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Game-Based Learning - Hippasus

Game-Based LearningRuben R. Puentedura, StorytellingSocial ComputingEducational GamingVisualization and SimulationPlaySocialVisualNarrativeSome DefinitionsFormal Definition of Play (Salen & Zimmerman) Play is free movement within a more rigid structure. ZCDZCDZPDZPDA loneWith MKOV ygotsky on Learning Zone of Proximal Development (ZPD): Gap between: what a learner can accomplish independently (the Zone of Current Development, ZCD) what they can accomplish with assistance from a more knowledgeable other (MKO) ..what a child can do with assistance today she will be able to do by herself tomorrow. This is an iterative process: The ZCD and ZPD change over time; Independent practice is required to close the on Play and Learning ..play creates a zone of proximal development of the child. In play a child always behaves beyond his average age, above his daily behavior; in play it is as though he were a head taller than himself.

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Transcription of Game-Based Learning - Hippasus

1 Game-Based LearningRuben R. Puentedura, StorytellingSocial ComputingEducational GamingVisualization and SimulationPlaySocialVisualNarrativeSome DefinitionsFormal Definition of Play (Salen & Zimmerman) Play is free movement within a more rigid structure. ZCDZCDZPDZPDA loneWith MKOV ygotsky on Learning Zone of Proximal Development (ZPD): Gap between: what a learner can accomplish independently (the Zone of Current Development, ZCD) what they can accomplish with assistance from a more knowledgeable other (MKO) ..what a child can do with assistance today she will be able to do by herself tomorrow. This is an iterative process: The ZCD and ZPD change over time; Independent practice is required to close the on Play and Learning ..play creates a zone of proximal development of the child. In play a child always behaves beyond his average age, above his daily behavior; in play it is as though he were a head taller than himself.

2 Formal Definition of Game (Salen & Zimmerman) A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. Semi-formal Definition of Sandbox (Puentedura) A sandbox is the result of relaxing one or more of the definitional aspects of a game. TaxonomiesTargetBatting & FieldingNet/WallTerritoryAthleticThe Matrix (Bell & Hopper)Game and Focus(from taxa)Principles of Play (depth)Tactical Awareness Components (breadth)Tactical Awareness Components (breadth)Tactical Awareness Components (breadth)Tactical Awareness Components (breadth)Tactical Awareness Components (breadth)Game and Focus(from taxa)Principles of Play (depth)InitialInitialInitialAdvancedAdva ncedGame and Focus(from taxa)Principles of Play (depth)SpaceForceTimeIn relation relation and Focus(from taxa)Principles of Play (depth)

3 WhereHowWhenSelfOtherSystems, rules, objectives of gameBasic elements of play that structure effective game playingWhere an object should be placed/where a player should go in the area of playHow much and where to apply force on an object/self for height, directionalcontrol, distanceWhen to execute a skill, or create time to execute a skill, or reduce opponent's time to execute a skillIn relation to what you are able to do, what should you do to gain a tactical advantage over your opponent?In relation to what your opponent is able to do, what should you do to gain a tactical advantage over your opponent? Abstract Strategy Figures in a landscape Themed Strategy Figures in a landscape + resources Wargames Multidimensional figures, resources on a terrain Deduction games Derive answers from clues Role-Playing games Storytelling as gaming Card and Tile games Accumulate or shed points Party and Social games Match dexterity/speed/signaling/trivia/wordAct ionNarrativeSimulationOtherIFGraphic TBSMil.

4 TBSRTSSimsBoardOtherSimulationNarrativeA ctionGames People (Might) Play RTS: Plants vs Puzzle: Platformer: Portal: the Flash Interactive Fiction: Bronze, Lost Pig, or Graphic Adventure: Samorost 1 Puzzle (Educational): Lure of the TBSMil. TBSRTSSimsBoardOtherSimulationNarrativeA ctionWhat Makes a Game Engaging? games and Fun (Koster)Successful GamesSuccessful GamesInclude These AvoidPreparation before challengesResults due to pure chanceA sense of a game spaceThe perception of the game as trivialA solid core mechanicThe game not being perceived as a gameA range of challengesThe game being exhausted too quicklyA range of required abilitiesThe game being perceived as simplisticSkill in using the required abilitiesThe game being perceived as tediousAlso feedbackPlayers like to see greater skill result in greater rewardsWays to accommodate beginners & expertsBeginners need not get clobbered.

