EDER 671 GROUP PROJECT (1)

Trends in Digital Game Based
Learning (DGBL)
What does DGBL mean to you?
Brain Training
By Daniel Floyd
This video was taken from:
http://www.youtube.com
Discussion
•
How do we harness the engagement
and enthusiasm for recreational games to
enhance learning?
•
• Quick Facts:
– To date WoW players have spent 5.93 million
years playing online (that's 51,946,800,000
hours)
– 3 billion hours spent playing video games
globally every week
Chocolate Covered Broccoli
Are edu-tainment games like chocolate covered broccoli?
Benefits of DGBL
•
Tangential learning is possible through well-designed games.
•
Games can support collaboration, problem-solving and communication in learning
communities.
•
Games increase engagement as they are designed to have the appropriate balance
between success and frustration in order to keep players motivated to persevere.
(Flow)
•
Games often provide instant feedback and reward as students master activities or
levels, and give students ownership and control of their own progress.
•
Integrating game-based learning into the the curriculum allows for increasing computer
literacy skills, problem solving skills and real world applications.
•
Some games require systems thinking whereby students no longer look at things in
terms of discrete items.
•
"Griffiths refers to the merits associated with using digital games with special-needs
children. For example, he cites a case where video or digital games had a calming
effect on a seven-year-old child with autism. Griffiths also provides research data that
suggests that adolescents with attention deficit disorder may experience improvements
in “grades, sociability, and organizational skills” when using educational video games"
(Griffiths, 2003).
•
Today's generation of learners “think and process information fundamentally differently
than their predecessors.” (Prensky, 2001). Game based learning gives teacher the
Evolution of DGBL
Evolution of GBL
•
Game based learning (GBL) has been around for
generations. It has evolved from traditional paper and
pencil games, card and board games to include various
types of digital games.
Evolution of GBL
Non-digital
Edutainment (COTS)
Digital non-collaborative
Training/Simulation
Digital multi-player (MMO)
Serious Games
Alternate Reality
Games
•
Source: Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon
Report.Austin, Texas: The New Media Consortium.
Trends in DGBL
• Development of serious games by game
designers
• Games that have a social education
component
• Engaging learners in game design as part
of the learning process
• Alternate Reality Games
• Use of games on mobile devices
•
Source: Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon
Report.Austin, Texas: The New Media Consortium.
Considerations
• Individualized instruction
• Meeting Prescribed Learning Outcomes (PLO’s)
• Developing 21st Century literacy skills
http://education.alberta.ca/media/6509838/pdfimage.jpg
11
Focus Questions for DGBL
• What do we want the class to focus on
while they play games?
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4.Gwerbrgbb
What Does This Mean For learning?
This video was taken from : http://www.youtube.com
Questions from TED Talk
•
•
•
•
1. sdfsdfgfdsdfg
2. dsgfdsgdfsg
3. dfadsfsdaf
4. DSGSDA
“QUOTE”
“zzzzzzzzzzzzzzzzzzzzzzz”