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Gaming and Learning
        Catherine V. Parsons
  Assistant Superintendent for Curriculum,
  Instruction, and Pupil Personnel Service
   Pine Plains Central School District, NY

        iSLaka: Victoria Gloucester
             WoW: Vyktorea
Description
Connecting to learners means connecting to the tools of
their everyday world. Therefore, video games, now
ubiquitous among two full generations, must be
considered when examining curriculum and instruction.
In this session, participants will deconstruct the
learning and design concepts behind video games,
examine how these concepts align with research-based
classroom practice, and explore ways in which gaming
should be incorporated into the definition of what it
means to be literate in society today.
Who am I and who are you?
Housekeeping
VIDEO GAME

Take one minute and write
down the first 5 words or
phrases that come to mind
when you hear the words
“VIDEO GAME”.
Learning Path for Today
 Fundamental Beliefs and Definitions

 Learning Concepts, Engagement (and Gaming)

 What we can learn (and children are
 learning) from games

 Using Games in School

 Using Games AS School

 Extending Games

 Inquiries
Learning Path for Today
 Fundamental Beliefs and Definitions

 Learning Concepts and Gaming (Engagement)

 What we can learn (and children are
 learning) from games

 Using Games in School

 Using Games AS School

 Extending Games

 Inquiries
Role of Education in Society

  Understanding education in the context of
  society assists in understanding the intent
  and effectiveness of the institution (Pai &
  Adler, 2001).

  Pai and Adler (2001) noted education, “… can
  be viewed as the deliberate means by which
  each society attempts to transmit and
  perpetuate its notion of the good life…
  derived from…belief[s] concerning the nature
  of the world, knowledge, and values” (p. 4).
Authentic Education

In order for students to obtain an authentic
education, they must discover, think, act,
make mistakes, and live. Educational
institutions are accountable for a design
that allows processes to take place in order
for students to learn to be learners and
become motivated through experiences.
Interplay
“It is important to acknowledge that within a
constructivist paradigm of learning, technology
tools do not evoke the dynamics of a learning
community, but rather these dynamics are the
result of the interplay between content, the
instructor, and the learners. Although, the
affordances of tools may influence
opportunities for discourse and interaction,
virtual worlds are another tool for teaching
and learning” (Dickey, 2005, p. 132).
Ubiquitous
Non-traditional and more constructivist approaches to teaching and
learning generate “student satisfaction, interest, engagement, and
retention” (Sanborn, Sanotos, Montgomery, & Caruthers, 2007, p.
29). New technology tools require non-traditional approaches,
however when educators are faced with planning for ubiquitous
technology use they tend to produce tasks that focus on lower
order cognitive skills and lower levels of learning lacking
constructivist design (Gillespie, 1998; Howard, 2004). The use of
technological tools of a society is important to the future success
of students becoming productive members of that society (Papert
& Caperton, 1999). Howard (2004) questioned the very nature
technology in education. Is it precisely the unknown transformative
nature of the technologies themselves that creates the stagnating
fear of adoption due to the possible change impact on the system.
“It takes a lot of courage to release
the familiar and seemingly secure, to
embrace the new. But there is no
real security in what is no longer
meaningful. There is more security in
the adventurous and exciting, for in
movement there is life, and in change
there is power.”
                             Alan Cohen
Definitions

GBL
Computer -vs- Console
Serious Games
MMORPG
Virtual World (MUVE)
Simulation
Digital Presence
Game-Based Learning
      (GBL)
“Applications using the
characteristics of video and
computer games to create engaging
and immersive learning experiences
for delivering specified learning
goals, outcomes and experiences”.

