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Games and
Learning
Tons of Edu-Gaming Goodness Packed into An
Ridiculously Long EPIC Presentation!
Twitter:
Educator/Gamer
lucasgillispie
I am a geek.
If the previous slides didn’t clue you in, I’m a geek. I wear it like a badge of honor. There are a few things I believe about geeks...
http://altloff.blogspot.com/2011/01/geek-venn-diagram-and-where-i-am.html
...first off, we’re different from nerds, dweebs, and dorks. Geeks are individuals who are simply passionate about something.
...and I’d like to submit that, yes, “geek” is the new sexy. Don’t believe me?
Now, being the geek that I am, I often found it challenging to fit in among my colleagues when I first began my teaching career.
Image: http://www.flickr.com/photos/pagedooley/4659422431/
Though wonderful people, needless to say, I had little in common with the English teacher across the hall. As it happened, however, I had more in
common with a particular group of my students… You guessed it… The gamers and geeks.
www.edurealms.com
All of my resources are here. Steal liberally. Share liberally.
http://www.flickr.com/photos/mazakar/2217726325/
What game designers
know about learning...
So, game designers know a great deal about learning. We as educators should take note. Here are a few...
#1 PLAY IS POWERFUL
Remember the sandbox? What are the rules? How did you learn them? What are the limitations on what you create? Is this child learning? You bet!
Where are his notes, worksheets, homework... teacher?
“The opposite of play is not
work, it’s depression.”
Dr. Brian Sutton-Smith
Author: The Ambiguity of Play
If you haven’t seen Stuart Brown’s TED talk on the power of play, you should watch it. (It’s linked in the resources for this session.) We need to re-
examine play as a learning tool.
“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
Do we give our learners spaces to play with concepts? Is there room for structured play? Unstructured? How can we take our standardized curricula and
incorporate elements of play into them?
Mihály Csikszentmihályi
Flow
An optimal state
of intrinsic
motivation, where
a person is fully
immersed in what
he or she is
doing.
If you’d like to learn more about Flow psychology, check out the Wikipedia article on Csikszentmihalyi’s work at: http://en.wikipedia.org/wiki/
Flow_(psychology)
This is what
engagement
looks like.
Are they
learning?
This is what 
school 
looks like.
Are they 
learning?
#2 IT’S ALL ABOUT MASTERY
Video games are all about mastery. You don’t start out fighting the “boss.” You build to that. This image is a typical screen of a World of Warcraft player
experiencing a large raid (encounter involving 25 - 40 players). As you can tell, there’s a great deal going on. However, players don’t start with this many
buttons and things to track. They actually start with three to four. As the build competence through experience, new abilities are added for them to
master. At the same time, their challenges become tougher and require more interaction. Why doesn’t the typical classroom work this way?
Level 1
Level 50
Motivation, both intrinsic and extrinsic play a significant role in successful games as well. Here you can see the difference in how the same character at
levels 1 and 50 appear to others in the online game, Star Wars: The Old Republic. The tools to tackle greater challenges are not just evident in the player’s
user interface. They have an outward affect as well. And that’s visible to other players. It provides newcomers a visual “goal” to strive for as they progress
through game content. Take a Biology class, for example. How might it look if, rather than talking to learners about a syllabus, that we introduced them
to a classmate, student-biologist, who’s already been through the course who knows how to “do” Biology? I wonder if it would have a similar impact?
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).
James Gee, from the University of Arizona, is a must read for educators wishing to explore game-based learning. In his book, What Video Games Have To
Teach Us About Learning And Literacy, he lays the pedagogical groundwork that supports a game-based approach to learning. This quote sounds
somewhat similar to the idea of zone of proximal development doesn’t it? Successful game designers must find this “sweet spot.” Here, the game is not
too easy and not impossible. The best games keep us right at the edge of our capabilities, thus keeping us challenged at the same time we’re entertained.
Our classrooms can do this!
Identity
Interaction
Production
Risk-Taking
Customization
Well-Ordered
Problems
Agency
Challenge and Consolidation
“Just in Time”
Learning
Situated Meaning
Systems Thinking
Exploration
Distributed Knowledge
Cross-Functional Teaming
Performance-Based Competence
James Gee, in a freely available paper called “Good Games and Good Learning,” provides a number of learning strategies that are addressed in “good
games.” You can read the paper here: http://www.academiccolab.org/resources/documents/Good_Learning.pdf
#3 GAMERS CRAVE
ASSESSMENT
If you think about it, video games are persistent assessment. Players are constantly challenged/tested as they play. It’s an expectation. Typically,
assessment in school is a periodic thing and students fear and hate it. How can we bridge these two methods? In a video, Gee comments that we’d never
ask a student who’d completed the single player campaign in Halo to take a test to prove his competence in the game. That’s preposterous. We know that
by “beating” the game, they’ve have already demonstrated competence. As a colleague, Sean Dikkers adds, if you were to ask a team of carpentry students
to build a shed, you wouldn’t assess their success with a pencil and paper exam. Instead, you’d examine the quality of their work. Does the roof leak? If
so, re-do it! With that in mind, perhaps we need to reconsider what we call assessment.
Text
#4 IT’S OK TO FAIL
Games embrace failure. I fail in games all the time. I expect it. I learn from it. Is the same true in the classroom?
“One of the counter
intuitive things I
needed to learn as a
designer was that
players enjoy
failures more than
success
it’s diverse, they like
to explore the failure
space of a game.” !
!
-Will Wright, Game
Designer
Will Wright, designer of popular games like SimCity, Spore, and The SIMS, made this comment. Do we provide our learners to opportunities to fail safely?
Can they learn from their failures? This pattern of play/testing, failing, and re-trying is very similar to what we teach when teaching the scientific method.
Do you fail in front of your students?
Failure is different in the classroom...
