LEARNING THRU PLAY E A Games’ Next Generation of Games By Q&A Consulting Gigi Ramadan.

Slides:



Advertisements
Similar presentations
ETL339: E-Learning Is it all just smoke and mirrors... bells and whistles?
Advertisements

1. Creativity and Innovation 2. Communication and Collaboration
Inquiry-Based Instruction
Chapter 9 Assessing Constructive Learning and Problem Solving With Technology Reference: Jonassen, D. H., Howland, J., Moore, J, & Marra, R. M. (2003).
Digital Game-Based Learning Why and How it Works.
Department of Mathematics and Science
Roles of educational technology in learning
Inquiry: A Framework for Learning Pam Berger Director, SWBOCES School Library System.
Meaningful Learning in an Information Age
Project-Based Learning
Educational Technology
CONSTRUCTIVIST EPISTEMOLOGY Teaching verses Learning Barbara Truitt Beckmeyer Make Up Mini Report.
My Teacher Just Told Me Video Games Will Teach Me to Read Literacy Instruction and Video Games.
Flipping Your Online Discussions: Synchronous & Asynchronous Methods Carly Papenberg, M.A. Senior Associate Director, Instructional Design Fox School of.
BrainPOP Vs. The Climate Game Objectivist Constructivist EDIT 730 3/10/13 Michael Myers Jay Snocker.
Lynette Molstad Gorder, Ed.D. Dakota State University Madison, SD.
Constructivism and Instructional Design Are they compatible? Summary and Presentation by Anna Ignatjeva.
Rediscovering Research: A Path to Standards Based Learning Authentic Learning that Motivates, Constructs Meaning, and Boosts Success.
1 Pedagogies of e-learning Lecture-3: Learning Theories and the Practice of Instructional Design week 3- Semester-1/ 2009 Dr. Anwar Mousa University of.
Compare & Contrast Future Flight vs. First in Math Gwenanne Salkind & David Van Vleet EDIT 732  October 3, 2005.
Samira M. Bakr, PhD Academic visitor Reading University, UK 22/02/ E-Learning Conference Samira Bakr.
Compare and Contrast Assignment Objectivism and Constructivism By Sally Byrd and Susan Conrad EDIT 732, Fall 2009.
Agency and Engagement in the College Classroom: Are Instructors or Students Primarily Responsible for Motivation? Dennis Bozyk and Stewart Wood Madonna.
A Framework for Inquiry-Based Instruction through
ELearning Design After your analysis, prepare for delivery.
Distance Learning Tools: Something for Everyone Wayne Slabon, PhD Marty Westrick, MS Wade Bradt, MS Distance Learning Design & Delivery 10/29/12.
Connected Learning with Web 2.0 For Educators Presenter: Faith Bishop Principal Consultant Illinois State Board of Education
PEPE January 2008 Authentic learning for effective human services practice Dr. Alan Knowles Grant MacEwan College, Canada & Neil Ballantyne Institute for.
The Areas of Interaction are…
 VTCLA Presentation. K- K- 6 K-6 PLT 7-12 PLT.
=_A-ZVCjfWf8 Nets for students 2007.
2010 Focus on Faculty No Free Lunch: Fostering and Facilitating Active Student Participation in Online Courses.
* Research suggests that technology used in classrooms can be especially advantageous to at-risk, EL, and special ed students. (Means, Blando, Olson,
ationmenu/nets/forteachers/2008s tandards/nets_for_teachers_2008.h tm Click on the above circles to see each standard.
Problem-Based Learning. Process of PBL Students confront a problem. In groups, students organize prior knowledge and attempt to identify the nature of.
Some theoretical considerations of project based learning by Lau Kwok Chi.
By: Chantae Garrett, Michelle Cairy, Kenneth Guidry, and Raul Garcia.
Plenary Session 7: Technologies and Principles of Learning in Support of Teaching Delwyn L. Harnisch University of Nebraska, Lincoln.
Ch. 3 StudyCast SarahBeth Walker. NETS-T Standard 1  Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate.
 Gaming is an instructional strategy, that can involve a patient in a teaching and learning process. The goal for the learner is to acquire new knowledge.
The Evolution of ICT-Based Learning Environments: Which Perspectives for School of the Future? Reporter: Lee Chun-Yi Advisor: Chen Ming-Puu Bottino, R.
MJM22 Digital Practice and Pedagogy Week 9 Collaboration Tools.
Conditions for Learning Patricia Demnisky Norristown Area School District.
Situated Cognition & Cognitive Apprenticeships
Compare & Contrast Gov Online Learning Center vs. Soar Training Expert for Virtual Environments (STEVE) Crissy Clegg & Greta Ballard.
Constructivism A learning theory for today’s classroom.
Effects of an online problem based learning course on content knowledge acquisition and critical thinking skills Presenter: Han, Yi-Ti Adviser: Chen, Ming-Puu.
Christine Yang March 17, As a teacher it is critical for me to demonstrate mastery of technology teacher standards. ISTE-NETS Teacher Standards.
Problem-Solving Approach of Allied Health Learning Community.
Designing Opportunities for Learning Chapter 2 By Sheri Higgs.
Relationships in the 21 st Century Parent Teachers Students Association (PTSA) Goals, Membership, Participation.
Chapter 8 Putting It All Together DEVELOPING A TEACHING PHILOSOPHY © 2015 Etta R. Hollins.
Learning Theory Matrix Leanne Suttles 12/17/2011 Learning Theory Matrix Leanne Suttles 12/17/2011.
Unit Portfolio Presentation Helen Rape. Unit Summary Students will create a Book Trailer using a technology tool such as Animoto, Movie Maker, Photo Story.
Teaching Children About Food Safety Food Safety Professional Development for Early Childhood Educators.
Active Learning in an Interactive Classroom Kurt O’Connor IDT 600 Spring 2012.
Equipping the Next Generation for Active Engagement in Science EngagingScience.eu שילוב נושאים סוציו-מדעיים ואתיים בלימודי מדע ד"ר יעל שורץ, אתי דגן ואמיל.
Instructional Computer Instructional Computer TECH2111 Dr. Alaa Sadik Instructional & Learning Technologies Department
Charlotte Nirmalani Gunawardena, Regents’ Professor, University of New Mexico, USA PARADIGM SHIFT TO ONLINE LEARNING: FACILITATING A LEARNING COMMUNITY.
D RAFT OF F RAMEWORK OF C OLLABORATION A CTIVITIES “SEAEDUNET 2.0: D IGITAL -A GE T EACHING AND L EARNING M ODEL ”
Competency Based Learning and Project Based Learning
Lesson 3: The Roles of Technology
OSEP Leadership Conference July 28, 2015 Margaret Heritage, WestEd
Learning With Information Technology
Situated Cognitive Theory
Constructivism Piaget and Vygotsky.
Jeopardy! Game Copyright © by Sarah Wood
CS7067 E-Learning: Principles & Practice II
Engaged Plenary Patricia McGee.
Presentation transcript:

LEARNING THRU PLAY E A Games’ Next Generation of Games By Q&A Consulting Gigi Ramadan

Myst Online Contructivist Approach offers best learning and entertainment: Myst Online as a model for argument

Img source: mystjourney.com

LEARNER EXPERIENCE AND GAME PLAY Myst Online URU live is an open source massively multiplayer online adventure game Players interact with others to solve puzzles and advance the story. “…not pre-specified, information from many sources is essential. Performance is related to the process of construction.” (Ertmer, p58) Img source: mystjourney.com Img source: downloads.info

Learner choice Learner creation Learner constructs own reality LEARNING METHODS negotiated Instructional goals and objectives are negotiated, not imposed.” (Jonassen, p11) real world problems Focus on realistic approaches to real world problems rather than utilize predetermined instructional sequences.” (Jonassen, p11) Img source: mystjourney.com Img source: mmorpg.com

LEARNING METHODS communicate with others Players communicate with others using a "Ki", an artifact which provides a special interface Uncover clues and solve puzzles together Img source: mystjourney.com

LEARNING VARIABLES “Learning occurs through our interactions with the environment” (Jonassen, p6) persistently changes A world that persistently changes depending on player actions “an environment in which students can explore the ideas being learned” (Jonassen, 1996, p238) “constrained problem spaces that resemble existing problems in the real world” (Jonassen, 1996, p237) Img source: mystonline.com

INSTRUCTIONAL STRATEGIES fans access tools to create new content Gameplay created by the community “ “providing learners with the observation and manipulation tools necessary for exploring and testing objects in that part of the world” (Jonassen, 1996, p.239) Img source: mystjourney.com

LEARNING OUTCOME The ultimate goal was a continuation of the storyline and new content “And the world changed. Pulled through darkness My ears ring with emptiness Until a place enfolds me Like none I have seen. I smell the tang of ocean A gull wheels above me Water slaps wood piles Birds cry unseen…”by a player Learning allowed to form own vision of reality based on their mental processes, interpretations, experiences (Jonassen, p.9) Img source: mystjourney.com

LEARNING OUTCOME  To cooperate, collaborate and work in teams  To make effective and ethical decisions under stress  To take prudent risks in pursuit of objectives  To employ scientific deduction  To quickly master and apply new skills and information  To think laterally and strategically  To persist and solve difficult problems

TRANSFER METHODS Involvement of authentic tasks anchored in meaningful contexts and engagement of the learner in the actual use of the tools in real-world situations. (E&N) Img source: huffingtonpost.com Img source: downloads.info

ASSESSMENT METHODS – REFLECTION Journals for Reflection Forums for debate sharing and critique by peers Img source: mystomline.com “Assessment is embedded/integrated in the activity not distinct from it. (Jonassen, p12)

FEEDBACK METHODS  Immediate  Chat with team members  Comments on Blogs Img source: mystonlinecom

 Ertmer, P. A., & Newby, T. J. (1993). Behaviorism, Cognitivism, Constructivism: Comparing Critical Features from an Instructional Design Perspective. Performance Improvement Quarterly, 6(4),  Jonassen, D. H. (1991). Objectivism versus Constructivism: Do We Need a New Philosophical Paradigm? Educational Technology Research and Development, 39(3),  Jonassen, D.H. (1996). Microworld Learning Environments: Immersion in Action. In Computers in the Classroom- Mindtools for Critical Thinking (pp ). Englewood Cliffs, New Jersey: Merrill, Prentice Hall.  Duffy, T., & Cunningham, D. (1996). Constructivism: Implications for the design and delivery of instruction. In D. H. Jonassen (Ed.), Handbook of Research for Educational Communications and Technology (pp ). New York: Simon and Schuster Macmillan. REFERENCES