                                          JISC (Joint Information Systems Committee)
    http://www.jisc.ac.uk/whatwedo/programmes/elearning_innovation/eli_outcomes.aspx
Computer -vs- Console
“A video game console is an interactive
entertainment computer or electronic device that
produces a video display signal which can be used
with a display device (a television, monitor, etc.) to
display a video game. The term "video game
console" is used to distinguish a machine designed
for consumers to buy and use solely for playing
video games from a personal computer, which has
many other functions...”
        http://en.wikipedia.org/wiki/Video_game_console
Serious Games
“A serious game is a term used to refer to a
software or hardware application developed with
game technology and game design principles for
a primary purpose other than pure
entertainment. The Serious adjective is generally
appended to refer to products used by
industries like defense, education, scientific
exploration, health care, emergency management,
city planning, engineering, religion, and politics.”


           http://en.wikipedia.org/wiki/Serious_games
MMORPG

A massively multiplayer online role-
playing game (MMORPG) is a genre
of computer role-playing games
(CRPGs) in which a large number of
players interact with one another in
a virtual world.
         http://en.wikipedia.org/wiki/Mmorpg
Virtual World (MUVE)

“A Virtual World is a
computer-based simulated
environment intended for its
users to inhabit and interact
via avatars.”
        en.wikipedia.org/wiki/Virtual_world
Examples
Second Life
Active Worlds
Club Penguin
Wizards 101
There.com
Star Doll
Whyville
EvE
WoW
Webkinz
Big Deal?
Simulation
The imitation of the reality for studying the effect of
changing parameters in a model as a means of
preparing a decision: www.eyefortransport.com/
glossary/st.shtml

In simulated spaces learners, “cooperate... collaborate...
make effective decisions under stress... take prudent
risks in pursuit of objectives... make ethical and moral
decisions... employ scientific deduction... are quicker to
master and apply new skills and information... think
laterally and strategically... persist and solve difficult
problems... understand and deal with foreign cultures...
and manage businesses and people” (Prensky, 2007).
Digital Presence
Learning Path for Today
 Fundamental Beliefs and Definitions

 Learning Concepts and Gaming (Engagement)

 What we can learn (and children are
 learning) from games

 Using Games in School

 Using Games AS School

 Extending Games

 Inquiries
Learning   Literacy


Engagement
 Teaching   Play
Learning
Learning is the acquisition and development of memories and behaviors,
including skills, knowledge, understanding, values, and wisdom. It is the
goal of education, and the product of experience: http:/  /en.wikipedia.org/
wiki/Learning

An exercise of constructing personal knowledge that requires the learner
to be mentally active rather than passive; interpreting rather than
recording information: www.maine.gov/education/highered/Glossary/
Glossary.htm

The change in behaviour that results from experience and practice:
http://wps.pearsoned.co.uk/wps/media/objects/1452/1487687/glossary/
glossary.html

A change in the behavior of the learner as a result of experience. The
behavior can be physical and overt, or it can be intellectual or
attitudinal: www.rotc.monroe.army.mil/helpdesk/definitions-1/terms.htm
Engagement
“What happens outside of us has a lot
to do with what we choose to do, but
the outside event does not cause the
behavior. What we get, and all we
ever get, from the outside is
information; how we choose to act on
that information is up to us” (Glasser,
1990, p. 41).
Teaching
In education, teachers are those who help students or
pupils learn, often in a school. The objective is typically
a course of study, lesson plan, or a practical skill,
including learning and thinking skills. The different ways
to teach are often referred to as the teacher's
pedagogy: http:/  /en.wikipedia.org/wiki/Teaching

Arranging conditions to bring about learning as planned:
http://members.aol.com/JohnEshleman/glossary.html

The activities of educating or instructing; activities that
impart knowledge or skill: http:/ /wordnet.princeton.edu/
perl/webwn
Engagement
“People control their own experiences.
The only way you can truly get them to
behave as you wish is through the
threat or actuality of overwhelming
superior physical force - and even that
is only a temporary solution” (Powers,
1998, p. 122).
                     Perpetual Control Theory
Literacy

The ability to read and write http://
wordnet.princeton.edu/perl/webwn

The traditional definition of literacy is considered to be
the ability to read and write, or the ability to use
language to read, write, listen, and speak: http://
en.wikipedia.org/wiki/Literacy