Too often, failure has punitive consequences in the classroom. Consider this... A 68% in my classroom SHOULD mean that the learner has mastered 68% of
the course concepts. They only have 32% to go! Well over half-way there! However, that’s not how we do it. What do we tell them? “You’ve failed the
course.” This is usually followed by the learner repeating the same course, with the same material, and often with the same teacher. Is threatening
students with this sort of system the best way to do it? Which do we value more, learning or grades?
#5 TOGETHER, WE CAN
OVERCOME THE TOUGHEST
BOSSES
In recent surveys corporate America has told education what they’re looking for in new employees. Guess what... the three “R’s” though important, are low
on the priority list. Get ready to be offended, but seriously, how often have you used Algebra II or your extensive knowledge of the capitals of Europe, or
endoplasmic reticulum since you left high school? We can Google the stuff that resides in Bloom’s basement. What businesses say they want are
employees who can work in diverse teams, who can deal with novel situations, who can innovate and create! Yeah, there’s a disconnect here! However,
social video games, especially multiplayer, online games force us to do these things to be successful. And, it’s fun.
#6 Epic Wins Are Possible
Video games often put players in a position in which they feel they can do incredible things. Games encourage players to have the audacity to believe they
can achieve the impossible. Do your learners feel like the concepts you’re teaching them can change the world? Do you think what you’re teaching can
change the world? If not, then consider challenging your kids with real-world problems. Give your kids options. Australia hosts the Imagine Cup (http://
www.imaginecup.com/default.aspx) to challenge students to do this very thing. If you challenged your kids to have an epic win, could they? Do you
believe they could?
“In a good game we feel
blissfully productive. We
have clear goals and a
heroic sense of purpose.”!
!
Jane McGonigal, Institute for the
Future
In her TED talk, Jane McGonigal, from the Institute for the Future, challenges people to do something that seems, at first, counterintuitive. What if we
played more games? Lots more. What if we took that game-ful spirit and applied it to solving the world’s problems? What’s really cool, is that this is
already happening! In the free game, FoldIt, players from around the world team up to manipulate protein models to find different configurations that
might be useful to medicine. In 2011, they successfully accomplished something, collectively, that would have taken scientists many years to do. They
unlocked a protein that could have a huge impact in the fight against AIDS. (Read more, here: http://latimesblogs.latimes.com/technology/2011/09/
foldit-gamers-help-unlock-aids-fighting-proteins.html)
Sorting Out
The Jargon
Game-Based Learning
Game based learning describes an
approach to teaching, where students
explore relevant aspect of games in a
learning context designed by
teachers.Teachers and students
collaborate in order to add depth
and perspective to the experience of
playing the game.
Serious Games
-Wikipedia
Simulations of real-world events
or processes designed for the
purpose of solving a problem.
Gamification
-Wikipedia
The use of game thinking and
game mechanics in non-game
contexts to engage users in solving
problems
Good
Games?
In a good game,
words and deeds
are all placed in
the context of an 	

interactive
relationship
between the
player and the
world.	

-James Paul Gee
Math vs. Zombies?
http://carnivaltutoring.files.wordpress.com/2012/07/math-v-zombies.jpg
So many of today’s games, though entertaining, fun, and perhaps even effective, create environments in which game play is a reward for doing something
academic. Do some math, kill some zombies. Now, is it just me, or is there something awry, here? What does math have to do with zombies? Where’s the
meaningful context?
http://www.digitaltrends.com/wp-content/uploads/2013/06/World-War-Z-special-effects-helicopter-41.jpg
Can you imagine a real world scenario like that? Yeah... thought not. Game play within meaningful context is the key. Also, the best games are the ones
that give us those spaces for experimentation.
THREE Game-
Based
Projects
We’re Doing
With our
Learners
MMO-School
Classroom Cataclysm (…or, what happens to “school” when learners become heroes.).
By: Lucas Gillispie, Instructional Technology Coordinator, Pender County Schools
Founder, WoWinSchool Project (http://wowinschool.pbworks.com)
Original background image by Blizzard Entertainment.
Rock Background - http://wall.alphacoders.com/big.php?i=85052
An Elective/Enrichment Class
for Middle School Students
We initially began as an after school program. Observations of our club during the first year prompted the principal at Cape Fear Middle to request that we
offer the program as an elective language arts/enrichment class.
Blended/Hybrid Course
Paperless
Portable
Granular
Freely Available
Originally built
in
Migrated to:
First off, we wanted to use this class as an opportunity to test lots of the things we believe about learning and how we can “change the classroom.” The
first thing we decided is that the class should be a blended environment, with both face-to-face and online components. We want to be paperless. The
course will be portable and freely available to any other school who might want to start their own program. The granular nature of the Moodle
environment allows us to pick and choose (and the learners, too) what components we want to focus on and the order of instruction.
Aligned to National
Common Core Standards
All activities and assignments will be aligned to the National Common Core standards.
The Theme
Our theme is loosely based on the Hero’s Journey story arc.
Experiences
As A Hero In
WoW and GW2
Here the learner explores their own experiences as a hero in World of Warcraft as they progress through the game world.
Parallel
Reading

Assignment
Alongside their game experiences, we’re reading “The Hobbit” and watching Bilbo’s progression as a hero in that world. It’s fantastic “writing-fuel” to
draw parallels between Bilbo’s journey and their own.
Reflection
on
Life
Experiences
We also tie in class experiences to the real-life experiences of our learners. Journaling is a heavy component.
These elements define the overall design.
Gamifying The
Classroom
We wanted to use World of Warcraft (and other similar games) as a model for how we operate the classroom. Could we apply the very things that make
World of Warcraft a compelling gaming experience to the classroom? With Moodle, this was incredibly challenging. As forward-thinking as the platform is,
it’s still very traditional. Then comes Boise State’s 3DGameLab that accomplished everything we were straining to do with Moodle! (http://www.
3dgamelab.org)
“Heroes”
Not Students
First off, we want to change the conversation. To students, we really don’t want this to look like “school” at least in the sense they typically think of it.