5 Or experts bottom feed A definite cost for failurePlayers feel cheated by never-lose gamesIn Boring GamesIn Boring GamesWhen Players MeanThe game is too easyGame patterns are too simpleThe game is too involvedThey are uninterested in the info required to detect patternsThe game is too hardPatterns are perceived as noiseThe game becomes too repetitiveNew patterns are added too slowlyThe game becomes too hardNew patterns are added too fastThe game runs out of optionsAll game patterns are exhaustedFour Keys to Emotion in games (Lazzaro)EasyFunHardFunSeriousFunPeopleF unplayerexperiencefierocuriosityrelaxati onamusementgamelifegoalopenendedPlayers like the opportunities for challenge, strategy and problem Frustration, FieroPlayers enjoy intrigue and curiosity, becoming immersed in games that absorb their complete attention or take them on an exciting Wonder, Awe, Curiosity, use games as mechanisms for social experiences of competition, teamwork, and opportunities for social bonding and personal Amusement, Schadenfreude, enjoy the internal experiences in reaction to the game s visceral, behavioral, cognitive, and social Excitement, Question of Agency10%8%23%38%21%Strongly AgreeAgreeNeither Agree Nor DisagreeDisagreeStrongly Disagree20%20%28%24%8%23%21%33%17%6%24%2 0%38%17%1%WolfQuestDemocracyForbidden CityZonDid Students Enjoy The games ?

6 A Study of Educational games in Maine(Puentedura, 2010)Agency and GamesNo AgencyAgencyLearning from games (Gee)Active LearningGamers Learn From:1. Doing and reflecting criticallySymbolic Systems2. Appreciating good design and its principles3. Seeing interrelations within and across symbolic systems4. Mastering game symbolic systems5. Relating the game world to other worldsWorlds and Identities6. Taking risks in a space with reduced consequences7. Committing to participating in a compelling virtual world8. Assuming multiple identities in and across worldsDevelopment of Capabilities9. Observing the evolution of their own capabilities10. Getting more out than they put in11. Being rewarded for achievement at every level of expertise12. Extensive practice in a rewarding context13. Learning new skills at each level of expertise14. Operating at the outer edge of their capabilities at each level of expertiseExperiential Learning15.

7 Interacting experimentally with the game world16. Finding multiple approaches to a solution17. Discovering meaning from experience18. Understanding texts experientially and contextually19. Understanding the interconnections among texts that define them as a family20. Constructing meaning from the intersection of multiple media21. Understanding how information and knowledge are stored in the game environment22. Leveraging intuitive and tacit knowledgeDeveloping Skills23. Practicing in simplified game subdomains24. Tackling later problems via generalizations of earlier ones25. Seeing early on concentrated samples of generalizable skill sets26. Acquiring basic skills that apply to a range of games27. Receiving information on-demand and just-in-time28. Experimenting with only a minimum of explicit instruction29. Transferring, modifying, and adapting earlier Learning to later problemsCultural Models30.

8 Reflecting safely about their cultural models and assumptions about the world31. Reflecting safely about their cultural models and assumptions about their Learning processes32. Reflecting safely about their cultural models and assumptions about the workings of a symbolic domain33. Searching for knowledge in all aspects of the game, in themselves, and in their interaction with the gameCommunity34. Sharing their knowledge with other players35. Forming a distinct community via shared interests in the gaming world36. Teaching others and modifying the game experienceThe Educational ResearchSome Facts About Videogame Players The average videogame player is 34 years old 40% of all videogame players are women 67% of households play videogames Among teens ages 12-17: 97% play videogames (99% boys, 94% girls) 80% play five or more different game types; 40% eight or more 76% play games as a social activity: 65% play with others in the same room; 27% online Same-room game play relates positively to civic outcomes Game-related social interaction relates positively to civic outcomesEffectiveness of games in Education I(Randel, Morris, Wetzel, and Whitehill) Meta-study of 68 studies from 1963-1991 Social sciences; mathematics; language arts; logic; physics.

9 Biology Most effective: language arts and mathematics 12 out of 14 studies showed positive results Next most effective: social sciences 13 out of 46 showed positive results 33 out of 46 were as effective as traditional methods Game Learning overall showed better retention than traditional Learning Students showed greater interest in topics taught via games or simulationsEffectiveness of games in Education II(Fletcher and Tobias) Review of research from 1992-2005 42 papers directly related to use of games in instructional settings Topics: Transfer to Real-Life Tasks: 5 positive, 1 neutral, 1 mixed Facilitating Performance, Learning , and Transfer: 4 positive Transfer to Related Tasks or Domains: 8 positive, 1 neutral Effects on Different Variables: 5 positive Effects on Cognitive Processes: 9 positive Team Characteristics of Game Players: 1 positive, 2 mixed Motivational Effects: 3 positive, 2 mixedEffectiveness of games in Education III(Mayo)introductory physics by 108%.

10 One could certainlyargue that games are about the most interactive typeof content that exists today. If video games are validpedagogical delivery vehicles and they reach manymore people than lectures, why do we not see videogames adopted as the Learning vehicle of choice?Cultural adoption lag exists, but we also facechallenges of quantity, quality, and is often assumed that games with academic con-tent are inherently uninteresting. Yet, 4 millionchildren voluntarily play math-and-science basedexploration games on (7). In myopinion, most academically developed gamessuffer from infrastructural challenges rather thancontent challenges, with respect to mass include the lack of any distributionmechanism for the product, the lack of productdiscoverability, the prohibitive expense of contentcreation, the dearth of meaningful assessment (andtherefore of consumer confidence in the product),and the lack of sustainable business first infrastructural challenge is the lack ofany mechanism for distribution, sales, or market-ing.


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