The ability to read, write, communicate, and
comprehend: http:/ /www.educationoasis.com/curriculum/
Reading/glossary_reading_terms.htm
Engagement
“Motivation is a key aspect of effective learning but
motivation needs to be sustained through feedback
responses, reflection and active involvement in order for
designed learning to take place. Therefore the key
challenge for effective learning with games is for the
learner to be engaged, motivated, supported and
interested but also importantly for the learning to be
undertaken in relation to clear learning outcomes as well
as being made relevant to real world contexts of practice.
A key challenge for designers then is to get the correct
balance between delightful play and fulfilling specified
learning outcomes”.
                                                 JISC (Joint Information Systems Committee)
           http://www.jisc.ac.uk/whatwedo/programmes/elearning_innovation/eli_outcomes.aspx
Play
“A like balance in mental life characterizes process and
play and product. We met one important phase of this
adjustment in considering play and work. In play,
interest centers in activity, without much reference to
its outcome. The sequence of deeds, images, emotions,
suffices on its own account. In work, the end holds
attention and controls the notice given to means. Since
the difference is one of direction of interest, the
contrast is one of emphasis, not of cleavage. When
comparative prominence in consciousness of activity or
outcome is transformed into isolation of one from the
other, play degenerates into fooling, and work into
drudgery” (Dewey, 1910, p. 217).
http://thefuntheory.com/
Engagement
“The intellectual harm accruing from
divorce of work and play, product and
process, is evidenced in the proverb, "All
work and no play makes Jack a dull boy."
That the obverse is true is perhaps
sufficiently signalized in the fact that
fooling is so near to foolishness. To be
playful and serious at the same time is
possible, and it defines the ideal mental
condition” (Dewey, 1910, p. 218).
21 Research-based Instructional
             Strategies
Taking student readiness into
account                              Providing contiguity
Defining instructional                Using repetition effectively
expectations                         Utilizing unifiers
Providing instructional evaluation   Providing one-to-one tutoring
Providing corrective instruction     Utilizing reminders
Keeping students on task             Utilizing teamwork
Maximizing teaching time             Reducing student teacher ratio
Providing ample learning time        below 21 to 1
Providing transfer of learning       Clarifying communication
instruction                          Utilizing question and answer
Providing decision-making            instruction
instruction                          Utilizing computerized instruction
Providing prediction and             Utilizing demonstrations
problem-solving instruction
Learning Principles in Gaming
Active, critical learning principle   Intertextual principle
Design principle                      Multimodal principle
Semiotic principle                    “Material Intelligence” principle
Semiotic domains principle            Intuitive knowledge principle
Metalevel thinking principle about    Subset principle
semiotic domains principle            Incremental principle
“Psychosocial Moratorium” principle   Concentrated sample principle
Committed learning principle          Bottom-up basic principle
Identity principle                    Explicit information on-demand and just-in-
Self-knowledge principle              time principle
Amplification of input principle       Discovery principle
Achievement principle                 Transfer principle
Practice principle                    Cultural models of the world principle
Ongoing learning principle            Cultural models about learning principle
“Regime of Competence” principle      Cultural models about semiotic domains
Probing principle                     principle
Multiple routes principle             Distributed principle
Situated Meaning Principle            Dispersed principle
Text principle                        Affinity group principle
                                      Insider principle
Activity
Engagement
Experience
Constant Achievement
Expanding Circle of
   Competence
No Right Answer
Working Within the
      Rules
Language, Signs, and
     Symbols
Social
Identity
Empathy
Simulation
Practice
Applied Learning
Context
Feedback
Multimodal
Mastery
Death
Research?
Byron Review
http://www.dcsf.gov.uk/byronreview/
Considerations...
“The use of game-based learning can
change not just what is learnt but also
significantly how we learn, for this reason
it is important to consider all the possible
implications of adopting game-based
learning in your practice such as context
of use, duration of study periods,
technical support, community of
practitioners”.
                                             JISC (Joint Information Systems Committee)
       http://www.jisc.ac.uk/whatwedo/programmes/elearning_innovation/eli_outcomes.aspx
Learning Path for Today
 Fundamental Beliefs and Definitions

 Learning Concepts and Gaming (Engagement)

