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1. GAMES-TO-TEACH PROJECTFall 2002
2. Background / historical context
Design Research Activities
Design commitments
10 Conceptual frameworks
Themes
Next steps / invitation for participation The games-to-teach process arises in an historical context.
The games-to-teach process arises in an historical context.
3. Background / historical context
Research
Design commitments
Conceptual frameworks
Next steps / invitation for participation The games-to-teach process arises in an historical context.
The games-to-teach process arises in an historical context.
4. Educational games in context Operatonal frontal lobe
Frank capra
Growing crisis in educaitnal system
highquality content with an equallyengaging format
What format would we choose? The answer is simple: computer and video games
Operatonal frontal lobe
Frank capra
Growing crisis in educaitnal system
highquality content with an equallyengaging format
What format would we choose? The answer is simple: computer and video games
5. Bell Labs Science Films Operatonal frontal lobe
Frank capra
Growing crisis in educaitnal system
highquality content with an equallyengaging format
What format would we choose? The answer is simple: computer and video games
Operatonal frontal lobe
Frank capra
Growing crisis in educaitnal system
highquality content with an equallyengaging format
What format would we choose? The answer is simple: computer and video games
6. While the gaming industry has long sought the "sweet spot" in what looks like a potentially vast educational market, they have largely focused on early childhood (Reader Rabbit, The Magic School Bus, Math Blaster, States and Traits). In this space, weve seen that the most successful games have been entertainment titles that teachers have repurposed for educational uses
--slide showing icons or images from these games.While the gaming industry has long sought the "sweet spot" in what looks like a potentially vast educational market, they have largely focused on early childhood (Reader Rabbit, The Magic School Bus, Math Blaster, States and Traits). In this space, weve seen that the most successful games have been entertainment titles that teachers have repurposed for educational uses
--slide showing icons or images from these games.
7. Indeed, an entire generation of students is coming of age that grew up learning about systems dynamics through Sim City, which was patterned on MIT professor Jay Forrestors work on complex systems, Sid Meiers Civilization series which explores relationships between geography, economics, policy, and the growth of civilizations, or Railroad Tycoon, which includes not only factually accurate data culled from Hisotry books and GIS maps, but a robust stock market simulator underneath its hood.
Still, these games are developed for entertainment purposes and overlook important areas that one would want to cover in academic settings. As urban planner Kenneth Kolson has pointed out, where is the race in Sim City? As Ive suggested, where is the slavery in Civilization? Where are the indentured servants in Railroad Tycoon? By and large, these games have chosen to highlight the fantastical elements of urban planning(?) or the growth of civilizations while glossing over politically tricky subjects. Further, these games are designed to be used in commercial settings a game like civilization might take 15 hours to learn to play, making it relatively unfeasible in many classroom settings.
At the same time, learning scientists have learned a lot over the past 15 years about how to build effective learning tools and learning environments. We know how to build scaffolding tools in our applications, how to incorporate assessment tools into software, or how to promote collaboration between students, which is a powerful predictor of learning.
Some of the most successful game franchisesCivilization, Simcity, Railroad Tycoonhave demonstrated how games can model complex social, scientific and economic processes. Most successful games actually introduced as entertainment games first.
Historically, edutainment has gotten a bad name
but arent many of the top selling games at their heart educational? But there has been no sustained exploration of how to create more sophisticated educational experiences for late adolescents, the core game market. Indeed, an entire generation of students is coming of age that grew up learning about systems dynamics through Sim City, which was patterned on MIT professor Jay Forrestors work on complex systems, Sid Meiers Civilization series which explores relationships between geography, economics, policy, and the growth of civilizations, or Railroad Tycoon, which includes not only factually accurate data culled from Hisotry books and GIS maps, but a robust stock market simulator underneath its hood.
Still, these games are developed for entertainment purposes and overlook important areas that one would want to cover in academic settings. As urban planner Kenneth Kolson has pointed out, where is the race in Sim City? As Ive suggested, where is the slavery in Civilization? Where are the indentured servants in Railroad Tycoon? By and large, these games have chosen to highlight the fantastical elements of urban planning(?) or the growth of civilizations while glossing over politically tricky subjects. Further, these games are designed to be used in commercial settings a game like civilization might take 15 hours to learn to play, making it relatively unfeasible in many classroom settings.
At the same time, learning scientists have learned a lot over the past 15 years about how to build effective learning tools and learning environments. We know how to build scaffolding tools in our applications, how to incorporate assessment tools into software, or how to promote collaboration between students, which is a powerful predictor of learning.
Some of the most successful game franchisesCivilization, Simcity, Railroad Tycoonhave demonstrated how games can model complex social, scientific and economic processes. Most successful games actually introduced as entertainment games first.
Historically, edutainment has gotten a bad name
but arent many of the top selling games at their heart educational? But there has been no sustained exploration of how to create more sophisticated educational experiences for late adolescents, the core game market.
8.
