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Our Favorite Games: (Dibs on Candy Crush!) Applying Lessons of “Fun Games” to the Classroom. May 13, 2014 Elizabeth Pyatt gaming@psu.edu. Such as Candy Crush. Match 3 candies to clear Match 4 = striped Match 5 = bomb Like “Bejeweled” but with more sucrose. What I like. Casual
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Our Favorite Games:(Dibs on Candy Crush!) Applying Lessons of “Fun Games” to the Classroom May 13, 2014 Elizabeth Pyatt gaming@psu.edu
Such as Candy Crush • Match 3 candies to clear • Match 4 = striped • Match 5 = bomb • Like “Bejeweled” • but with more sucrose
What I like • Casual • (each round is short) • No can die • Except my iPad • Many gameboard variations • Blockers: • Jelly, Licorice Cage, Chocolate, Meringue, Chocolate Meringue… • Goals: Points, Clear Jelly, Get combos • Board layouts (w/ portals) • Ooh a RAINBOW
Now some Pedagogy • Mastery Learning • Collaborative Learning • Combined with individual learning
Mastery Learning • Achieve Minimal Score before moving to next Lesson • AKA complete level 1 before level 2 • Scaffolding • Each level introduces new element • Zone of Proximal Development • Adding a touch of difficulty adds interest • Too little is boring • Too much causes gamers to quit
ClassicLeveling Up Pac Man Maze levels Pac Man 5D which presents a variable 3D grid. Invented by a Russian gamer.
Planning Levels • Some introduce new obstacle • Level groups often focus on one new obstacle in different combos • Most COMBINE obstacles • Like real life STEM problems • Requires tactical thought • And CHANGING strategies per level
Level 181 • Goal: • Bring 2 cherries to bottom • Need to blast 4 rows 18 times • Also need to clear board of meringues first to make moves
Collaborative Learning • No direct team play BUT • Many discussion boards, wikis, YouTube videos • Almost no official instructions
Physics (Ballistics) http://technobento.ca/angry-birds-and-teaching-part-2-assessment-feedback-and-motivating-mastery/
Group Learning • World of Warcraft • Discuss strategy, plan missions • Make trades • Compile notes • http://www.wowwiki.com/ • Practice English grammar • Econ in Outer Space • A game in which students build a modern economy from scratch post spacecraft wreck • ECON 201, UNC Greensboro
Empathy/Affect • What’s it like to be another person? • “Warrior” is a common role BUT • Business Administrator • Sims & ECON 102 Sims (Campus) • Bucket of Beans (S. Pacific Reciprocity) • Players learn the value of “cashing in” favors • StarPower • Establish an arbitrary upper class via trades • This class can establish new rules • BEWARE • http://www.stsintl.com/schools-charities/star_power.html
PBL/Challenge Based Learning • Games are often won by solving problems • AKA “Quests” or “Missions” • Educational Quests • Beer Distribution Game (used in Smeal) • Oregon Trail • Rare educational game that was a commercial success
Simulation Genres • God Game • Game in which players control parameter of universe (e.g. Sim Games) • History Sims • Age of Empires • Trial of Lizzie Borden (U Mass) • Science Simulations • Flight Simulator, Spore
Oregon Trail • Goal: Teach about life on the Oregon Trail Life on the Oregon Trail is very hazardous, requires careful planning, and crosses a variety of terrain
SimHealth Played as part of HPA 101
“Drill and Kill” • Games encourage practice • And automaticity of skills • Such as pattern recognition • But with fun graphics & music
When games are required… Survive annihalation. Win free nail polish for life?
Can we still have fun? • Low Stakes vs High Stakes • Games (low stakes) + reflection (higher) • Students do enjoy • Change from lecture/quiz • Leader Boards (when low stakes) • Games if logistics not too burdensome • A certain level of goofiness or joie de vivre • Game may teach crucial skill • So maybe we do require it anyway
Can we allow more “failure”? • Games teach via mistakes • Because they allow resets • Games are “better than reality” • Although we may need to teach about reality as well….
Thinking Game Goals • Games can allow for: • Strategic/Systems thinking • Experience as a different person • Add motivation • Practice of low level skills/knowledge • Games don’t • Convey content (except in the “narrative”)
Quick Starts • Casual Games • Hangman/Peril/Typo • http://gaming.psu.edu • PowerPoint Templates • ANGEL games (crossword/match) • Gamification • Badges? Quests? • Case Studies (gussied up)?
Fun Play • Find the challenge “sweet spot” • Not too easy or too difficult • Challenging gun for faculty ≠ fun for students • Allow for goofiness • Graphics, sound effects, puns • Allow for some “low stakery” • Can activities be replayed?
What do you mean “goofy”? • Many use great cartoons but do we • Show warriors fleeing the scene after a mistranslation? • Simulate explosions in engineering? • Turn ourselves into an avatar? • Turn homework into “quests” or “missions? • Add game graphics to assignments? • Allow students to earn points towards late assignment submissions?
Explaining Functions w/Subs • Using cash register buttons as metaphors for algebraic functions in Math 21 Starring Deb Mirdamadi, Mont Alto Campus
Angry Bird Refs • The ‘Angry Birds’ Guide to Online Lesson Designhttp://tedcurran.net/2011/02/14/angry-birds-guide-to-online-lesson-design/ • Angry Birds and Teaching Part 2: Assessment Feedbackhttp://technobento.ca/angry-birds-and-teaching-part-2-assessment-feedback-and-motivating-mastery/
Some References • McGonigal, Jane • Reality is Broken: Why Games Make us Better. • James Paul Gee • What Video Games Have to Teach Us about Learning and Literacy • Koster, Ralph • A Theory of Fun • Bartle, Richard (player types) • Hearts, Clubs, Diamonds, Spades: Players who Suit MUDs