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Technology in the classroom
        Game Theory
Introduction
• Both Katie Salen and Eric Zimmerman are
  well credentialled academically and in the
  gaming industry to look at gaming principles
  from a theoretical point of view .
Classroom implications
• As classroom practitioners we could benefit
  from looking at the principles which attract
  our students to games and try to apply the
  theory to ensure more effective learning in
  the 21st century.
The principles
•   Interaction
•   Cognitive interactivity
•   Explicit interactivity
•   Beyond the object interactivity
Interaction
• Teacher is the author of the classroom
• Teacher provides content and teaches it
• Teacher’s approach may be in conflict with
  student agenda
• The action is going on separately in the head
  of teacher and student
Examples
•   Lecture
•   Presentation
•   Video
•   Demonstration
•   Talking through examples
Question
• What can you do to provide absorbing content
  which engages student brains more
  comprehensively?
Cognitive interactivity
• Functional activity of button clicking and page
  turning
• Students are clicking on web links
• Students click on the button to get to the next
  set of information
• Students read a page
Examples
•   Web quests
•   Independently viewed presentations
•   Web research
•   Completing sets of exercises
•   Filling in spaces
Question
• What resources can you provide at the button
  clicking page turning level which will want
  them to click and turn?
Explicit interactivity
•   Participation with designed choices or activities
•   Students have their own input to consider
•   Students are creating something as they learn
•   Students can see they learn better by consulting
Examples
• Using what is learned to create a video
• Presenting what is learned to an audience
• Creating an assignment but including
  reflection and feedback
• Allowing students to act and make choices
  relevant to content and assignment
Question
• What assignments and activities can you
  provide to ensure students are using their new
  knowledge in an interactive, connected way?
Beyond the object interactivity
• This is the fan base, the merchandising the
  getting users to engage with the game in ways
  so that they identify strongly with the game.
Discussion
• You need to think about and discuss this. Do
  we need fan bases for French? Maths?
  Science? Are there ways we can do this
  ethically as classroom practitioners?
Examples
• Getting students to participate in extra curricula
  events
• Making students aware of expos, films, special
  events, competitions
• Having focus days
• Creating clubs, teams, special interest groups
• Publishing work online
Question
• Do you show how the love of the subject and
  the new knowledge can be used to connect
  with others and the real world?
Resources
•   Affective interaction design
•   Eric Zimmerman
•   Rules of play
•   A meaningful read
•   Gamelab’s hustler
Acknowledgements
• Microsoft Office 2010
• Templateswise.com
• Rules of Play

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Technology in the classroom

  • 1. Technology in the classroom Game Theory
  • 2. Introduction • Both Katie Salen and Eric Zimmerman are well credentialled academically and in the gaming industry to look at gaming principles from a theoretical point of view .
  • 3. Classroom implications • As classroom practitioners we could benefit from looking at the principles which attract our students to games and try to apply the theory to ensure more effective learning in the 21st century.
  • 4. The principles • Interaction • Cognitive interactivity • Explicit interactivity • Beyond the object interactivity
  • 5. Interaction • Teacher is the author of the classroom • Teacher provides content and teaches it • Teacher’s approach may be in conflict with student agenda • The action is going on separately in the head of teacher and student
  • 6. Examples • Lecture • Presentation • Video • Demonstration • Talking through examples
  • 7. Question • What can you do to provide absorbing content which engages student brains more comprehensively?
  • 8. Cognitive interactivity • Functional activity of button clicking and page turning • Students are clicking on web links • Students click on the button to get to the next set of information • Students read a page
  • 9. Examples • Web quests • Independently viewed presentations • Web research • Completing sets of exercises • Filling in spaces
  • 10. Question • What resources can you provide at the button clicking page turning level which will want them to click and turn?
  • 11. Explicit interactivity • Participation with designed choices or activities • Students have their own input to consider • Students are creating something as they learn • Students can see they learn better by consulting
  • 12. Examples • Using what is learned to create a video • Presenting what is learned to an audience • Creating an assignment but including reflection and feedback • Allowing students to act and make choices relevant to content and assignment
  • 13. Question • What assignments and activities can you provide to ensure students are using their new knowledge in an interactive, connected way?
  • 14. Beyond the object interactivity • This is the fan base, the merchandising the getting users to engage with the game in ways so that they identify strongly with the game.
  • 15. Discussion • You need to think about and discuss this. Do we need fan bases for French? Maths? Science? Are there ways we can do this ethically as classroom practitioners?
  • 16. Examples • Getting students to participate in extra curricula events • Making students aware of expos, films, special events, competitions • Having focus days • Creating clubs, teams, special interest groups • Publishing work online
  • 17. Question • Do you show how the love of the subject and the new knowledge can be used to connect with others and the real world?
  • 18. Resources • Affective interaction design • Eric Zimmerman • Rules of play • A meaningful read • Gamelab’s hustler
  • 19. Acknowledgements • Microsoft Office 2010 • Templateswise.com • Rules of Play