Games Galore Hope Clausman Department Chair, Psychology/Sociology/Social Work Vincennes University 812-888-4149

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Presentation transcript:

Games Galore Hope Clausman Department Chair, Psychology/Sociology/Social Work Vincennes University

Games Galore What do you expect to learn in this workshop? Wiffiti.com

Games Galore The participant in this workshop will be able to: define game-based learning; describe Universal Design for Learning (UDL) principles; explain the barriers and benefits of electronic game applications for the classroom; engage learners with electronic games; identify multiple electronic games for individual and classroom instruction; develop electronic game instructional strategies that align with academic standards and learning outcomes; and utilize computer and web-based templates to develop games.

Many persons have a wrong idea of what constitutes true happiness. It is not attained through self-gratification but through fidelity to a worthy purpose. I am only one, but still I am one. I cannot do everything, but still I can do something; and because I cannot do everything, I will not refuse to do something that I can do. Quote?

This presentation…… GamesTechnology Students Learn EngagementRepresentation Expression Universal Design for Learning (UDL)

UDL Universal Design for Learning (UDL) is a research- based framework for designing curricula—that is, educational goals, methods, materials, and assessments—that enable all individuals to gain knowledge, skills, and enthusiasm for learning. This is accomplished by simultaneously providing rich supports for learning and reducing barriers to the curriculum, while maintaining high achievement standards for all students. – Center for Applied Special Technology Center for Applied Special Technology

Universal Design for Learning calls for... Multiple means of representation, to give learners various ways of acquiring information and knowledge, Multiple means of action and expression, to provide learners alternatives for demonstrating what they know, Multiple means of engagement, to tap into learners' interests, offer appropriate challenges, and increase motivation.

Technology & Games We live in a Digital World Children growing up in this world are called Digital Natives. – Social Networking – Life Organization – Homework – Entertainment, Videos, Music, – And, GAMING………. Students have been raised on video games and expect the same level of engagement in the classroom (Pensky).

Different Learners From a practical standpoint, the profile of learners has changed (Prensky). Consider this -- today's children (who are quickly becoming tomorrow's college students and adult learners): – spend over 10,000 hours playing video games. – receive and send over 200,000 s and instant messages – spend over 10,000 hours talking on digital cell phones and over 20,000 hours watching TV (a high percentage fast speed MTV). According to Prensky, they do all of this before they ever even leave for college! As a result, he suggests, "learning via digital games is one good way to reach Digital Natives in their 'native language'" (Prensky).

Research Suggests: Games are engaging……………. Study conducted by Dr. Kurt Squire observed normally apathetic students at an inner city Boston school come to class with strategies to participate in Civilization III, a video games used as a geographic model.

Research Suggests: Games enhance learning………… The National Science Foundation funded the River City project, which is an interactive computer simulation. A study in of 1,000 students showed increases in knowledge of Biology by 32-35%. This same study showed a drop in the absenteeism by 35%.

Research Suggests: Some games are designed to enhance specific content areas…… Food Force, is a video game released by the United Nations. It is a 3D interactive video game which simulates the difficulties of dispensing aid to war zones. Within a year after its release, four million players had downloaded the game. This popularity rivals other top commercial video games.

Research Suggests: Game Ed develops collaborative games and promotes them to educational establishments. Paul Ladley of Game Ed conducted a pilot project (2011). – Primary School – 9 and 10 year olds – London All Girls School – 12 and 13 year olds Learning outcomes in the two schools: – 77.5% improvement in subject knowledge – 57% improvement in decision-making skills – 67% improvement in understanding of cause and effect – 51 % improvement in group work – Educators Find Digital Games Promising Tools in the Classroom According to National Survey

Research Suggests: A national survey of teachers who are using digital games as part of their students' instruction, released by the Joan Ganz Cooney Center at Sesame Workshop, found that digital games are becoming a consistent and valuable part of classroom activities (May, 2012).Joan Ganz Cooney Center at Sesame Workshop, Fifty percent (50 %) of K-8 teachers reported they were using digital games with their students two or more days a week, with eighteen percent (18 %) using them daily. Nearly seventy percent (70 %) of educators reported that lower- performing students engage more with subject content with use of digital games, while three-fifths reported increased attention to specific tasks and improved collaborations among all students. Teachers indicated games make it easier to teach a broad range of learners in their classroom. Sixty percent (60 %) said that using digital games helps personalize instruction and better assess student knowledge and learning. 