Students are referred to as “Heroes.”
“Lore Keepers”
Not Teachers
Teachers are taking on the role of Lorekeeper. Rather than “telling” students, we come alongside them, guiding their learning as they progress. It’s really
important too for us to play with them in the game!
Instead of Grades…
We hate grades. At least, the common concept of grades. So we knew early on, we wanted to break from the traditional grading model.
…experience points
I “Win” The
Class
Here again, the game provides a model for measuring progression. So, we adopted an experience point and levels system. Students may complete course
activities as often as they like to earn as many XP as they can. Each assignment has a guiding rubric that explains how to attain maximum XP. We
intentionally used large numbers to break away from the ingrained 100-point, percentage based scale.
“Quests”
Not Assignments
We write assignments as though they are quests. These assignments to varying degrees tie directly to student game play in World of Warcraft.
Learner Choice
Likewise, students can choose a variety of paths through the curriculum. It’s very non-linear (very challenging for me as a traditional Biology teacher).
Students choose their path and progress through “quest chains” until they complete them. These might quests on poetry, digital citizenship,
argumentative writing, and business writing to name just a few. If you’d like to see our “map” of the quest chains, you can find it here: http://
popplet.com/app/#/59371. The flexibility of the system allows us to respond to student’s needs and changes easily.
Stats and Achievements
3DGameLab also gives us an easy way to handle badging and recognition of student achievement (both intrinsically and extrinsically). Likewise students
can track and compare their progress through their quests.
Some
Student
Projects
Here are some examples of student work thus far…
Character Tweets
The pre-Cataclysm events gave us exciting fuel for a variety of assignments. One of the most interesting was having students choose a character from the
world, and “tweet” the events unfolding in the game leading up to the launch of the Cataclysm expansion. Here, students had a relevant and fun way to
demonstrate their understanding of the storyline and characterization.
Propaganda/Ads
We also used the Cataclysm event as an opportunity to explore Propaganda and Advertising. Students created ads or propaganda posters like this one.
Or this one…
…or this one.
Bilbo - The Rogue by Borconyx
I think that Bilbo would be a rogue, considering that his nickname is Burglar
Baggins. I think this because "stealth is the first class ability a rogue can
get"(Rogue 1). 



Stealth is needed to be a good burglar because you can't wake the guards
and you can`t make noise or the alarms will go off. Even Gandalf stated that "
you look more like a burglar than a grocer"(Tolkien 18). Plus, Bilbo is smart. I
think that would make him a rogue because rogues are intelligent enough to
know that when you turn invisible that you need to be quiet because going
invisible doesn't mean they can`t hear you.

Works Cited


"Rogue Talents." WoWWiki. N.p., n.d. Web. 4 Jan 2011.<http://
www.wowwiki.com/Rogue_talents#Subtlety>.



Tolkien, J.R.R. The Hobbit. New York: Del Rey Books, 1937. 320. Print.
Research/Argumentative
Writing
We posed the following to students. “If the characters in the Hobbit were characters in World of Warcraft, what “class” would they be? Support your
arguments. This is an example of one student’s response. This writing takes place in the course forums. Learners receive feedback from both their
instructor and their fellow learners.
DOUBLE IDENTITY
My emblem depicts a two-sided bird. One side is black and the other,
blue. I like to think of these birds as duality. On one hand, I reveal to
others that I am a fighter, and on the other hand, I conceal my fear. The
blue represents what you see, what is visible and shown to other people.
While, the black part of the bird represents our mask. While we show
some things, we also hide something.
!
In addition, the black represents the unknown. What is hidden, what can't
be shown, or what never will be. The black also hides who we really are.
It's our shield. It's what keeps our secrets hidden all except for one. The
red smudge behind the birds represents blood. Blood shows that we are
willing to sacrifice and fight no matter what it takes to set things right,
even if we must kill to defend others.
!
We believe in giving up our lives to fight for what is right. This emblem
represents what our guild is. It shows who we really are. The black side
shows that we're strong, that nobody is like us. But this is what the blue
for: the blue side shows that we're actually all the same. We're all scared
that we'll loose the battle, or that we won't make this certain mission.
We're scared we'll fail or mess up. We're all the same.
Guild Emblems and Symbols in Guild Wars 2
Writing Guild Mission Statements
The purpose of this guild is to encourage students to
learn about fantasy literature, games, and writing. The Legacy
gives students from around the world the opportunity to play
the epic game, "World of Warcraft." We make every effort
to join together as a team and show that that we are eager,
fearless, and victorious to make things happen. Learning
through writing, games, stories and fantasy literature is
something students will never forget. –Monchy
Guilds are a hugely important aspect of the game. Students are working to create and organize their own guild that will also work with students at other
sites. This is not only an opportunity to explore leadership but also a chance for them to define what a guild should be. So, we had them write mission
statements. This example was submitted by one of our ELL students.
Holiadore. It is a name of honor and pride. He has not yet
lived up to the dream, but this night elf will train and train
in the ways of the druid until he achieves his ultimate
goal- to be as good as his father. His father never had
pride in him so Holiadore ran away from home as a child
and has practiced the ways of the druid ever since. He
uses the skins of his foes to craft armor to use against
stronger foes. He goes through many perils to do the
bidding of the townspeople. He, in doing so, trains his
abilities until they can increase no more. And when he
reaches his ultimate goal, he will return to the place
where he was raised, the place that, once, his family
lived. And he will place flowers upon his father's grave,
and continue in his practices. This is the story of
Holiadore.
Fan Fiction
Students are writing short stories about their WoW characters.
Our second major game-based project in PCS was the integration of the popular building game, Minecraft (http://www.minecraft.com). Here, students can
work together to build, model, and play in a persistent virtual world. The possibilities for connecting to curriculum are only limited by your imagination.
(You can learn more about this project at http://minecraftinschool.pbworks.com)
Sandbox
Game
Locally
Hosted
Servers
No Subcription
Fees
Appropriate
for all ages
K-12
Flexible!
