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Teaching with Immersive Gaming CPD 1 The Science behind Twigging
Aims of the Session ,[object Object],[object Object]
Why is emotional engagement important? ,[object Object],[object Object]
Activity here is linked to what psychologists call “approach motivation” Of course, “Educational motivation” not always equal to approach motivation E.g. “Educational motivation” can include a desire for professional progress. The DA pathway is about a more visceral type of motivation – as in desire for sex, chocolate cake, money and short-term winnings. But we know that the response of the brain to reward can influence memory  Reward increases uptake of midbrain dopamine in the Nucleus Accumbens (NAcc) Nucleus accumbens (NAcc)
This visceral type of brain response to reward predicts declarative memory formation We do not understand the processes by which reward and declarative memory formation are related. They may involve: * direct influence on the hippocampus via dopamine (Adcock, 2006). Higher NAcc activation during encoding = greater likelihood of recall * increased attention, and so increased contextual memory R. A. Adcock,  Neuron   50 , 507 (2006)
Students appear to engage more emotionally with games than with their lessons Why are games so engaging? ,[object Object],[object Object]
So….. ,[object Object]
When reward is 50:50 uncertain, it generates maximum dopamine in the reward system: C. D. Fiorillo, P. N. Tobler, W. Schultz,  Science   299 , 1898 (2003). Dopamine in response to visual stimuli were measured in the primate brain. Some patterns, due to previous training, suggested a 100% likelihood, no chance (0%) and 50 % likelihood of receiving a reward a few seconds later. The graphs represent the dopamine response recorded between the stimulus and receiving a reward: The data suggests that 50% likely rewards generate more dopamine than either totally unexpected or totally predictable rewards.
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],So what about humans?
Do children prefer increased chance-based uncertainty of reward in a learning task? ,[object Object],[object Object],[object Object],[object Object]
As the session progressed, Mr Uncertain was increasingly more popular than Mr Certain – especially amongst boys P. A. Howard-Jones, S. Demetriou,  Instructional Science   37 , 519 (2009).
Why boys? This may be due to ovarian hormones feminising the reward system at the onset of puberty (Becker, 2009). The appeal of uncertain reward appears stronger in males. Males exhibit greater activation and functional connectivity in the reward system when playing computer games (Hoeft, 2008) Becker, J. B. (2009). Sexual differentiation of motivation: A novel mechanism? [Review].  Hormones and Behavior, 55(5), 646-654. Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger, K. E., & Reiss, A. L. (2008). Gender differences in the mesocorticolimbic system during computer game-play.  Journal of Psychiatric Research, 42, 253-258.
How does chance-based uncertainty influence classroom discourse? ,[object Object],[object Object]
Roll the dice and, if you answer the question correctly, win the points and you can roll again – or pass to the computer.  BUT: If you roll a “1”, you lose all the points for your turn, two “1”’s and lose all the points for the game If you answer incorrectly, the correct answer will be shown - remember it for next time!
[object Object],[object Object],[object Object],[object Object],[object Object]
Just a superficial effect? ,[object Object],[object Object],[object Object]
Skin conductivity changes (as a measure of emotional response) are greater for answering questions as part of a game P. A. Howard-Jones, S. Demetriou,  Instructional Science   37 , 519 (2009).
Can predicting dopamine help predict learning?  ,[object Object]
Pick a box (in which points vary like natural food sources) and answer the question to win the points
Adult participants learnt as they played:
Brain response to the points found in the boxes  predicted learning  performance but the stakes (i.e. points available) did not)  Howard-Jones, P. A., Demetriou, S., Bogacz, R., Yoo, J. H., & Leonards, U. (2011). Toward a science of learning games.  Mind, Brain and Education, 5(1), 33-41. Estimated Brain Response
For the classroom: We need to know more about dopamine in  competitive  games Striatal dopamine from players’ unexpected winnings and  competitor’s unexpected losses Competitor’s losses activate the brain Dopamine in response to the competitor’s unexpected losses may inhibit imitation which, judging by mirror neuron activity, begins prior to outcome P. A. Howard-Jones, R. Bogacz, J. H. Yoo  et al. ,  Neuroimage   53 , 790 (2010).
We are now using these ideas to explore how to use games and improve emotional engagement in the classroom T each  W ith  I mmersive  G aming (twig)
1 2 3 4 5 6 7 8 9 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 1   Beta version Question? Option 1 Option 2 Option 3 Option 4
1 2 3 4 5 6 7 8 9 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1   TWIG – the practice: ,[object Object],[object Object],[object Object],[object Object],[object Object],TWIG practice exploits the ramping up of dopamine in response to uncertain reward in learning games.