 What we can learn (and children are
 learning) from games

 Using Games in School

 Using Games AS School

 Extending Games

 Inquiries
Using Games in School
Mathematics: Lucas Gillispie
       (Pantego)
http://wowinschool.pbworks.com/
The Small Egg
Console Gaming in
    Education
http://www.sesamestreet.org/home
Line Rider
PBS Kids and PBS Go
http://nobelprize.org/educational_games/
   peace/nuclear_weapons/game.html
http://science.discovery.com/
interactives/literacy/darwin/
http://www.freedomfighter56.com
Subject Areas
English              Foreign Language

Science              ELL

History              Drama

Art                  FACS

Music                Health

Physical Education   CDOS

Mathematics          Technology
Learning Path for Today
 Fundamental Beliefs and Definitions

 Learning Concepts and Gaming (Engagement)

 What we can learn (and children are
 learning) from games

 Using Games in School

 Using Games AS School

 Extending Games

 Inquiries
Using Games AS School
LotR:
        Dr. Trista Merrill
Finger Lakes Community College
Econ 201
University of North Carolina - Greensboro
Second Life
Learning Path for Today
 Fundamental Beliefs and Definitions

 Learning Concepts and Gaming (Engagement)

 What we can learn (and children are
 learning) from games

 Using Games in School

 Using Games AS School

 Extending Games

 Inquiries
Extending Games

Machinima
Programming
PLC Theory and PLNs
Things to consider...
Machinima

“Machinima is real-world filmmaking
techniques applied within an interactive
virtual space where characters and
events can be either controlled by
humans, scripts or artificial
intelligence.”
      http://www.machinima.org/machinima-faq.html
Programming

Authoring Games

Making Games for Free

Alice

Scratch

   Examples
PLC Theory & PLNs

Cognitive Dissonance
  • WoW
  • Realm: US Sisters of
    Elune, Alliance

  • GM: Vyktorea
http://gamesforchange.org/toolkit
Things to consider...
Collaboration or Cheating
Isolated?
Collaboration or Cheating
Collaboration or Cheating
Learning Path for Today
 Fundamental Beliefs and Definitions

 Learning Concepts and Gaming (Engagement)

 What we can learn (and children are
 learning) from games

 Using Games in School

 Using Games AS School

 Extending Games

 Inquiries
Inquiries
No Gamer Left Behind
No Gamer Left Behind
Play
“Mental play is open-mindedness, faith in the
power of thought to preserve its own integrity
without external supports and arbitrary
restrictions. Hence free mental play involves
seriousness, the earnest following of the
development of subject-matter. It is incompatible
with carelessness or flippancy, for it exacts
accurate noting of every result reached in order
that every conclusion may be put to further
use” (Dewey, 1910, p. 219).
Fundamental Belief:
“It is important to acknowledge that within a
constructivist paradigm of learning, technology
tools do not evoke the dynamics of a learning
community, but rather these dynamics are the
result of the interplay between content, the
instructor, and the learners. Although, the
affordances of tools may influence opportunities
for discourse and interaction, virtual worlds are
another tool for teaching and learning” (Dickey,
2005, p. 132).
Thank you!
Contact Information
Catherine V. Parsons:
c.parsons@ppcsd.org

   http://www.catherinevictoria.net

   iSLaka: Victoria Gloucester:
      victoria.gloucester@gmail.com
      http://
      www.victoriagloucester.net
      Skype: victoriagloucester
      Twitter: vgloucester

   iWoWaka: Vyktorea
      Realm: US - Sisters of Elune
      Alliance
      Cognitive Dissonance
References

Dewey, J. (1910). How we think. Retrieved from http://books.google.com/books?id=WF0AAAAAMAAJ&dq=how+we+think+dewey+1910.

Dewey, J. (1997 - Original Work published 1959). Experience and education. New York: Touchstone Books.

Dickey, M. (2005). Brave New (Interactive) Worlds: A review of the design affordances and constraints of two 3D virtual worlds as interactive learning environments.
Interactive Learning Environments, 13(1), p. 121 - 137. Retrieved from EbscoHost.

Friedman, M., Harwell, D.H., & Schnepel, K. C. (2006). Effective instruction: A handbook of evidence-based strategies. Columbia, SC: The Institute for Evidence-Based Decision-
Making in Education.

Gee, J. (2003). What video games have to teach us about learning and literacy. NY, Palgrave Macmillan.

