The Use of Games to Educate
Super Saturday 2008
November 1, 2008 Dru Ryan
Manager of Technology Training and Learning Resources, Center for Professional and Organizational Development [email protected]
Overview
• Workshop Goals • To introduce the concept of social networking and games in the
classroom. • Objectives
• Have an appreciation of learning and gaming
• Introduce the differing learning styles of digital native/millennials
• Expectations • Be yourself
http://www.montgomerycollege.edu/departments/cpod/tutorials.htm#
Agenda
1. Introductions 2. Games Defined 3. Introducing Gen Y 4. Wrap Up
What is a Game
• … an activity among two or more independent decision makers seeking to achieve their objectives in some limiting context.
• . . Not all games are contests among adversaries -- in some games the players cooperate to achieve a common goal against an obstructing force or natural situation that is itself not really a player because it does not have objectives.
• Industrial Training http://www.etceteraedutainment.com/cs_alcoa.php
• Virtual Heroes http://www.virtualheroes.com/work.asp
James Gee Video
Attributes for Learning
Basic Game Types
Agenda 1. Introductions 2. Games Defined 3. Introducing Gen Y 4. Wrap Up
Generational Variance in the Classroom
• The Veteran Generation -- 1920 -1933 (WWII Veterans, larger cohort)
• The Silent Generation -- 1933 - 1946 (depression Babies, smaller cohort)
• Baby Boom -- 1946 - 1964 (birth rate above 3.5 to 4 million a year)
• Generation X -- 1964 - 1980 (birth rate below 3.5 million a year) • Generation Y -- 1980 - 2000 (birth rate above 3.5 to 4 million a
year) • Generation Z -- 2000+ (birth rate consistently above 4 million/
year)
Adopted from Generation Learning Styles by Julie Coates
Students Today Video
Digital Natives
• Born between 1976‐2000. • Almost 100 million young adults between 3‐24 years old. • Largest generation (36% of total population). • 31% are minorities; more diverse than the adult population. • Have grown up in digital era surrounded by video games, DVD, computers, cell phones, iPods, etc. • Prefer multitasking, receiving information quickly, using many
forms of media, working together, and want learning to be immediately relevant and applicable
Skills Gamers Have
• They are natural multi-taskers • Are unafraid of making mistakes [constructivist
philosophy] … scenario based learning • Enjoy collaboration: Web 2.0 • Are capable of non-linear Thinking • Goal oriented, appreciate inquiry based learning,
especially via projects • Ability to transfer lessons learned in virtual worlds to
the real world (spatial orientation, best practices, mistake management)
• Tend to mix personal and professional
Video Games have been a defining part of the Video Game Generation
• They are everywhere – For those born before 1980s, video games are a fad – For others, video games are far more pervasive
• Established – People in their 20s and 30’s have never known a
time without digital games • Emotional
– Many memories formed playing video games • Expected
– Early career professionals believe 90% of their colleagues play video games more than casually.
[Got Game: How the Gamer Generation is Reshaping Business Forever]
Lessons Games Teach: The Individuals Role
• You’re the Star – You are the center of attention
• You’re the Boss – The world is responsive to you . . You can choose things about
reality or switch to different experiences • You’re the Customer and always right
– The game is designed for your satisfaction and entertainment, opponents are tough but not too tough
• You’re an expert – You have the experience of getting really good
• You’re a tough guy – You can experience all sorts of crashes, suffering and death . . .
And it doesn’t hurt [Got Game: How the Gamer Generation is Reshaping Business Forever]
Lessons Games Teach: How the World Works
• There’s always an answer – You might be frustrated for a while, but you know the answer is out
there • Everything is Possible
– You see yourself doing amazing things . . . Defeating hundreds of people or beat the best sports team ever
• The world is a logical, human-friendly place – Games are fair, events may be random but not inexplicable
• Trial and error is the almost always the best plan – You can always start again
• Things are (unrealistically) simple – You can experience all sorts of crashes, suffering and death . . .
And it doesn’t hurt [Got Game: How the Gamer Generation is Reshaping Business Forever]
Lessons Games Teach: How People Relate
• It’s all about Competition – You’re always competing . . . Even when collaborating
• We are all alone – The game experience is basically solitary . .. Even in groups
• Young people rule – Young people dominate gaming . . . Paying your dues takes a
short time and there is no attention paid to elders [Got Game: How the Gamer Generation is Reshaping Business Forever]
Financial Times Article and Exercise
Read article, then discuss one way you have attempted (or witnessed) to incorporate one of these realities in class.
Lessons Games Teach: What you should Do
• Rebel – Edginess and attitude are dominant elements of the culture
• Be a hero – You always get the star’s role . . That is the only way to get
satisfaction • Bond with people who share your game experience
– National and cultural backgrounds take aback seat to common experience
• Make your own way in the world – Leaders are irrelevant and often evil; ignore them
• Tune out and have fun – The whole experience of gaming is escapist . . . When a game is
boring, you leave [Got Game: How the Gamer Generation is Reshaping Business Forever]
Benefits of Gaming
• Authentic Learning • Makes training personally meaningful and relevant to the trainee by
showing how the trainee will use the training in the real world • Games greatly accelerate the sequence of acitivities being simulated and
provides an immediate reward to those who make a correct decision • Students who fail are informed of mistakes in real time and can correct the
error • Espouse constructivism: “.. An educational philosophy founded on the
premise that by reflecting on our experiences, we construct our own understanding of the world we live in” Iverson, “Interactive Learning Strategies for Digital Delivery” • Games allow the player to gain experience and create their own model for
what can be applied to life . . . Not just memorize facts.
Anthrax Scare: http://www.thepodgame.com/pod/
Benefits of Gaming [2]
• Encourages systems thinking • Games are logically created and skills, strategies and ideas come together
to create success. Carefully manipulating levels, friends and foes, and tendencies all lead to success
• Allows for a sandbox • Games allow participants to play and make mistakes
http://www.seriousgames.org/index2.html [poke around and try a few games]
Links
Students Today
http://www.youtube.com/watch?v=dGCJ46vyR9o
Social Networking and the Classroom
http://www.youtube.com/watch?v=vrmGzJKU2JQ
Web 1.0 vs 2.0
http://www.youtube.com/watch?v=YXFYkbQRgY4
James Gee on Games and Learning
http://www.youtube.com/watch?v=qGd1URORsoE
The Use of Games to Educate
Super Saturday 2008
November 1, 2008 Dru Ryan
Manager of Technology Training and Learning Resources, Center for Professional and Organizational Development [email protected]