Contemporary Pedagogy
+
State-of-the-Art Gaming
=
Next Generation Educational Media
The goal behind the games to teach project is to take what weve learned about effective learning technologies and integrate it with understandings with the emerging discipline of gaming studies to create next generational media. We hope that this media will excite students, provoke them to think about material more deeply.
Imagine using the
The historical research on gaming has been spotty at best Educators have long utilized digital models, simulations and visualizations. Games, however, can motivate students to more fully engage with such exercises. A gamer, confronting a challenging level, draws on their full intelligence, often rehearsing alternative approaches, working through complex challenges well into the night. Many parents wish that they could get their children to devote this determination to solving their problem sets. Games push learners forward, forcing them to stretch in order to respond to problems just on the outer limits of their current mastery. Discuss motivation issues in relation to Replicate and the potential use by terminally ill children.
The goal behind the games to teach project is to take what weve learned about effective learning technologies and integrate it with understandings with the emerging discipline of gaming studies to create next generational media. We hope that this media will excite students, provoke them to think about material more deeply.
Imagine using the
The historical research on gaming has been spotty at best Educators have long utilized digital models, simulations and visualizations. Games, however, can motivate students to more fully engage with such exercises. A gamer, confronting a challenging level, draws on their full intelligence, often rehearsing alternative approaches, working through complex challenges well into the night. Many parents wish that they could get their children to devote this determination to solving their problem sets. Games push learners forward, forcing them to stretch in order to respond to problems just on the outer limits of their current mastery. Discuss motivation issues in relation to Replicate and the potential use by terminally ill children.
9. Games-to-Teach Over the past year, the Games to Teach Project, a research collaboration between Microsoft Research and the MIT Comparative Media Studies Program, has conducted a series of elaborate "thought experiments," developing conceptual frameworks exploring different models for how games might enrich the instruction of science, engineering and math at the advanced placement high school and early college levels. different game genres, different content areas, different pedagogical approaches, different delivery mechanisms.
Over the past year, the Games to Teach Project, a research collaboration between Microsoft Research and the MIT Comparative Media Studies Program, has conducted a series of elaborate "thought experiments," developing conceptual frameworks exploring different models for how games might enrich the instruction of science, engineering and math at the advanced placement high school and early college levels. different game genres, different content areas, different pedagogical approaches, different delivery mechanisms.
10. Talk about collaborations which led to the current state of those designs -- creating common ground between content specialists, ed tech folks, and game designers.
Talk about collaborations which led to the current state of those designs -- creating common ground between content specialists, ed tech folks, and game designers.
11. Talk about collaborations which led to the current state of those designs -- creating common ground between content specialists, ed tech folks, and game designers.
Talk about collaborations which led to the current state of those designs -- creating common ground between content specialists, ed tech folks, and game designers.
12. Educational games dont work (Clegg, 1991; Downey & Levstick, 1973; Ehman & Glenn, 1991; Gredler, 1996)
Lacking a coherent theoretical framework (Gredler, 1996)
Instructional context more important than media (Clark, 1983; White & Frederickson, 1998)
The historical research on gaming has been spotty at best.
The historical research on gaming has been spotty at best.
13. Produce increased motivation (Cordova & Lepper, 1997; Malone, 1985)
Effective within inquiry framework (Clark, 1983; White & Frederickson, 1998)
Social interactions produce learning (Johnson & Johnson, 1985)
Large disconnect between state-of-the-art and educational games (Squire, 2002)
Emerging pedagogies (Squire & Reigeluth, 1999)
Problem Based Learning (Barrows et al, 1999)
Anchored Instruction (Bransford et al, 1992)
Goal-Based Scenarios (Schank, 1996)
Case-Based Reasoning The historical research on gaming has been spotty at best.
The historical research on gaming has been spotty at best.
14. Educators have long utilized digital models, simulations and visualizations. Games, however, can motivate students to more fully engage with such exercises. A gamer, confronting a challenging level, draws on their full intelligence, often rehearsing alternative approaches, working through complex challenges well into the night. Many parents wish that they could get their children to devote this determination to solving their problem sets. Games push learners forward, forcing them to stretch in order to respond to problems just on the outer limits of their current mastery. Discuss motivation issues in relation to Replicate and the potential use by terminally ill children.
Educators have long utilized digital models, simulations and visualizations. Games, however, can motivate students to more fully engage with such exercises. A gamer, confronting a challenging level, draws on their full intelligence, often rehearsing alternative approaches, working through complex challenges well into the night. Many parents wish that they could get their children to devote this determination to solving their problem sets. Games push learners forward, forcing them to stretch in order to respond to problems just on the outer limits of their current mastery. Discuss motivation issues in relation to Replicate and the potential use by terminally ill children.
