Cyber Learning – Play, Games and Evidence Based Design Jarmo Viteli University of Tampere, Finland School of Information Sciences There is a LETTER coming to you… •Have you get it? Most expected letter in Finland among 900.000 people Story today • Games and learning • Learning analytic and quality of learning • Evidence based design It’s all about Learning • Learning is the act of acquiring new, or modifying and reinforcing, existing knowledge, behaviors, skills, values, or preferences and may involve synthesizing different types of information. • Learning is not compulsory; it is contextual. It does not happen all at once, but builds upon and is shaped by previous knowledge. • Learning may be viewed as a process, rather than a collection of factual and procedural knowledge. Learning produces changes in the organism and the changes produced are relatively permanent. • https://www.youtube.com/watch?v=BYMd-7Ng9Y8 Do we learn better in digital learning environments? • Wrong Question! • You should ask: In what circumstances, with what type of learner and how to implemented digital learning activities and games will produce desirable learning results • You do not achieve knowledge creation through containerization, you achieve it through collaboration.” “Anyone who makes a distinction between games and learning doesn’t know the first thing about either” -Marshall McLuhan We agree, FUN-project A Finland-U.S. Network for Engagement and STEM Learning in Games Serious Games • Serious games have been defined as “games that do not have entertainment, enjoyment or fun as their primary purpose” (in Dajouti et al, Michael & Chen, 2005). • http://about.glasslabgames.org/about/ What research says about games and learning? • 11 meta-analyses (78 individual studies) about games and learning (2005 -2014) • Many critical aspects: • What was actually studied? • Role of Moderator Variables? • Methodology of research (pre-post etc.) Results Most of the studies found positive results but • It is hard generalise because • The role moderator variable is strong • Simulation games seems to be effective • Time on task – motivation • ”Under what kind of circumstances games are effective for learning?” • More rigor research is needed Our vision: How To Design Games for Education - From Anecdotes to Evidence – Need Benefits Evidence-based design and pedagogical validation of educational games Guidelines for improving your product informed by evidence-based research and learning analytics. Accelerate products’ entry to market and reduce the investment risks Approach Competition Validated, comprehensive approach to designing and evaluating educational games Alternative for educational game development typically based on only anecdotes and intuition Companies ja Cyber-Learning • 77 % (US) 51 % (Europe) companies utilies CyberLearning • Growth has been estimated to be 13 % per year • Learning opportunities always available • From microlearning to long term programmes • Value chain in Corporate learning • Capacity, competencies, control (Corporate goals) • Needs, Design, Implementation,Evaluation Elements of Digital Learning • • • • • • • • Flipped classroom Modularization Blended Learning Direct Performance Support PLE, PLN Augmented Reality, Visual Learning Games and Gamification Learning analytic Massive Open Online Education (MOOC) • https://www.edx.org/how-it-works • https://www.coursera.org/ • https://www.coursera.org/course/univteaching10 1 • https://www.futurelearn.com/ • https://www.udacity.com/ Some Models of Online Learning • • • • • MOOC – Massive Open Online Courses SPOC – Small Private Online Courses SOOC – Selective Open Online Courses POOC – Personalised Open Online Courses TORQUE – Tiny,Open Online Courses focusing on quality and effectiveness The Boy Genius of Ulan Bator Games and learning analytics • http://theinnovationenterprise.com/summits/gami ng-analytics-san-francisco-2015 • https://www.khanacademy.org/ Stanford online-strategy – Improve quality of education through online-education • Three level: • 1. Our own student at Campus– Flipped classroom • 2. Our own students outside campus • 3. Globally – social responsibility • To develop constantly online education through research – www.stanford.edu/lytics Provide data and feedback • How to support learners in digital learning environments? • How to empower teachers, principals, lectures, directors constantly develop their teaching and learning activites? • Provide them uptodate-information just-on-time. • Challenge them to work together • http://opeka.fi/en Future learning spaces – working alone is over! http://www.microsoft.com/microsoft-hololens/en-us Evidence Based Research and Design • We need more evidence based research and design • Empowering educators, advising decision makers – Opeka and other tools • To better understand ”in what circumstances, with what type of learner and how to implemented digital learning activities and games will produce desirable learning results” • Could we do this together?
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