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LEARNING WITH GAMES
        making learning irresistible




                                                 Cathie Howe
               Professional Learning & Leadership Coordinator
                  Manager, Macquarie ICT Innovations Centre
Who Am I?
                      http://about.me/cathiehowe




     Professional Learning & Leadership Coordinator –
                NSWDEC, Northern Sydney

       Manager, Macquarie ICT Innovations Centre –
a collaboration between NSWDEC and Macquarie University
What should learning look like?
    Active          Authentic
                                        Fun
 Self-directed    Interest driven
                                    Differentiated
Goal orientated    Just-in-time
What could learning look like?

         • Student centred
                                                                       • Abstractness
         • Independence valued
                                                                       • Complexity (inter
         • Agile                                                        relationships)
         • Open & accepting                                            • Variety
         • Complex (rich variety of                                    • Study of people
          resources, media, ideas,
          methods, tasks)               Learning                       • Study of methods of
         • Physical/virtual           Environment       Content         inquiry
                                      Where students   What students
                                          learn           learn


                                                                           • Higher levels of
     • Real problems                                                        thinking
     • Real audiences                  Product          Process            • Creative /critical
     • Real deadlines                                                       /divergent thinking
                                                         Thinking
                                        Result of                          • Open-endedness
     • Transformations (rather                          processes
                                        learning                           • Group interaction
      than regurgitation)                              used to learn
     • Appropriate evaluation                                              • Variable pacing
                                                                           • Variety of learning
                                                                           • Debriefing
                                                                           • Freedom of choice
Maker Model
Imagine having our students being so engaged in a
   complex, goal orientated activity, that self-
  consciousness disappears and time becomes
distorted and they do it, not for external rewards
     but simply for the exhilaration of doing!
Video Game Facts

In Australia:

    92% households have a gaming device

    95% homes with children <18 have a gaming device

    47% of gamers are female

    Average age of video game players is 32

    57% of gamers play every day

    88% of parents who play games, play with their children
Key Findings DA12
Bond University/iGEA
Video games are
    increasingly
   recognised as
   becoming the
literacy of the 21st
      Century


                        Chris Swain
       Associate Research Professor
What do players attain through video games?



                              Positive Emotions

                              Relationships

                              Meaning

                              Accomplishment
                                              P.E.R.M.A
                                        Dr. Martin Seligman
What do we learn when we play,
                       design & build games?



                             Judgement,
   Problem
                              analysis &     Communication
solving skills &
                               strategic    skills & networking
 negotiation
                               thinking




                                              Improved
Narrative skills            Non–linear        attention,
& transmedia                 thinking          vision &
 navigation                  patterns         cognition
Games and Learning

What if schools implement a learning model that uses
 the intrinsic qualities of game design and play, to
         reimagine what learning might look?




    Would we harness greater human potential in
        creativity, participation and effort?
Reimagining learning through games

Core principles of how games work that can transform learning.
They:

1. Create a need to know organising learning around solving
   complex problems set in engaging contexts.

2. Offer a space of possibility through the design of rules for
   learners to tinker, explore, hypothesise and test assumptions.

3. Build opportunities for authority and expertise to be shared
   and distributed, i.e. learning is reciprocal among learners,
   mentors and teachers.

4. Support multiple overlapping pathways towards mastery


Professor Katie Salen
Myth: Gamification is just about points

                                       GAMIFICATION

                  Pointsification                  Ludification (Playfulness)

                  •   Competitive                     •   Social
                  •   Badges                          •   Skill-based learning
                  •   Scoreboards                     •   Self-directed goals
                  •   Pre-set goals                   •   Achievement based
                  •   Status icons                    •   Puzzle solving
                  •   Collections                     •   “Epic wins”



The first column contains many elements associated with gamifying but most of the
     real and engaging benefits of gamification come from the second column.

                                                                                                   Amy Jo Kim
                        http://www.globoforce.com/gfblog/2013/5-myths-about-gamification-everyone-should-know/
Do games have the power to solve the
            world’s problems?
                            What if we immersed our students
                             in designing games to tackle the
                              world’s most urgent problems?

                             What would learning look like?
                                         active
                                      self-directed
                                    goal orientated
                                       authentic
                                    interest driven
                                      just-in-time
Photo by xJason.Rogersx’s
Do games have the power to solve the
         world’s problems?

Foldit
Solve puzzles for science through folding proteins

                                                     Foldit gamers solve
                                                     an AIDS puzzle
                                                     that baffled
                                                     scientists for a
                                                     decade.




