboration
problem solving
Task commitment
navigation
Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.
Computers in Human Behavior, 28(2), 370-376.
CREATIVITY
COMPUTER
USE
INTERNET
USE
CELL
PHONE
USE
VIDEO
GAME
PLAY
Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.
Computers in Human Behavior, 28(2), 370-376.
CREATIVITY
VIDEO
GAME
PLAY
REAL
GAMES
VS.
EDUCATIONAL
GAMES
“While most games contain a clear reward system for players (moving up a level, receiving badges or points, etc.),
what may be most appealing to educators is that games provide students
A SAFE PLACE TO LEARN FROM FAILURE.
In games, exploration is inherent and there are generally no high-stakes consequences. Children are able to
EXPERIMENT AND TAKE RISKS
TO FIND SOLUTIONS
without the feeling that they are doing something wrong.
GAMES ENCOURAGE STUDENTS TO
MAKE AND LEARN FROM MISTAKES,
which is a particularly important concept in the K-12 setting.”
GAME
BASED
LEARNING
GAMIFICATION:
The use of game
elements and
game-design
techniques in
non-game
contexts.
POINTS BADGES LEADER
BOARDS
POINTS
Effectively Keep Score
Determine WIN State
Connection Between Progress
and Reward
Provide Feedback
External Display of Progress
Data for Game Designer
BADGES
Goals to Strive Toward
Guidance About Possibilities
Visual Markers of
Accomplishment
Status Symbols
Tribal Markers
LEADER
BOARDS
ENGAGE
GAMIFICATION OFFERS CHOICE
It’s about
THE EXPERIENCE.
Play
Magical and
Meaningful
Story
DEFINE LEARNING
OBJECTIVES
2. Delineate Target BehaviorsDELINEATE TARGET BEHAVIORS
DESCRIBE YOUR PLAYERS
DEVISE
ACTIVITY
CYCLES
DON’T
FORGET
THE
FUN!
DEPLOY
APPROPRIATE
TOOLS
BOSS LEVEL
CONSUMERS
PRODUCERS
TYPE III
INDEPENDENT OR SMALL GROUP INVESTIGATIONS
PRODUCTS AND/OR PERFORMANCES
TYPE I
GENERAL
EXPLORATORY
ACTIVITIES
TYPE II
METHODOLOGICAL
TRAINING /
HOW-TO ACTIVITIES
(Renzulli, 1977)
I used to think…
But now, I think…
YOU
FIND
YOUR
PEEPS
Dear Future Self,
SHORT
MEDIUM
LONG
brianhousand.com
brianhousand@gmail.com
@brianhousand
brian.housand
bc1000

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