Slide 1 Digital Game-Based Learning in WebCT Bob Bramucci Slide 2 WHAT IT IS Audience Analysis What’s a Game? Do Games Work? Why Not Games? What’s a Non-Programmer to Do? Game Taxonomy Software To Learn More… Future Slide 3 WHAT IT’S NOT Trying to Sell Anything Training for Specific Software Exhibiting Games I’ve Authored Advocacy for Going “Game Crazy” Slide 4 Audience Analysis Slide 5 Statistics (from Prensky, 2001) Sesame Street is over 30 years old. Pong, the first computer game, appeared in 1974. The IBM PC was introduced in 1981. MTV began in 1981, over twenty years ago. Students 18-22 have never known a world without digital games (or rotary dial phones, network-only television, or analog music). Slide 6 The Average Teenager: Watches over 3 hours of TV per day Surfs the Internet 10 minutes to 1 hour per day Plays 1-1½ hours of digital games per day By the time they graduate from college, they will have nearly as much experience with electronic entertainment as they do with school. Slide 7 What’s a Game? Slide 8 What’s a Game? Homo Ludens: it’s play, and – Play is something one chooses to do. – Play is intensely and utterly absorbing. – Play promotes the formation of social groupings. Starbuck & Webster (1991) – Games elicit involvement and give pleasure. Slide 9 Games Have: Marc Prensky: 1. Rules 2. Goals and objectives 3. Outcomes and feedback 4. Conflict/competition/challenge/opposition 5. Interaction 6. Representation or story Mihaly Csikszentmihalyi: “Flow”: absorption, time distortions, loss of self (but it reemerges even stronger afterwards) Slide 10 Do Games Work? Slide 11 Research Games: Improve reasoning skill Wood & Stewart (1987) Serve as performance tests Kennedy, Bittner, Harbeson, & Jones (1982) Enhance basic literacy skills Brownfield & Gretchen (1983) Enhance the ability to divide attention Greenfield, de Winstanley, Kilpatrick, & Kaye (1996) Slide 12 Why Games Work Games are engaging, entertaining and fun. Games motivate participation and persistence. Games are interactive and utilize active learning techniques. Games use multiple modalities of learning Games provide immediate feedback. Games can provide a safe and inexpensive means of simulating and practicing real-world experiences. In contrast to exams, games are seen as stress reducers rather than stress inducers. Games help to calibrate comprehension---i.e., teachers can see strengths and weaknesses and adjust accordingly. Games capitalize on the virtues of (and universal popularity of) play. Slide 13 Why Games Work: The Short Answer Engagement Interactivity Slide 14 Why Not Games? Slide 15 Statistics The games business is BIG---at $7.5 billion dollars per year, it’s about the same size as the movie business. So is training and education (an estimated $2 trillion dollars). Slide 16 Convergence Telephony and Computers Movies and Video Games Computers and Appliances PDAs and Cell Phones However, there’s not much talk about convergence of digital games and education. Why? Slide 17 Why the Resistance? “No Pain, No Gain” Puritan Heritage Madonna/Whore Complex Tradition-Bound Culture of Higher Education Slide 18 Higher Education “Why, in spite of the fact that teaching by pouring in, learning by passive absorption, are universally condemned, that they are still so entrenched in practice?” --John Dewey, 1918 The lecture method is still predominant in higher education. Slide 19 What’s a Non-Programmer to Do? Slide 20 Criteria Customizable Content No Programming Suitable for Academic Content Inexpensive Tradeoff: not bleeding-edge. Slide 21 Game Taxonomy Slide 22 Types of Digital Games Email Adventure Puzzle Board Full-Motion Video Arcade Shooters Lots of other types (e.g., driving, flying, fighting) but no educational examples. Slide 23 Software Slide 24 Email Games Sample Game: “Quack, Quack, Quack” Slide 25 Text Adventure Games Slide 26 Adventure Games Slide 27 Puzzle Games Slide 28 Puzzle Games, cont. Slide 29 Board Games: Quiz Shows Slide 30 Board Games: Concentration Slide 31 Board Games: Jeopardy Slide 32 Board Games: Sqaures Slide 33 Board Games: Millionaire Slide 34 Full-Motion Video Games Slide 35 Arcade Games: Pac Man Slide 36 3D Shooter Slide 37 Game Creation Engines Slide 38 Games Created with Game Engines Slide 39 TO LEARN MORE… Books Web Site Slide 40 Books Slide 41 WEB SITE TOUR: http://faculty.fullerton.edu/ bbramucci/games/index.htm Slide 42 Slide 43 Book Summaries Slide 44 Software Slide 45 Training Slide 46 Links Slide 47 FUTURE Slide 48 Future Plans Implement games Build Communications Area (discussion boards, listserv) Incorporate Simulations into Web Site Next Year’s Projects: Geographical Metaphor for Navigation in WebCT Development of Expertise Slide 49 THANKS! Email: [email protected]
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