Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation...

37
dr. Alenka Kavčič University of Ljubljana, Faculty of Computer and Information Science Integrating Games in the Classroom 19 May 2015

Transcript of Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation...

Page 1: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

dr. Alenka Kavčič University of Ljubljana, Faculty of Computer and Information Science

Integrating Games in the Classroom

19 May 2015

Page 2: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Outline

• Introduction

• Games in education

• Game-based Learning (GBL)

• Games, gamification, simulation

• Integrating games in educational process

• Goal:

– introduce different approaches to integrating games into the classroom

– (present some examples of developing educational games)

2 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 3: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Introduction

• Modern education

– user-centred (learner-centred) activity

– on-demand activity

– engaging activity

– technology-centric activity

• Students use games in their life for entertainment, play, and enjoyment.

• How to make learning more engaging and enjoyable? How to increase motivation?

– games in education

3 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 4: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Games in Education

• Educational games

– now common in education

• even mainstream

– not question if appropriate for learning

– question how to create effective, engaging, interactive instruction

• motivate and actively engage

• Different ways of using games in education

– commercial computer games

– special educational computer games

– creating computer games 4 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 5: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Games in Education: Approaches

• General (entertainment) computer games

– often commercial, COTS games

– very engaging

– non-educational content

• sometimes topic matches course content

• sometimes short on intellectual content

– educational value

• not in the first plan

• unintended

• accidental

5 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 6: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Commercial Games: Example

• Civilization (www.civilization.com)

– strategy game

– allows players to manage the rise of specific civilizations

– an extremely popular commercial game

– can be used for educational purposes

• used in classrooms around the world

– game content (course content): history

• Age of Empires (www.ageofempires.com)

– historical real-time strategy games

– set amidst historical events

6 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Age of Empires 2 HD Edition by HarryBana

Pre-Civilization Marble Age by Clarence1996

Page 7: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Commercial Games: Example

• SimCity 2000 (www.simcity.com)

– a city-building simulation video game

– task of founding and developing a city

• maintaining the happiness of the citizens

• keeping a stable budget

• role of mayor

• balancing the needs

– game content (course content)

• geography

• civil engineering

7 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

SimCity 2013 v1 by HarryBana

Page 8: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Games in Education: Approaches

• Special educational computer games

– developed with purpose for use in education

– by educators and professional programmers

• Creating computer games

– by students

8 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 9: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Educational Games

• Application for learning

– not only drill & practice

• Designed to teach new concepts

– typically through a computer game

• Preferably providing lead up and debriefing sessions

• Provide information in various formats

– multiple formats (visual, textual, auditory...)

– learner can choose a preferred style

• also practice skills in other styles

9 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 10: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Game-Based Learning

• Game-Based Learning (GBL)

– approach to teaching

• students explore relevant aspect of games in a learning context designed by teachers

– gameplay with defined learning outcomes

– student works towards a goal

• choosing actions

• experiencing consequences (of chosen actions)

• making mistakes (in risk–free environment)

• experimenting

• active learning

10 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 11: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Game-Based Learning: Benefits

• Using games in classroom

– popularity of gaming, attractive to learners

– fun factor, capture attention

– inspire and motivate learning

– opportunity for real experience

• authentic learning exercise

• in virtual world (reset if needed)

• learner can develop and test theories

– not feasible in real life

– challenges (tasks)

– problem-based learning

• deeper understanding 11 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 12: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Game-Based Learning: Shortcomings

• Using games in classroom

– unsuitable games, without educational value

– possible lack of mental stimulation

• just visual and skills

– possible high effort, low gain

– learner spends more time behind computer

• health problems

12 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 13: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Games, Gamification, Simulation

• Similar in

– engaging the learner

– encouraging thoughtful consideration of content

– providing meaningful impact to the learner

• Different in

– purpose

– results

– design

13 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 14: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Games: Definition

• „A system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.“ (Kapp, 2012)

• Various types of games

– puzzle, fighting, exploration...