Gee, J. (2007). Good vide games + good learning: Collected essays on video games, learning, and literacy. New York, NY: Peter Lang Publishing, Inc.

Gillespie, F. (1998). Instructional design for the new technologies. New Directions for Teaching and Learning, 76, p. 39 - 52.

Glasser, W. (1990). The quality school: Managing students without coercion. New York, NY: Perennnial Library.

Howard, A. (2004). American studies and the new technologies: New paradigms for teaching and learning. Rethinking History, 8(20), p. 277 - 291.

Jasko, S. (1997). Education and assessment: How do we measure a game? Education, 118(1), 18-21. Retrieved from ProQuest Education Journals database. (Document ID:
21746439).

Kolb, D. (1984). Experiential learning: Experience as the source of learning and development. New Jersey: Prentice-Hall.

Kolb, D., Rubin, I., & Osland, J. (1991). Organizational behavior: An experiential approach (5th edition) Englewood Cliffs, N J: Prentice-Hall.

Malone, T., & Lepper, M. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R.E. Snow and M. J. Farr (Eds). APtitude, learning and instruction III:
Cognitive and affective process analyses. Hillsdale, NJ: Eribaum, 1987.

Pai, Y., & Adler, S. A. (2001). Cultural foundations of education (3rd ed.). Upper Saddle River, NJ: Merrill/Prentice-Hall.

Papert, S. & Caperton, G. (1999). Vision for education: The Caperton-Papert platform. 91st annual National Governors' Association. St. Louis, Missouri. Retrieved from http://
www.papert.org/articles/Vision_for_education.html.

Prensky, M. (2007). Simulation nation. Edutopia. Retrieved March 26, 2007.

Powers, W. (1998). Making sense of behavior: The meaning of control. New Canaan, CT: Benchmark Publications.

Sanborn, R., Sanotos, A., Montgomery, A., & Caruthers, J. (2005). Four scenarios for the future of education. The Futurist, 38(7), p 26 - 30.

Sullo, B. (2007). Activating the desire to learn. VA: Association for Supervision and Curriculum Development.

