1. The Use of Games to Educate
Super Saturday 2008
November 1, 2008
Dru Ryan
Manager of Technology Training and Learning Resources,
Center for Professional and Organizational Development
dru.ryan@montgomerycollege.edu
2. Overview
• Workshop Goals
• To introduce the concept of social networking and games in the
classroom.
• Objectives
• Have an appreciation of learning and gaming
• Introduce the differing learning styles of digital native/millennials
• Expectations
• Be yourself
http://www.montgomerycollege.edu/departments/cpod/tutorials.htm#
3. Agenda
1. Introductions
2. Games Defined
3. Introducing Gen Y
4. Wrap Up
4. What is a Game
• … an activity among two or more independent decision makers
seeking to achieve their objectives in some limiting context.
• . . Not all games are contests among adversaries -- in some
games the players cooperate to achieve a common goal against
an obstructing force or natural situation that is itself not really a
player because it does not have objectives.
• Industrial Training
http://www.etceteraedutainment.com/cs_alcoa.php
• Virtual Heroes
http://www.virtualheroes.com/work.asp
James Gee Video
7. Agenda
1. Introductions
2. Games Defined
3. Introducing Gen Y
4. Wrap Up
8. Generational Variance in the Classroom
• The Veteran Generation -- 1920 -1933 (WWII Veterans, larger
cohort)
• The Silent Generation -- 1933 - 1946 (depression Babies, smaller
cohort)
• Baby Boom -- 1946 - 1964 (birth rate above 3.5 to 4 million a
year)
• Generation X -- 1964 - 1980 (birth rate below 3.5 million a year)
• Generation Y -- 1980 - 2000 (birth rate above 3.5 to 4 million a
year)
• Generation Z -- 2000+ (birth rate consistently above 4 million/
year)
Adopted from Generation Learning Styles by Julie Coates
Students Today Video
9. Digital Natives
• Born between 1976‐2000.
• Almost 100 million young adults between 3‐24 years old.
• Largest generation (36% of total population).
• 31% are minorities; more diverse than the adult
population.
• Have grown up in digital era surrounded by video
games, DVD, computers, cell phones, iPods, etc.
• Prefer multitasking, receiving information quickly, using many
forms of media, working together, and want learning to be
immediately relevant and applicable
10. Skills Gamers Have
• They are natural multi-taskers
• Are unafraid of making mistakes [constructivist
philosophy] … scenario based learning
• Enjoy collaboration: Web 2.0
• Are capable of non-linear Thinking
• Goal oriented, appreciate inquiry based learning,
especially via projects
• Ability to transfer lessons learned in virtual worlds to
the real world (spatial orientation, best practices,
mistake management)
• Tend to mix personal and professional
11. Video Games have been a defining part
of the Video Game Generation
• They are everywhere
– For those born before 1980s, video games are a fad
– For others, video games are far more pervasive
• Established
– People in their 20s and 30’s have never known a
time without digital games
• Emotional
– Many memories formed playing video games
• Expected
– Early career professionals believe 90% of their
colleagues play video games more than casually.
[Got Game: How the Gamer Generation is Reshaping Business Forever]
12. Lessons Games Teach: The Individuals Role
• You’re the Star
– You are the center of attention
• You’re the Boss
– The world is responsive to you . . You can choose things about
reality or switch to different experiences
• You’re the Customer and always right
– The game is designed for your satisfaction and entertainment,
opponents are tough but not too tough
• You’re an expert
– You have the experience of getting really good
• You’re a tough guy
– You can experience all sorts of crashes, suffering and death . . .
And it doesn’t hurt
[Got Game: How the Gamer Generation is Reshaping Business Forever]
13. Lessons Games Teach: How the World Works
• There’s always an answer
– You might be frustrated for a while, but you know the answer is out
there
• Everything is Possible
– You see yourself doing amazing things . . . Defeating hundreds of
people or beat the best sports team ever
• The world is a logical, human-friendly place
– Games are fair, events may be random but not inexplicable
• Trial and error is the almost always the best plan
– You can always start again
• Things are (unrealistically) simple
– You can experience all sorts of crashes, suffering and death . . .
And it doesn’t hurt
[Got Game: How the Gamer Generation is Reshaping Business Forever]
14. Lessons Games Teach: How People Relate
• It’s all about Competition
– You’re always competing . . . Even when collaborating
• We are all alone
– The game experience is basically solitary . .. Even in groups
• Young people rule
– Young people dominate gaming . . . Paying your dues takes a
short time and there is no attention paid to elders
[Got Game: How the Gamer Generation is Reshaping Business Forever]
Financial Times Article and Exercise
Read article, then discuss one way you have attempted
(or witnessed) to incorporate one of these realities in class.
15. Lessons Games Teach: What you should Do
• Rebel
– Edginess and attitude are dominant elements of the culture
• Be a hero
– You always get the star’s role . . That is the only way to get
satisfaction
• Bond with people who share your game experience
– National and cultural backgrounds take aback seat to common
experience
• Make your own way in the world
– Leaders are irrelevant and often evil; ignore them
• Tune out and have fun
– The whole experience of gaming is escapist . . . When a game is
boring, you leave
[Got Game: How the Gamer Generation is Reshaping Business Forever]
16. Benefits of Gaming
• Authentic Learning
• Makes training personally meaningful and relevant to the trainee by
showing how the trainee will use the training in the real world
• Games greatly accelerate the sequence of acitivities being simulated and
provides an immediate reward to those who make a correct decision
• Students who fail are informed of mistakes in real time and can correct the
error
• Espouse constructivism: “.. An educational philosophy founded on the
premise that by reflecting on our experiences, we construct our own
understanding of the world we live in” Iverson, “Interactive Learning
Strategies for Digital Delivery”
• Games allow the player to gain experience and create their own model for
what can be applied to life . . . Not just memorize facts.
Anthrax Scare: http://www.thepodgame.com/pod/
17. Benefits of Gaming [2]
• Encourages systems thinking
• Games are logically created and skills, strategies and ideas come together
to create success. Carefully manipulating levels, friends and foes, and
tendencies all lead to success
• Allows for a sandbox
• Games allow participants to play and make mistakes
http://www.seriousgames.org/index2.html
[poke around and try a few games]
18. Links
Students Today
http://www.youtube.com/watch?v=dGCJ46vyR9o
Social Networking and the Classroom
http://www.youtube.com/watch?v=vrmGzJKU2JQ
Web 1.0 vs 2.0
http://www.youtube.com/watch?v=YXFYkbQRgY4
James Gee on Games and Learning
http://www.youtube.com/watch?v=qGd1URORsoE
19. The Use of Games to Educate
Super Saturday 2008
November 1, 2008
Dru Ryan
Manager of Technology Training and Learning Resources,
Center for Professional and Organizational Development
dru.ryan@montgomerycollege.edu