Assignment 3 - Good Learning and Good Games:
Permission to use video granted by University of Wisconsin - Madison and Coursera
Karl M. Kapp is well known for his book, "The Gamification of Learning and Instruction". I have read his book and it has a lot to offer. Listen to his thoughts on what constitutes a "serious game".
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Jim Gee - Principles on Gaming
I found James Paul Gee's explanations of what schools (and teachers) don't do to be provocative yet easy to understand and logical. He bases his work around learning and problem solving and human behaviour and characteristics. Fabulous stuff. The whole video is worth watching (it didn't feel longwinded) and it speaks to solid pedagogy and how people learn more than it is an endorsement of using videogames in the classroom. "[G]ood video games build into their very designs good learning principles and ... we should use these principles, with or without games, in schools, workplaces, and other learning sites." James Paul Gee in What Video Games Have to Teach Us About Learning and Literacy Several years ago I received permission to use this video to help teach about GBL and designing learning experiences through the use of games. It is by Kurt Squire (University of Madison-Wisconsin at the time) and while slightly older, it enshrines what we hope a well designed game could offer our students.
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Assignment #3 –Game Based Learning:
“Good Learning via Gaming…”
Some of you no doubt have either read or listened to James Paul Gee’s thoughts in relation to learning. I wish for each student to understand the learning basics that take place in serious, educational games. James Paul Gee’s “Principles on Gaming” is easy to understand and follow and enshrines, in my mind, solid teaching techniques that speak more about “learning” and students and how well intentioned and designed games can support that learning.
Requirements:
Using the short video entitled, “Principles on Gaming” (Gee), I would like you to choose three principals of learning that “good games” use to hook people on learning and briefly describe them and why they appealed to you as a learner. This could be based on your personal experience in education, other theorists or educational experts you have studied or your own learning preferences.
I also would like you to differentiate between the following terms:
Gamification, Game Based Learning, Serious Game, simulation and Commercial Off The Shelf game(COTS)
Provide a definition for each and tell me briefly how you could see yourself using any of these to further your teaching. This could be done in text form or slides or a narration or…your call. However, please support this information with current images from the examples you draw on. "A picture tells a thousand words". Providing an image of a videogame as an example might be nice...perhaps a chart/graph...the idea is to learn what they mean and how they are put into practice.
Assignment #3 in full
Individual Assignment
Each student will submit this via Google Classroom individually following its completion.
Due Date: October 5th
“Good Learning via Gaming…”
Some of you no doubt have either read or listened to James Paul Gee’s thoughts in relation to learning. I wish for each student to understand the learning basics that take place in serious, educational games. James Paul Gee’s “Principles on Gaming” is easy to understand and follow and enshrines, in my mind, solid teaching techniques that speak more about “learning” and students and how well intentioned and designed games can support that learning.
Requirements:
Using the short video entitled, “Principles on Gaming” (Gee), I would like you to choose three principals of learning that “good games” use to hook people on learning and briefly describe them and why they appealed to you as a learner. This could be based on your personal experience in education, other theorists or educational experts you have studied or your own learning preferences.
I also would like you to differentiate between the following terms:
Gamification, Game Based Learning, Serious Game, simulation and Commercial Off The Shelf game(COTS)
Provide a definition for each and tell me briefly how you could see yourself using any of these to further your teaching. This could be done in text form or slides or a narration or…your call. However, please support this information with current images from the examples you draw on. "A picture tells a thousand words". Providing an image of a videogame as an example might be nice...perhaps a chart/graph...the idea is to learn what they mean and how they are put into practice.
Assignment #3 in full
Individual Assignment
Each student will submit this via Google Classroom individually following its completion.
Due Date: October 5th
Some resources to add to your understanding:"Game Based Learning: What it is, Why it Works, and Where it's Going" by Jessica Trybus
A general, all purpose explanation but what I appreciated was the table they include showing the differences between traditional training, hands on training and game based learning. Also, four principles of "how we learn" in relation to GBL. Game-Based vs Traditional Learning – What's the difference? by Justin Marquis Ph.D.
The author describes the differences seen in students engaged in well designed games in terms of authenticity, innovative thinking and what Jane McGonigal has termed "blissful productivity". Hosted by Classroom-Aid - great all round resource. |
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