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Research, Engaged Learning & Games

This session focuses on the research behind game-based learning and how it can be utilized to engage students in the learning process. Topics include the potential of games for learning, math that doesn't look like math, games for literacy, and sharing favorite games.

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Research, Engaged Learning & Games

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  1. Research, Engaged Learning & Games This field is still in its infancy… Karin Wiburg, New Mexico State University

  2. Agenda for Research and Games Today • Look at some research on technology and learning • Presentation on Game-based Learning- Karin and Barb • Potential of Games for Learning - Karin • Games that Stink- Barb • Math that doesn’t look like Math- Karin and Milos • Games for Literacy – Barb • Share the games you like with all or group • Closure discussion on games During or before Lunch Please download: Pearl Diver HD for the iPad Video Player for the iPad Can also download Math Snacks (all free)

  3. Gymnasium-size -vacuum • Micro-computers • Silicon Chip * • Business PCs • Personal computers – Apple • Mobile technologies * • Iphone, the iPod, iPad • Droid, Pad, etc. • Game-based learning * • See the Horizon Report • Educational Resources Day 1 Looking at technology: changes in use and form Number cruncher Word processor Communications tool + pictures/movies Knowledge generator Phone/life line Game playing Kinesthetic tools

  4. Looking at Engaged Learning What does the research say? Possible guidelines for your mobile project.

  5. Teaching for Engaged Learning-Six suggestions from the research • 1. Provide multiple ways for students to learn and demonstrate learning including • Presenting information in a variety of ways • Facilitating different learning styles and multiple intelligences • c. Supporting alternative interpretations and solutions to problems

  6. Teaching for Engaged Learning-Six suggestions from the research • 2. Support student-centered learning by • Teaching content in connection to real world activities meaningful to students • Allowing more time for student-directed activities than passive listening • Supporting students in using technology and other tools to create products and communicate their ideas

  7. Teaching for Engaged Learning-Six suggestions from the research • 3. Facilitate coaching by • Considering errors as opportunities to understand student thinking • Providing a variety of grouping strategies so students can help students and teachers can work with small groups of students • c. Inquiring about student understanding before teaching concepts

  8. Teaching for Engaged Learning-Six suggestions from the research • 4. Encourage student thinking & metacognition through • Using reciprocal teaching so students learn to ask questions about content they are studying • Requiring students to think about their thinking • Scaffolding learning to help students gain cognitive strategies

  9. Teaching for Engaged Learning-Six suggestions from the research • 5. Plan opportunities for knowledge construction by • Designing problem-based learning projects • Providing original source materials (via mobile technologies and the web) • c. Helping students to connect facts and concepts to big ideas and standards

  10. Teaching for Engaged Learning-Six suggestions from the research • 6. Include authentic assessment in learning activities such that – the Nintendo Principle • There is enough feedback that students always know how they are doing • Feedback includes a process to help students revise and improve their learning • Students reflect frequently on their learning in written and oral forms

  11. After Lunch: Games and Engaged Learning • Technology is not neutral • Television – what you see is what you get • Reading – You get user control but nothing changes • Games – user control that changes what you get. • Don Norman

  12. The Potential of Games for Learning Contextual Attributes – Not learning isolated spelling words or just numbers to add or subtract, etc. Wii- RUN with context Nintendo Principle – always enough feedback that you know how you are doing. Forgiveness Rich- you can always try again ,even after you die. Mistakes are learning opportunities Challenging– you are competing against the game or against others or against Time. Leah “It disguises the learning with characters and things to do.”

  13. Game Researchers • Use Google Scholar to look up: • Bransford, Brown, & Cocking (1999) • James Gee • Seymour Papert • Olive and Lobato (2008) • Clements, Sarama, Yeilland, & Glass, (2008) • Barbara Chamberlin

  14. Can games solve real world problems? • http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html • Jane McGonigal gives a TED talk

  15. What makes a game good or bad? Introduction to Barbara Chamberlin and Learning Games Lab Later: Math Snacks. Central Research Question: Can the use of innovative media close conceptual gaps in mathematics? Then Literacy and Games Sharing Games Closure discussion on games.

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