Digital Game-Based Learning

Published on Nov 18, 2015

Digital Game Based learning

PRESENTATION OUTLINE

Digital Game-Based Learning
Bowie State University
Kathryn Procope
EDAD 840
Dr. Dionne Curbeam

Photo by tjmwatson

What is

digital game based learning?
Photo by kaezenovka

What is Digital Game-Based Learning (DGBL)?

  • Encompasses defined learning objectives are achieved through digital game play
  • DGBL contains an instructional design methodology that requires the player to absorb, do, connect/apply the content
  • DGBL provides experiential learning experiences
  • DGBL provides feedback and assessment

What is Digital Game-Based Learning (DGBL)?

  • Encompasses defined learning objectives are achieved through digital game play
  • DGBL contains an instructional design methodology that requires the player to absorb, do, connect/apply the content
  • DGBL provides experiential learning experiences
  • DGBL provides feedback and assessment
  • DGBL encourages the learner to seek additional material on the subject outside game play or requires outside research to play the game better.

What is Digital Game-Based Learning (DGBL)?

  • Encompasses defined learning objectives are achieved through digital game play
  • DGBL contains an instructional design methodology that requires the player to absorb, do, connect/apply the content
  • DGBL provides experiential learning experiences
  • DGBL provides feedback and assessment
  • DGBL encourages the learner to seek additional material on the subject outside game play or requires outside research to play the game better.

What is Digital Game-Based Learning (DGBL)?

  • DGBL encourages the learner to seek additional material on the subject outside game play or requires outside research to play the game better.

Game Based Learning is not New!
Remember
Sesame Street

Photo by smithco

Game Based Learning is not New!
Remember Where in the World is Carmen Sandiego?

Why is DGBL Trending?

Photo by MizzD

1. Students today are "Digital Natives", the Millennial Generation learn differently
2. They multi-task
3. They are ICT (Information and Communication Technology) literate
4. Game play intrinsically motivates and promotes self-efficacy
5. Game play promotes a desire to learn and succeed
6. Students today do not learn in a linear format and thrive in discovery based student-centered learning

Photo by Doha Sam

Why is DGBL trending?

1. Students today are "Digital Natives", the Millennial Generation learn differently
2. They multi-task
3. They are ICT (Information and Communication Technology) literate
4. Game play intrinsically motivates and promotes self-efficacy
5. Game play promotes a desire to learn and succeed
6. Students today do not learn in a linear format and thrive in discovery based student-centered learning


Photo by niallkennedy

Statistics on Who is Playing Video Games based on Pew Research

Photo by Great Beyond

How is DGBL Being Implemented?

How is DGBL Being Implemented?

Instructional Implementation of DGBL
- Students build games from scratch
- Educators build the games used to teach students
-Integration of Commercial of the Shelf Games into curricula

Students as Game Designers

Teachers Design Games and Integrate DGBL into Curricula

Teacher Developed DGBL

- The Education Arcade
//education.mit.edu

Teacher Developed DGBL

- The Education Arcade
//education.mit.edu

Teacher Developed DGBL

- The Education Arcade
//education.mit.edu

Challenges

to digital game based learning

DGBL Challenges

  • Assessment
  • Consistent implementation
  • Adjusting for student learning style
  • Professional development for teachers
Photo by mortimer?

Who is studying

digital game based learning?
Photo by -Snugg-

mark prensky

  • Students have radically changed
  • Students today are digital natives - they were born with technology
  • Teachers of digital natives are digital immigrants - they must adapt to their environment
  • "Yesterday's education for tomorrow's kids"
Photo by kevin dooley

Mark Prensky

  • Connecting digitally is the new norm
  • Books by Prensky
  • "Don't Bother Me mom I'm Learning"
  • Digital Game based Learning
  • From Digital Natives to Digital Wisdom
  • Brain Gain: Technology and the Quest for Digital Wisdom

Mark stansfield and thomas connoly

  • Looked at the educational issued in online learnin
  • Lack of face to face contact
  • Students are no longer passive learners - paradigm shift for teachers
Photo by DELLipo™

mark stansfield and thomas Connolly

  • Game designers should design learning tasks that are detailed and engaging to the learner
  • Games must be flexible in terms of learner access
  • Learning outcomes must be specific
  • Questions, feedback and assessment are critical

Where is DGBL

being implemented today?
Photo by Danny Choo

Quest to Learn Public School

New York City
Photo by Sergio Lora

conclusions

  • DGBL is project based learning and will provide meaningful learning experiences for students
  • Proper planning before implementation
  • Professional development for teachers
Photo by Camil Agapie

References

Photo by Monica's Dad

Ferdig, Richard E., and Jeff Boyer, “Can Game Development Impact Academic Achievement?” T.H.E. Journal, October 1, 2007, http://thejournal.com/articles/21483 (accessed February 6, 2008).



Gee, James P., What Video Games Have to Teach Us About Learning and Literacy (New York, NY: Palgrave Macmillan, 2003).



McLester, Susan, “Game Plan,” Technology and Learning, October 15, 2005, http://www.techlearning.com/story/showArticle.jhtml?articleID=171202908 (accessed February 6, 2008).



Page, John, “Nine Excellent Reasons for Technology in Education,” Technology and Learning http://www.techlearning.com/showArticle.php?articleID=196604531, (accessed February 6, 2008).



Prensky, Marc, Digital Game-Based Learning, (St. Paul, MN: McGraw Hill, 2001).

Prensky, Marc, “Digital Natives, Digital Immigrants,” (pdf) http://www.marcprensky.com/writing/Prensky%20-%20

Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf (accessed February 6, 2008).



Prensky, Marc, Don’t Bother Me, Mom—I’m Learning, (St. Paul, MN: Paragon House, 2007).



Schaller, David, Minda Borun, Steven Allison-Bunnell, and Margaret Chambers, “One Size Does Not Fit All: Learning Style, Play, and Online Interactives,” Museums and the Web 2007: Proceedings, 2007, (pdf) http://www.eduweb.com/OneSizeDoesNotFitAll.pdf (accessed February 6, 2008).



Wilson, Lee, “Getting It Wrong: Slaying Myths About Video Games (Part 1),” Technology and Learning, September 15, 2007, http://www.techlearning.com/showArticle.php?articleID=196604665 (accessed February 6, 2008).



Wilson, Lee, “Getting It Wrong: Slaying Myths About Video Games (Part 2),” Technology and Learning, October 15, 2007, http://www.techlearning.com/showArticle.php?articleID=196604734 (accessed February 6, 2008).