14 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Karl M. Kapp, The Gamification of Learning and Instruction, 2012

Page 15: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Games: Characteristics

• Type of activities

– matching (e.g. Hangman), collecting/capturing (e.g. Monopoly), allocating resources (e.g. SimCity), strategizing (e.g. Chess, EVE Online), building (e.g. Minecraft), puzzle solving (e.g. Clue), exploring (e.g. Myst), helping, role playing...

• Type of content being taught (type of knowledge)

– declarative, conceptual, rules-based, procedural, soft skills, psychomotor domain...

• Concept of the game

– testing games vs. teaching games 15 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 16: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Games: Concept

• Testing games

– test what a learner already knows

– recall knowledge

– important: feedback and repetition

– e.g. matching, MCQ...

• Teaching games

– teach a learner how to do something

– apply knowledge

– series of activities; learner adjusts behaviour or attitude to responses in the game environment

– e.g. negotiation skills 16 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 17: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Gamification: Definition

• „Gamification is using game-based mechanics, aesthetics, and game-thinking to engage people, motivate action, promote learning, and solve problems.“ (Kapp, 2012)

• Purpose

– encourage learner

• to solve problems

• to progress through the content

– motivate action, influence behaviour, building skills

– drive innovation

• innovative thinking and activities 17 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Karl M. Kapp, The Gamification of Learning and Instruction, 2012

Page 18: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Gamification: Characteristics

• Special approach to present subject matter

– using game elements in non-gaming context

• levels, points, lives, timing, leaderboard...

• tasks, missions, competition (scores), rank and rewards (earn points), discovery, reinforcement...

– transforming tasks into games

• Uses parts of games, but is not a game

– game is a self-contained unit, with clear beginning and end, defined winning state, with multiple game elements

– in gamification game elements are used, but the intent is not to create a self-contained unit

18 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 19: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Gamification: Two Approaches

• Various types of gamification

– structural

• applying game elements

• no alternation or changes to the content

• to motivate, engage, learning through rewards

– points, badges, achievements, levels, leaderboard, freedom to fail, challenge...

– content

• applying game elements and game thinking

• alter content to make it more gamelike

• adding story elements, starting the course with a challenge...

19 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 20: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Gamification: Example

• Duolingo (www.duolingo.com)

– „Free language education for the world“

– free language-learning and crowdsourced text translation platform

– gamified skill tree and vocabulary section

• owl as a cheerleader to keep you going

• experience points

• strength bar

• progress tracking in vocabulary

• lives, levels

• positive reinforcement of wins

• social ranking

20 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 21: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Simulations: Definition

• „Simulation is a realistic, controlled-risk environment where learners can practice behaviours and experience the impacts of decisions.“ (Kapp, 2012)

• Key features

– simulate reality (not always true for games)

– controlled risk (e.g. flight simulator)

– ability to practice and apply what you have learned elsewhere

– what happens when I do it right/wrong

21 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Karl M. Kapp, The Gamification of Learning and Instruction, 2012

Page 22: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Simulations: Types

• Various types

– branching storyline • learner is an active character in the story

• decision points – simulation branches, the rest of the story changes

• learner can replay the story – making different decisions, experiencing diff. branches

– system dynamics simulation • modelling complex systems

• e.g. physics, business model...

– equipment / software simulations • representation of a mechanical or SW system

• e.g. flight simulator 22 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 23: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Simulations: Usage

• Useful

– as application of learning (practice)

• rather that primary learning

– turn knowledge into action

• learn -> do

– in the professional sector

• e.g. flight / driving training with simulators

• training sessions replicate real life stresses

– without the risk factor

23 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 24: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Simulations: Example

• Flight Simulator

– professional

• for training pilots

– home entertainment

24 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Canadian Aviations Eletronics, Full Flight Simulator C105 Brazilian Air Force

Piper PA-28-181 Archer III, X-Plane

Page 25: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Simulations: Example

• OSP Simulations (www.opensourcephysics.org)

– Open Source Physics

• Simulation of physical phenomena

– with computational physics and computer modelling

• computational models of physical systems

– provide new ways to understand, describe, explain, and predict physical phenomena

25 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 26: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

How to integrate games

• Instructional activities

– top-down: game as framework for new learning

– bottom-up: game as opportunity to synthesize and apply pre-learned skills

– combination

• Different scenarios

– play the game, then study the content, refer back to the game

– study the content, then use the game for application and assessment

– alternate playing the game with activities that extend the game (learning)...

