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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 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. • Tori Van Voorhis, Chief Executive Officer, Second Avenue Software • Andrew Coulson, President, Education Division, MIND Research Institute
Thanks to PolyVision for the use of this wonderful whiteboard!
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.
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.
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.”
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.
Some examples of this alignment include: • Project-based learning • Personalized learning • 24/7 learning • Peer-to-peer learning • 21st century skill development See handout.
Joan Ganz Cooney Center http://joanganzcooneycenter.org/
*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
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
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
Automate recognition It drives all human behavior
W.O.W. 10,000 Hours 5.9 billion years Jane McGonigal TED 2010
Couldn’t you just give out gold stars like the other teachers, Miss Price?
7 Lessons Learned From Games Tom Chatfield
Gamify School -HOW -WHAT -WHERE -WHO
WHAT Target Behaviors
WHO Peers/Self Relevant Recognition Family Instructor Community
Education must entertain! Entertainment also can educate! Games Education
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
Education must entertain! Entertainment also can educate! Edu-tainment Games
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
Education must engage! Entertainment also can educate! Games: Anecdotal Evidence Education: Metrics & Measurement Proof they go well together!
Education must entertain! Entertainment also can educate!
Math Games as Core Academic Toolsfor Teachers and for Students Andrew R. Coulson President, Education MIND Research Institute Visual Math Supplemental Software K-8
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
The Game is the Learning • Provide Basis for Teacher to use in Whole Class Instruction
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)