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Using Educational Games and Gamification
Andy Petroski
Director & Assistant Professor of Learning
Technologies
Harrisburg University of Science & Technology
Andy Petroski
Director of Learning Technologies
Assistant Professor of Learning
Technologies
Harrisburg University
@apetroski
LTMS
CAELT
Harrisburg
University
using educational games and gamification
Multiplayer Classroom
Using Games in the Curriculum
Game Elements
who are you and what are you looking for?
story character goal
obstacles feedback levels
  
  
Game Mechanics Learning Principles
Rules Provide expectations
Goals & objectives Motivate by applying to real-life
situations
Feedback via ongoing scores, audio
& visual cues
Motivate by positive reinforcement
Conflict & crisis Provide scaffolding (increasing
difficulty)
Resolution Allows for reflection on outcome
games in education
(a) contextual bridging, (b) high time-on-task,
(c) motivation and goal orientation, even after failure,
(d) providing learners with cues, hints and partial
solutions to keep them progressing,
(e) personalization of learning, and
(f) infinite patience
game attributes & learning
Multiple
Intelligences
Spatial
Linguistic
Logical
Mathematical
Bodily
Kinesthetic
MusicalInterpersonal
Intrapersonal
Naturalistic
Existential
multiple intelligences
Flow: The Psychology of Optimal Experience
Mihaly Csikszentmihalyi
Challenge
Skill
balance
games in education
types of games
Simple Games Simulated
Environments
Adventure
Worlds
• Primarily single player
• Drill and Practice
• Game show / TV show
themes
• Content driven
• Limited play time /
sessions
• Primarily single player
• Decision making
• Job / life themes
• Variable driven
• Moderate play time /
sessions
• Multiplayer
• Planning and decisions
• Fantasy themes
• Experience driven
• Expansive play time /
sessions
simple games Simple Games
• Primarily single player
• Drill and Practice
• Game show / TV show
themes
• Content driven
• Limited play time /
sessions
Examples
simple games
Benefits
• Lots of existing games & templates
• “Easy” to create
• Simple to implement
• Simple to play
• Targeted content
• Content can easily be changed /
adapted
Simple Games
• Primarily single player
• Drill and Practice
• Game show / TV show
themes
• Content driven
• Limited play time /
sessions
simple games Simple Games
• Primarily single player
• Drill and Practice
• Game show / TV show
themes
• Content driven
• Limited play time /
sessions
Creating
Evaluation
Analyzing
Applying
Understanding
Remembering
simple games
Limitations
• Memorization and identification
• Limited feedback
• Story and character is difficult to pull-
off
• Multiplayer is competition only
• Limited motivation over time
• Requires little teacher interaction
Simple Games
• Primarily single player
• Drill and Practice
• Game show / TV show
themes
• Content driven
• Limited play time /
sessions
simulated environments
Examples
Simulated
Environments
• Primarily single player
• Decision making
• Job / life themes
• Variable driven
• Moderate play time /
sessions
simulated environments
Benefits
• Targeted content
• Multimodal interaction
• Story / path intensive
• Character driven
• Each play can be a different experience
• Requires teacher interaction
Simulated
Environments
• Primarily single player
• Decision making
• Job / life themes
• Variable driven
• Moderate play time /
sessions
simulated environments
Creating
Evaluation
Analyzing
Applying
Understanding
Remembering
Simulated
Environments
• Primarily single player
• Decision making
• Job / life themes
• Variable driven
• Moderate play time /
sessions
simulated environments
Limitations
• Somewhat limited availability
• Difficult to create yourself (team)
• Cannot customize the experience
• Confined environment
• Multiplayer is primarily competition
• Takes time to play, including
orientation
Simulated
Environments
• Primarily single player
• Decision making
• Job / life themes
• Variable driven
• Moderate play time /
sessions
adventure worlds
Examples
Adventure
Worlds
• Multiplayer
• Planning and decisions
• Fantasy themes
• Experience driven
• Expansive play time /
sessions
adventure worlds
Benefits
• Open experiences
• Environment intensive
• Multimodal interaction
• Customizable through Modding
• Recording (Machinima)
• Customizable avatar
• Collaboration as well as competition
• Requires teacher interaction
Adventure
Worlds
• Multiplayer
• Planning and decisions
• Fantasy themes
• Experience driven
• Expansive play time /
sessions
adventure worlds
Creating
Evaluation
Analyzing
Applying
Understanding
Remembering
Adventure
Worlds
• Multiplayer
• Planning and decisions
• Fantasy themes
• Experience driven
• Expansive play time /
sessions
adventure worlds
Limitations
• Somewhat limited availability
• Very difficult to create yourself
• Takes time to play, including
orientation
• Play needs to occur over multiple
sessions
• Requires teacher interaction
• Themes may not relate to every
student
Adventure
Worlds
• Multiplayer
• Planning and decisions
• Fantasy themes
• Experience driven
• Expansive play time /
sessions
Students Games
Effective
Teaching &
Learning
Strategies
Improved Learning Outcomes
21st Century Skills
Educators
games in education
outcomes
the concept of applying game-design thinking to non-game
applications to make them more fun and engaging
gamification
Loyalty Programs
(redemption)
Game Design
(engagement)
Behavioral
Economics
(status/reputation)
gamification
gamification
story character goal
obstacles feedback levels
  
