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MOOCS AND EDUCATIONAL GAMING BY JOHN BERGLUND DANIEL BOTTEHSAZAN SEAN BRADY.

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Presentation on theme: "MOOCS AND EDUCATIONAL GAMING BY JOHN BERGLUND DANIEL BOTTEHSAZAN SEAN BRADY."— Presentation transcript:

1 MOOCS AND EDUCATIONAL GAMING BY JOHN BERGLUND DANIEL BOTTEHSAZAN SEAN BRADY

2 WHAT ARE MOOCS? A massive open online course Free web based distance learning program Pay for accreditation 2012 year of the MOOCs

3 HISTORY OF MOOCS 2008 the term MOOCs was coined by Dave Cormier and Brian Anderson Response to a course at University of Manitoba CCK08 25 paying students and 2200 free users Connectivism and connective knowledge

4 WHERE TO GET ACCREDITED UC Berkley Stanford Harvard Johns Hopkins 5-9 weeks with a certification of completion

5 VIDEO http://www.youtube.com/watch?v=eW3gMGqcZQc

6 EDUCATIONAL GAMING Games that are designed to help people expand concepts Understanding an historical event or culture. Games types are board, card and video game

7 HOW TO LOCATE EDUCATIONAL GAMES Try the internets! http://gaming.psu.edu/ http://www.funbrain.com/ http://www.youtube.com/watch?v=30oZ7WVdheg

8 WHY GAMING? 97% of US teens play digital games on a regular basis Gaming can be described as a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome Elements of “gamification” applied to traditional teaching increase motivation or engagement

9 FIVE MAJOR CHARACTERISTICS/CLAIMS: (1) are built on sound learning principles (2) provide more engagement for the learner (3) provide personalized learning opportunities (4) teach 21stcentury skills (5) provide an environment for authentic and relevant assessment

10 GAMES ARE BUILT ON SOUND LEARNING PRINCIPLES Play is an important element for healthy child development Children learn through imaginative play Games provide an opportunity to think, understand, prepare, and execute actions Games also are built with clear goals and provide immediate feedback

11 GAMES PROVIDE MORE ENGAGEMENT FOR THE LEARNER Digital games can be more engaging than regular classroom activities Ability to sustain engagement and motivation across time A European study demonstrated that gaming increased student motivation/engagement

12 GAMES PROVIDE PERSONALIZED LEARNING OPPORTUNITIES Identifies strengths and weaknesses Develops teaching strategies based on student need Provides engaging curriculum choices

13 GAMES TEACH 21ST CENTURY SKILLS Many games take advantage of technology that is familiar to students and use relevant situations Provides the ability to interact with other learners and trained professionals Games foster collaboration, problem-solving, and procedural thinking

14 PROVIDE AN ENVIRONMENT FOR AUTHENTIC AND RELEVANT ASSESSMENT Games provide a means for quantifying knowledge level and abilities Assessment occurs as the game engine evaluates players’ actions and provides immediate feedback Assessment occurs naturally in a game: players make progress or they don’t Analytical tools rate the success of students throughout the entire range of a game

15 EXAMPLE http://player.piksel.com/player.php?p=wow8r9la

16 REFERENCES http://en.wikipedia.org/wiki/Massive_open_online_course http://en.wikipedia.org/wiki/Educational_game http://gaming.psu.edu/ http://www.youtube.com/watch?v=eW3gMGqcZQc http://researchnetwork.pearson.com/wp- content/uploads/Lit_Review_of_Gaming_in_Education.pdf http://researchnetwork.pearson.com/wp- content/uploads/Lit_Review_of_Gaming_in_Education.pdf


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