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Nyscate2009

  • 1. ow... o N D http://www.costoflife.org
  • 2. Gaming and Learning Catherine V. Parsons Assistant Superintendent for Curriculum, Instruction, and Pupil Personnel Service Pine Plains Central School District, NY iSLaka: Victoria Gloucester WoW: Vyktorea
  • 3. Description Connecting to learners means connecting to the tools of their everyday world. Therefore, video games, now ubiquitous among two full generations, must be considered when examining curriculum and instruction. In this session, participants will deconstruct the learning and design concepts behind video games, examine how these concepts align with research-based classroom practice, and explore ways in which gaming should be incorporated into the definition of what it means to be literate in society today.
  • 4. Who am I and who are you?
  • 5.
  • 7.
  • 8.
  • 9. VIDEO GAME Take one minute and write down the first 5 words or phrases that come to mind when you hear the words “VIDEO GAME”.
  • 10. Learning Path for Today Fundamental Beliefs and Definitions Learning Concepts, Engagement (and Gaming) What we can learn (and children are learning) from games Using Games in School Using Games AS School Extending Games Inquiries
  • 11. Learning Path for Today Fundamental Beliefs and Definitions Learning Concepts and Gaming (Engagement) What we can learn (and children are learning) from games Using Games in School Using Games AS School Extending Games Inquiries
  • 12. Role of Education in Society Understanding education in the context of society assists in understanding the intent and effectiveness of the institution (Pai & Adler, 2001). Pai and Adler (2001) noted education, “… can be viewed as the deliberate means by which each society attempts to transmit and perpetuate its notion of the good life… derived from…belief[s] concerning the nature of the world, knowledge, and values” (p. 4).
  • 13. Authentic Education In order for students to obtain an authentic education, they must discover, think, act, make mistakes, and live. Educational institutions are accountable for a design that allows processes to take place in order for students to learn to be learners and become motivated through experiences.
  • 14. Interplay “It is important to acknowledge that within a constructivist paradigm of learning, technology tools do not evoke the dynamics of a learning community, but rather these dynamics are the result of the interplay between content, the instructor, and the learners. Although, the affordances of tools may influence opportunities for discourse and interaction, virtual worlds are another tool for teaching and learning” (Dickey, 2005, p. 132).
  • 15. Ubiquitous Non-traditional and more constructivist approaches to teaching and learning generate “student satisfaction, interest, engagement, and retention” (Sanborn, Sanotos, Montgomery, & Caruthers, 2007, p. 29). New technology tools require non-traditional approaches, however when educators are faced with planning for ubiquitous technology use they tend to produce tasks that focus on lower order cognitive skills and lower levels of learning lacking constructivist design (Gillespie, 1998; Howard, 2004). The use of technological tools of a society is important to the future success of students becoming productive members of that society (Papert & Caperton, 1999). Howard (2004) questioned the very nature technology in education. Is it precisely the unknown transformative nature of the technologies themselves that creates the stagnating fear of adoption due to the possible change impact on the system.
  • 16. “It takes a lot of courage to release the familiar and seemingly secure, to embrace the new. But there is no real security in what is no longer meaningful. There is more security in the adventurous and exciting, for in movement there is life, and in change there is power.” Alan Cohen
  • 17. Definitions GBL Computer -vs- Console Serious Games MMORPG Virtual World (MUVE) Simulation Digital Presence
  • 18. Game-Based Learning (GBL) “Applications using the characteristics of video and computer games to create engaging and immersive learning experiences for delivering specified learning goals, outcomes and experiences”. JISC (Joint Information Systems Committee) http://www.jisc.ac.uk/whatwedo/programmes/elearning_innovation/eli_outcomes.aspx
  • 19. Computer -vs- Console “A video game console is an interactive entertainment computer or electronic device that produces a video display signal which can be used with a display device (a television, monitor, etc.) to display a video game. The term "video game console" is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal computer, which has many other functions...” http://en.wikipedia.org/wiki/Video_game_console
  • 20. Serious Games “A serious game is a term used to refer to a software or hardware application developed with game technology and game design principles for a primary purpose other than pure entertainment. The Serious adjective is generally appended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics.” http://en.wikipedia.org/wiki/Serious_games
  • 21. MMORPG A massively multiplayer online role- playing game (MMORPG) is a genre of computer role-playing games (CRPGs) in which a large number of players interact with one another in a virtual world. http://en.wikipedia.org/wiki/Mmorpg
  • 22. Virtual World (MUVE) “A Virtual World is a computer-based simulated environment intended for its users to inhabit and interact via avatars.” en.wikipedia.org/wiki/Virtual_world