15. Educational Researchers
Howard Gardner, Mitchell Resnick, Chris Dede, Steven Pinker
Media theorists
Henry Jenkins, Justine Cassell, Nick Montfort
Teachers & MIT Faculty
Bonnie Bracey (K-12), Woodie Flowers (MIT), John Belcher (MIT), Tom Keating (San Francisco Exploratorium)
Students
MIT, Boston Gibbs, UMass, Central Florida
Survey 653 MIT students
The historical research on gaming has been spotty at best.
The historical research on gaming has been spotty at best.
16. MIT Student Survey Survey of MIT undergraduate student body
653/4000 Respondents
MIT students grew up with games
All respondents played a computer or video game; 88% before age 10
Most MIT students are frequent game players
60% spend more than an hour / week playing games
(compared to 33% for television, 57% reading)
30% of respondents students play online games > 1 hour / week Show slide(s) showing the results of our survey of MIT undergrads and their relationship to games.
Show slide(s) showing the results of our survey of MIT undergrads and their relationship to games.
17. MIT Student Survey 555 respondents listed at least 1 favorite game.
Final Fantasy series (I-VIII) 55
Starcraft 46
Civiliation I/ II 29
Zelda 24
Tetris 22
Quake 21
33 Mario Franchises: Super Mario Brothers; Mario Kart
Unreal Tournmanet 12
Snood 12
Madden Sports 8
The Sims 6
Show slide(s) showing the results of our survey of MIT undergrads and their relationship to games.
Show slide(s) showing the results of our survey of MIT undergrads and their relationship to games.
18. Game Designers
Bryan Sullivan (Ironlore / Age of Empires),
Doug Church (ION Storm / Thief, Deus Ex),
Eric Zimmerman (gamelab / Sissyfight 2000 / Lego Junkbot),
Brenda Laurel (Purple Moon / Rockets adventures),
Chris Weaver (Bethesda / Morrowind),
Alex Rigopulous (Harmonix / Frequency)
Kent Quirk (Cognitoy / Mind Rover),
Matt Ford (Microsoft / Asherons Call),
Steve Meretzky (Infocom / Hitchhikers Guide),
Ben Sawyer (Digimill / Virtual U)
Brian Moriarty (Infocom / Loom)
The historical research on gaming has been spotty at best.
The historical research on gaming has been spotty at best.
19. Appeal to broad audiences
Women in lead design roles
Gender inclusive game designs
Leverage existing genres
Grounded in existing learning sciences research
Provide transgressive play
Address misconceptions
Induce contextuality
Designing for sociability (Preece, 1999)
Recognizing Instructional Context
Assessments
Talk about collaborations which led to the current state of those designs -- creating common ground between content specialists, ed tech folks, and game designers.
Talk about collaborations which led to the current state of those designs -- creating common ground between content specialists, ed tech folks, and game designers.
21. In our essay in the Game On companion book, henry Jenkins and I argued that games are the art of contested spaces. Fundamentally, they are about struggles and contests over spaces, where they be mazes like in Pac Man or labyrinths as in Quake.
Viruses and the human body have been fighting their own contests over the human body for over millions of years. Each one evolves a complicated set of responses toward the other. Imagine a game where the player is the virus, attacking the host, trying to replicate as quickly as possible, while still staying under the bodys radar. In Replicate, the player can choose from one of several set viruses, and gradually unlock the ability to change his / her features such as rates of propulgation or his / her type of proteing coat.
The player must learn to read the bodys defenses, deciphering between antibodies and white blood cells, using the bodys responses to gauge how close the player is to getting caught. In this respect, the game play resembles grand theft auto, a little, in that the player is orchstrating an elaborate chase game.
Games can put players in contested spaces where they reenact
as in the human body where they might take place in century old battles between the body and viruses.In our essay in the Game On companion book, henry Jenkins and I argued that games are the art of contested spaces. Fundamentally, they are about struggles and contests over spaces, where they be mazes like in Pac Man or labyrinths as in Quake.
Viruses and the human body have been fighting their own contests over the human body for over millions of years. Each one evolves a complicated set of responses toward the other. Imagine a game where the player is the virus, attacking the host, trying to replicate as quickly as possible, while still staying under the bodys radar. In Replicate, the player can choose from one of several set viruses, and gradually unlock the ability to change his / her features such as rates of propulgation or his / her type of proteing coat.
The player must learn to read the bodys defenses, deciphering between antibodies and white blood cells, using the bodys responses to gauge how close the player is to getting caught. In this respect, the game play resembles grand theft auto, a little, in that the player is orchstrating an elaborate chase game.
Games can put players in contested spaces where they reenact
as in the human body where they might take place in century old battles between the body and viruses.
22. In our essay in the Game On companion book, henry Jenkins and I argued that games are the art of contested spaces. Fundamentally, they are about struggles and contests over spaces, where they be mazes like in Pac Man or labyrinths as in Quake.
