Showing posts with label Gamification. Show all posts
Showing posts with label Gamification. Show all posts

10/02/2011

Part II Gaming: Making It Work for Teachers and Students

Here’s a post with more questions than answers.  It’s a post that reflects learning in progress about gaming and education.

Here’s what I hear practicing teachers saying:  For the most part, they see the potential of gaming, but they face some challenges using it.  The technology is not always functioning in the class or able to support it.  When the tech does work, fitting it into the curriculum, making sure it aligns with the standards, etc. for multiple reasons is a task that is asking a lot from an underpaid and overworked group of dedicated people.  Some want one place to go to—where they are not searching all over the Internet to find resources.  In essence, these teachers want it incorporated into the curriculum they are using and part of a system. 

I also hear many teachers saying they are extremely hesitant to recommend or use online games that require passwords. This hesitancy is at all levels K-adult.  The ramifications of managing 25+ kindergarten students on more than one online site is understandable.  Yes, I’ve read multiple ways of doing this—using the same password, etc., but the reality of it is enough to turn most teachers away.  This issue persists all the way to adults.  I see it changing, but many of my adult students are hesitant to create yet another password and username.  It can lead to good discussions about security, digital footprints, etc, but is it all worth the time and effort the busy teacher asks?

Equal opportunities:  And then, there is the question, how can students access these same sites outside of class to extend their learning?  Not all students have access to the Internet at home; while other students in the same class not only have the Internet, but their own iPads.  Is it fair for the teacher to require or recommend online games or apps when only a portion of the students have access to them outside of class?  Is it fair for them to not recommend them?

old soul by FotoChronicle, on FlickrThese questions lead to other questions:  1. Perhaps a disruptive educational innovation in the hands of students and teachers is on the horizon that includes gaming, individualizing instruction and addresses some of the issues faced?  Oh, let’s throw transmedia  storytelling in there for good measure too.   2. What changes are on the horizon with text based curriculum?  See our previous discussion on this topic.   3. And then the inevitable can of worms: How does all this fit into standardized testing?  Life is interesting in part due to not having all the answers. 

As I search, here are actions I wish to pursue and encourage others to do
  • Keep searching for online and mobile games that do indeed foster positive learning experiences beyond rote memorization to developing high order thinking skills.  Use the revised version of Bloom’s Taxonomy as a measuring stick.  
  • Advocate for educational gaming that is accessible to teachers and students both inside and outside of school.  The author’s of Disrupting Class have an intriguing blog.  This article is one of several that relates to this topic.
  • (This is perhaps the hardest considering how much our teachers face and do.)  Encourage creative and innovative administrators and teachers to look beyond the curriculum.  There are some amazing opportunities out there that are not bound by textbooks or walls and that do incorporate the standards and keep individual students at the center. 
  • Promote computer science K-12.  Whenever we can put students in the role of the designer, empowering them with these tools, we are empowering them with critical thinking skills and perhaps shaping our future.        
In the meantime, when can teachers use gaming?  In the broader definition, most do.  See the low tech World Peace Game post for an example.   It can also begin with simple steps like discovering what is available.  (See links below to get started.)   Creating links to games on class websites or blogs can also be effective for providing kids safe spaces in independent work time or as an outside of school recommendation.   

Here are recommendations to get started for finding appropriate educational gaming:
Feel free to share additional resources with us!  Happy educational gaming!

*photo creditsCreative Commons Attribution 2.0 Generic License by FotoChronicle 

9/23/2011

Part 1 Gaming: Should Fun, Learning and Games Intersect in the Class?

What’s your favorite game?  Is it a good game of chess?  Are you more of a Solitaire or crossword puzzle person? Is WoW your thing?  Perhaps you prefer sports such as soccer or basketball?  Most of us have some game(s) we like.  Mine is Pinochle.  Just saying the word makes me smile.  Think of your favorite game.  Some part of you must light up.  Strategies, fun and learning all tied together in a bundle of joy, frustration and satisfaction—games.  What, the three letter f word—fun, and learning tied together?  Is it possible? Maybe it is inevitable? Erno Rubik, inventor of the Rubik’s Cube pointed out, “Our whole life is solving puzzles.”

Here’s a “playful” post with more questions than answers.  It’s a post that reflects learning in progress.  Perhaps you can relate to my background at some level?  I’ve explored online games for learning purposes as a kid, teacher and parent.  See my past post on Number Munchers, The Oregon Trail, and Lemonade StandBoowa and Kwala bring back fond memories of interacting with music and stories with my 18 month old on snowy Michigan afternoons.   I’ve set up links for my adult ESOL students and their children to game learning opportunities.  I download apps and software and use Twitter and Google + to find educational sites for my now 10 year old.  All of this I do instinctively, but WHY?  Are online and mobile games really a good way to learn?
'Kids working on their computer.' photo (c) 2010, Jim Parker - license: http://creativecommons.org/licenses/by/2.0/
I recall playing Number Munchers with such intensity that my parents had to kick me outside to play in the real world.  Is this healthy?  Was I intrinsically or extrinsically motivated?  Does gaming really lead to healthy learning? If the answers to these questions are positive, how do we as teachers fit gaming into the curriculum?  These types of questions led me and Kacey to discuss gaming and gamification.  At the end, we were both in agreement that gaming has exciting potential in education.  Here’s my take away that I plan on researching and pondering more.