26 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 27: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

What to consider

• Games

– not for all topics, learners, or environments

– expensive to integrate and implement

– games are effective only if

• instruction is matched to the medium

• content is integrated with the game

– not all games are alike

• different games, different strategies, different learning supported

• analyse games for underlying strengths and strategies

27 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 28: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

What to consider

• Students

– do students play games?

• speed and familiarity

• individual differences (e.g. gender)

– interest

– prior gaming and technical knowledge

– level of comfort

– ability with technology

– access to appropriate computers

28 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 29: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

What to consider

• Students and games

– one size (/game) does not fit all

– types of skills practiced: Blooms Taxonomy

• higher level (analyse, evaluate, create)

– appropriate for age

• not too difficult

• yet challenging

– levels

– collaboration

– prompt-feedback

– engagement, enhancement

– ease of use

29 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Bloom's Taxonomy

Page 30: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

What to consider

• Teachers (you)

– do teachers play computer games?

• speed and familiarity

– have to know the game well

• systematically

• from start to finish

– approach to game play (completing challenges)

• linear, fixed sequence

• non-linear, different sequences

– does your approach matches to students‘?

30 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 31: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

What to consider

• Content of the game

– content of the game, curriculum connection

– what is covered?

• topics focus on breadth or depth?

• which topic will you focus on?

– what is not covered?

• missing topics (breadth)

• missing content within topic (depth)

• required pre-requisite knowledge

31 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 32: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

What to consider

• Content of the game

– what is wrong?

• inaccurate information

• misleading information

• alternate viewpoints/interpretations

• inappropriate/incorrect strategies

– adding instructional activities to address weaknesses

• missing and inaccurate information

32 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 33: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Conclusion

• Games in the classroom

– improve learning experience

– encourage students to understand subject matter in context

– interact with problems

– if used properly (well implemented)

• content

• educational point of view

• Effective integration

– game embedded into curriculum

– includes instructional support

– matching objectives (game and curriculum) 33 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 34: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Guidelines for Effective Integration

• Embed the instructional game into the curriculum

– include debriefing and feedback

• Games need to include instructional support

– elaborative feedback, pedagogical agents, and multi-modal information presentation

• Ensure game objectives align with curriculum obj.

– match with the design of an instructional game

• learning subject areas and learning purposes

• learner characteristics

• game-based pedagogy

34 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Karl M. Kapp, Three Guidelines for Effectively Integrating Games in the Classroom, 2015

Page 35: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Edoo Initiative

• Edoo: what & why (www.edoo.si)

• Teachers...

• Students...

– as part of student projects

– developing educational games

• Edoo Initiative...

– coupling students with experienced school teachers

35 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

users of e-learning materials

have skills and motivation to create them

connects both parties in collaborative creation of e-learning materials

Page 36: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Edoo Initiative

• Main goal: creating didactic applications

– of good quality

– that suit teachers‘ needs in class

– voluntary activity

• Increased involvement of teachers

– in process of developing e-learning applications

• framework for content

• Engaging a group of interested teachers

– to actively participate in development process

– providing ideas and relevant feedback

36 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom

Page 37: Integrating Games in the Classroom · 19.5.2015 eTwinning Online Seminar ... –drive innovation ... Integrating Games in the Classroom 27 . What to consider

Edoo Examples: math

• Some examples of the developed games

– Pingoo: mathematical running contest

– Separator: sorting things

• find dividers of a number

37 19.5.2015 eTwinning Online Seminar | Integrating Games in the Classroom