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Educational Gaming for Free Spirited Skeptics Theory and Challenges of Pedagogical Games

Educational Gaming for Free Spirited Skeptics Theory and Challenges of Pedagogical Games. May 8, 2012 Elizabeth Pyatt gaming@psu.edu. Who Am I?. Elizabeth Pyatt Instructional Designer Penn State since 2000 Solitaire addict, just brought Wii

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Educational Gaming for Free Spirited Skeptics Theory and Challenges of Pedagogical Games

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  1. Educational Gaming for Free Spirited SkepticsTheory and Challenges of Pedagogical Games May 8, 2012 Elizabeth Pyatt gaming@psu.edu

  2. Who Am I? • Elizabeth Pyatt • Instructional Designer • Penn State since 2000 • Solitaire addict, just brought Wii • Minesweeper, Puzzles, PacMan, Space Invaders, Missile Command, Jeopardy • Educational Gaming Commons • http://gaming.psu.edu

  3. Outline • What’s a Game? • Does there have to be a winner? • Potential for Learning • PBL, motivation/affect, teams… • Skeptics Corner • Leading to “What to Avoid” • First Steps

  4. But first a contest • How many games will I mention? • Need names plus count • There are some prizes on the line. • Audience will determine accuracy of list

  5. What’s a Game? • Favorite games (any genre) • What do they have in common?

  6. Official Characteristics • Set of rules/restrictions • Semi-arbitrary (e.g. no hands on the ball) • Context is “Not Real” • Scoring Method • Competition (& a “Winner”?) • Many expect there to be • Sometimes you beat the computer…or yourself • Successful games are “fun”

  7. Parameters? • There’s some candy on the line…

  8. Interesting Parameters • Electronic vs. Non-Electronic • Team vs. Individual • What Skills are Being Practiced? • Math, Word, Strategy, Dancing, Music • Meditation, Building, Flying, Farming, Sales • Time investment • Casual (short & sweet) • Non-casual (lots of investment, high reward) • ± Background Narrative • Games vs. Puzzles vs. Toys • How many outcomes?

  9. Educational Possibilities • Games invoke a variety of pedagogical principles such as…

  10. Team Playing

  11. 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

  12. Role Play

  13. Empathy • 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

  14. Quests and Missions

  15. Pot Assembly Required

  16. 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

  17. Simulation Game Genres • God Game • Game in which players control parameter of universe (e.g. SimGames) • History Sims • Age of Empires • Trial of Lizzie Borden (U Mass) • Science Simulations • Flight Simulator, Spore

  18. SimHealth Played as part of HPA 101

  19. Leveling Up Pac Man Maze levels Pac Man 5D which presents a variable 3D grid. Invented by a Russian gamer.

  20. Mastery Learning • Achieve Minimal Score before moving to next Lesson • AKA complete level 1 before level 2 • Scaffolding • Each level introduces new element • Adding a touch of difficulty adds interest • Too little is boring • Too much causes gamers to quit • Zone of Proximal Development • Unlocking in Games • Leveling up unlocks new tools (reward) • New equation? New diagram?

  21. Shoot To Kill

  22. “Drill and Kill” • Games encourage practice • And automaticity of skills • Such as pattern recognition • But with fun graphics & music

  23. See also • Math drills • More fun with tiny angry scientists? • Algebra Meltdown (http://www.mangahigh.com/en_us/games) • Vocabulary and spelling • More fun as Hangman, crossword? • Identification • …

  24. Affect/Motivation • Games can add motivation to • Chores (Chore Wars – competitive chore points) • Jogging (Nike Plus) – badges, leaderboard • Self-Improvement (SuperBetter)

  25. Skeptics Corner • Games “better than reality” • Aren’t we supposed to be helping students deal with reality? • YES…however • Gamers often good at tackling real world challenges and learn real world skills • Reflection can help them see how…

  26. Just Games? • What about • Active Star Trek fan communities… • Or Dorothy Dunnett readers • Knitters, needlepointers, metal workers • Toastmasters • “Stovetop” league? Monday Morning quarterback? • …

  27. “Gaming the System” • AKA Cheating • Games • Cheat codes, destroying weaker opponents • Some socially OK, others not • In School • Academic Dishonesty • BECAUSE…

  28. When games are high stakes… Survive annihilation. Win free nail polish for life?

  29. 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

  30. Can we make Failure an Option? • Games teach via mistakes • Because they allow resets • Gamers comfortable experimenting • Can we use more “maximum scores”? • Can we give hints • Maybe with minor points deductions

  31. 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”)

  32. 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

  33. Quick Starts • Casual Games • Hangman/Peril/Typo • http://gaming.psu.edu • PowerPoint Templates • ANGEL games (crossword/match) • Gamification • Badges? Quests? Avatars? • Case Studies (gussied up)? • Many avatar/graphics tools

  34. 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?

  35. 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? • Unlock “power” equations? Tools?

  36. Explaining Functions w/Subs • Using cash register buttons as metaphors for algebraic functions in Math 21 Starring Deb Mirdamadi, Mont Alto Campus

  37. Failing can be Funny

  38. Today we learned • Games can be good learning environments • Problem solving, skills practice, collaboration • Games have many facets • Games in school ≠ games in the wild • But hopefully can be fun & educational • Gaming does require a mental readjustment for instructors • But there are many paths to victory

  39. Who Am I? • Pragmatrix • Super Powers • Master of Learning Objective Congruence • Assessor of Pedagogical Games • Explorer of New Technologies • Queen of “Keeping it Real”

  40. 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

  41. Contest Results • How many games did I mention? • Must provide names

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