                                                     http://techland.time.com/2011/
                                                      09/19/foldit-gamers-solve-aids-
                                                        puzzle-that-baffled-scientists-
                                                                          for-decade/
Game Design Curriculum and QTF Links
Crafting a       Deconstructing
                                    Designing games           Building games           Reviewing games
backstory           games

       English            English                  English                  English                  English
 Metalanguage           Science &    Science & Technology     Science & technology     Science & technology
      Student          technology                                            Maths
                                                   Maths                                              PDHPE
     direction              Deep
                                                   PDHPE                    PDHPE            Metalanguage
                    understanding
                     Engagement      Deep Understanding        Deep understanding         Student direction
                     Higher order    Higher order thinking    Higher order thinking          Explicit quality
                         thinking                                    Metalanguage                     criteria
                                             Substantive
                    Metalanguage          communication               Substantive
                                            Metalanguage           communication
                                             Engagement               Engagement
                                        Student direction        Student direction
                                              Background            Social Support
                                               knowledge     Knowledge integration
                                    Knowledge integration           Connectedness
                                          Design Thinking          Multimodal text
                                        Creative Thinking           Computational
                                                                        Thinking
                                                                  Systems Thinking
                                                                   Critical Thinking
Pedagogical Implications: Inquiry Learning


                             Students:
                            • Pose own questions
                            • Explore answers
                            • Solve problems
                            • Jointly construct and share
                              knowledge
                            • Collaborate e.g. design

                                Inquiry learning allows students the
                                  opportunity to develop creative
                                          solutions to open
                                   ended challenges, problems
                                           and questions.
Project Based Learning (PBL)


• creates the need to know
• authentic learning activities
• begins with a driving question -
  key to arousing curiosity
• engages and empowers students
• work autonomously (usually in
  groups)
• construct their own learning
• culminates in realistic, student
  created products
• Showcase product to wide
  audience
Example: Invasion of the Shadow Plague


    A narrative based online metagame teaching students to
        design and build using Microsoft Kodu Game Lab



                                            WILL YOU SAVE US?
“What will it take to move classroom literacy
  practices and instruction into the 21st century?

 It will take teachers who are skilled, excited, passionate about the
             effective use of ICT for teaching and learning.


        It will take a curriculum that integrates new, exciting
                        literacies and instruction.


    It will take courageous and bold initiatives that include yet
  unimagined information and communication technologies and
these will result in the development of unimagined new literacies.”


Associate Professor Kaye Lowe
Example: Game Design Boot Camps

     Learning how to use technology is not enough; the heart of 21st century
    learning is about becoming a proficient and independent lifelong learner.

                                                    deconstruct
Game design offers a unique platform to                           prototype
address essential skills for learning:                 review
                                                                   iterate
                                                       design
•   creativity and innovation
•   critical thinking,
•   iterative problem solving
•   communication, collaboration
•   information, media and ICT literacy


    Shift thinking from that of
      a player to a designer.
Summary: What learning
environments should look like


                Interactive
                Provide ongoing feedback
                Grab and sustain attention
                Have appropriate and
                  adaptive levels of challenge
                Multiple pathways to success
                Agile
Contact details


catherine.howe@det.nsw.edu.au


http://au.linkedin.com/in/cathiehowe


@cathie_h
@macict


www.macict.edu.au


Macquarie ICT Innovations Centre
Building C5B, Macquarie University
NSW, 2109
Ph | 02 9850 4310 | macictsupport@det.nsw.edu.au

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2013 learningwith games_final