Viruses and the human body have been fighting their own contests over the human body for over millions of years. Each one evolves a complicated set of responses toward the other. Imagine a game where the player is the virus, attacking the host, trying to replicate as quickly as possible, while still staying under the bodys radar. In Replicate, the player can choose from one of several set viruses, and gradually unlock the ability to change his / her features such as rates of propulgation or his / her type of proteing coat
Games can put players in contested spaces where they reenact
as in the human body where they might take place in century old battles between the body and viruses.In our essay in the Game On companion book, henry Jenkins and I argued that games are the art of contested spaces. Fundamentally, they are about struggles and contests over spaces, where they be mazes like in Pac Man or labyrinths as in Quake.
Viruses and the human body have been fighting their own contests over the human body for over millions of years. Each one evolves a complicated set of responses toward the other. Imagine a game where the player is the virus, attacking the host, trying to replicate as quickly as possible, while still staying under the bodys radar. In Replicate, the player can choose from one of several set viruses, and gradually unlock the ability to change his / her features such as rates of propulgation or his / her type of proteing coat
Games can put players in contested spaces where they reenact
as in the human body where they might take place in century old battles between the body and viruses.
23. Games can adjust to the skills of their players, allowing the same product to meet the needs of a novice and a more advanced student. And games can enable alternative learning styles: for example, arts students might better grasp basic physics and engineering principles in the context of an architectural design program. Games can adjust to the skills of their players, allowing the same product to meet the needs of a novice and a more advanced student. And games can enable alternative learning styles: for example, arts students might better grasp basic physics and engineering principles in the context of an architectural design program.
24. Games can adjust to the skills of their players, allowing the same product to meet the needs of a novice and a more advanced student. And games can enable alternative learning styles: for example, arts students might better grasp basic physics and engineering principles in the context of an architectural design program. Games can adjust to the skills of their players, allowing the same product to meet the needs of a novice and a more advanced student. And games can enable alternative learning styles: for example, arts students might better grasp basic physics and engineering principles in the context of an architectural design program.
25. Games can adjust to the skills of their players, allowing the same product to meet the needs of a novice and a more advanced student. And games can enable alternative learning styles: for example, arts students might better grasp basic physics and engineering principles in the context of an architectural design program. Games can adjust to the skills of their players, allowing the same product to meet the needs of a novice and a more advanced student. And games can enable alternative learning styles: for example, arts students might better grasp basic physics and engineering principles in the context of an architectural design program.
26. Games can adjust to the skills of their players, allowing the same product to meet the needs of a novice and a more advanced student. And games can enable alternative learning styles: for example, arts students might better grasp basic physics and engineering principles in the context of an architectural design program. Games can adjust to the skills of their players, allowing the same product to meet the needs of a novice and a more advanced student. And games can enable alternative learning styles: for example, arts students might better grasp basic physics and engineering principles in the context of an architectural design program.
27. Games can adjust to the skills of their players, allowing the same product to meet the needs of a novice and a more advanced student. And games can enable alternative learning styles: for example, arts students might better grasp basic physics and engineering principles in the context of an architectural design program. Games can adjust to the skills of their players, allowing the same product to meet the needs of a novice and a more advanced student. And games can enable alternative learning styles: for example, arts students might better grasp basic physics and engineering principles in the context of an architectural design program.
29. Cuckoo Time! Games may also enable teachers to observe their student's problem-solving strategies in action and to assess their performance against authentic and emotionally compelling problems. Teachers may stage a particularly difficult level during a lecture, comparing notes on possible solutions. A wacky cuckoo-clock world of gears, pulleys and levers may be a more compelling way than chalk on the blackboard to demonstrate the principles of Newtonian physics. It isn't just that games can help you do better on the test; games could become the test.
Show Cuckoo Time images. Games may also enable teachers to observe their student's problem-solving strategies in action and to assess their performance against authentic and emotionally compelling problems. Teachers may stage a particularly difficult level during a lecture, comparing notes on possible solutions. A wacky cuckoo-clock world of gears, pulleys and levers may be a more compelling way than chalk on the blackboard to demonstrate the principles of Newtonian physics. It isn't just that games can help you do better on the test; games could become the test.
Show Cuckoo Time images.
30. Cuckoo Time! Research on learning in introductory Physics suggests that students have an intuitive sense of much of mechanics but quickly run into troubles when you start manipulating variables. What is the affect of different mass on a pendellum? How big of gear ratios do you need to generate a given force? In Cuckoo Time, players use power-ups and special items like bratwursts, beer, or lederhosen to adjust their velocity, mass, or friction.
Show Cuckoo Time images.Research on learning in introductory Physics suggests that students have an intuitive sense of much of mechanics but quickly run into troubles when you start manipulating variables. What is the affect of different mass on a pendellum? How big of gear ratios do you need to generate a given force? In Cuckoo Time, players use power-ups and special items like bratwursts, beer, or lederhosen to adjust their velocity, mass, or friction.
Show Cuckoo Time images.
31. Cuckoo Time! Games may also enable teachers to observe their student's problem-solving strategies in action and to assess their performance against authentic and emotionally compelling problems. Teachers may stage a particularly difficult level during a lecture, comparing notes on possible solutions. A wacky cuckoo-clock world of gears, pulleys and levers may be a more compelling way than chalk on the blackboard to demonstrate the principles of Newtonian physics. It isn't just that games can help you do better on the test; games could become the test.
