Saturday, March 26, 2016

Week 15 Gamification

Week 15

DCL - games in Education
LDC gamification
DCL designing games

Be aware that #hashtags need to be accurate and easy to find

Photo - quote
“The link between games…”

Most people by the time they get to 21 will have played 10000 hours of game time.
Kids, therefore, spend as much time in online play as they do in the classroom.

Kathy Sierra On Gamification In Education


What type of player are you? Why do you play?

w.games for change.org

Reach for the sun - learn how plants grow
Nanocrafter - enables you to contribute to scientific research
Plague - science embedded in the game

Good/bad/easy/hard/engaging

free rice - spelling game

Is our species named correctly?
homo Sapiens - wise
homo fabers - makers
homo ludens - playful
Yohan Hoizinger

We need to focus on playful learning.
Gamification
  • use of game mechanics to digitally motivate people to achieve their goals…
  • map my run, zombie run,...
  • reading eggs, math whizz…
  • class dojo...

Gamification was picked out as a top 10 trends

Marketers have gamified things too - fly buys, domino stars, etc


Game dynamic
= happy hour (show up at this place at this time and you win)

School is a game - level up.


Fun Theory
  • can we make people do things by making it fun to do

Group activity
  • appointment dynamic
  • influence and status dynamic
  • progression dynamic
  • communal discovery

TRUMP awards for key comp.  Badges of honour.  = progression dynamic
Badges for completion/nailing a particular aspect of writing e.g. punctuation badge
Zoo - capture endangered escaped animals online and bring them back to the zoo (in real time).

Video - Games and gamification in education James Paul Gee
Schools teach the way we do because of the tests we must have - assessment needs to change
We test algebra learning but not Halo learning because we trust the system in Halo more.
Games in education should require kids to use facts, skills as tools for solving and doing stuff

Flow theory
Csikszentmihalyi, M (1990) Flow: the psychology of optimal performance.

Serious Games
SPARX from uni of Auckland and MOHealth - prescribed to youth with depression

Quest2Teach for teacher training - move through different parts of the curriculum.

LDC = Gamification in leadership
#gameschool

Examine design of a school that integrates inquiry, design thinking and game based learning
  • workopoly board to select reading, writing, maths problems/tasks.

The 7 Principles of Game-Based Learning                                                          Everyone is a participant A shared culture and practice exists where everyone contributes. This often means that different students contribute different types of expertise.                                         Challenge Challenge is constant. A “need to know” challenges students to solve a problem whose resources have been placed just out of reach.                                                                            Learning happens by doing Learning is active and experiential. Students learn by proposing, testing, playing with, and validating theories about the world.                                                                  Feedback is immediate and ongoing Students receive ongoing feedback on their progress, learning, and assessment goals.                                                                                                                     Failure is reframed as “iteration” Opportunities exist for students and teachers to learn through failure. All learning experiences should embrace a process of testing and iteration.

Everything is interconnected Students can share their work, skill, and knowledge with others across networks, groups, and communities.                                                                                                      It kind of feels like play Learning experiences are engaging, student-centered, and organized to support inquiry and creativity.


Game froot - design your own games

If you remove the fun there is no agency or involvement.

The Game Tree - game narrative

Group Activity:  Game Narrative
Structures - Game based
A village of imaginary people living in the redwoods at the top of a hill.  Kids late for school everyday as it takes so long to get to the bus.  Parents are often late to work for the same reason.
Challenge 1. investigate the landscape.  Large hill -  hard to get people and things down the hill in a hurry to get to school and work.  Investigate options for a device/machine to make this quick and easy.  (no engines, must be powered by wind, gravity, solar…)
Challenge 2. Begin to design a machine/device to solve the problem.  Build it, test it, fix it.
Challenge 3. What about going back up the hill at the end of the day?

TED talk - analysing game talk

Homework - download sensor based apps.

Next Week
  • last class
  • pizza and refreshments

DCL Course Notes Week 15
Games
What experience do we have with games in our classroom? What games do we like to play ourselves?
Are you are a killer, achiever, socialite or explorer?
Choosing Games with an Educational Aspect
Game For Change believe in the positive power of digital games. See: gamesforchange.org
The Nanocrafter game enables you to contribute to important scientific research. Another form of Crowdsourcing: nanocrafter.org
Plague - science knowledge is embedded in the game: Plague Inc.
Serious Games
Serious games have been used to gamify serious issues. For example the Sparx game to tackle depression from the University of Auckland, and then move through to the Quest2Teach viurtal world games for teacher training.
Good video games incorporate good learning principles, principles supported by current research in Cognitive Science. Why? If no one could learn these games, no one would buy them — and players will not accept easy, dumbed down, or short games. At a deeper level, however, challenge and learning are a large part of what makes good video games motivating and entertaining. Humans actually enjoy learning, though sometimes in school you wouldn’t know that.
Game design and development
Game narratives sometimes follow the model of standard linear fiction. You can adapt this when designing your own game like activities for the classroom.
One of the tools that could be used with students is the Dr Who Game Maker, also the Wellington -based Gamefroot is really popular.
Suggested readings and references:
Eichenbaum, A., Bavelier, D., & Green, C. S. (2014). Video games: Play that can do serious good.American Journal of Play,7(1), 50.
Kuhn, S., Gleich, T., Lorenz, R., Lindenberger, U., & Gallinat, J. (2014). Playing Super Mario induces structural brain plasticity: Gray matter changes resulting from training with a commercial video game. 19(2), 272.
Vahtivuori-Hänninen, S., Lehtonen, M. & Torkkeli, M. (2005). Group Investigation, Social Simulations, and Games as Support for Network-Based Education. In H. Ruokamo, P. Hyvönen, M. Lehtonen & S. Tella (Eds.), Teaching–Studying–Learning (TSL) Processes and Mobile Technologies—Multi-, Inter- and Transdisciplinary (MIT) Research Approaches (123–131). Proceedings of the 12th International Network-Based Education (NBE) conference (Former PEG) 2005. September 14–17, 2005, Rovaniemi, Finland. University of Lapland. Publications in Education 11.
Van Eck, R. (2009). A guide to integrating COTS games into your classroom. In R.E. Ferdig (Ed.), Handbook of research on effective electronic gaming in education. Hershey, PA: Information Science, 179–199.
Prepare for next week's 'Mobile Learning Activity' by downloading an app
  • If you have an iOS device, download the free Aris app and create an account
    • Note that there is more than one app called Aris - look for this icon and description
  • If you have an Android device, download the Sense-it app
  • Regardless of device, see what sensor-based apps you can download
    • e.g. Can your device measure temperature directly?
  
LDC Course Notes Week 15
Read as much of the following report as you are able to (see resources): 
Jagoda, P., Gilliam, M., McDonald, P., & Russell, C. (2015). Worlding through play: alternate reality games, large-scale learning, and The Source.American Journal of Play,8(1), 74.
Salen, K., Torres, R., Wolozin, L., Rufo-Tepper, R. & Shapiro, A. (2011). Quest to Learn: developing the school for digital kids. Cambridge, Mass.: MIT Press.
Other suggested readings
Gamification was one of Core Education's top ten trends for 2014, see: core-ed.org

1 comment:

  1. Thank you because you have been willing to share information with us. we will always appreciate all you have done here because I know you are very concerned with our. clever-from-smartico Gamification is about adding gaming mechanics and dynamics to non-gaming platforms.

    ReplyDelete