Slide 1 Engaging Brains Through Games and Simulations Bernie Dodge, PhD San Diego State University http://webquest.org/workshops/engaging/ Slide 2 Outline Games vs Learning An Equation for Learning Power Star Logo 2 Second Life The Glass Bead eGame Choose Your Own Edventure Turoff’s Game Simulated Diaries Slide 3 Good Games vs Good Teaching Engagement Unforgetableness Positive emotion Uncertainty But also… Adrenaline Addiction Mindless automatic behavior Slide 4 Game Addiction QuickTime™ and a decompressor are needed to see this picture. Slide 5 Mini-Games Marc Prensky distinguishes between minigames and complex games. Mini-games… Take less than one hour Have simple content Slide 6 Mini-Game Examples Card games (except Bridge) Quiz / Trivia games Board games (except Chess & Go) Slide 7 Complex Games Require learning a wide variety of strategies and skills Develop mastery by progressing through a series of levels Include ethical dilemmas and choices Take 10 to 100 hours to complete Slide 8 Example Complex Games Rise of Nations Civilization The Sims World of Warcraft America’s Army John Madden’s Football Slide 9 Two Burning Questions: Who’s got 10-100 hours to spare in their course? Who’s got a million dollars to develop a complex game wrapped around their course content? Slide 10 Slide 11 Slide 12 Brain Minutes Slide 13 Learning Power P = ADE Power = Attention x Depth x Efficiency Slide 14 Attention The proportion of time learners spend looking at, listening to, and thinking about what you want them to. Ranges from 0 to 1. Slide 15 Causes of Attention Human Interest Variability Competition Social interaction Attention Uncertainty Challenge Slide 16 Attention as a Ratio Attention = Brain Minutes spent attending to X Total Brain Minutes Slide 17 Depth the degree to which thinking is required ranges from 0 to 100 Slide 18 Efficiency Curricular efficiency is the proportion of time learners have to spend thinking about what you’re trying to teach. Efficiency = Brain Minutes Devoted to Curriculum Total Brain Minutes Slide 19 Efficiency and Games If a game is… Unfamiliar Particularly creative Richly detailed Learners will.. Spend brain minutes on figuring out the game And not figuring out your content Slide 20 Learning Power P = ADE Power = Attention x Depth x Efficiency So a perfect game would be 1 x 100 x 1 = 100 Slide 21 Star Logo TNG Slide 22 Star Logo TNG Programming by building blocks Slide 23 Wash Your Hands, Homer Slide 24 Wash Your Hands, Homer Slide 25 Wash Your Hands, Homer Slide 26 Wash Your Hands, Homer Slide 27 Learning Power of Star Logo High attention High depth Low efficiency Power = .9 x 90 x .2 = 16 Slide 28 Second Life Slide 29 Second Life Slide 30 Second Life Slide 31 Second Life Slide 32 Second Life Slide 33 Possibilities Mathematics of scaling, geometry Theater productions Machinema Cross cultural exchange Role plays Slide 34 Learning Power of Second Life Attention will be very high Depth could range from low to high Efficiency could be low to medium Power = .9 x 90 x .5 = 40 at best Power = .9 x 10 x .2 = 18 at worst Slide 35 Choose Your Own Adventure Popular book series for children Adapted for adult training Branching stories, multiple endings Slide 36 Choose Your Own Edventure Narrative/simulation based on your content Emphasis on choices and their consequences You create a starting point and two or more choices Students carry the story on from there Easily implemented in Google Docs Slide 37 Learning Power of CYOE High attention High depth Medium efficiency Power = .9 x 90 x .5 = 40 Slide 38 The Glass Bead Game Based on Hermann Hesse’s Magister Ludi. A kind of Scrabble for ideas Slide 39 Glass Bead eGame Can use Inspiration or Gliffy Learners take turns placing a bead and explaining how it relates to adjacent beads Players reward points based on the elegance or surpringness of the linkages Slide 40 Glass Bead eGame Slide 41 Slide 42 Slide 43 Slide 44 Slide 45 Slide 46 Slide 47 Slide 48 Learning Power of the GBG High attention High depth High efficiency Power = .9 x 90 x .9 = 73 Slide 49 Turoff’s Game Invented by Alan Turoff Played on Compuserve in the early 80s Useful to liven up an online chat Development cost: $0 Slide 50 Turoff’s Game Two lines will be shown Intertwingled between them is a word or phrase that matches the clue Example: A U.S. President GARPETCHACHINA WOTRONGYERDUNG GARPETCHACHINA WOTRONGYERDUNG WARRENGHARDING Slide 51 Turoff’s Game Another Example: A city in Europe SPLIBOKGABECRIK BATZEURZEUSTHOA SPLIBOKGABECRIK BATZEURZEUSTHOA SALZBURGAUSTRIA Slide 52 Learning Power of Turoff’s Game Attention will be high Depth is low (factual recall) Efficiency is high, so Power = .8 x 20 x .9 = 14 But it’s a fun addition to a lecture at no cost Slide 53 Simulated Diaries Role play for introverts Requires getting into character, context, another point of view, another body of knowledge Encourages research & reflection Slide 54 Simulated Diaries Each player or group of players given a role Background, motivation, context Access to a blog in which they express their opinions of what’s happening and their thoughts about what to do next Simulation is driven by a central blog that reports news of the organization Slide 55 Simulated Diary Role 1 blog Role 3 blog News blog Role 2 blog Role 4 blog Slide 56 Simulated Diary Affordances Personal vs. objective Comments Easy hyperlinks Easy publishing & revision Group authorship RSS feeds Slide 57 Simulated Diary Software Slide 58 Simulated Diary Learning Power Attention high Depth high Efficiency medium to high Power = .8 x 90 x .7 = 50 Slide 59 Range of Applicability Glass Bead eGame Medium to large body of content that is interlinked Goal = understanding & transfer Concepts, principles, facts… not procedures Slide 60 Range of Applicability Choose Your Own Edventure Contextual knowledge Principles Creative thinking Slide 61 Range of Applicability Turoff’s Game Large body of facts Rehearsal for automaticity Slide 62 Range of Applicability Simulated Diaries Contextual knowledge Ill-structured problems Opinions, values Community-building Slide 63 Integrating Games on a Shoestring Remember offline, no-tech games Adapt, rethink Match to type of learning required Look for tools like Purpose Games Keep P=ADE in mind Slide 64 Questions & Comments? Slide 65 Engaging Brains Through Games and Simulations Bernie Dodge, PhD San Diego State University http://webquest.org/workshops/engaging/
© Copyright 2026 Paperzz