There are lots of advantages to Minecraft, too. It’s incredibly cost-effective. You can purchase individual accounts for around $18 and sets of 25 for
around $325 from http://www.minecraftedu.com. There are no recurring fees either. Once you own it, you own it. The game scales beautifully, too.
We’ve successfully used it with early elementary all the way up to high school and the kids at all levels love it. (The teachers do, too!) You can also host
your own, persistent world, on your own network, too, making it as open or closed as you wish.
Buildings and
Structures
Students are incredibly imaginative in their builds, too. Here’s a castle built by a first grader complete with moat, bridge, and decorative roof.
Contraptions
Minecraft also allows you to build functional contraptions, too. Rollercoasters, traps, vending machines, and even fully functional calculators are possible.
8-bit Art
One art teacher in our district is having her learners build architecture and 8-bit art in the virtual space.
Story

And

Game

Academy
This year (2012-2013), we’re launching a new a game-based project that will take us into nearly every imaginable game space. It’s called SAGA (http://
storyandgameacademy.pbworks.com).
PlayPlay
XBox, PS3, iPad,
Handhelds, PC, Card
and Board Games
Digital Storytelling
Game Reviews
Story Analysis
Professional
Development
Still the early stages of development, this program aims to leverage gaming on just about every platform possible to demonstrate... it’s possible! We’re
transforming spaces into gaming and learning spaces with XBox, PlayStation, Nintendo, iPad, PC’s, handhelds, and more. Learners in this program will be
writing and publishing game reviews, analyzing the story elements of popular games, and even using those games to create and tell their own stories.
We’re really excited about it.
16 Tips for Bringing
Video Games Into
Your Classroom
So, I always want to leave educators with practical advice for starting their own game-based learning initiatives.
#1 Read What The Experts Are Saying
There are some really great books out there. I’ve already mentioned Gee’s book. It’s great for curious/skeptical educators. For a less academic, but still
well-written option, great for parents, try Prensky’s Don’t Bother Me Mom -- I’m Learning.” There are many others out there to explore as well. You’ll find
a list in the presentation resources page on edurealms.com.
#2 Talk to your learners about the
games they play.
Want to see your learners light up? Ask them about the games they are currently playing. Be amazed at how detailed they can go, too. Can you name
these characters?
#3 Let your own children teach you about
the games they play.
Do you have kids? No? Go find some. ...and play games with them. Watch them play. Ask them about what/when/why/how they’re doing things. Notice
how they can articulate!!
#4 Pick up a new game and play it.
Next, you need to play some games yourself. Download a new game on your iPad. Buy an XBox! Get Minecraft or World of Warcraft. You really have to
experience these things first-hand. Yes, you do have time. It’s way better than American Idol (in my opinion).
#5 Put on your teacher lenses.
When you play games and watch kids play, look at what’s happening through the lens of pedagogy. Can you see the learning taking place? Can you find
ways to connect what’s happening to your classroom?
#6 Don’t overlook off-the-shelf games.
Frankly, I’d advise avoiding games marketed as “educational games.” They’re glorified worksheets with bells and whistles. Instead, take a look at
commercial-off-the-shelf games. Many of these are well-designed!
#7 Always start with your instructional
goals in mind.
As you learn about games, starting finding ones that address the concepts you’re teaching. Teaching math/stats? Try sports games. Teaching history?
Try Civilization.
#8 Don’t Ignore Mobile Games!
Don’t have consoles or computers to play games with your kids? Have iPads or iPod Touches? Then you have a fantastic platform for gaming. Here are
some examples of how to do it: http://ipodgamesforlearning.obworks.com.)
#9 Don’t incentivize the game play.
Please don’t incentivize game play. Rather, make it a part of the way you do business in the classroom. If you make game-play a reward, then you further
divide play and learning in the mind of your learners. You make “school” something they have to get through before they get to what they really want.
#10 Collaborate and share with other
professionals.
As you explore these spaces, you are not alone! There are many other pioneering educators out there doing game-based learning. On Twitter, take a look
at #gamemooc and #levelupbc. Other resources can be found on http://www.edurealms.com.
#11 Make cookies for your IT staff; they
can be powerful allies.
Your network is not going to crash! I promise. Work alongside your network folks to find solutions to barriers. Make them cookies!
#12 Get your principal on board.
Administrators set the tone for their schools. You want them on board. Connect them to the resources and give them the foundational books to read.
#13 Find Funding.
Kickstarter.com
There’s funding out there! Here are some examples of options:
TheLudusProject.org
#14 Start in a safe place to fail.
Want to convince school leaders to take on your crazy game-based project? Start in safe place to fail. After-school clubs and elective periods are ideal.
Here, you can experiment and build acceptance.
#15 Market the awesome that’s
happening in your classroom..
Teachers don’t do this enough. We’re too humble. But, you have to market the successes of your program. Tell others about what’s happening. Have an
open-door policy. Invite the newspapers, TV reports, and even your local representatives in to see the awesome things your learners are doing. Make
posters, flyers, T-shirts, and brochures. Present at conferences. And by all means, brag on your kids!!
#16 Remember how to play.
Lastly, take some time to play. Play a game, a sport, play with Legos, play a board game, and please play with kids. They can teach us a great deal.
A story about a
girl...
Questions?
A typical question or concern about World of Warcraft and video games in general is the issue of violence. This is interesting in the light that we celebrate
literature such as Romeo and Juliet which has significant violence. And what about football? We celebrate that. Violence is (unfortunately) a part of our
human condition. Not dealing with it or discussing it serves no one. How many of us watched Looney Toons, played war, or even read Grimm’s Fairy
Tales? Typical children understand this fantasy play and easily separate it from real life. Ask them. “Would it be appropriate to attack someone with a
sword or gun in the real world?” They’ll quickly tell you no.
