The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.
6. Today, 8-18 year-olds devote an
average of 7 hours and 38 minutes (7:38)
to using entertainment media across a
typical day (more than 53 hours a
week).
And because they spend so much of that
time ‘media multitasking’ (using more than
one medium at a time), they actually
manage to pack a total of 10 hours and
45 minutes (10:45) worth of media
content into those 7½ hours.
7. Number of minutes per week that
parents spend in meaningful
conversation with their children: 3.5
8. Hours per year the average American youth
spends in school: 900
Hours per year the average American youth
watches television: 1500
9. Number of murders seen on TV by the time an average child
finishes elementary school: 8,000
Number of violent acts seen on TV by age 18: 200,000
10. The average gamer will have played 10,000 hours by
age 21 with 99 percent of male gamers (94 percent for
females) under the age of 18 playing five days a week.
11. The average young person racks up 10,000 hours of gaming by the
age of 21 -- or 24 hours less than they spend in a classroom for
all of middle and high school if they have perfect attendance.
12. It's a remarkable amount of time we're investing in
games. 5 million gamers in the U.S., in fact, are
spending more than 40 hours a week playing games --
the equivalent of a full time job!
13. Reading. Over the past 5 years, time spent
reading books remained steady at about :25 a
day, but time with magazines and newspapers
dropped (from :14 to :09 for magazines, and
from :06 to :03 for newspapers).
The proportion of young people who read a
newspaper in a typical day dropped from 42%
in 1999 to 23% in 2009. On the other hand,
young people now spend an average of :02 a
day reading magazines or newspapers online.
14. Media and homework. About
half of young people say they
use media either “most” (31%)
or “some” (25%) of the time
they’re doing their homework.
15. Rules about media content. Fewer
than half of all 8- to 18-year-
olds say they have rules about
what TV shows they can watch
(46%), video games they can play
(30%), or music they’re allowed to
listen to (26%). Half (52%) say
they have rules about what they
can do on the computer.
16. Gender gap. Girls spend more time than
boys using social networking sites (:25 vs.
:19), listening to music (2:33 vs. 2:06),
and reading (:43 vs. :33).
Boys spend more time than girls playing
console video games (:56 vs.: 14),
computer games (:25 vs. :08), and going to
video websites like YouTube (:17 vs. :12).
17. Tweens and media. Media use
increases substantially when children
hit the 11-14 year-old age group, an
increase of 1:22 with TV content,
1:14 with music, 1:00 using the
computer, and :24 playing video
games, for total media exposure of
11:53 per day (vs. 7:51 for 8-10
year-olds).
18. Texting. 7th-12th graders
report spending an average
of 1:35 a day sending or
receiving texts. (Time
spent texting
is not counted as media use
in this study.)
19. Product of the Environment
Video games
Computers
Email
Generation
X
The Web
Multiple,
mobile
devices
Instant
messaging
Online
communities
MillennialsBaby
Boomers
TV generation
Typewriters
Memos
30. 21st Century Learners
• have had technology forever
• have found new processes for
critical thinking
• have embraced the concept of
change
• have managed to strike fear into
previous generation
31.
32. We have learned to
“play school.” We
study the right facts
the night before the
test so we achieve a
passing grade and
thus become a
successful student.
– A high school student
33. “...how many
educators are
able to keep
the undivided
attention of 5th
graders multiple
hours straight
without a
break...and yet
video games
manage to do
so...”
35. There is always
an answer
There is always a problem(s)
that has a solution(s) which
lead to an end result -- the
object of the game.
Video games
are fair.
36. There is always
an answer
A correct answer will give you
information which will be useful in
reaching the goal; thus you must
persevere to find a correct answer.
The answer is
rarely obvious.
The answer is always relevant.
37. You might be frustrated for
a while and you may need
help in finding it, but it is
always there. Cheats (hints)
are built into the program
and are part of the
resources available to you.
There is always
an answer
Cheats are OK, because you
are learning (gaining valuable
information) as you move
forward toward the goal.
38. In schools, the answer is
given to you; it is often not
linked to anything relevant.
There is only one right
answer and one right way to
get there and cheats are
not to be tolerated!
