This document outlines the syllabus and weekly schedule for a course on gaming and media design for learning, including assignments such as designing a digital game, analyzing existing educational games, and discussing how games can be incorporated into classroom instruction. It introduces concepts like digital game-based learning and Bloom's Digital Taxonomy, and provides examples of existing educational games that teach various subjects in an engaging way through gameplay.
2. Gaming and Media Design for
Learning
893.628.9C
Summer Session
5/14/2013 6/18/2013
Ryan Schaaf
Assistant Professor of Technology, Notre Dame in Maryland University
Graduate Faculty, Johns Hopkins University SOE
3. Guiding Questions
What are the course assignments, expectations, and
logistics?
What would be the benefits of incorporating digital
games into the classroom?
How do teachers and students find meaningful digital
games to use in classrooms?
What are some misconceptions of DGBL?
What types of digital games are there?
8. Course Walkthrough &
Learner Profile Survey
Learner Profile Survey
http://bit.ly/2013JHUGaming1
I want to hold off on the Course
Walkthrough until the ELC becomes
available. For now, I will try to instruct
you with directions on what to do on
the temporary site.
9. What is Digital Game-Based Learning?
Digital game-based learning (DGBL) is
an instructional method that
incorporates educational content or
learning principles into video games
with the goal of engaging learners.
Applications of digital game-based
learning draw upon the constructivist
theory of education.
http://www.learnnc.org/lp/pages/4970
12. The Attraction of DGBL
mirrors how humans think and how the mind works
popularity
motivating and fun
21st century learners prefer 21st century methods of
learning
independence
game design utilizes multiple intelligences
versatile platform for learning
collateral learning in a media rich society
safe alternative to reality
collaboration and problem-solving
13. Gaming and the Mind
Computer-based games provide simulations that often
mirror cognitive functions in the brain. Humans think and
learn through experiences they have had and via
simulations they run in their heads based on those
experiences, much as if they were playing video games in
their head (Gee 2007).
Computer-based games present information in a manner
more consistent with how the human brain learns
14. Gaming and the Mind
Pleasure and Motivation
people enjoy learning new information
hard work and deep fun
Good video games give people pleasure. These
pleasures are connected to control, agency, and
meaningfulness. Good games are problem-solving
spaces that create deep learning. (Gee 2007)
17. Finding Paydirt in the Internet
Sea
Caution: Use careful
and deliberate
search terms to
narrow your search
to valid result hits.
Billions of available
browser-based
digital games.
18. Activity
Select a general concept and perform a Google or other
web engine search. Find a digital game that fits your
concept and play it. While you are playing the game:
What does the game teach?
What is the objective of the game?
What are the pros and cons of the game?
32. Oregon Settler
What can this game teach students? How might you
incorporate it into instruction?
33. Online Discussion #1
Searching for Digital Games to incorporate into
your Curriculum
During our session, you learned several strategies for finding
browser-based digital games to incorporate into instruction. In
this discussion board, identify three to five games you
previewed with web links included. How was the game play?
Will the game be useful for instruction? How will you utilize it in
a lesson?
34. Bibliography
Armstrong, T. (2003). Youre Smarter than You Think: A Kids Guide to Multiple
Intelligences. Minneapolis, MN: Free Spirit Publishing Inc.
Campbell, L. & Campbell, B. (1999) Multiple Intelligences and Student
Achievement: Success Stories from Six Schools. Alexandria, VA: ASCD
Demski, J. (2009). The WoW factor. T.H.E. Journal, 36(10), 30-35.
Gee, J.P. (2007). Good video games + good learning: Collected essays on video
games, learning, and literacy. New York, NY: Peter Lang.
Harris, K. (1986) Self-Motivating of Attentional Behavior Versus Self-Monitoring
of Productivity: Effects on On-Task Behavior and Academic Response Rate
Among Learning Disabled Children. College Park, MD, Journal of Applied
Behavior Analysis
Johnson, L., Levine, A., Smith, R., and Smythe, T. (2009). The 2009 Horizon
Report: K-12 Edition. Austin, Texas: The New Media Consortium
Prensky, M (2001). Digital Game-Based Learning. St. Paul, Minnesota: Paragon
House.
Shaffer, D.W. (2006). How computer games help children learn. New York, NY:
Palgrave Macmillian
Skurzynski, G. (1991) Almost the Real Thing. New York, NY: Maxwell
MacMillan International
Editor's Notes
#11: Early in 2012, Angry Birds had the distinction of being downloaded over 1 billion times. The executive vice president of Rovio, Andrew Stalbow provided astonishing usage figures. "In any given day, we have 20-30 million people playing our games connected. And in any given month we have up to 200 million people playing our games." (Dredge, 2012)
#12: Take the original Angry Birds, which has been used to teach physics. Developer Rovio subsequently worked with NASA on the micro-gravity used in Angry Birds Space to improve its educational value (if you can ignore the exploding pigs in vacuum). That collaboration reached a new orbit with the landing of the Mars Curiosity rover and the release the same month of an Angry Birds Space: Red Planet update with explicit links to NASA educational content about Mars. Newtons Laws Numeration Data Experimentation trial and error strategic planning, Parabola Trajectory cause and effect the scientific method, goal commitment
#33: Youve conquered the trail, now its time to tame the frontier! Experience the next step in The Oregon Trail story, where you and your family can finally settle down and build a new home in the Wild West The Oregon Trail: American Settler is a fun and addictive game stocked with heaps of engaging features to keep you entertained for hours and hours! Build the largest and greatest town the Wild West has ever seen! FEATURES: Create and manage your own frontier town Relive memorable moments from The Oregon Trail! Place hundreds of buildings, livestock and crops Customize your character with various outfits Play hunting or fishing mini-games for resources Go prospectin to uncover daily rewards Face the dangers of the Wild West: stampedes, hurricanes and more! Visit neighboring villages to gather hearts and use them to grow your village! Social Studies (history, westward expansion, factors of production, opportunity cost, technology from the past) Reading (challenging vocabulary, slang vs formal english, connect with westward expansion novels) Math (adding, subtracting large numbers in real world context, data collection, time management) Writing (narratives, persuasive writing)