Research Suggests: Dr. Jeff Ertzberger conducted a survey designed to identify the attitudes about the use of video games as instructional tools and the barriers that deterred them. The study of Southeastern North Carolina Teachers revealed they want to use game but lacked the time to do so. The survey also suggested they want games which matched their curriculum and templates for games that did not require a lot of time for development (2007).

Game-Based Learning

Learning Theories Activity Theory: Games allow learners to participate and experiment in virtual, nonthreatening environments. Situated Learning: Games can safely situate learners in a variety of virtual environments. Experiential Learning: During gameplay, learners gain knowledge through direct experiences.

WHY Games? – Engaging for students – Interactive learning – Energize students – Consider different learning styles – Academic content is learned through games, regardless of whether or not they are designed for educational purposes

WHY Games? – Promote a participatory and collaborative culture – Produce opportunities for cooperative learning – Allow for interest-driven learning – Game-based learning empowers teachers to act as coaches, advisors, and producers rather than as deliverers of content

WHY Games? Individualization of content to be learned Transfer of learning Differentiate instruction; games can be played at different levels Increase motivation and promote behavioral change Anchor for communication Provide immediate feedback

WHY Games? – Physical skills are enhanced, eye-hand coordination – Complex skills can be learned such as problem solving (higher level thinking) – Expands learning opportunities Universal Design for Learning

Positive Impact Games teach social skills; foster friendships. Games teach fairness. Games preserve memory. Games teach empathy. Games teach civic behavior. Games energize. Games promote learning.

Barriers Policies and lack of administrative support Time!!!! Funding or cost $$$ of games Concern about relevance of the game to the curriculum Digital and Generational Divides

Game Implementation Know your audience! Be sensitive! Match games to different learning taxonomies Consider your objectives – Match content – Civilization (History) – Energize, Review, Compare and Contrast, etc. – Use the game for application Game may not be designed for your content but may support it – Example: generate data for spreadsheets

Amazing Space Align the Stars!

Jeopardy Password Who wants to be a ……….. Quiz Show Hollywood Squares What’s behind the box? Are You Smarter than a Fifth Grader? Family Feud Bingo Scavenger Hunt Hollywood Squares by Mark Harmon (5 th Grade Social Studies) Align the Stars by Dr. Jeff Ertzberger, Watson School of Education, UNCW PowerPoint Games

Excellent PowerPoint Game Template Sites: – – This site includes actual games, templates, and videos of how to use the game. Premium PowerPoint Game Template Site – (Dr. Jeff Ertzberger has created several games and games templates. This site is available for a low fee.)

PowerPoint Game Resources Parade of Games in PowerPoint - This site is devoted to PowerPoint games. There are a variety of templates of popular game show themes. The templates are free for educational purposes. Lee's Summit, MO R-7 School District Game Resources - This site provides a table of links to PowerPoint game templates and resources. Technology Tidbits - A Resource for Integrating Technology into Your Classroom (Leanna Prater, Lexington, KY) - This site includes multiple ideas, examples, and templates for integrating technology into the classroom. Check out the link to PowerPoint games. Parade of Games in PowerPoint Lee's Summit, MO R-7 School District Game Resources Technology Tidbits - A Resource for Integrating Technology into Your Classroom

PowerPoint MORE Game Resources Homemade PowerPoint Games - PowerPoint games can be shared and downloaded on this site which is managed by an online community of teachers, parents, students, and software developers who promote experiential learning. ( Homemade PowerPoint Games Be a Gameshow Host - Check out this wiki for a variety of PowerPoint game templates and resources. ( Be a Gameshow Host A is for Apple – More PowerPoint game templates. A is for Apple And More……………. – –

Clickers Student Response Games Many different Student Response Systems are available. These interactive tools provide opportunities to assess student learning and can also be used in game formats to engage students. Brain Quest

Online Game Generators Free options: Grade/No Grade Fling the Teacher Match-up Drag Half a Min No programming is required for this game generator. Game-o-matic is a tool for creating short, simple games.

Online Game Generators Create your own flash learning games. Free to not-for-profit organizations

Wisc-Online is a digital library of Web-based learning resources called "learning objects." The digital library of objects has been developed primarily by faculty from the Wisconsin Technical College System (WTCS) and produced by multimedia technicians who create the learning objects. WISC-ONLINE GameBuilder GameBuilder is a software system created by Wisc-Online that allows instructors and trainers to enter questions and answers into a game template. Baseball Build Your Fortune Matching Tic-Tac-Toe Jeopardy Case Study Hangman Learning Land Game Show Bingo TimeOut, Spin to Win, and Media Quiz Online Game Generators

Game created by VU Teacher Candidate Create customized online jeopardy games or use prepared templates. Online Game Generators