There is always
an answer
Students rarely,
if ever,
associate
fairness with
schools.
39. Nothing is
impossible
You have the power
to control your
destiny. You can
accomplish anything
you want, and
therefore you are
motivated.
In any game, you have
the tools and the talent
to be successful on your
own, or you may connect
with someone who has
the information you need
in order to move forward
(collaboration).
You see yourself and your
friends do amazing things
such as save the world from
terrorists or alien invasions,
create thriving civilizations,
and manage a successful
small business.
40. Competition &
Collaboration
Competition and collaboration
are symbiotic rather than
mutually exclusive concepts.
Competition is inherent in
game structure.
Competition is the
motivating
factor
Competition does not
eclipse collaboration; in
fact, collaboration is
often an integral part of
furthering your success.
41. Roles are
clear
You understand
the rules, the
tools at your
disposal and you
are willing to
take the risks.
In games, roles are
clearly defined. You
choose your role and
understand its powers
and limitations.
42. At the secondary
level, a child may
have several teachers
a day who all have
different definitions
of the child's role
depending on the
activity chosen or the
concept being taught.
Roles are
clear
In schools, the roles are not
as clear. The child's role of
“student” is defined at the
discretion of the teacher.
43. Roles are
clear
If a child comes into the learning
environment with an identity that is
contrary to the role the teacher is
asking them to perform, he or she will
not be successful. Thus, a child with a
history of failure in math may have
difficult time accepting the role of
“math student.”
44. They dominate
their culture
Their experience
tells them that
with patience and
perseverance, they
will succeed.
They are the stars in
their own adventure.
They are responsible for
their own success.
45. Games vs.
Schools
Compared to the classroom,
games are empowering,
motivating, individualized
differentiated learning
environments with set rules which
value the efforts of the
individual child.
Games are
challenging and
motivating.
46. Games vs.
Schools
The structure is
apparent; the rules
are clear and
unambiguous; and
your role in the
game is well
defined. The goal
is always
attainable.
Games offer the child a
shared experience with their
peers in a collaborative
environment. They are a
platform for problem solving.
47. Games are
rule-based
Consequences of player
behavior are clearly
either positive or
negative. If there is a
disagreement about the
rules of the game, the
game is stopped until
the disagreement has
been resolved.
The rules are applied equally
to each player. The rules of
the game have to be
sufficiently well-defined so
there is no room for individual
interpretation.
48. Games are
rule-based
In schools we tend to consider
our classrooms rule-based.
However, the teacher is the
keeper and the interpreter of
the rules.
The teacher
chooses the game.
The teacher makes the rules
and can change the rules at
will, either for the class or for
the individual.
The game
continues even
when rules are
broken.
49. Player effort influences
The game outcome
Yet these are the same
students who spend hours
playing games which they
find relevant, challenging
and fun.
The amount of energy
the player puts into the
game invests the player
with the outcome.
Teachers are
frustrated with the
lack of effort students
are putting into their
assignments and
coursework.
50. The Bad News!
Educators have been slow to pick up on this fundamental shift in the
way the video game generation learns. They know something is very
different in the classroom; they just can't pin point what it is.
Teachers are
frustrated by
their inability to
connect with
students.
51. The Bad News!
We are dealing with a
new, rapidly growing
culture that refuses
to be force fed a
“canned education.”
This attitude is a slap in
the face to our
traditional educational
system, but it is a fact
and it is not going to go
Apathetic students are
willing to be in school,
perhaps, but motivated only
by their parents, their
friends or the law. Even
though they are physically in
attendance, they are not
engaged in the “game” we
call school.
52. The Bad News!
The structure of the
game molds the gamers‘
experiences, leading to a
different way of looking
at the world and, given a
certain situation,
determining how best to
interact. Teachers who
are not gamers do not
live in the same world
and therefore cannot see
the possibilities.
53. The Bad News!
The gamers are trying
to send a message to
their teachers and to
the educational system
as a whole. Clearly,
teachers are going to
have to rethink how
they present material
in the classroom.
54. Kids will walk away
from homework because
it is “too hard.”
55. Kids will walk away from a
computer game because it is
“too easy.”