Dr. Henry Jenkins has a great article at: http://www.pbs.org/kcts/videogamerevolution/impact/myths.html

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NWRESA - Digital Learning Academy - Games and Learning

  • 1. Games and Learning Tons of Edu-Gaming Goodness Packed into An Ridiculously Long EPIC Presentation!
  • 3. I am a geek. If the previous slides didn’t clue you in, I’m a geek. I wear it like a badge of honor. There are a few things I believe about geeks...
  • 4. http://altloff.blogspot.com/2011/01/geek-venn-diagram-and-where-i-am.html ...first off, we’re different from nerds, dweebs, and dorks. Geeks are individuals who are simply passionate about something.
  • 5. ...and I’d like to submit that, yes, “geek” is the new sexy. Don’t believe me?
  • 6. Now, being the geek that I am, I often found it challenging to fit in among my colleagues when I first began my teaching career.
  • 7. Image: http://www.flickr.com/photos/pagedooley/4659422431/ Though wonderful people, needless to say, I had little in common with the English teacher across the hall. As it happened, however, I had more in common with a particular group of my students… You guessed it… The gamers and geeks.
  • 8. www.edurealms.com All of my resources are here. Steal liberally. Share liberally.
  • 9. http://www.flickr.com/photos/mazakar/2217726325/ What game designers know about learning... So, game designers know a great deal about learning. We as educators should take note. Here are a few...
  • 10. #1 PLAY IS POWERFUL Remember the sandbox? What are the rules? How did you learn them? What are the limitations on what you create? Is this child learning? You bet! Where are his notes, worksheets, homework... teacher?
  • 11. “The opposite of play is not work, it’s depression.” Dr. Brian Sutton-Smith Author: The Ambiguity of Play If you haven’t seen Stuart Brown’s TED talk on the power of play, you should watch it. (It’s linked in the resources for this session.) We need to re- examine play as a learning tool.
  • 12. “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 Do we give our learners spaces to play with concepts? Is there room for structured play? Unstructured? How can we take our standardized curricula and incorporate elements of play into them?
  • 13. Mihály Csikszentmihályi Flow An optimal state of intrinsic motivation, where a person is fully immersed in what he or she is doing. If you’d like to learn more about Flow psychology, check out the Wikipedia article on Csikszentmihalyi’s work at: http://en.wikipedia.org/wiki/ Flow_(psychology)
  • 16. This is what school looks like.
  • 18. #2 IT’S ALL ABOUT MASTERY Video games are all about mastery. You don’t start out fighting the “boss.” You build to that. This image is a typical screen of a World of Warcraft player experiencing a large raid (encounter involving 25 - 40 players). As you can tell, there’s a great deal going on. However, players don’t start with this many buttons and things to track. They actually start with three to four. As the build competence through experience, new abilities are added for them to master. At the same time, their challenges become tougher and require more interaction. Why doesn’t the typical classroom work this way?
  • 19. Level 1 Level 50 Motivation, both intrinsic and extrinsic play a significant role in successful games as well. Here you can see the difference in how the same character at levels 1 and 50 appear to others in the online game, Star Wars: The Old Republic. The tools to tackle greater challenges are not just evident in the player’s user interface. They have an outward affect as well. And that’s visible to other players. It provides newcomers a visual “goal” to strive for as they progress through game content. Take a Biology class, for example. How might it look if, rather than talking to learners about a syllabus, that we introduced them to a classmate, student-biologist, who’s already been through the course who knows how to “do” Biology? I wonder if it would have a similar impact?
  • 20. 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). James Gee, from the University of Arizona, is a must read for educators wishing to explore game-based learning. In his book, What Video Games Have To Teach Us About Learning And Literacy, he lays the pedagogical groundwork that supports a game-based approach to learning. This quote sounds somewhat similar to the idea of zone of proximal development doesn’t it? Successful game designers must find this “sweet spot.” Here, the game is not too easy and not impossible. The best games keep us right at the edge of our capabilities, thus keeping us challenged at the same time we’re entertained. Our classrooms can do this!
  • 21. Identity Interaction Production Risk-Taking Customization Well-Ordered Problems Agency Challenge and Consolidation “Just in Time” Learning Situated Meaning Systems Thinking Exploration Distributed Knowledge Cross-Functional Teaming Performance-Based Competence James Gee, in a freely available paper called “Good Games and Good Learning,” provides a number of learning strategies that are addressed in “good games.” You can read the paper here: http://www.academiccolab.org/resources/documents/Good_Learning.pdf
  • 22. #3 GAMERS CRAVE ASSESSMENT If you think about it, video games are persistent assessment. Players are constantly challenged/tested as they play. It’s an expectation. Typically, assessment in school is a periodic thing and students fear and hate it. How can we bridge these two methods? In a video, Gee comments that we’d never ask a student who’d completed the single player campaign in Halo to take a test to prove his competence in the game. That’s preposterous. We know that by “beating” the game, they’ve have already demonstrated competence. As a colleague, Sean Dikkers adds, if you were to ask a team of carpentry students to build a shed, you wouldn’t assess their success with a pencil and paper exam. Instead, you’d examine the quality of their work. Does the roof leak? If so, re-do it! With that in mind, perhaps we need to reconsider what we call assessment.
  • 23. Text #4 IT’S OK TO FAIL Games embrace failure. I fail in games all the time. I expect it. I learn from it. Is the same true in the classroom?
  • 24. “One of the counter intuitive things I needed to learn as a designer was that players enjoy failures more than success it’s diverse, they like to explore the failure space of a game.” ! ! -Will Wright, Game Designer Will Wright, designer of popular games like SimCity, Spore, and The SIMS, made this comment. Do we provide our learners to opportunities to fail safely? Can they learn from their failures? This pattern of play/testing, failing, and re-trying is very similar to what we teach when teaching the scientific method. Do you fail in front of your students?