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  • 1. Teaching with Immersive Gaming CPD 1 The Science behind Twigging
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  • 4. Activity here is linked to what psychologists call “approach motivation” Of course, “Educational motivation” not always equal to approach motivation E.g. “Educational motivation” can include a desire for professional progress. The DA pathway is about a more visceral type of motivation – as in desire for sex, chocolate cake, money and short-term winnings. But we know that the response of the brain to reward can influence memory Reward increases uptake of midbrain dopamine in the Nucleus Accumbens (NAcc) Nucleus accumbens (NAcc)
  • 5. This visceral type of brain response to reward predicts declarative memory formation We do not understand the processes by which reward and declarative memory formation are related. They may involve: * direct influence on the hippocampus via dopamine (Adcock, 2006). Higher NAcc activation during encoding = greater likelihood of recall * increased attention, and so increased contextual memory R. A. Adcock, Neuron 50 , 507 (2006)
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  • 8. When reward is 50:50 uncertain, it generates maximum dopamine in the reward system: C. D. Fiorillo, P. N. Tobler, W. Schultz, Science 299 , 1898 (2003). Dopamine in response to visual stimuli were measured in the primate brain. Some patterns, due to previous training, suggested a 100% likelihood, no chance (0%) and 50 % likelihood of receiving a reward a few seconds later. The graphs represent the dopamine response recorded between the stimulus and receiving a reward: The data suggests that 50% likely rewards generate more dopamine than either totally unexpected or totally predictable rewards.
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  • 11. As the session progressed, Mr Uncertain was increasingly more popular than Mr Certain – especially amongst boys P. A. Howard-Jones, S. Demetriou, Instructional Science 37 , 519 (2009).
  • 12. Why boys? This may be due to ovarian hormones feminising the reward system at the onset of puberty (Becker, 2009). The appeal of uncertain reward appears stronger in males. Males exhibit greater activation and functional connectivity in the reward system when playing computer games (Hoeft, 2008) Becker, J. B. (2009). Sexual differentiation of motivation: A novel mechanism? [Review]. Hormones and Behavior, 55(5), 646-654. Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger, K. E., & Reiss, A. L. (2008). Gender differences in the mesocorticolimbic system during computer game-play. Journal of Psychiatric Research, 42, 253-258.
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  • 14. Roll the dice and, if you answer the question correctly, win the points and you can roll again – or pass to the computer. BUT: If you roll a “1”, you lose all the points for your turn, two “1”’s and lose all the points for the game If you answer incorrectly, the correct answer will be shown - remember it for next time!
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  • 17. Skin conductivity changes (as a measure of emotional response) are greater for answering questions as part of a game P. A. Howard-Jones, S. Demetriou, Instructional Science 37 , 519 (2009).
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  • 19. Pick a box (in which points vary like natural food sources) and answer the question to win the points
  • 20. Adult participants learnt as they played:
  • 21. Brain response to the points found in the boxes predicted learning performance but the stakes (i.e. points available) did not) Howard-Jones, P. A., Demetriou, S., Bogacz, R., Yoo, J. H., & Leonards, U. (2011). Toward a science of learning games. Mind, Brain and Education, 5(1), 33-41. Estimated Brain Response
  • 22. For the classroom: We need to know more about dopamine in competitive games Striatal dopamine from players’ unexpected winnings and competitor’s unexpected losses Competitor’s losses activate the brain Dopamine in response to the competitor’s unexpected losses may inhibit imitation which, judging by mirror neuron activity, begins prior to outcome P. A. Howard-Jones, R. Bogacz, J. H. Yoo et al. , Neuroimage 53 , 790 (2010).
  • 23. We are now using these ideas to explore how to use games and improve emotional engagement in the classroom T each W ith I mmersive G aming (twig)
  • 24. 1 2 3 4 5 6 7 8 9 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 1   Beta version Question? Option 1 Option 2 Option 3 Option 4
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Notas del editor

  1. Becker, J. B. (2009). Sexual differentiation of motivation: A novel mechanism? [Review]. Hormones and Behavior, 55(5), 646-654. Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger, K. E., & Reiss, A. L. (2008). Gender differences in the mesocorticolimbic system during computer game-play. Journal of Psychiatric Research, 42, 253-258.