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E p ic
      A n      t
         u e s                     to L
                                          ear ning

       Q  the
              Princ
                   iples
                         of G
                              ames


App lying
Lucas
Gillispie



On Twitter:
@PCSTech
Peggy
              Sheehy



On Twitter:
@peggysheehy
#ncties12
Photo: David Warlick        http://www.flickr.com/photos/davidwarlick/5494985812/
www.edurealms.com
Flow
                                 An optimal state
                                    of intrinsic
                                motivation, where
                                 a person is fully
                                immersed in what
                                   he or she is
                                      doing.
                   ntmi hályi
       l y Cs iksze
Mihá
What game designers
             know about learning...

http://www.flickr.com/photos/mazakar/2217726325/
#1 PLAY IS POWERFUL
“The opposite of work is
not play, it’s depression.”
              Dr. Brian Sutton-Smith
              Author: The Ambiguity of Play
“It is paradoxical that many
educators and parents still
differentiate between a time for
learning and a time for play
without seeing the vital
connection
between them.”
           Leo F. Buscaglia,
           USC
#2 IT’S ALL ABOUT MASTERY
Level 1



          Level 50
Learning works best when
new challenges are
“pleasantly frustrating” in
the sense of being felt by
learners to be at the outer
edge of, but within their
“regime of competence”.
That is, these challenges
feel hard, but doable.
(Gee, 2007, p. 36).
#3 GAMERS CRAVE
 ASSESSMENT
#4 IT’S OK TO FAIL




             Text
“One of the counter
intuitive things I
needed to learn as a
designer was that
players enjoy
failures more than
success. As long as
it’s diverse, they like
to explore the failure
space of a game.”

-Will Wright, Game
Designer
Failure is different in the classroom...
#5 TOGETHER, WE CAN
OVERCOME THE TOUGHEST
        BOSSES
Social Constructivism
#6 Epic Wins Are Possible
“In a good game we feel
blissfully productive. We
have clear goals and a
heroic sense of purpose.”

Jane McGonigal, Institute for the
Future
Are your learners challenged with real-world
                 problems?
    Do they feel an epic win is possible?
12 Tips for
 Bringing
Video Games
 Into Your
Classroom
1.   Read What The Experts Are Saying
#2 Talk to your learners about the
games they play.
#3 Let your own children teach you
about the games they play.
#4   Pick up a new game and play it.
#5   Put on your teacher lenses.
#6   Don’t overlook off-the-shelf games.
#7 Always start with your instructional
goals in mind.
#8 Collaborate and share with other
professionals.
#9 Make cookies for your IT staff; they
can be powerful allies.
#10   Get your principal on board.
#11   Start in a safe place to fail.
#12   Remember how to play.
Two Game-
  Based
Projects
We’re Doing
 With our
Learners
WoWinSchool
An Elective/Enrichment Class for
Middle School Students
Blended/Hybrid Course

P aper less
        Granu
Porta          lar
      b le
 Freely A  vailable
                   Migrated to:
Originally built
in
Aligned to Common
   Core Standards
The
Theme
Students
   are
“Heroes”
Parallel
 Reading
Assignment
Reflection
    on
    Life
Experiences
Gamifying The
Classroom
“Heroes”
Not Students
   (Game
  Players)
“Lore
Keepers” Not
  Teachers
Instead of
Grades…
…experience points




 You “Win” The Class
“Quests”
Not Assignments
Learner Choice
Stats and
Achievements
Sandbox
               No Subcription
    Game
                   Fees
Locally
Hosted
Servers
            Appropriate
Flexible!   for all ages
                K-12
Buildings and
 Structures
Contraptions
8-bit Art
A story about a
girl...
Questions?
An Epic Quest - Applying the Principles of Games to Learning
An Epic Quest - Applying the Principles of Games to Learning

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