  • 25. Failure is different in the classroom... Too often, failure has punitive consequences in the classroom. Consider this... A 68% in my classroom SHOULD mean that the learner has mastered 68% of the course concepts. They only have 32% to go! Well over half-way there! However, that’s not how we do it. What do we tell them? “You’ve failed the course.” This is usually followed by the learner repeating the same course, with the same material, and often with the same teacher. Is threatening students with this sort of system the best way to do it? Which do we value more, learning or grades?
  • 26. #5 TOGETHER, WE CAN OVERCOME THE TOUGHEST BOSSES In recent surveys corporate America has told education what they’re looking for in new employees. Guess what... the three “R’s” though important, are low on the priority list. Get ready to be offended, but seriously, how often have you used Algebra II or your extensive knowledge of the capitals of Europe, or endoplasmic reticulum since you left high school? We can Google the stuff that resides in Bloom’s basement. What businesses say they want are employees who can work in diverse teams, who can deal with novel situations, who can innovate and create! Yeah, there’s a disconnect here! However, social video games, especially multiplayer, online games force us to do these things to be successful. And, it’s fun.
  • 27. #6 Epic Wins Are Possible Video games often put players in a position in which they feel they can do incredible things. Games encourage players to have the audacity to believe they can achieve the impossible. Do your learners feel like the concepts you’re teaching them can change the world? Do you think what you’re teaching can change the world? If not, then consider challenging your kids with real-world problems. Give your kids options. Australia hosts the Imagine Cup (http:// www.imaginecup.com/default.aspx) to challenge students to do this very thing. If you challenged your kids to have an epic win, could they? Do you believe they could?
  • 28. “In a good game we feel blissfully productive. We have clear goals and a heroic sense of purpose.”! ! Jane McGonigal, Institute for the Future In her TED talk, Jane McGonigal, from the Institute for the Future, challenges people to do something that seems, at first, counterintuitive. What if we played more games? Lots more. What if we took that game-ful spirit and applied it to solving the world’s problems? What’s really cool, is that this is already happening! In the free game, FoldIt, players from around the world team up to manipulate protein models to find different configurations that might be useful to medicine. In 2011, they successfully accomplished something, collectively, that would have taken scientists many years to do. They unlocked a protein that could have a huge impact in the fight against AIDS. (Read more, here: http://latimesblogs.latimes.com/technology/2011/09/ foldit-gamers-help-unlock-aids-fighting-proteins.html)
  • 30. Game-Based Learning Game based learning describes an approach to teaching, where students explore relevant aspect of games in a learning context designed by teachers.Teachers and students collaborate in order to add depth and perspective to the experience of playing the game.
  • 31. Serious Games -Wikipedia Simulations of real-world events or processes designed for the purpose of solving a problem.
  • 32. Gamification -Wikipedia The use of game thinking and game mechanics in non-game contexts to engage users in solving problems
  • 34. In a good game, words and deeds are all placed in the context of an interactive relationship between the player and the world. -James Paul Gee
  • 35. Math vs. Zombies? http://carnivaltutoring.files.wordpress.com/2012/07/math-v-zombies.jpg So many of today’s games, though entertaining, fun, and perhaps even effective, create environments in which game play is a reward for doing something academic. Do some math, kill some zombies. Now, is it just me, or is there something awry, here? What does math have to do with zombies? Where’s the meaningful context?
  • 36. http://www.digitaltrends.com/wp-content/uploads/2013/06/World-War-Z-special-effects-helicopter-41.jpg Can you imagine a real world scenario like that? Yeah... thought not. Game play within meaningful context is the key. Also, the best games are the ones that give us those spaces for experimentation.
  • 38. MMO-School Classroom Cataclysm (…or, what happens to “school” when learners become heroes.). By: Lucas Gillispie, Instructional Technology Coordinator, Pender County Schools Founder, WoWinSchool Project (http://wowinschool.pbworks.com) Original background image by Blizzard Entertainment. Rock Background - http://wall.alphacoders.com/big.php?i=85052
  • 39. An Elective/Enrichment Class for Middle School Students We initially began as an after school program. Observations of our club during the first year prompted the principal at Cape Fear Middle to request that we offer the program as an elective language arts/enrichment class.
  • 40. Blended/Hybrid Course Paperless Portable Granular Freely Available Originally built in Migrated to: First off, we wanted to use this class as an opportunity to test lots of the things we believe about learning and how we can “change the classroom.” The first thing we decided is that the class should be a blended environment, with both face-to-face and online components. We want to be paperless. The course will be portable and freely available to any other school who might want to start their own program. The granular nature of the Moodle environment allows us to pick and choose (and the learners, too) what components we want to focus on and the order of instruction.
  • 41. Aligned to National Common Core Standards All activities and assignments will be aligned to the National Common Core standards.
  • 42. The Theme Our theme is loosely based on the Hero’s Journey story arc.
  • 43. Experiences As A Hero In WoW and GW2 Here the learner explores their own experiences as a hero in World of Warcraft as they progress through the game world.
  • 44. Parallel Reading
 Assignment Alongside their game experiences, we’re reading “The Hobbit” and watching Bilbo’s progression as a hero in that world. It’s fantastic “writing-fuel” to draw parallels between Bilbo’s journey and their own.
  • 45. Reflection on Life Experiences We also tie in class experiences to the real-life experiences of our learners. Journaling is a heavy component.
  • 46. These elements define the overall design.
  • 47. Gamifying The Classroom We wanted to use World of Warcraft (and other similar games) as a model for how we operate the classroom. Could we apply the very things that make World of Warcraft a compelling gaming experience to the classroom? With Moodle, this was incredibly challenging. As forward-thinking as the platform is, it’s still very traditional. Then comes Boise State’s 3DGameLab that accomplished everything we were straining to do with Moodle! (http://www. 3dgamelab.org)
  • 48. “Heroes” Not Students First off, we want to change the conversation. To students, we really don’t want this to look like “school” at least in the sense they typically think of it. Students are referred to as “Heroes.”