  • 23. Examples Second Life Active Worlds Club Penguin Wizards 101 There.com Star Doll Whyville EvE WoW Webkinz
  • 25. Simulation The imitation of the reality for studying the effect of changing parameters in a model as a means of preparing a decision: www.eyefortransport.com/ glossary/st.shtml In simulated spaces learners, “cooperate... collaborate... make effective decisions under stress... take prudent risks in pursuit of objectives... make ethical and moral decisions... employ scientific deduction... are quicker to master and apply new skills and information... think laterally and strategically... persist and solve difficult problems... understand and deal with foreign cultures... and manage businesses and people” (Prensky, 2007).
  • 27. Learning Path for Today Fundamental Beliefs and Definitions Learning Concepts and Gaming (Engagement) What we can learn (and children are learning) from games Using Games in School Using Games AS School Extending Games Inquiries
  • 28.
  • 29. Learning Literacy Engagement Teaching Play
  • 30. Learning Learning is the acquisition and development of memories and behaviors, including skills, knowledge, understanding, values, and wisdom. It is the goal of education, and the product of experience: http:/ /en.wikipedia.org/ wiki/Learning An exercise of constructing personal knowledge that requires the learner to be mentally active rather than passive; interpreting rather than recording information: www.maine.gov/education/highered/Glossary/ Glossary.htm The change in behaviour that results from experience and practice: http://wps.pearsoned.co.uk/wps/media/objects/1452/1487687/glossary/ glossary.html A change in the behavior of the learner as a result of experience. The behavior can be physical and overt, or it can be intellectual or attitudinal: www.rotc.monroe.army.mil/helpdesk/definitions-1/terms.htm
  • 31. Engagement “What happens outside of us has a lot to do with what we choose to do, but the outside event does not cause the behavior. What we get, and all we ever get, from the outside is information; how we choose to act on that information is up to us” (Glasser, 1990, p. 41).
  • 32. Teaching In education, teachers are those who help students or pupils learn, often in a school. The objective is typically a course of study, lesson plan, or a practical skill, including learning and thinking skills. The different ways to teach are often referred to as the teacher's pedagogy: http:/ /en.wikipedia.org/wiki/Teaching Arranging conditions to bring about learning as planned: http://members.aol.com/JohnEshleman/glossary.html The activities of educating or instructing; activities that impart knowledge or skill: http:/ /wordnet.princeton.edu/ perl/webwn
  • 33. Engagement “People control their own experiences. The only way you can truly get them to behave as you wish is through the threat or actuality of overwhelming superior physical force - and even that is only a temporary solution” (Powers, 1998, p. 122). Perpetual Control Theory
  • 34. Literacy The ability to read and write http:// wordnet.princeton.edu/perl/webwn The traditional definition of literacy is considered to be the ability to read and write, or the ability to use language to read, write, listen, and speak: http:// en.wikipedia.org/wiki/Literacy The ability to read, write, communicate, and comprehend: http:/ /www.educationoasis.com/curriculum/ Reading/glossary_reading_terms.htm
  • 35. Engagement “Motivation is a key aspect of effective learning but motivation needs to be sustained through feedback responses, reflection and active involvement in order for designed learning to take place. Therefore the key challenge for effective learning with games is for the learner to be engaged, motivated, supported and interested but also importantly for the learning to be undertaken in relation to clear learning outcomes as well as being made relevant to real world contexts of practice. A key challenge for designers then is to get the correct balance between delightful play and fulfilling specified learning outcomes”. JISC (Joint Information Systems Committee) http://www.jisc.ac.uk/whatwedo/programmes/elearning_innovation/eli_outcomes.aspx
  • 36. Play “A like balance in mental life characterizes process and play and product. We met one important phase of this adjustment in considering play and work. In play, interest centers in activity, without much reference to its outcome. The sequence of deeds, images, emotions, suffices on its own account. In work, the end holds attention and controls the notice given to means. Since the difference is one of direction of interest, the contrast is one of emphasis, not of cleavage. When comparative prominence in consciousness of activity or outcome is transformed into isolation of one from the other, play degenerates into fooling, and work into drudgery” (Dewey, 1910, p. 217).
  • 38. Engagement “The intellectual harm accruing from divorce of work and play, product and process, is evidenced in the proverb, "All work and no play makes Jack a dull boy." That the obverse is true is perhaps sufficiently signalized in the fact that fooling is so near to foolishness. To be playful and serious at the same time is possible, and it defines the ideal mental condition” (Dewey, 1910, p. 218).