  
Everyone in this class is going to
receive an F . . . unless . . . you level up!
MMORPG
Massively Multiplayer Online Role Playing Game
MMOG
Massively Multiplayer Online Game
MMORPG
Elements
XP
Levels
Avatar
Guilds
Zones
Roles
Quests
Crafting
Raids
Lands
multiplayer classroom
multiplayer classroom
Marked Tree High School (Biology)
 Before - December 2009,
62% of sophomores taking
Biology were passing with a
D or higher, 10% of whom
had an A or B.
 After – December 2010,
98% of sophomores taking
Biology were passing with a
D or higher, 36% of whom
had an A or B.
 End of quarter test 1 (9 weeks of
questing)
o 2009 – students were 29% proficient or
higher on the exam
o 2010 – 68% were proficient or advanced
 End of quarter test 2
o 2009 – 31% proficient or advanced
o 2010 – 81% proficient or advanced
 Advanced
o 2009 – 3% of students scoring advanced
o 2010 – 55% of students scoring
advanced
Velencia College: United States History to 1877
 Increased engagement, but grades were only slightly
stronger
 Students were more prepared for class
 Level chart gave students their status in the class.
Previously, he believes most students didn’t know how
they were performing in the class – even some who were
passing choosing to withdrawal.
 81% did a “B” or better in preparation. Historically, that’s
50%
Robert Louis Stevenson Middle School: General Math
 Increased engagement in all activities
 Less focus on the grade
 After multiplayer classroom, 30% of students who had a
grade letter of C or below, had increased their grade to a
B or higher
create games to learn
questions & feedback
resources
• EdWeb Game-Based Learning Community
• Digital Games in Schools Handbook
• Videogames in Education Webcast Segment
• Immune Attack
• DimensionM
• iCivics
• HotShot Business
• Jason Project
resources
• Is Minecraft the Ultimate Ed Tool?
• Minecraft.edu
• The Multiplayer Classroom Book
• Gamestar Mechanic
• Harrisburg University Gaming Academy
other opportunities
Future Webinars
Using iPads and Mobile Learning in the
Classroom
Tuesday, May 21 from 3:30 PM – 4:30 PM
Changing Education with Active Learning
Wednesday, May 22 from 3:30 PM – 4:30 PM
More info and free registration: bit.ly/17BgFgg
other opportunities
LTMS 603: Engaging with Learning Activities, Games & Simulations
Learn more:
• http://www.harrisburgu.edu/learningtechnologies
• apetroski@harrisburgu.edu
Attend in Harrisburg or Online!
other opportunities
Educators’ Technology Clinics
3 days, 3 days, 1 day
9 AM to 4 PM
Using Educational Games and Gamification
July 23, 24, 25; August 6, 7, 8; October 26
9 AM to 4 PM
Harrisburg
Learn more at www.EdTechClinics.net
Attend in Harrisburg
feedback survey

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