Definitions matterGamification is a term I’ve seen in multiple contexts, including the business world and educationGaming extends to a wide variety of games.  Here’s my very rough breakdown of the definitions in education as I see them in my experience and at the beginning stages of research.
  1. There are games for the sake of escape.
  2. There are a lot of flashcard drill-and-kill type games and apps out there today.  They are often rewards based.  These are not the type of games we are endorsing for educational purposes, but on occasion, they may serve a purpose.
  3. The more substantive educational games encourage problem solving and extension of thinking and learning into the real world.  More recently, I’m seeing them embedded in transmedia storytelling like Inanimate Alice. (Read Gary Hayes at Personalized Media to find out more about transmedia and related topics like augmented reality.)
  4. It seems that educational gaming is stepped up a notch when students take on the role of the designer.  I’ve seen this first hand as my kid explores Sketchup.  With good reasons, computer science teachers promote programs such as Scratch for kids elementary and beyond. 
As a final thought, many of the games under each of the above categories have a social component to them.  Massively multiplayer Online Role Playing Games (MMORPG’s ) depend on this.   This info.on Digital Play is useful in defining gaming related terms in my field of ESOL.  Perhaps with some imagination and discussion, any of the above types of games can be incorporated into the classroom in a healthy learning environment, even if it means just reaching out to our students and tapping into their interests.  But there’s much more potential than just that!

Here are some of the related sites we discussed worth considering:
  • Getting Serious Games Into the K-16 Classroom  is a 2010 Google Tech Talk by Victoria Van Voorhis.  Amongst many other things, she talks about how games can fit into standards and individualize instruction.
  • The video media clip of Jane McGonigal, Alternate Reality Game (ARG) developer and author of Reality is Broken, led to good discussion about my definition 2 type gaming, games that potentially have intrinsic value, games we’d like to see fitting into to the standards, augmenting instruction.  Watch her 2010 TED Talks video Gaming Can Make A Better World! Perseverance, collaboration, and hope are a few of the many concepts in her talk that should spur conversation. 
An upcoming part II post will pull together what I hear practicing teachers saying about gaming, our takeaways as applicable to education, and site/app recommendations for extending learning with gaming in education.  In the meantime, happy gaming!

8/29/2011

Quick Byte: World Peace Game

Mother's Day this year was a pleasant day when I unwrapped and played with a sparkling new, huggable iPad.  It was a delightful experience that lasted about an hour before my daughter claimed it as her own.  I may be exaggerating a bit because I do get my time on my baby.  Amongst many things, I enjoy finding online apps and games for my kid and students.  One of my previous posts, New Twists on Oldies: Oregon Trail, Number Munchers, and Lemonade Stand, spurred conversation about gaming in education.   The result of these conversations will be highlighted in a series of upcoming posts.

This post kickstarts this series.  Out of all of the gaming in education videos I have watched recently, this following one is my personal favorite.  The irony is that there is little to no technology involved in this game.  Watch 4th grade teacher John Hunter as he discusses his World Peace Game in a 2011 TED Talk.  What do you think?
 

Here’s John’s site with a trailer for his film.   Would you call this low-tech educational gaming?  Can these same principles that are working in the World Peace Game for John, be applied to educational gaming on computers and mobile devices? What makes a game successful in education?   When,  how, and why should games be included in education? What games do you use successfully in the classroom?  These are the types of questions I hope to continue to explore.  Explore with me!

Happy viewing!

8/06/2011

New Twists on Oldies: The Oregon Trail, Number Munchers, and Lemonade Stand

Did you play the The Oregon Trail about 50 million times in a row, your heart beating fast each time as you tried to keep members in your wagon alive?  Do Number Munchers or Lemonade Stand running on a lovable Apple II bring back warm fuzzy memories?  Did your parents ever kick you off the machine, sending you pouting outside to play, because you NEEDED to hunt for food as it was a matter of life or death on the trail, or because you were glued to practicing multiples with Number Munchers and learning how to add money and think about a business with Lemonade Stand?  Perhaps you then extended those ideas in a game outside with friends.

Come on.  I know I’m not the only one out there.  Okay, I’m dating myself in this post.  (Yes, I’m also a firm believer Pac Man and Space Invaders rock.) Of course, my parents were proactive in exposing me to technology at a young age and seeing the value of educational games. 

If you identified with any of the above, read on.  The oldies are back with updated twists!  The marketing is working and a new generation can be heard playing and learning—literally.  Lemonade Stand has the same familiar tune.  Attention parents and teachers, earbuds in kid sizes are available.  Read Little Gecko’s review of these apps to get a kid's perspective.

Here are the links to the apps:  The Oregon Trail, Number Munchers, and Lemonade Stand.  No, there’s no money headed my way for this post—I’m just a sucker for nostalgic things and curious about potentials of this form of gamification learning.

Gamification.  Now there’s a word, a word worth exploring for educational purposes.  A few questions that revolve around this I would like to explore are related to rewards and intrinsic vs. extrinsic motivation.  Also I’d like to look at the possibility of putting kids in control of developing these types of games and promoting critical thinking skills with programs like Scratch and Alice.

Here’s a just for fun, somewhat related video clip to round out this post.  (Perhaps it shows sometimes in our limited free time as educators, we need to relax and lean towards the game part a bit.)