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Flipping Google+ the Bird. Brad A. Henry EduTechnologic , llc The Ohio State University. Overview. Define games Briefly discuss learning Play a game Discussion Exploration into how games have been effectively integrated into curriculum. Games Defined.
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Flipping Google+ the Bird Brad A. Henry EduTechnologic, llc The Ohio State University
Overview • Define games • Briefly discuss learning • Play a game • Discussion • Exploration into how games have been effectively integrated into curriculum
Games Defined • Sacrifice reality for entertainment • Conflict or challenge • Rules of engagement • Particular goals and sub-goals • Continuous feed-back • Focus on Rules • Compelling Storyline/Quest (Tobias and Fletcher, 2010)
Active and Deep Learning (Mayer, 2001; Wittrock, 1989).
Instructional Support • You need to provide minimal guidance • Explanations • Feedback • Help • Modeling • Scaffolding • Procedural direction • (Wise & O’Neil, 2009, Tobias, 1982, 2009)
5. Complicate the task gradually • Each level gradually becomes more complicated. • Reinforcing objective through scaffolding. • Building expertise.
What’s Missing • The pedagogy. • The objective(s) that connects to lesson to engage the learner and promoting higher order thinking, i.e. Deep Learning.
Transfer • Games alone may not be an effective method for instruction. • Supplement course materials and classroom activities with games • Identify intrinsic and extrinsic motivators
Flip the Classroom • Offline • Google+/Simulator/Angry Birds • 1. Watch Video • 2. Test, play, fail, repeat • 3. Reflect • 4. Share & interact • In Class • Group Lesson • 5. Construct • 6. Share • 7. Reflect
Task • 1. Play/Construct/Engage (5 minutes) • Using your bag of goodies, and prior knowledge, each group is going to construct a catapult • 2. Test/Fail/Revise/Repeat (5 minutes) • Using your target, test your catapult and measure your distance (Guesstimate) • 3. Process Deeper Knowledge (2 Minutes) • Define you type of lever (1st, 2nd 3rd Type lever) • 4. Demonstrate (15 minutes) • Each group will state their type of lever and make one attempt to demonstrate their catapult. • 5. Homework • Reflect by sharing your experience in Google+
What do teachers need to know? • Do not get distracted by the bells and whistles. • Planning is important. • Understanding multiple literacies is critical. • What works in the context of a classroom does not translate to a virtual environment. • Blended Learning, Experiential, Discovery, PBL/Activity, peer interactive.
Using Angry Birds to teach math, history and science • Primary Math: positional math language (above, below, left, right, bottom, biggest, smallest), measurement (distance), angles, shapes • Intermediate Math: parabolas, velocity, angels, trajectory, acceleration, quadratic formulas • Science: simple machines (lever), mechanics, force, energy, velocity/speed • History: history of the catapult, changes made to catapult technology throughout history, modern-day inventions that use this technology • Music: Tie in with history, what music was popular in the middle ages when catapults were invented (give students a feel for the culture of the time). • Art: Tie in with history, what era of art was happening during the middle ages when catapults were invented (give students a feel for the culture of the time). • Language Arts: reflection writing, reading text for information (non-fiction books and websites) • Learning: application of Angry Birds on students as learners, application of building a catapult on students as learners (I can’t claim this one it was all @stumpteacher with this blog post).
Guiding Questions • What makes the catapult more accurate? • What makes the bird go the furthest? • Does mass affect the results? • How do objects move? • How do we calculate motion? • What is acceleration? • What is speed? • What are some forces that act on objects in motion? • How did the catapult set the marshmallow in motion? • Which challenge did your catapult meet best, accuracy or distance?
Examples • http://blog.mrmeyer.com/?p=9797 • http://www.wired.com/wiredscience/2010/10/physics-of-angry-birds/ • Open publication – Free publishing – More angry birds • References for presentation Upon Request • Recommended Readings • Epistemic Games http://epistemicgames.org/eg/ • Incognito – David Eagleman • Computer Games and Instruction Tobias and Fletcher • Education Psychology – Anita Woolfolk-Hoy • Multimedia Learning – Richard Mayer