Online Word Games/Puzzles Create various word games and puzzles: Word Search Crossword Puzzle Word Match Word Scramble Crossword Labs This online puzzle generator allows you to make your own Cryptograms, Hidden Messages, Word Search, Letter Tiles, Mazes, Math Squares, and MORE……

Online Games

More Online Games… Math Fishing Play with multiple input devices Try the Mobi

Game Software Free Download Tux Math Tux, of Math Command, AKA TuxMath, lets kids hone their arithmetic skills while they defend penguins from incoming comets, or offers them a chance to explore the asteroid belt with only their factoring abilities to bring them through safely! Tux, of Math Command

Smart Board Games Smart Exchange – This site contains thousands of FREE resources and lesson plan for educators to use with the Smart Board. Lessons are aligned with standards and identified by grade level. Smart Express – This is the web-based version of the Notebook software. The Smart Express site allows educators and students to view, create, and interact with the Notebook software for FREE!

Smart Board Games Koosh Ball Games Sorry Game Dart Board Review Game Tomato Splat

Smart Board Games and Templates MWCSD Tech Coach Site MWCSD Tech Coach Site Teachers Love Smart Boards Teachers Love Smart Boards iSmartBoard

LEGO Games LEGO GAMES Action Strategy Adventure Creative Preschool

Cell Phone Games Answer NOW! – (text free, multiple choice or short answer responses) Race to WIN! – – Bulletin board that allow students to post a SMS response or by computer with a link. Photo Scavenger Hunt! – Use the camera feature to identify ????? – This site provides a large database of scavenger hunt ideas and an online template for developing scavenger hunts.

Scavenger Hunts Scavenger Hunts can be implemented as an individual or team project with any theme. Participants are directed to search for items, information, or photos associated with specific goals or standards. Internet Scavenger Hunts –practice problem solving, improve reading and comprehension skills, and learn how to search the Internet. – ScavengerHunt.Org - This site includes over 2,000 free, ready-to-print scavenger hunt ideas. You may also use the wizard and develop your own scavenger hunts.ScavengerHunt.Org –

Photo Scavenger Hunt Fall Rhyming Words Fall Rhyming Words

iPad/Tablet Games Over 225,000 iPad apps Multiple game apps – Educational (specific to content) – Word – Logic and Strategy – Traditional Board Games (Life, Checkers, etc.) – Card Games – Arcade – Academic and Work Skills

iPad Games Pop Math Math and Word Bingo Stack the States Electric Company Rocket Speller Brain Quest Different Subjects Spelling with Cimo Sight Words Futaba 4 Players Presidents vs. Aliens Bookworm Mationaire

Video Games What can students learn from video games? – Video games are interdisciplinary and cross nearly every subject. – Video games are future oriented. – Video games are historical and cultural. – Video games are international and promote connections around the world. – Video games promote play and fun. Bl2dE12eWpVekNhSWwtdTR5dGd4U1JSOHc#gid=0 Bl2dE12eWpVekNhSWwtdTR5dGd4U1JSOHc#gid=0

Video Games Incorporate video games into the curriculum – Language Arts - write about the experience; compare and contrast – Oral Communication - debate the impact of video games on behavior – Statistical Analysis – analyze the data collected – Driving Games – calculate mileage and gasoline cost – Creative Thought – compare super heroes; create a superhero – Research – survey opinions about video games; review different types of video games – Physical Education – movement in video games – Health and Wellness – video game addictions; therapeutic value – Psychology – applications of learning theories – Ethics, Business, Economics, History, …………………………………. Video Games in the Classroom, by David Hutchison

For information about commercial games that match to classroom subjects:

QUIZLET Review site allows for play against self or others Use premade reviews or create your own Mobile App available Space Race Game

Music Games Name that tune! Connect with topic/concept!

Sources Ablenet (ablenetinc.com) Special Education: Assistive Technology & Curriculum Solutions CAST: Center for Applied Special Technology: Ertzberger, J. (2010). Everybody wins: A teacher's guide to customizing games for any curriculum. Digital Book Edition. Gabriel, K. F. (2008). Teaching unprepared students: Strategies for promoting success and retention in higher education. Sterling: Stylus. Hutchison, David. (2007) Playing to learning: Video games in the classroom. Westport, CT: Teacher Ideas Press. Moursund, D. (2011). Play together, Learn together: Science, technology, engineering, and math. Charlotte: Information Age Education. National Center on Universal Design for Learning: Squire, Kurt. (2011) Video games and learning. New York: Teachers’ College, Columbia University.