EDER 671 GROUP PROJECT - Tech Trend: Digital Game

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Trends in Digital Game Based
Learning (DGBL)
What does DGBL mean to you?
Brain Training
By Daniel Floyd
This video was taken from: http://www.youtube.com
Chocolate Covered Broccoli
Are edu-tainment games like chocolate covered broccoli?
Discussion
• How do we harness the engagement and
enthusiasm for recreational games to enhance
learning?
• Quick Facts:
– To date WoW players have spent 5.93 million years
playing online (that's 51,946,800,000 hours)
– 3 billion hours spent playing video games globally
every week
Benefits of DGBL
• Tangential learning is possible through welldesigned games.
• Games can support collaboration, problemsolving and communication in learning
communities.
• Games increase engagement as they are
designed to have the appropriate balance
between success and frustration in order to keep
players motivated to persevere. (Flow)
Benefits of DGBL
• Games often provide instant feedback and reward as
students master activities or levels, and give students
ownership and control of their own progress.
• Integrating game-based learning into the the
curriculum allows for increasing computer literacy
skills, problem solving skills and real world
applications.
• Some games require systems thinking whereby
students no longer look at things in terms of discrete
items.
Special Needs Benefits of DGBL
• "Griffiths refers to the merits associated with
using digital games with special-needs children.
For example, he cites a case where video or digital
games had a calming effect on a seven-year-old
child with autism. Griffiths also provides research
data that suggests that adolescents with
attention deficit disorder may experience
improvements in “grades, sociability, and
organizational skills” when using educational
video games" (Griffiths, 2003).
Evolution of DGBL
Evolution of GBL
•
Game based learning (GBL) has been around
for generations. It has evolved from
traditional paper and pencil games, card and
board games to include various types of
digital games.
Evolution of GBL
Non-digital
Edutainment (COTS)
Digital non-collaborative
Training/Simulation
Serious Games
•
Digital multi-player (MMO)
Alternate Reality Games
Mobile Gaming
Source: Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon
Report.Austin, Texas: The New Media Consortium.
Trends in DGBL
• Development of serious games by game
designers
• Games that have a social education
component
• Engaging learners in game design as part of
the learning process
• Alternate Reality Games
• Use of games on mobile devices
•
Source: Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon
Report.Austin, Texas: The New Media Consortium.
Considerations
• Individualized instruction
• Meeting Prescribed Learning Outcomes (PLO’s)
• Developing 21st Century literacy skills
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Let’s Play!
Critical Question
How would digital game-based learning be
useful in these context?
Pick one: (2 Min.)
- K-12
- Higher Education
- Corporate
- Special Needs
What Does DGBL Mean For learning?
This video was taken from : http://www.youtube.com
Questions?
THOUGHTS?
Today's generation of learners “think and process
information fundamentally differently than their
predecessors.” (Prensky, 2001). “Game based learning
gives teachers the opportunity to speak their language.”
(Hvidston, 2011)
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