  • 49. “Lore Keepers” Not Teachers Teachers are taking on the role of Lorekeeper. Rather than “telling” students, we come alongside them, guiding their learning as they progress. It’s really important too for us to play with them in the game!
  • 50. Instead of Grades… We hate grades. At least, the common concept of grades. So we knew early on, we wanted to break from the traditional grading model.
  • 51. …experience points I “Win” The Class Here again, the game provides a model for measuring progression. So, we adopted an experience point and levels system. Students may complete course activities as often as they like to earn as many XP as they can. Each assignment has a guiding rubric that explains how to attain maximum XP. We intentionally used large numbers to break away from the ingrained 100-point, percentage based scale.
  • 52. “Quests” Not Assignments We write assignments as though they are quests. These assignments to varying degrees tie directly to student game play in World of Warcraft.
  • 53. Learner Choice Likewise, students can choose a variety of paths through the curriculum. It’s very non-linear (very challenging for me as a traditional Biology teacher). Students choose their path and progress through “quest chains” until they complete them. These might quests on poetry, digital citizenship, argumentative writing, and business writing to name just a few. If you’d like to see our “map” of the quest chains, you can find it here: http:// popplet.com/app/#/59371. The flexibility of the system allows us to respond to student’s needs and changes easily.
  • 54. Stats and Achievements 3DGameLab also gives us an easy way to handle badging and recognition of student achievement (both intrinsically and extrinsically). Likewise students can track and compare their progress through their quests.
  • 55. Some Student Projects Here are some examples of student work thus far…
  • 56. Character Tweets The pre-Cataclysm events gave us exciting fuel for a variety of assignments. One of the most interesting was having students choose a character from the world, and “tweet” the events unfolding in the game leading up to the launch of the Cataclysm expansion. Here, students had a relevant and fun way to demonstrate their understanding of the storyline and characterization.
  • 57. Propaganda/Ads We also used the Cataclysm event as an opportunity to explore Propaganda and Advertising. Students created ads or propaganda posters like this one.
  • 60. Bilbo - The Rogue by Borconyx I think that Bilbo would be a rogue, considering that his nickname is Burglar Baggins. I think this because "stealth is the first class ability a rogue can get"(Rogue 1). 
 
 Stealth is needed to be a good burglar because you can't wake the guards and you can`t make noise or the alarms will go off. Even Gandalf stated that " you look more like a burglar than a grocer"(Tolkien 18). Plus, Bilbo is smart. I think that would make him a rogue because rogues are intelligent enough to know that when you turn invisible that you need to be quiet because going invisible doesn't mean they can`t hear you.
 Works Cited 
 "Rogue Talents." WoWWiki. N.p., n.d. Web. 4 Jan 2011.<http:// www.wowwiki.com/Rogue_talents#Subtlety>.
 
 Tolkien, J.R.R. The Hobbit. New York: Del Rey Books, 1937. 320. Print. Research/Argumentative Writing We posed the following to students. “If the characters in the Hobbit were characters in World of Warcraft, what “class” would they be? Support your arguments. This is an example of one student’s response. This writing takes place in the course forums. Learners receive feedback from both their instructor and their fellow learners.
  • 61. DOUBLE IDENTITY My emblem depicts a two-sided bird. One side is black and the other, blue. I like to think of these birds as duality. On one hand, I reveal to others that I am a fighter, and on the other hand, I conceal my fear. The blue represents what you see, what is visible and shown to other people. While, the black part of the bird represents our mask. While we show some things, we also hide something. ! In addition, the black represents the unknown. What is hidden, what can't be shown, or what never will be. The black also hides who we really are. It's our shield. It's what keeps our secrets hidden all except for one. The red smudge behind the birds represents blood. Blood shows that we are willing to sacrifice and fight no matter what it takes to set things right, even if we must kill to defend others. ! We believe in giving up our lives to fight for what is right. This emblem represents what our guild is. It shows who we really are. The black side shows that we're strong, that nobody is like us. But this is what the blue for: the blue side shows that we're actually all the same. We're all scared that we'll loose the battle, or that we won't make this certain mission. We're scared we'll fail or mess up. We're all the same. Guild Emblems and Symbols in Guild Wars 2
  • 62. Writing Guild Mission Statements The purpose of this guild is to encourage students to learn about fantasy literature, games, and writing. The Legacy gives students from around the world the opportunity to play the epic game, "World of Warcraft." We make every effort to join together as a team and show that that we are eager, fearless, and victorious to make things happen. Learning through writing, games, stories and fantasy literature is something students will never forget. –Monchy Guilds are a hugely important aspect of the game. Students are working to create and organize their own guild that will also work with students at other sites. This is not only an opportunity to explore leadership but also a chance for them to define what a guild should be. So, we had them write mission statements. This example was submitted by one of our ELL students.
  • 63. Holiadore. It is a name of honor and pride. He has not yet lived up to the dream, but this night elf will train and train in the ways of the druid until he achieves his ultimate goal- to be as good as his father. His father never had pride in him so Holiadore ran away from home as a child and has practiced the ways of the druid ever since. He uses the skins of his foes to craft armor to use against stronger foes. He goes through many perils to do the bidding of the townspeople. He, in doing so, trains his abilities until they can increase no more. And when he reaches his ultimate goal, he will return to the place where he was raised, the place that, once, his family lived. And he will place flowers upon his father's grave, and continue in his practices. This is the story of Holiadore. Fan Fiction Students are writing short stories about their WoW characters.
  • 64. Our second major game-based project in PCS was the integration of the popular building game, Minecraft (http://www.minecraft.com). Here, students can work together to build, model, and play in a persistent virtual world. The possibilities for connecting to curriculum are only limited by your imagination. (You can learn more about this project at http://minecraftinschool.pbworks.com)
  • 65. Sandbox Game Locally Hosted Servers No Subcription Fees Appropriate for all ages K-12 Flexible! There are lots of advantages to Minecraft, too. It’s incredibly cost-effective. You can purchase individual accounts for around $18 and sets of 25 for around $325 from http://www.minecraftedu.com. There are no recurring fees either. Once you own it, you own it. The game scales beautifully, too. We’ve successfully used it with early elementary all the way up to high school and the kids at all levels love it. (The teachers do, too!) You can also host your own, persistent world, on your own network, too, making it as open or closed as you wish.