  • 1. LEARNING WITH GAMES making learning irresistible Cathie Howe Professional Learning & Leadership Coordinator Manager, Macquarie ICT Innovations Centre
  • 2. Who Am I? http://about.me/cathiehowe Professional Learning & Leadership Coordinator – NSWDEC, Northern Sydney Manager, Macquarie ICT Innovations Centre – a collaboration between NSWDEC and Macquarie University
  • 3. What should learning look like? Active Authentic Fun Self-directed Interest driven Differentiated Goal orientated Just-in-time
  • 4. What could learning look like? • Student centred • Abstractness • Independence valued • Complexity (inter • Agile relationships) • Open & accepting • Variety • Complex (rich variety of • Study of people resources, media, ideas, methods, tasks) Learning • Study of methods of • Physical/virtual Environment Content inquiry Where students What students learn learn • Higher levels of • Real problems thinking • Real audiences Product Process • Creative /critical • Real deadlines /divergent thinking Thinking Result of • Open-endedness • Transformations (rather processes learning • Group interaction than regurgitation) used to learn • Appropriate evaluation • Variable pacing • Variety of learning • Debriefing • Freedom of choice Maker Model
  • 5. Imagine having our students being so engaged in a complex, goal orientated activity, that self- consciousness disappears and time becomes distorted and they do it, not for external rewards but simply for the exhilaration of doing!
  • 6. Video Game Facts In Australia:  92% households have a gaming device  95% homes with children <18 have a gaming device  47% of gamers are female  Average age of video game players is 32  57% of gamers play every day  88% of parents who play games, play with their children Key Findings DA12 Bond University/iGEA
  • 7. Video games are increasingly recognised as becoming the literacy of the 21st Century Chris Swain Associate Research Professor
  • 8. What do players attain through video games? Positive Emotions Relationships Meaning Accomplishment P.E.R.M.A Dr. Martin Seligman
  • 9. What do we learn when we play, design & build games? Judgement, Problem analysis & Communication solving skills & strategic skills & networking negotiation thinking Improved Narrative skills Non–linear attention, & transmedia thinking vision & navigation patterns cognition
  • 10. Games and Learning What if schools implement a learning model that uses the intrinsic qualities of game design and play, to reimagine what learning might look? Would we harness greater human potential in creativity, participation and effort?
  • 11. Reimagining learning through games Core principles of how games work that can transform learning. They: 1. Create a need to know organising learning around solving complex problems set in engaging contexts. 2. Offer a space of possibility through the design of rules for learners to tinker, explore, hypothesise and test assumptions. 3. Build opportunities for authority and expertise to be shared and distributed, i.e. learning is reciprocal among learners, mentors and teachers. 4. Support multiple overlapping pathways towards mastery Professor Katie Salen
  • 12. Myth: Gamification is just about points GAMIFICATION Pointsification Ludification (Playfulness) • Competitive • Social • Badges • Skill-based learning • Scoreboards • Self-directed goals • Pre-set goals • Achievement based • Status icons • Puzzle solving • Collections • “Epic wins” The first column contains many elements associated with gamifying but most of the real and engaging benefits of gamification come from the second column. Amy Jo Kim http://www.globoforce.com/gfblog/2013/5-myths-about-gamification-everyone-should-know/
  • 13. Do games have the power to solve the world’s problems? What if we immersed our students in designing games to tackle the world’s most urgent problems? What would learning look like? active self-directed goal orientated authentic interest driven just-in-time Photo by xJason.Rogersx’s
  • 14. Do games have the power to solve the world’s problems? Foldit Solve puzzles for science through folding proteins Foldit gamers solve an AIDS puzzle that baffled scientists for a decade. http://techland.time.com/2011/ 09/19/foldit-gamers-solve-aids- puzzle-that-baffled-scientists- for-decade/
  • 15. Game Design Curriculum and QTF Links Crafting a Deconstructing Designing games Building games Reviewing games backstory games English English English English English Metalanguage Science & Science & Technology Science & technology Science & technology Student technology Maths Maths PDHPE direction Deep PDHPE PDHPE Metalanguage understanding Engagement Deep Understanding Deep understanding Student direction Higher order Higher order thinking Higher order thinking Explicit quality thinking Metalanguage criteria Substantive Metalanguage communication Substantive Metalanguage communication Engagement Engagement Student direction Student direction Background Social Support knowledge Knowledge integration Knowledge integration Connectedness Design Thinking Multimodal text Creative Thinking Computational Thinking Systems Thinking Critical Thinking
  • 16. Pedagogical Implications: Inquiry Learning Students: • Pose own questions • Explore answers • Solve problems • Jointly construct and share knowledge • Collaborate e.g. design Inquiry learning allows students the opportunity to develop creative solutions to open ended challenges, problems and questions.
  • 17. Project Based Learning (PBL) • creates the need to know • authentic learning activities • begins with a driving question - key to arousing curiosity • engages and empowers students • work autonomously (usually in groups) • construct their own learning • culminates in realistic, student created products • Showcase product to wide audience
  • 18. Example: Invasion of the Shadow Plague A narrative based online metagame teaching students to design and build using Microsoft Kodu Game Lab WILL YOU SAVE US?
  • 19. “What will it take to move classroom literacy practices and instruction into the 21st century? It will take teachers who are skilled, excited, passionate about the effective use of ICT for teaching and learning. It will take a curriculum that integrates new, exciting literacies and instruction. It will take courageous and bold initiatives that include yet unimagined information and communication technologies and these will result in the development of unimagined new literacies.” Associate Professor Kaye Lowe
  • 20. Example: Game Design Boot Camps Learning how to use technology is not enough; the heart of 21st century learning is about becoming a proficient and independent lifelong learner. deconstruct Game design offers a unique platform to prototype address essential skills for learning: review iterate design • creativity and innovation • critical thinking, • iterative problem solving • communication, collaboration • information, media and ICT literacy Shift thinking from that of a player to a designer.
  • 21. Summary: What learning environments should look like  Interactive  Provide ongoing feedback  Grab and sustain attention  Have appropriate and adaptive levels of challenge  Multiple pathways to success  Agile
  • 22. Contact details catherine.howe@det.nsw.edu.au http://au.linkedin.com/in/cathiehowe @cathie_h @macict www.macict.edu.au Macquarie ICT Innovations Centre Building C5B, Macquarie University NSW, 2109 Ph | 02 9850 4310 | macictsupport@det.nsw.edu.au