Show Cuckoo Time images. Games may also enable teachers to observe their student's problem-solving strategies in action and to assess their performance against authentic and emotionally compelling problems. Teachers may stage a particularly difficult level during a lecture, comparing notes on possible solutions. A wacky cuckoo-clock world of gears, pulleys and levers may be a more compelling way than chalk on the blackboard to demonstrate the principles of Newtonian physics. It isn't just that games can help you do better on the test; games could become the test.
Show Cuckoo Time images.
32. Cuckoo Time! Games may also enable teachers to observe their student's problem-solving strategies in action and to assess their performance against authentic and emotionally compelling problems. Teachers may stage a particularly difficult level during a lecture, comparing notes on possible solutions. A wacky cuckoo-clock world of gears, pulleys and levers may be a more compelling way than chalk on the blackboard to demonstrate the principles of Newtonian physics. It isn't just that games can help you do better on the test; games could become the test.
Show Cuckoo Time images. Games may also enable teachers to observe their student's problem-solving strategies in action and to assess their performance against authentic and emotionally compelling problems. Teachers may stage a particularly difficult level during a lecture, comparing notes on possible solutions. A wacky cuckoo-clock world of gears, pulleys and levers may be a more compelling way than chalk on the blackboard to demonstrate the principles of Newtonian physics. It isn't just that games can help you do better on the test; games could become the test.
Show Cuckoo Time images.
33. BiohazardBiology through Pathology Games model not simply principles but processes, particularly the dynamics of complex systems. Imagine a game that moved with the pace of E.R. and cast players as young medical interns required to identify the cause and track the spread of an epidemic. Students will learn the scientific method through their own active observation, measurement, experimentation, tinkering and hypothesis testing, while embedded resources feed them the information they need to make life and death decisions.
Games model not simply principles but processes, particularly the dynamics of complex systems. Imagine a game that moved with the pace of E.R. and cast players as young medical interns required to identify the cause and track the spread of an epidemic. Students will learn the scientific method through their own active observation, measurement, experimentation, tinkering and hypothesis testing, while embedded resources feed them the information they need to make life and death decisions.
34. BiohazardGoal-Based Scenarios Games model not simply principles but processes, particularly the dynamics of complex systems. Imagine a game that moved with the pace of E.R. and cast players as young medical interns required to identify the cause and track the spread of an epidemic. Students will learn the scientific method through their own active observation, measurement, experimentation, tinkering and hypothesis testing, while embedded resources feed them the information they need to make life and death decisions.
Games model not simply principles but processes, particularly the dynamics of complex systems. Imagine a game that moved with the pace of E.R. and cast players as young medical interns required to identify the cause and track the spread of an epidemic. Students will learn the scientific method through their own active observation, measurement, experimentation, tinkering and hypothesis testing, while embedded resources feed them the information they need to make life and death decisions.
36. BiohazardSimulated RPGs Games model not simply principles but processes, particularly the dynamics of complex systems. Imagine a game that moved with the pace of E.R. and cast players as young medical interns required to identify the cause and track the spread of an epidemic. Students will learn the scientific method through their own active observation, measurement, experimentation, tinkering and hypothesis testing, while embedded resources feed them the information they need to make life and death decisions.
Games model not simply principles but processes, particularly the dynamics of complex systems. Imagine a game that moved with the pace of E.R. and cast players as young medical interns required to identify the cause and track the spread of an epidemic. Students will learn the scientific method through their own active observation, measurement, experimentation, tinkering and hypothesis testing, while embedded resources feed them the information they need to make life and death decisions.
37. HEPHAESTUSMassively Multiplayer Researchers have found that peer-to-peer teaching reinforces mastery. Educators around the world have recognized the value of competitions where students design and build their own robots and pit them against each other to navigate through obstacle courses. A computer simulation of such a competition can enable more rapid prototyping and further refinement and may expand the total number of students who can share such an experience.
Show footage from Hephesteus preview, including stuff from Woody Flowers.Researchers have found that peer-to-peer teaching reinforces mastery. Educators around the world have recognized the value of competitions where students design and build their own robots and pit them against each other to navigate through obstacle courses. A computer simulation of such a competition can enable more rapid prototyping and further refinement and may expand the total number of students who can share such an experience.
Show footage from Hephesteus preview, including stuff from Woody Flowers.
38. HEPHAESTUSMassively Multiplayer Researchers have found that peer-to-peer teaching reinforces mastery. Educators around the world have recognized the value of competitions where students design and build their own robots and pit them against each other to navigate through obstacle courses. A computer simulation of such a competition can enable more rapid prototyping and further refinement and may expand the total number of students who can share such an experience.