  • 66. Buildings and Structures Students are incredibly imaginative in their builds, too. Here’s a castle built by a first grader complete with moat, bridge, and decorative roof.
  • 67. Contraptions Minecraft also allows you to build functional contraptions, too. Rollercoasters, traps, vending machines, and even fully functional calculators are possible.
  • 68. 8-bit Art One art teacher in our district is having her learners build architecture and 8-bit art in the virtual space.
  • 69. Story
 And
 Game
 Academy This year (2012-2013), we’re launching a new a game-based project that will take us into nearly every imaginable game space. It’s called SAGA (http:// storyandgameacademy.pbworks.com).
  • 70. PlayPlay XBox, PS3, iPad, Handhelds, PC, Card and Board Games Digital Storytelling Game Reviews Story Analysis Professional Development Still the early stages of development, this program aims to leverage gaming on just about every platform possible to demonstrate... it’s possible! We’re transforming spaces into gaming and learning spaces with XBox, PlayStation, Nintendo, iPad, PC’s, handhelds, and more. Learners in this program will be writing and publishing game reviews, analyzing the story elements of popular games, and even using those games to create and tell their own stories. We’re really excited about it.
  • 71. 16 Tips for Bringing Video Games Into Your Classroom So, I always want to leave educators with practical advice for starting their own game-based learning initiatives.
  • 72. #1 Read What The Experts Are Saying There are some really great books out there. I’ve already mentioned Gee’s book. It’s great for curious/skeptical educators. For a less academic, but still well-written option, great for parents, try Prensky’s Don’t Bother Me Mom -- I’m Learning.” There are many others out there to explore as well. You’ll find a list in the presentation resources page on edurealms.com.
  • 73. #2 Talk to your learners about the games they play. Want to see your learners light up? Ask them about the games they are currently playing. Be amazed at how detailed they can go, too. Can you name these characters?
  • 74. #3 Let your own children teach you about the games they play. Do you have kids? No? Go find some. ...and play games with them. Watch them play. Ask them about what/when/why/how they’re doing things. Notice how they can articulate!!
  • 75. #4 Pick up a new game and play it. Next, you need to play some games yourself. Download a new game on your iPad. Buy an XBox! Get Minecraft or World of Warcraft. You really have to experience these things first-hand. Yes, you do have time. It’s way better than American Idol (in my opinion).
  • 76. #5 Put on your teacher lenses. When you play games and watch kids play, look at what’s happening through the lens of pedagogy. Can you see the learning taking place? Can you find ways to connect what’s happening to your classroom?
  • 77. #6 Don’t overlook off-the-shelf games. Frankly, I’d advise avoiding games marketed as “educational games.” They’re glorified worksheets with bells and whistles. Instead, take a look at commercial-off-the-shelf games. Many of these are well-designed!
  • 78. #7 Always start with your instructional goals in mind. As you learn about games, starting finding ones that address the concepts you’re teaching. Teaching math/stats? Try sports games. Teaching history? Try Civilization.
  • 79. #8 Don’t Ignore Mobile Games! Don’t have consoles or computers to play games with your kids? Have iPads or iPod Touches? Then you have a fantastic platform for gaming. Here are some examples of how to do it: http://ipodgamesforlearning.obworks.com.)
  • 80. #9 Don’t incentivize the game play. Please don’t incentivize game play. Rather, make it a part of the way you do business in the classroom. If you make game-play a reward, then you further divide play and learning in the mind of your learners. You make “school” something they have to get through before they get to what they really want.
  • 81. #10 Collaborate and share with other professionals. As you explore these spaces, you are not alone! There are many other pioneering educators out there doing game-based learning. On Twitter, take a look at #gamemooc and #levelupbc. Other resources can be found on http://www.edurealms.com.
  • 82. #11 Make cookies for your IT staff; they can be powerful allies. Your network is not going to crash! I promise. Work alongside your network folks to find solutions to barriers. Make them cookies!
  • 83. #12 Get your principal on board. Administrators set the tone for their schools. You want them on board. Connect them to the resources and give them the foundational books to read.
  • 84. #13 Find Funding. Kickstarter.com There’s funding out there! Here are some examples of options:
  • 86. #14 Start in a safe place to fail. Want to convince school leaders to take on your crazy game-based project? Start in safe place to fail. After-school clubs and elective periods are ideal. Here, you can experiment and build acceptance.
  • 87. #15 Market the awesome that’s happening in your classroom.. Teachers don’t do this enough. We’re too humble. But, you have to market the successes of your program. Tell others about what’s happening. Have an open-door policy. Invite the newspapers, TV reports, and even your local representatives in to see the awesome things your learners are doing. Make posters, flyers, T-shirts, and brochures. Present at conferences. And by all means, brag on your kids!!
  • 88. #16 Remember how to play. Lastly, take some time to play. Play a game, a sport, play with Legos, play a board game, and please play with kids. They can teach us a great deal.
  • 89. A story about a girl...
  • 91. A typical question or concern about World of Warcraft and video games in general is the issue of violence. This is interesting in the light that we celebrate literature such as Romeo and Juliet which has significant violence. And what about football? We celebrate that. Violence is (unfortunately) a part of our human condition. Not dealing with it or discussing it serves no one. How many of us watched Looney Toons, played war, or even read Grimm’s Fairy Tales? Typical children understand this fantasy play and easily separate it from real life. Ask them. “Would it be appropriate to attack someone with a sword or gun in the real world?” They’ll quickly tell you no.
  • 92. Dr. Henry Jenkins has a great article at: http://www.pbs.org/kcts/videogamerevolution/impact/myths.html