MSC 2009 Session # 47 Game On Tom Welch & Mark Vianello www.SPNGameOn.ning.com Game On! • Session Goals – Introduce the concept of Gaming to Learn – Background on G2L – A look at some of the possibilities for the future – A look at MTI – Opportunities for moving forward • Essential Question – Are there ways to engage students in learning through the use of computer games that will cause learning to occur as never before ? OH MMORPG AHA! Ning site collaboration OMG! Natal Upfront Notice We only wish we could point you to an MMORPG Kiosk • Unique Endeavor • Joint Project between MTI and the ICLE • Project reflects the goals – New approaches – Nonlinear – “Version” orientation – Increasing complexity The Changing Landscape • Increasing gap between the way students think, learn and experience the world and the way their teachers think, learn and experience the world – Not a value judgment – A plain recognition of the facts Think Mashup! • • • • • School curriculum Rigorous learning 21st Century Technology Learner Creativity Increasing student ownership and control • Raise your hand if your school(s) encourages use of cell phones in class. • Raise your hand if your school(s) allows limited use of cell phones in class. • Raise your hand if your school(s) forbids use of cell phones in class. Students are not just sitting in class* • 84% of teens have cell phones • ¼ of all teen cell phone use is during class • Avg teen sends 440 text msgs a week and 110 are during class (more than 3 texts/period) • Only 23% of parents think their kids are using them at school • 26% of kids store info to look at during tests • 25% text friends about answers during tests • 20% search Web during tests • 17% take photo of tests to send to friends • *Common Sense Media (2009) San Francisco Chronicle, Page A1, Jun. 2009 Online collaboration is exploding in every area imaginable. • You Tube posting increased 1700% in the last 6 months. • You Tube posting increased 400% in one day when the iPhone 3GS came out. Gaming? Why should we? • We must meet students in their world Computer Gaming • It’s not your daddy’s “Pong” – (Vocab: MMORPG) – Google “Project Natal” http://www.youtube.com/watch?v=p2qlHoxPioM Remember what Dr. Daggett said • The Future will be different – Funding – Personnel • Search for D Quadrant methods in the E/E framework • Sec. Duncan: – Stimulate long-term improvement – Don’t focus on maintaining the current structure G2L Goals at MTI • • • • Long term goals Increased learning Increased levels of learner engagement Increased harmony between teaching practices and learning practices Increasing match between learning and credentialing Medium term goals • Participation in online games for learning • Learner/Faculty Research Group • Securing of grant funding to move the project forward • • • • Short term goals Learner/Faculty research group Student surveys Environmental scans Initial gaming experiences – Zon • How do you keep students’ attention on learning concepts and skills? • One part of the answer? – Use Gaming as a way to engage students AND encourage student learning in Quadrant D ! The 4 Quadrants • The Rigor Relevance Framework at the heart of the project Rigor/Relevance Framework 6 Knowledge 5 4 3 2 Application 1 1 2 3 4 5 Levels Bloom’s 6 5 4 3 2 1 C D A B 1 2 3 4 5 Application Rigor/Relevance Framework Teacher/Student Roles K N O W L E D G E C D Students Think Learners Think & Work B A Teachers Work Students Work APPLI CAT I O N • Increasing research focus – Pew report • Avg gamer plays 25 hr/wk* • In 2008, Western consumer spending on subscription MMOGs grew to $1.4 billion. • The most popular MMORPG, World of Warcraft, has over 11 million paying subscribers as of 2009. – Steady publication of books on the subject – NASA RFI – Funding opportunities *The Daedalus Gateway (Nicholas Yee, 2009) Some of the Current Thinking • CG’s have a great deal in common with “traditional” learning – Learning is active, not passive – Success is implied – Failure is seen as part of the learning process – Persistence is rewarded – “Do overs” are built in – Both individual skill and social interaction are involved Something to keep in mind . . . For the adults in the system, the system “works” That removes much of the incentive to change. MMORPG as an option for students to learn core content and set up the situation where Those who have an interest in changing the system finally . . . Have the power to drive that change. My Latest Book: Check out Prensky’s highlights on the web version of our PPt. © 2008 Marc Prensky Deeper Issues • What are the implications of independent learning in a learning dependent environment? – Opportunities – Professional