1. The Power of Game
Based Learning
6-8th Grade School #6, Elizabeth NJ
2. Why Digital Games?
1. Research
Over the last decade dozens of books, articles, and essays
have proven to have positive benefits for digital games
2. Disengagement for Traditional Instruction
The “Digital Natives” now require multiple streams of
instruction, frequent quick interactions
3. Popularity
The digital gaming industry is a $10 billion dollar industry
4. Effects on Extracurricular
Activities
try new activities in the comfort of their home
learn about sport strategies and the rules of the game
develops confidence in sport skills from winning virtual
victories and are more willing to try the actual sport
raises confidence which reflect into the real game
Students are able to….
5. Guidance in the Digital Age
When?
With Whom?
Under what conditions?
Three Important Questions to Consider:
6. Digital Guidance…
The Gate Keepers…
Almost all games have parental controls
These controls must be developed when the game is
first set up
Parents/Teachers have the option to set a password
and settings
7. Purposeful Restrictions
Use game ratings to determine appropriateness
Decide who they can play/connect with online
Restrict playing with strangers
Time limits
Mindful limits
8. Games Offer Other Parental
Features …
Block: decide who children can play with
Mute: eliminate the chat option
Monitor: some games allow you to log in and check on
child’s account
Speak Up: any uncomfortable interaction can be reported to
the game administrator
9. Games Offer Situated
Cognition
Games Have:
Well established principles
Modules for learning
Students must:
Directly relate to environment in the game and then learn and
demonstrate the skills
Apply skills and practice within game
Games are learned via modeling not direct instruction
Any learning done in a meaningful context has more
relevance to learning
10. What Makes a Game
Educational?
Assimilation: using prior information to form a
hypothesis
Accommodation: being able to realize the hypothesis
is wrong and create a new one
Resolution: solve the problem
When games have these factors constantly embedded
it is said to be educational.
11. What Makes a Game Fun
Continued…
Challenge and Strategy
Different ways to win and earn points
Element of Surprise
Variations
Replay Ability
Playing the game with different outcomes each time
12. What Makes a Game
Educational?
New information
Educational information is provided in text or graphics
Memorization
Being able to recall events from previous stages in the
game
13. What Makes A Game
Educational Continued..
Context and Cognition
Putting new information into use
Gender and Ethnic Balance
Offers character gender options or language diversity
14. Types of Educational Games
Management Games
uses critical thinking and math skills to create a business
Role Playing Games
Based on exploration and quest completion
Requires reading dialog, directions, inventory, maps, and
decision making
15. Game Types Continued..
Strategy Games
Includes skills most scientists use today
Discovers how things work or don’t work
Creating something new
Replaying old history
16. Main Genre of Video Games
http://www.duelinganalogs.com/infographic/conceptual-map-of-the-main-genres-of-video-games/
17. Parent Involvement
Play Games With Your Child
Create a family experience
Connect no matter the location
Don’t be Afraid to Say No
Keep rating in mind for content
Allow Your Child to Show/Tell About the Game
Create projects using game characters to expand
learning
Example: journal from characters perspective
18. Parent Involvement
Continued…
Ask Questions
Create conversation and dialog with children
Ask higher order thinking questions using the characters
“Can you relate these heroes to any others?
Keep Gaming System in the Family Room
Games now have clans
Bonding
Locations don’t matter connect via internet
19.
20. Using Games as a Teaching
Tool…
Perseverance
Kids fail at games all the time but always try again
Students can be reminded they can pick up and keep
trying just like in a game
Acknowledging Achievement
Video games praise children for a job well done activity
points, a bonus, or unlock secrets
22. Using Games as a Teaching
Tool
Healthy Competitiveness
Independence
Kids can figure out the game with subtle hints from the
game
Piques Interest
Students are exposed to historic cultures and worlds they
don’t know
Prompts students to research further
A drive to be better
23.
24.
25. Conclusion…
Digital gaming has gained in popularity and has a large
market which can benefit education.
Games can pique students’ interests in different histories
and topics they have not been exposed to before.
Parents or teachers can set controls to ensure that students
are not exposed to questionable elements in the game.
Virtual games can offer socialization opportunities.
If selected appropriately, games can offer great educational
benefits.
26. Sources
Gibson, Jayel. “Are Video Games Educational?” Feb 28, 2008. Education.com 2006. 6/15/15
http://setonworldwide.ecollege.com/re/DotNextLaunch.asp
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imAWZn8OL2/o+hPw+c/oeQh0Lon+R+bCrJL//QAh3fcBNnKslfNDtxKwXjmN0PkpAHCfVQbhHXdybySwfwTxwNMOzXM25+eU
JNarcCR1ICP++GeNdoxwOBABhk68VAL+zFUcBcGBNT82wkB8fmGano3PUTAmnfRynjXWGrFlgoNvz3sBKZWpxhEM=
Berkowicz, Jill and Myers, Ann. “Summertime Video Gaming” Education Week, June 17, 2015, Editorial Projects in
Education. 6/15/15
http://blogs.edweek.org/edweek/leadership_360/2014/06/summertime_video_gaming.html?qs=video+game+benefits
“8 Ways Video Games Can be Educational” Education.com 2006. 6/15/15
“Do Video Games Have Parental Controls?” Education.com 2006. http://www.education.com/facts/quickfacts-
video-games/videogames-parental-controls/
Toporek, Bryan. “Sports-Related Video Games Linked to Children's Participation in Athletics” Education Week,
August 26, 2014. Editorial Projects in Education. 6/15/15
http://blogs.edweek.org/edweek/schooled_in_sports/2014/08/sports
related_video_games_linked_to_childrens_participation_in_athletics.html?qs=video+games
Notas del editor
Powerpoint must include: a sense of urgency, suggestion of changes, changes that maximize digital ages resources, using digital age to meet and exceed goals, and effective instructional practice
Pg. 1-2 Digital Based Learning It is Not Just for Digital Natives
Define digital natives/inductive reasonig