Show footage from Hephesteus preview, including stuff from Woody Flowers.Researchers have found that peer-to-peer teaching reinforces mastery. Educators around the world have recognized the value of competitions where students design and build their own robots and pit them against each other to navigate through obstacle courses. A computer simulation of such a competition can enable more rapid prototyping and further refinement and may expand the total number of students who can share such an experience.
Show footage from Hephesteus preview, including stuff from Woody Flowers.
39. HEPHAESTUSMassively Multiplayer Researchers have found that peer-to-peer teaching reinforces mastery. Educators around the world have recognized the value of competitions where students design and build their own robots and pit them against each other to navigate through obstacle courses. A computer simulation of such a competition can enable more rapid prototyping and further refinement and may expand the total number of students who can share such an experience.
Show footage from Hephesteus preview, including stuff from Woody Flowers.Researchers have found that peer-to-peer teaching reinforces mastery. Educators around the world have recognized the value of competitions where students design and build their own robots and pit them against each other to navigate through obstacle courses. A computer simulation of such a competition can enable more rapid prototyping and further refinement and may expand the total number of students who can share such an experience.
Show footage from Hephesteus preview, including stuff from Woody Flowers.
40. HEPHAESTUSMassively Multiplayer Researchers have found that peer-to-peer teaching reinforces mastery. Educators around the world have recognized the value of competitions where students design and build their own robots and pit them against each other to navigate through obstacle courses. A computer simulation of such a competition can enable more rapid prototyping and further refinement and may expand the total number of students who can share such an experience.
Show footage from Hephesteus preview, including stuff from Woody Flowers.Researchers have found that peer-to-peer teaching reinforces mastery. Educators around the world have recognized the value of competitions where students design and build their own robots and pit them against each other to navigate through obstacle courses. A computer simulation of such a competition can enable more rapid prototyping and further refinement and may expand the total number of students who can share such an experience.
Show footage from Hephesteus preview, including stuff from Woody Flowers.
41. Handhelds are cheap, powerful, easy to use, and easy to store
What to do with them?
Lend themselves to gaming and interactive narrative
Lack of demonstrated gaming models (US)
As we think about games, we need to think not simply about something played out in front of your computer but also something which can be played out in real world space. the rise of mobile games, lead into a discussion of the handheld game.
show image illustrating Environmental Detectives.
Participatory design -- the prospect of developing your own levels, artifacts, etc. Sharable media -- build analogy to the Sims phenomenon. Make links to Randy's friggin' mandala.As we think about games, we need to think not simply about something played out in front of your computer but also something which can be played out in real world space. the rise of mobile games, lead into a discussion of the handheld game.
show image illustrating Environmental Detectives.
Participatory design -- the prospect of developing your own levels, artifacts, etc. Sharable media -- build analogy to the Sims phenomenon. Make links to Randy's friggin' mandala.
42. Environmental Disaster
Interact with chemical simulation
Meet virtual characters
Share information with peers
Write report
Devise treatment plan
As we think about games, we need to think not simply about something played out in front of your computer but also something which can be played out in real world space. the rise of mobile games, lead into a discussion of the handheld game.
show image illustrating Environmental Detectives.
Participatory design -- the prospect of developing your own levels, artifacts, etc. Sharable media -- build analogy to the Sims phenomenon. Make links to Randy's friggin' mandala.As we think about games, we need to think not simply about something played out in front of your computer but also something which can be played out in real world space. the rise of mobile games, lead into a discussion of the handheld game.
show image illustrating Environmental Detectives.
Participatory design -- the prospect of developing your own levels, artifacts, etc. Sharable media -- build analogy to the Sims phenomenon. Make links to Randy's friggin' mandala.
43. Augmented realities
As we think about games, we need to think not simply about something played out in front of your computer but also something which can be played out in real world space. the rise of mobile games, lead into a discussion of the handheld game.
show image illustrating Environmental Detectives.
Participatory design -- the prospect of developing your own levels, artifacts, etc. Sharable media -- build analogy to the Sims phenomenon. Make links to Randy's friggin' mandala.As we think about games, we need to think not simply about something played out in front of your computer but also something which can be played out in real world space. the rise of mobile games, lead into a discussion of the handheld game.
show image illustrating Environmental Detectives.
Participatory design -- the prospect of developing your own levels, artifacts, etc. Sharable media -- build analogy to the Sims phenomenon. Make links to Randy's friggin' mandala.
44. Ad Lib about my own limited engagement with science yet my fascination with science fiction.
Many of us who glaze over when confronted with equations on a blackboard find we can learn science better when it builds upon our intuitive understandings and direct observations, yet many important aspects of the physical world cannot be directly experienced.
The operations of electromagnetism, for example, are often counter-intuitive, yet one can imagine a game where users would develop and test more sophisticated mental models by trying to complete tasks in a space buffeted by complex magnetic flows. Ad Lib about my own limited engagement with science yet my fascination with science fiction.
Many of us who glaze over when confronted with equations on a blackboard find we can learn science better when it builds upon our intuitive understandings and direct observations, yet many important aspects of the physical world cannot be directly experienced.
