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Game-Based Learning

Game-Based Learning. Moderators Ellen Bialo , President, Interactive Educational Systems Design, Inc. (IESD) David Samuelson , EVP Director Games & AR Pearson. Speakers. John Bower , Chief Executive Officer, uBoost Megan Gaiser , CEO/CSCO, Her Interactive, Inc.

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Game-Based Learning

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  1. Game-Based Learning Moderators Ellen Bialo, President, Interactive Educational Systems Design, Inc. (IESD) David Samuelson, EVP Director Games & AR Pearson

  2. Speakers • John Bower, Chief Executive Officer, uBoost • Megan Gaiser, CEO/CSCO, Her Interactive, Inc. • Tori Van Voorhis, Chief Executive Officer, Second Avenue Software • Andrew Coulson, President, Education Division, MIND Research Institute

  3. Thanks to PolyVision for the use of this wonderful whiteboard!

  4. Plan for today’s session • Each speaker will give a brief presentation followed by Q and A. • General Q and A after all speakers have presented. • Handouts in the back of the room. • Keep session as interactive as possible.

  5. In September 2009, President Obama launched a campaign entitled “Educate to Innovate.” A goal of this program is to improve technological, mathematical, scientific and engineering abilities of students by harnessing the power of interactive games.

  6. Obama said, “I'm calling for investments in educational technology that will help create ... educational software that is as compelling as the best video game. I want you guys to be stuck on a video game that's teaching you something other than just blowing something up.”

  7. Quoting Alan Gershenfeld, there is a unique and….surprising alignment between the core elements that make video games so deeply engaging and the best practices that many of the most effective teachers are employing in the classroom.

  8. Some examples of this alignment include: • Project-based learning • Personalized learning • 24/7 learning • Peer-to-peer learning • 21st century skill development See handout.

  9. Joan Ganz Cooney Center http://joanganzcooneycenter.org/

  10. *Gamification -applying the basic elements that make games fun and engaging to things that typically aren't considered a game.   *Education Rhymes with Gamification Coincidence…I think not

  11. SCHOOL John C. Bower HOW DO WE GET STUDENTS TO DO STUFF THAT IS GOOD FOR THEM? “The Worst Game Ever”5 Things You Can Do *99% of Students Agree

  12. SCHOOL John C. Bower HOW DO WE GET STUDENTS TO DO STUFF THAT IS GOOD FOR THEM? “The Worst Game Ever”5 Things You Can Do *99% of Students Agree

  13. Automate recognition It drives all human behavior

  14. W.O.W. 10,000 Hours 5.9 billion years Jane McGonigal TED 2010

  15. Couldn’t you just give out gold stars like the other teachers, Miss Price?

  16. 7 Lessons Learned From Games Tom Chatfield

  17. Gamify School -HOW -WHAT -WHERE -WHO

  18. HOW

  19. WHAT Target Behaviors

  20. WHERE

  21. WHO Peers/Self Relevant Recognition Family Instructor Community

  22. Education must entertain! Entertainment also can educate! Games Education

  23. Education must entertain! Entertainment also can educate! Tory Van Voorhis Second Avenue Learning Megan Gaiser Her Interactive CEO/Founder Background: Educator, Marketer, Strategist Making Education Fun and Games CEO/Chief Strategic Creative Officer Background: Film Producer, Creative Strategist, Storyteller, Inspiring Entertainment

  24. Education must entertain! Entertainment also can educate! Edu-tainment Games

  25. Education must engage! Entertainment also can educate! CONTENT ELEMENTS Cultural Discovery Integrated Historical Figures Activities & Puzzles based on locations Accurate Set Dressings/Art Direction History Logic & math puzzles that add to story Vocabulary Geography Design Process

  26. Education must engage! Entertainment also can educate! Games: Anecdotal Evidence Education: Metrics & Measurement Proof they go well together!

  27. Education must entertain! Entertainment also can educate!

  28. Math Games as Core Academic Toolsfor Teachers and for Students Andrew R. Coulson President, Education MIND Research Institute Visual Math Supplemental Software K-8

  29. Guided Virtual Manipulatives • Interactive Like Physical Manipulatives, but with • Rules • Mathematically True Behavior • Game Objectives • Problem Solving • Beat a Level to get to a More Difficult Level • Animated Informative Feedback

  30. The Game is the Learning • Provide Basis for Teacher to use in Whole Class Instruction

  31. Games Get Results • IES-funded 4 year Study 2008-2012 UCI • Randomized Controlled Trials • Over 20,000 students at over 50 schools Implementation? • Effect Size: 0.4 for initially below proficient (Means: average below proficient student became proficient within 2 years)

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