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P-20 Digital Game- Based LearningOpportunities to Explore Innovation Dr. Joan Mazur, Director Dr. Brent Seales, Dr. Gerry Swan1,  Dexter Knight2,  Co-Directors   University of Kentucky  P-20 Innovation Lab Marty Park – Kentucky Dept. of Education Liaison Next Generation Learning Summit        September 7, 2010   Lexington, Kentucky 1University of Kentucky 2 Jessamine Career & Technology Center (JCTC) Nicholasville, KY
Why Learning with Games?  Perhaps since the beginning of time, kids have been playing and learning.  Starting with some very basic social games, like Ring Around the Rosey most children naturally gravitate toward play and playfulness.   To Play, as to Learn, is Human!
Why Learning with Games?  But games have changed over the years. Kids just a few years ago were still playing games like Candyland, Monopoloy, and Shutes and Ladders on actual game boards.   But today, kids are Digital Natives. They have grown up with technology and it is integral to their lives. Students, aged 8-18 devote an nearly 8 hours each day to usingentertainment media across a typical day (more than 53 hours a week).  
Why Learning with Games?   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. While this information may be startling, even disturbing to some, many games involve teamwork, problem solving and creative thinking!
Why Learning with Games?   Kids learn with games NOT because they are fun and entertaining.  Kids learn with games because they are interactive, engaging, build in feedback and assessment, contain proven instructional strategies and importantly build 21st Century Skills.   21st Century skills include teamwork, self-direction, problem solving, creativity, decision-making and critical thinking.
Why Learning with Games?  It is very important that teachers, parents and students work together to learn to use and choose digital games that can help them learn content and succeed at the game of life!
Principle One of Game-based Learning: Play Theory, Cycles of Learning & Engagement ,[object Object],Play requires interaction and participation  Constant cycle of action/reaction  Leads to engagement in game Same principle as good learning
Principle Two of Game-based Learning: Problem-based Learning PS is highest level of learning (Gagne, 2005)  Vehicle for all intellectual skills AND promotes transfer (Delisle, 1997)  Two critical attributes of any problem (Jonassen, 2002. The unknown (goal requires generation of new knowledge)  A value to learner in solving the problem
Principle Two of Game-based Learning: Problem-based Learning  Requires short- and long-term goal setting  Positive correlation with learning  Improves self-efficacy, which is also correlated with learning (Bandura, 1997) Games are problem solving  Have unknown & value; require short & long-term goals
Principle Three of Game-based Learning: Situated Cognition & Learning Brown, Collins, & Duguid, 1989 Congruence of learning & performance contexts Relevance and “anchoring” of knowledge in authentic contexts Improves learning (Anderson, 1995; Bower, 1981 & 1987); Clark,
Principle Three of Game-based Learning: Situated Cognition & Learning All learning in games is situated Goal (unknown) drives everything Everything learned is relevant and applied
Working with P-12 Teacher PD – Summer Academy, June 201015 teachers, all levels, several subject areas Focused on using and choosing games/learning integration  Demonstrated Hands-on Playtest – using a modified, interactive  Google Maps  ‘game board’ designed by G. Swan.
Working with P-12 Danville Independent Schools – Danville Kentucky University (DKU)  – 3rd, 4th &5th Graders – Game Design Enrichment – Upcoming 5 Saturdays Oct/Nov 2010 Teacher PD, Student Gaming w/Scratch, Parental Involvement
Working with Post-Secondary New Graduate Course – EDC 543 Digital Game-based Learning (online) Spring 2010 – UK College of Education – Mazur P-20 Innovation Lab Website Materials – under development Member, DGBL Interdisciplinary Group – University of Kentucky Partnership with Learning Games Network/Boston MIT Educational Arcade Spin-off group
How Can We Work With You? Tell us your thoughts/suggestions/concerns… THANKS!

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Digital game based lab

  • 1. P-20 Digital Game- Based LearningOpportunities to Explore Innovation Dr. Joan Mazur, Director Dr. Brent Seales, Dr. Gerry Swan1, Dexter Knight2, Co-Directors University of Kentucky P-20 Innovation Lab Marty Park – Kentucky Dept. of Education Liaison Next Generation Learning Summit  September 7, 2010 Lexington, Kentucky 1University of Kentucky 2 Jessamine Career & Technology Center (JCTC) Nicholasville, KY
  • 2. Why Learning with Games? Perhaps since the beginning of time, kids have been playing and learning. Starting with some very basic social games, like Ring Around the Rosey most children naturally gravitate toward play and playfulness. To Play, as to Learn, is Human!
  • 3. Why Learning with Games? But games have changed over the years. Kids just a few years ago were still playing games like Candyland, Monopoloy, and Shutes and Ladders on actual game boards. But today, kids are Digital Natives. They have grown up with technology and it is integral to their lives. Students, aged 8-18 devote an nearly 8 hours each day to usingentertainment media across a typical day (more than 53 hours a week).  
  • 4. Why Learning with Games?  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. While this information may be startling, even disturbing to some, many games involve teamwork, problem solving and creative thinking!
  • 5. Why Learning with Games?  Kids learn with games NOT because they are fun and entertaining. Kids learn with games because they are interactive, engaging, build in feedback and assessment, contain proven instructional strategies and importantly build 21st Century Skills. 21st Century skills include teamwork, self-direction, problem solving, creativity, decision-making and critical thinking.
  • 6. Why Learning with Games? It is very important that teachers, parents and students work together to learn to use and choose digital games that can help them learn content and succeed at the game of life!
  • 7.
  • 8. Principle Two of Game-based Learning: Problem-based Learning PS is highest level of learning (Gagne, 2005) Vehicle for all intellectual skills AND promotes transfer (Delisle, 1997) Two critical attributes of any problem (Jonassen, 2002. The unknown (goal requires generation of new knowledge) A value to learner in solving the problem
  • 9. Principle Two of Game-based Learning: Problem-based Learning Requires short- and long-term goal setting Positive correlation with learning Improves self-efficacy, which is also correlated with learning (Bandura, 1997) Games are problem solving Have unknown & value; require short & long-term goals
  • 10. Principle Three of Game-based Learning: Situated Cognition & Learning Brown, Collins, & Duguid, 1989 Congruence of learning & performance contexts Relevance and “anchoring” of knowledge in authentic contexts Improves learning (Anderson, 1995; Bower, 1981 & 1987); Clark,
  • 11. Principle Three of Game-based Learning: Situated Cognition & Learning All learning in games is situated Goal (unknown) drives everything Everything learned is relevant and applied
  • 12. Working with P-12 Teacher PD – Summer Academy, June 201015 teachers, all levels, several subject areas Focused on using and choosing games/learning integration Demonstrated Hands-on Playtest – using a modified, interactive Google Maps ‘game board’ designed by G. Swan.
  • 13. Working with P-12 Danville Independent Schools – Danville Kentucky University (DKU) – 3rd, 4th &5th Graders – Game Design Enrichment – Upcoming 5 Saturdays Oct/Nov 2010 Teacher PD, Student Gaming w/Scratch, Parental Involvement
  • 14. Working with Post-Secondary New Graduate Course – EDC 543 Digital Game-based Learning (online) Spring 2010 – UK College of Education – Mazur P-20 Innovation Lab Website Materials – under development Member, DGBL Interdisciplinary Group – University of Kentucky Partnership with Learning Games Network/Boston MIT Educational Arcade Spin-off group
  • 15. How Can We Work With You? Tell us your thoughts/suggestions/concerns… THANKS!