Development – Staffing implications Where to from here? • Network orientation – SPN – Classroom20.com • Invitation for partnerships – Grants – Beta-testing – “Geo-free” learning – Ning site – FaceBook Group Mark Vianello Organization of Marion Technical Institute • School of choice with application process • Seven career academies • Unique business community partnerships • Student centered and results orientated Organization of MTI • Nationally recognized industry certification opportunities • Internship, Job Shadowing, and Career Coach opportunities • Articulation to post-secondary institutions • Why consider gaming? Overview of Initiative • Joint project between MTI and ICLE • Tapping in to what we know will increase engagement and student learning • Searching for a competency-based course embedded in a gaming format leading to high school credit Overview of Initiative • Expectation of change • Increasing complexity, scope, and size over time • Assessments embedded throughout gamingbased course • Ability to compare gaming data to traditional classroom achievement National State of Gaming • Pew Research Center Report – National Survey published 9/8/08: http://www.pewinternet.org/~/media//Files/ Reports/2008/PIP_Teens_Games_and_Civics_ Report_FINAL.pdf.pdf • 97% of American teens play games • 50% of teens reported playing “yesterday” for about one hour • 86% play on a console (Xbox, PlayStation, or Wii) • 73% play on a desktop or laptop computer National State of Gaming • Gaming is a social activity for most teens • Gaming is a major teen social experience • 65% of game playing teens play with other people who are “in the room” • 27% play with people they connect with through the internet Gaming Survey 60% 60% 50% M T I 50% 40% 40% 30% 30% 20% 20% 10% 10% 0% 1 Hour 3 Hour Did not play yesterday 2 Hour 4+ Hour PEW 0% 1 Hour Did Not Play yesterday • Hours playing games 3 Hour 2 Hour 4 Hour Gaming survey • Using technology to interact with peers: PEW results Gaming survey • Using technology to interact with peers: MTI results Current Status at MTI MTI Student-Driven Gaming Committee • Tom Welch addressed students, parents, school staff and business partners • MTI students invited to participate in Gaming Committee (school-wide) • Divided students, staff, and business partners into “interest committees” Current Status at MTI Committee I – Zon: • • • • • • Mandarin Chinese in gaming format Michigan State / Florida Virtual 75 hour requirement for high school credit 36 students signed up (from two high schools) Limited number of completers Lessons learned - emphasis on quality graphics, clarity of rules, lack of levels, competition-related progress, and player “rewards” Current Status at MTI Committee II - Game Search: • Reviewing existing market for academic possibilities • Developing supplemental academic material through internal curriculum • Analyze current games that include skills connected with the high school curriculum Current Status at MTI Committee III - Grant Acquisition: • Search of internet funding possibilities • National HASTAC Digital Media Grant • Federal Sponsored Character Education Grant • Motorola Foundation • HP Foundation • Safe Schools Grant • Foundations Current Status at MTI Committee IV - Data Tracking: • MTI Survey Results compared to PEW (2008) • Students play regularly • Students play as a “social group” with interactions between players • Students play to connect, compete, and help each other to win/achieve in games Future MTI Initiatives Staying “in the game” through: • Utilize gaming format to “teach” and/or reinforce specific content and skills related to identified MTI student academic weaknesses • Encourage MTI students to take FLV’s game-based American History course and “test” value of gaming in academic learning Future MTI Initiatives Staying “in the game” through: • Continuous staff development related to technology-based student learning • Continuous partnership search to develop gaming possibilities • Continuous search for funding resources Future MTI Initiatives Staying “in the game” through: • Strengthening student leadership • Innovating even in the face of fear of the unknown • Pursuing the goal of connecting with students and the digital world in which they live Looking ahead • Trends – Ongoing recognition of the need to move beyond the status quo – Education gaming gaining momentum • NASA • Others – Technological breakthroughs are exploding • Project Natal http://www.youtube.com/watch?v=p2qlHoxPioM The Gaming Ning www.SPNGameOn.ning.com Facebook Group “SPN Game On” Come join us –Email us • [email protected] • [email protected] Questions? Comments? Suggestions?
© Copyright 2026 Paperzz