Serious Games/Simulation Use in Online Courses Jim Grenier Mass Bay Community College Peter Shea Middlesex Community College Session Description This presentation/discussion will address such issues as using games/sims in online courses for student engagement and assessment, customizing instruction with games/sims, Identifying and overcoming obstacles/objections to integrating games/sims in the curriculum Presenters Jim Grenier Director of Online Education Massachusetts Bay Community College E-mail: [email protected] Peter Shea Director, Office of Professional Development Middlesex Community College (Massachusetts) E-mail: [email protected] Why Should We Use Games & Sims? “The idea of passively sitting back and gathering around the radio or television simply watch and listen to a show is becoming increasingly foreign to today’s students.” John D. Shank What are simulations and serious games? simulation A simulation is an “interactive environment in which features in the environment behave similarly to real-word events.” (Clark & Meyer, 2003). “A serious game is a game in which education (in its various forms) is the primary goal, rather than entertainment.” (Chen, 2006) They are both forms of interactive learning media (ILM) Serious game Interactive Learning Media (ILM) Games and Simulations as Means of Engaging Online Students Gaming is a highly social activity. Organize students into small groups – have them play against one another and then discuss their successes “You can discover more about a person in an hour of play than in a year of conversation.” Plato Simulations & Serious Games: Examples Simulations Fighting a Churchfire (Fire Science) https://www.middlesex.mass.edu/RLOs/661/ Armstrong-churchfire.htm Evil Landlady (Global Culture) http://www.halfbakedsoftware.com/quandary /version_2/examples/landlady.htm Rhet Sims (Composition)https://www.branchtrack.com /projects/q163k0r2 Serious Games • Free Rice (Vocabulary review) http://freerice.com/ Spent (Sociology) • http://playspent.org/html/ Using Simulations & Serious Games to Assess Prior Knowledge “We overestimate student knowledge and thus build new knowledge on a shaky foundation.” (Ambrose et al., 2010) Games & Simulations can be used to identify gaps in students’ knowledge Students can engage in a simulation and game, then report out on their mistakes while identifying the assumptions that led them into error (metacognition) How is Simulation or Game-based Assessment Different from Traditional Educational Assessment? Learning Analytics Dashboard (LAD) Simulation: “Simformer” (business) Simformer offers a learning management system which provides both an LAD for student players tracking the success of their virtual businesses as a well as a LAD that provides instructors data on student [Source: Simformer] performance in the simulation. Learning Analytics Dashboard (LAD) Serious Game: “Agent Surefire” (Cybersecurity) Screenshot of Agent Surefire game space Screenshot of Agent Surefire Player LAD [Source: Mavi Interactive] [Source: You Tube] Customizing Instruction with Games/Sims DIY (Do It Yourself) [Source: www.branchtrack.com] [Source: www.twinery.org] Customizing Instruction with Games/Sims Find a Game or Sim Nobel Prize Website – Displays several games in different content areas. http://nobelprize.org/educational_games/ PHet– Interactive Simulations for Science and Math. https://phet.colorado.edu/ Obstacles to Integrating Games/Sims Dominant educational paradigm is focused on information transfer. (Highly centralized control). Games/sims are a form of experiential learning. (Requires relinquishing control). Some students may not feel comfortable with new model of learning. Some administrators may not “get” it either. Solutions? Slow but steady integration in online course. Experiment. Survey students for their feedback. Cite research literature for administrators. Emphasize your focus on both increased engagement & quality assessment. Form a community of practice with others. Recommended Reading Aldrich, C. (2009). The Complete Guide to Simulations & Serious Games: How the Most Valuable Content Will Be Created in the Age Beyond Gutenberg to Google. San Francisco, CA: Pfieffer Kapp, K. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfieffer. Loh, C., Shang, Y., & Ifenthaler, D. (Eds.). (2014). Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement. Springer. Mayer, R (2014). Computer-Based Games for Learning: An Evidence Based Approach. Cambridge: MIT Press Michael, D & Chen, S. (2006) Serious Games: Games that Educate, Train, and Inform. Boston: Thomson Quote of the day “If great lecture is theatre, the future of learning is games.” Anant Agarwhal – President, EdX [Source: Inaugural Celebration Symposium: The Future of Education. 2012 MIT Alumni Leadership Conference .http://storify.com/mitalc/2012-mit-alumni-leadership-conference] www.oerinteractive.org
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