  • 39. 21 Research-based Instructional Strategies Taking student readiness into account Providing contiguity Defining instructional Using repetition effectively expectations Utilizing unifiers Providing instructional evaluation Providing one-to-one tutoring Providing corrective instruction Utilizing reminders Keeping students on task Utilizing teamwork Maximizing teaching time Reducing student teacher ratio Providing ample learning time below 21 to 1 Providing transfer of learning Clarifying communication instruction Utilizing question and answer Providing decision-making instruction instruction Utilizing computerized instruction Providing prediction and Utilizing demonstrations problem-solving instruction
  • 40.
  • 41. Learning Principles in Gaming Active, critical learning principle Intertextual principle Design principle Multimodal principle Semiotic principle “Material Intelligence” principle Semiotic domains principle Intuitive knowledge principle Metalevel thinking principle about Subset principle semiotic domains principle Incremental principle “Psychosocial Moratorium” principle Concentrated sample principle Committed learning principle Bottom-up basic principle Identity principle Explicit information on-demand and just-in- Self-knowledge principle time principle Amplification of input principle Discovery principle Achievement principle Transfer principle Practice principle Cultural models of the world principle Ongoing learning principle Cultural models about learning principle “Regime of Competence” principle Cultural models about semiotic domains Probing principle principle Multiple routes principle Distributed principle Situated Meaning Principle Dispersed principle Text principle Affinity group principle Insider principle
  • 42.
  • 43.
  • 45.
  • 47.
  • 49.
  • 51.
  • 52. Expanding Circle of Competence
  • 53.
  • 55.
  • 57.
  • 59.
  • 61.
  • 63.
  • 65.
  • 67.
  • 69.
  • 71.
  • 73.
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  • 77.
  • 79.
  • 80.
  • 81. Death
  • 84. Considerations... “The use of game-based learning can change not just what is learnt but also significantly how we learn, for this reason it is important to consider all the possible implications of adopting game-based learning in your practice such as context of use, duration of study periods, technical support, community of practitioners”. JISC (Joint Information Systems Committee) http://www.jisc.ac.uk/whatwedo/programmes/elearning_innovation/eli_outcomes.aspx
  • 85. Learning Path for Today Fundamental Beliefs and Definitions Learning Concepts and Gaming (Engagement) What we can learn (and children are learning) from games Using Games in School Using Games AS School Extending Games Inquiries
  • 86. Using Games in School
  • 88.
  • 91. Console Gaming in Education
  • 94. PBS Kids and PBS Go
  • 95. http://nobelprize.org/educational_games/ peace/nuclear_weapons/game.html
  • 98. Subject Areas English Foreign Language Science ELL History Drama Art FACS Music Health Physical Education CDOS Mathematics Technology
  • 99. Learning Path for Today Fundamental Beliefs and Definitions Learning Concepts and Gaming (Engagement) What we can learn (and children are learning) from games Using Games in School Using Games AS School Extending Games Inquiries
  • 100. Using Games AS School
  • 101. LotR: Dr. Trista Merrill Finger Lakes Community College
  • 102. Econ 201 University of North Carolina - Greensboro
  • 104. Learning Path for Today Fundamental Beliefs and Definitions Learning Concepts and Gaming (Engagement) What we can learn (and children are learning) from games Using Games in School Using Games AS School Extending Games Inquiries
  • 105. Extending Games Machinima Programming PLC Theory and PLNs Things to consider...
  • 106. Machinima “Machinima is real-world filmmaking techniques applied within an interactive virtual space where characters and events can be either controlled by humans, scripts or artificial intelligence.” http://www.machinima.org/machinima-faq.html
  • 107. Programming Authoring Games Making Games for Free Alice Scratch Examples
  • 108. PLC Theory & PLNs Cognitive Dissonance • WoW • Realm: US Sisters of Elune, Alliance • GM: Vyktorea
  • 115. Learning Path for Today Fundamental Beliefs and Definitions Learning Concepts and Gaming (Engagement) What we can learn (and children are learning) from games Using Games in School Using Games AS School Extending Games Inquiries
  • 117. No Gamer Left Behind
  • 118. No Gamer Left Behind
  • 119. Play “Mental play is open-mindedness, faith in the power of thought to preserve its own integrity without external supports and arbitrary restrictions. Hence free mental play involves seriousness, the earnest following of the development of subject-matter. It is incompatible with carelessness or flippancy, for it exacts accurate noting of every result reached in order that every conclusion may be put to further use” (Dewey, 1910, p. 219).
  • 120. Fundamental Belief: “It is important to acknowledge that within a constructivist paradigm of learning, technology tools do not evoke the dynamics of a learning community, but rather these dynamics are the result of the interplay between content, the instructor, and the learners. Although, the affordances of tools may influence opportunities for discourse and interaction, virtual worlds are another tool for teaching and learning” (Dickey, 2005, p. 132).
  • 122. Contact Information Catherine V. Parsons: c.parsons@ppcsd.org http://www.catherinevictoria.net iSLaka: Victoria Gloucester: victoria.gloucester@gmail.com http:// www.victoriagloucester.net Skype: victoriagloucester Twitter: vgloucester iWoWaka: Vyktorea Realm: US - Sisters of Elune Alliance Cognitive Dissonance
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