The operations of electromagnetism, for example, are often counter-intuitive, yet one can imagine a game where users would develop and test more sophisticated mental models by trying to complete tasks in a space buffeted by complex magnetic flows.
46. Social Contexts If learning is participation
What is legitimate participation in social practices
Simulations vs. reality
Social interactions
Explaining strategies
Teachers just-in-time lectures
Collaborative communities of practice
Online communities
Sharing strategies (ala The Sims)
Using Games to induce complex problem solving
Role Playing
Microworlds
Strategy / Resource Management
Show slide(s) showing the results of our survey of MIT undergrads and their relationship to games.
Show slide(s) showing the results of our survey of MIT undergrads and their relationship to games.
47. Contested spaces
Leveraging contests in content
Power ups
Ways of making students choose
Ways of manipulating variables
Character development choosing skills / items
Creating emotional investment
Inducing creative thinking
Differentiated Roles
The historical research on gaming has been spotty at best Educators have long utilized digital models, simulations and visualizations. Games, however, can motivate students to more fully engage with such exercises. A gamer, confronting a challenging level, draws on their full intelligence, often rehearsing alternative approaches, working through complex challenges well into the night. Many parents wish that they could get their children to devote this determination to solving their problem sets. Games push learners forward, forcing them to stretch in order to respond to problems just on the outer limits of their current mastery. Discuss motivation issues in relation to Replicate and the potential use by terminally ill children.
The historical research on gaming has been spotty at best Educators have long utilized digital models, simulations and visualizations. Games, however, can motivate students to more fully engage with such exercises. A gamer, confronting a challenging level, draws on their full intelligence, often rehearsing alternative approaches, working through complex challenges well into the night. Many parents wish that they could get their children to devote this determination to solving their problem sets. Games push learners forward, forcing them to stretch in order to respond to problems just on the outer limits of their current mastery. Discuss motivation issues in relation to Replicate and the potential use by terminally ill children.
48. Internal Development
Supercharged! (Electromagnetism)
Environmental Detectives (Environmental Studies)
Replicate! (Biology & Virology)
Developing with partners
- Biohazard (Emergency Response workers)
New content partners
Royal Shakespeare Company
Colonial Williamsburg The historical research on gaming has been spotty at best Educators have long utilized digital models, simulations and visualizations. Games, however, can motivate students to more fully engage with such exercises. A gamer, confronting a challenging level, draws on their full intelligence, often rehearsing alternative approaches, working through complex challenges well into the night. Many parents wish that they could get their children to devote this determination to solving their problem sets. Games push learners forward, forcing them to stretch in order to respond to problems just on the outer limits of their current mastery. Discuss motivation issues in relation to Replicate and the potential use by terminally ill children.
The historical research on gaming has been spotty at best Educators have long utilized digital models, simulations and visualizations. Games, however, can motivate students to more fully engage with such exercises. A gamer, confronting a challenging level, draws on their full intelligence, often rehearsing alternative approaches, working through complex challenges well into the night. Many parents wish that they could get their children to devote this determination to solving their problem sets. Games push learners forward, forcing them to stretch in order to respond to problems just on the outer limits of their current mastery. Discuss motivation issues in relation to Replicate and the potential use by terminally ill children.
49. Building a network of teachers, researchers and developers
http://cms.mit.edu/games/education/
ksquire@mit.edu
The historical research on gaming has been spotty at best Educators have long utilized digital models, simulations and visualizations. Games, however, can motivate students to more fully engage with such exercises. A gamer, confronting a challenging level, draws on their full intelligence, often rehearsing alternative approaches, working through complex challenges well into the night. Many parents wish that they could get their children to devote this determination to solving their problem sets. Games push learners forward, forcing them to stretch in order to respond to problems just on the outer limits of their current mastery. Discuss motivation issues in relation to Replicate and the potential use by terminally ill children.
The historical research on gaming has been spotty at best Educators have long utilized digital models, simulations and visualizations. Games, however, can motivate students to more fully engage with such exercises. A gamer, confronting a challenging level, draws on their full intelligence, often rehearsing alternative approaches, working through complex challenges well into the night. Many parents wish that they could get their children to devote this determination to solving their problem sets. Games push learners forward, forcing them to stretch in order to respond to problems just on the outer limits of their current mastery. Discuss motivation issues in relation to Replicate and the potential use by terminally ill children.
51. Communities show images from Sims culture -- I have powerpoint slides here.
As this example suggests, our educational games are designed to exist in relation to a broader array of classroom activities. We don't think that games can make you a scientist or engineer any more than they can make you a school shooter, and we don't think they are an adequate substitute to real-world experiments. We see games as enhancing the capabilities of gifted teachers, not displacing them with impersonal machines. Yet, games do offer teachers enormous resources they can use to make their subject matter come alive for their students, motivating learning, offering rich and compelling problems, modeling the scientific process and the engineering context and enabling a more sophisticated assessment mechanisms.