56. “Work is all
that a body is
obliged to do.
Play is all that a
body is not
obliged to do.”
Tom Sawyer, Mark Twain
57. Why Games Engage Us
Fun
Play
Rules
Goals
Interactive
Outcomes & Feedback
Adaptive
Win states
Conflict, competition
Problem solving
Interaction with people
Representation & Story
Enjoyment and Pleasure
Intense involvement
Structure
Motivation
Doing
Learning
Flow
Ego Gratification
Adrenaline
Creativity
Social Groups
Emotion
58. Games and Learning
• Learning by doing
• Learning by thinking and strategizing
• Learning by collaborating
• Learning by establishing shared values
• Learning by persistent engagement
• Learning by experiencing…being immersed
in a role, being bound to the rules and
values of an environment (situated
learning!)
59. Life Lessons from Video Games
• Cause and effect
• Long term winning versus short term gains
• Order from seeming chaos
• Second-order consequences
• Complex system behaviors
• Counter-intuitive results
• Using obstacles as motivation
• The value of persistence
60.
61. Learning Principles from
Good Games
• You take on an identity to see things in a
new way.
• Interaction is ongoing and essential.
• Players are producers…not just
consumers.
• Players are encouraged to take risks,
explore, and try new things.
• Players can customize the game to match
their style.
62. • Players have a sense of agency…ownership
in what they are doing.
• Well-ordered problems
• Cycle of expertise (challenge, routine developed,
new challenge, new routine…)
• Just in time or on demand information
• Situated meaning (they experience what something
means…not just told)
• Pleasantly frustrating
Learning Principles from
Good Games
63. • Systems thinking is encouraged (look for
relationships)
• Explore, think laterally, rethink goals
• Smart tools and distributed knowledge
(Players learn to use tools and team)
• Cross functional teams
• Performance before competence (opposite of
most classroom experiences)
Learning Principles from
Good Games
64. Clark Quinn’s Principles of Educational Simulations
1. Theme - a setting and context
2. Goal - a clear goal that can guide the student
actions and it should be tied into the story
3. Challenge - challenging but not overwhelming
goal
4. Action-Domain Link - decisions in the context
of the story
5. Problem-learner Link - matches the learner
interests
6. Active - frequent actions required
7. Feedback - quick feedback on decisions
8. Affect - emotion – often through
unpredictability
Quinn, C. (2005). Engaging Learning: Designing E-learning Simulation Games. San Francisco:Pfeiffer.
65. The Future
1. Video games / simulations will have a
significant impact upon learning in the
next 5 years that will be verified by hard
data.
2. Games and simulations will transform
learning in the next 10-15 years.
3. Institutions prepared to develop and use
these simulations will have an edge.
4. There will be need to teach with, develop,
and learn from these games and
simulations.
66. “For the first time in
history, we are no longer
limited by our teachers’
ability and knowledge.”
– Mark Anderson
67. If the games generation are Digital
Natives, what does that make the older
generations – those who make or buy
the e-Learning that the Digital Natives
use?
One way to think of them is as “Digital
Immigrants.” They came to the digital
shores later in life, and they had to
learn to cope with digital technology as
adults.
68. The most important things to
remember are:
• multi-player
• creative
• collaborative
• challenging
• competitive
– a high school student
71. 1. Doing and reflecting
2. Appreciating good design
3. Seeing interrelationships
4. Mastering game language
5. Relating the game world to other worlds
6. Taking risks with reduced consequences
7. Putting out effort because they care
8. Combining multiple identities
9. Watching their own behavior
10. Getting more out than what they put in
11. Being rewarded for achievement
12. Being encouraged to practice
13. Having to master new skills at each level
14. Tasks being neither too easy nor too hard.
15. Doing, thinking and strategizing
16. Getting to do things their own way
17. Discovering meaning
18. Reading in context
Why We Learn From Games
72. 19. Relating information
20. Meshing information from multiple media
21. Understanding how knowledge is stored
22. Thinking intuitively
23. Practicing in a simplified setting
24. Being led from easy problems to harder ones
25. Mastering upfront things needed later
26. Repeating basic skills in many games
27. Receiving information just when it is needed
28. Trying rather than following instructions
29. Applying learning from problems to later ones
30. Thinking about the game and the real world
31. Thinking about the game and how they learn
32. Thinking about the games and their culture
33. Finding meaning in all parts of the game
34. Sharing with other players
35. Being part of the gaming world
36. Helping others and modifying games, in addition to just playing.
73. • visual selective attention
• multiple task processing
• rule understanding
• strategy
• morality
• ethics
• identity
• flow
• traditional literacy
• digital literacy
• new media literacy
• concentration
• social skills
What We Learn from Games
74. • stress relief
• scientific thinking
• intellectual development
• affective development
• social development
• transfer
• comprehension skills
• academic skills
• strategies & procedures
• use of symbols
• problem solving
• sequence learning
• deductive reasoning
What We Learn from Games
75. Gettysburg
The New World
Civilization III
Pharaoh
Medieval Total War
Viking Invasion
Rampage Across Britain
Stronghold Crusader
Caesar III
The Age of Kings
The Age of Empires
The Rise of Nations
Shogun
Qin
History
Emergency Room
Emergency
Emergency EMT
Vet Emergency
Roller Coaster Tycoon
Airport Tycoon
Cruise Ship Tycoon
Big Biz Tycoon,
Roller Coaster Tycoon
Mall Tycoon
Startup
Theme Park Tycoon
Zoo Tycoon
Restaurant Empire
Job Simulation
Resource Mgmt
Business
Physicus
Chemicus
Green Globs and
Graphing Equations
Math-Science
Commercial-off-the-Shelf (COTS) Games
Virtual Leader
Trader
Objection!
Strategy Co-Pilot
Marketing Co-Pilot
Sales Co-Pilot
Virtual U
76.
77. So how do we create Digital Game-Based Learning ? Some think it is
through the addition of expensive, eye-catching, game-like graphics. In the
games world, this is known as “Eye-candy.” But just adding eye candy to
traditionally e-learning is not going to make it into Digital Game-Based
Learning . In fact, it is likely to be an expensive mistake. What we need to
add instead, is something called…
80. OUR JOB IS TO
COMBINE
GAME PEDAGOGY
WITH
THE CURRICULUM
81. Fifteen Principles of Gaming
• Risk-taking: Good video games lower the
consequences caused from failure. Risks
are encouraged.
• Customization: Games provide different
difficulty levels and allow players to solve
problems in different ways.
• Agency: Players gain a sense of ownership.
82. • Well-Ordered Problems: Problems
players face are built to lead players to
form strategies that will work later, on
harder problems.
• Challenge and Consolidation: Games allow
players to gain mastery, then requires
them to learn something new and
consolidate their skills.
• “Just-in-Time” and “On Demand”:
Games give verbal commands versus
written.
83. • Situated Meanings: Games always situate
meanings of words in terms of actions,
images and dialogue.
• Pleasantly Frustrating: Game are “doable”
but challenging.
• System Thinking: Games encourage
players to think about relationships, not
isolated events.
84. • Explore, Think Literally, Rethink Goals: Games
encourage players to explore thoroughly before
moving on, thinking laterally not just linearly.
• Smart Tools and Distributed Knowledge:
Players often work with other characters to
complete the game, knowledge and tools are
shared.
• Cross-Functional Teams: Many games require
players to be apart of multiplayer teams.
86. So what are positive side effects?
Kids who play games with their parents feel a stronger connection with them
and also perform better in school
Playing "pro social" games like Super Mario Sunshine where you help out the
world makes you three to four times more likely to help others in real life
As far as music games, 67 percent of respondents in a pool of 7,000 reported
inspiration to play an instrument in real life after playing a music game.72
percent of musicians reported spending more time playing real instruments
after playing music games
Playing as an attractive, heroic character in a video game for 90 seconds will
make players more confident for the next 24 hours. More likely to put
themselves out there.
The second most positive mental activity in soldiers was found after they
played games for three to four hours. The most positive activity came from
five to six hours of daily exercise
Gamers are more likely to have lucid dreams and are more likely able to take
control in nightmares for positive outcomes