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Moocs and Educational Gaming. By John Berglund Daniel Bottehsazan sean Brady. What are Moocs ?. A massive open online course Free web based distance learning program Pay for accreditation 2012 year of the MOOCs. History of Moocs.
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Moocs and Educational Gaming By John Berglund Daniel Bottehsazansean Brady
What are Moocs? • A massive open online course • Free web based distance learning program • Pay for accreditation • 2012 year of the MOOCs
History of Moocs • 2008 the term MOOCs was coined by Dave Cormier and Brian Anderson • Response to a course at University of Manitoba CCK08 • 25 paying students and 2200 free users • Connectivism and connective knowledge
Where to get accredited • UC Berkley • Stanford • Harvard • Johns Hopkins • 5-9 weeks with a certification of completion
Video • http://www.youtube.com/watch?v=eW3gMGqcZQc
Educational Gaming • Games that are designed to help people expand concepts • Understanding an historical event or culture. • Games types are board, card and video game
How to locate educational games • Try the internets! • http://gaming.psu.edu/ • http://www.funbrain.com/ • http://www.youtube.com/watch?v=30oZ7WVdheg
Why Gaming? • 97% of US teens play digital games on a regular basis • Gaming can be described as a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome • Elements of “gamification” applied to traditional teaching increase motivation or engagement
Five major characteristics/claims: • (1) are built on sound learning principles • (2) provide more engagement for the learner • (3) provide personalized learning opportunities • (4) teach 21stcentury skills • (5) provide an environment for authentic and relevant assessment
Games are Built on Sound Learning Principles • Play is an important element for healthy child development • Children learn through imaginative play • Games provide an opportunity to think, understand, prepare, and execute actions • Games also are built with clear goals and provide immediate feedback
Games Provide More Engagement for the Learner • Digital games can be more engaging than regular classroom activities • Ability to sustain engagement and motivation across time • A European study demonstrated that gaming increased student motivation/engagement
Games Provide Personalized Learning Opportunities • Identifies strengths and weaknesses • Develops teaching strategies based on student need • Provides engaging curriculum choices
Games Teach 21st Century Skills • Many games take advantage of technology that is familiar to students and use relevant situations • Provides the ability to interact with other learners and trained professionals • Games foster collaboration, problem-solving, and procedural thinking
provide an environment for authentic and relevant assessment • Games provide a means for quantifying knowledge level and abilities • Assessment occurs as the game engine evaluates players’ actions and provides immediate feedback • Assessment occurs naturally in a game: players make progress or they don’t • Analytical tools rate the success of students throughout the entire range of a game
Example • http://player.piksel.com/player.php?p=wow8r9la
References • http://en.wikipedia.org/wiki/Massive_open_online_course • http://en.wikipedia.org/wiki/Educational_game • http://gaming.psu.edu/ • http://www.youtube.com/watch?v=eW3gMGqcZQc • http://researchnetwork.pearson.com/wp-content/uploads/Lit_Review_of_Gaming_in_Education.pdf