Perhaps we want a rehash of the games as I click through my summary points there.show images from Sims culture -- I have powerpoint slides here.
As this example suggests, our educational games are designed to exist in relation to a broader array of classroom activities. We don't think that games can make you a scientist or engineer any more than they can make you a school shooter, and we don't think they are an adequate substitute to real-world experiments. We see games as enhancing the capabilities of gifted teachers, not displacing them with impersonal machines. Yet, games do offer teachers enormous resources they can use to make their subject matter come alive for their students, motivating learning, offering rich and compelling problems, modeling the scientific process and the engineering context and enabling a more sophisticated assessment mechanisms.
Perhaps we want a rehash of the games as I click through my summary points there.
52. Communities show images from Sims culture -- I have powerpoint slides here.
As this example suggests, our educational games are designed to exist in relation to a broader array of classroom activities. We don't think that games can make you a scientist or engineer any more than they can make you a school shooter, and we don't think they are an adequate substitute to real-world experiments. We see games as enhancing the capabilities of gifted teachers, not displacing them with impersonal machines. Yet, games do offer teachers enormous resources they can use to make their subject matter come alive for their students, motivating learning, offering rich and compelling problems, modeling the scientific process and the engineering context and enabling a more sophisticated assessment mechanisms.
Perhaps we want a rehash of the games as I click through my summary points there.show images from Sims culture -- I have powerpoint slides here.
As this example suggests, our educational games are designed to exist in relation to a broader array of classroom activities. We don't think that games can make you a scientist or engineer any more than they can make you a school shooter, and we don't think they are an adequate substitute to real-world experiments. We see games as enhancing the capabilities of gifted teachers, not displacing them with impersonal machines. Yet, games do offer teachers enormous resources they can use to make their subject matter come alive for their students, motivating learning, offering rich and compelling problems, modeling the scientific process and the engineering context and enabling a more sophisticated assessment mechanisms.
Perhaps we want a rehash of the games as I click through my summary points there.
53. Join Us! Prototypes 1-10 on the web
Designs, pedagogy, technical notes, art
Documentation and media
http://cms.mit.edu/games/education/
Kurt Squire
ksquire@mit.edu
55. Demo Game
56. Cognitive Challenges
Principles counter-intuitive
No first-hand experience of phenomena
Routinized knowledge of procedures
Ability to think with tools, resources
Ability to participate in scientific practices (inquiry, modeling, explanation)
57. Robust qualitative understandings
Experts use laws to identify problem types
Deep understanding of core relationships
Ability to visualize abstract concepts
Can use knowledge to solve everyday problems
58. Broader Challenges
Functional use value Why learn this?
Developing interest in science
Identity of Self as scientist
Science as memorization of immutable facts.
59. Why Supercharged?
Robust, real time, interactivity
Depict abstract relationships in 3D
E&M laws as basis for flying / driving game
Familiar gaming genres and science fiction
Challenges to Supercharged
Qualitative, not quantitative interactions
Constrained to computer
Getting learners involved in hard thinking & creating
60. Pocket PC GPS / Wireless / Location based gaming
Multiplayer real time role playing game
Observing, testing, analyzing, predicting
Implementation Contexts
Edgerton Center
Terrascope Project
MIT Classrooms
Cambridge Schools
61.
62.
63.
64. Game Data
Levels completed, time per - problem, solution paths
Observations
Notes & Video-taped
Pre & Post - tests
Content Interviews
Written tests & Surveys
Dynamic tasks (zero, near, & far transfer)
Interviews with Instructors
Comparisons with traditional groups
65. Contact Information Information:
http://cms.mit.edu/games/education/
To participate in pilot program
Email: cms-g2t-pilot
Contact:
Henry Jenkins: henry3@mit.edu
Randy Hinrichs: randyh@microsoft.com
Kurt Squire: ksquire@mit.edu
66. Questions
67. Importance of instructional context
set-up, debriefing, and reflection
Leveraging collaboration (e.g. Koschmann, 1996)
Reflection
Power of local culture & conditions (Squire et al., 2002)
Adoption & Adaptation
Teacher support and professional development
Communities of teachers
69. Immersive Learning Environments
Students developing and testing hypotheses
Role playing Games
Solving authentic problems
Access to authentic tools / resources
Visualization and Simulation
Leveraging potential contests
Spatial Conquests
Remediating physical laws
70. Control, Challenge (Malone, 1981)
Instantaneous feedback
Adjusted Difficulty level
Choice
Fantasy, Exploration
Narrative, whimsy, fantasy, discovery
Social Contexts
Collaboration, Competition
71. 555 respondents listed at least 1 favorite game.
Final Fantasy series (I-VIII) 55
Starcraft 46
Civiliation I/ II 29
Zelda 24
Tetris 22
Quake 21
Super Mario Brothers 21
Tournmanet 12
Snood 12
Madden Sports 8
The Sims 6