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Slide Notes

References:
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer Wiley & ASTD.
Kapp, K. M., Blair, L. & Mesch, R. (2014). The gamification of learning and instruction field book: Ideas into practice. San Francisco: Pfeiffer Wiley & ASTD.
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Game-Based Learning

Published on Nov 28, 2015

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PRESENTATION OUTLINE

Game-Based Learning

References:
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer Wiley & ASTD.
Kapp, K. M., Blair, L. & Mesch, R. (2014). The gamification of learning and instruction field book: Ideas into practice. San Francisco: Pfeiffer Wiley & ASTD.
Photo by edna-photos

Definitions

Game

system, players, challenge, rules, interactivity, feedback, outcomes
"A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcomes often eliciting an emotional reaction" (Kapp, 2012, p. 7).
Photo by Mukumbura

Types of Games

Matching, collecting/capturing, allocating resources, strategizing
According to Kapp, Blair, and Mesch (2014), games can be loosely put into the following categories:
-Matching such as Hangman or trivia game in which the player must match knowledge he or she processes with knowledge being requested by the game.
-Collecting or capturing such as the Pac-Man or Monopoly game in which the player's goal is to collect or capture a certain number of objects.
-Allocating resources such as SimCity in which the player must balance many variables while growing the city. For example, a player assuming the role of a mayor must balance the need to build infrastructure in terms of basic utilities with the need to have education, health, parks, and leisure.
-Strategizing such as Chess in which a player is allocating resources and determining what moves to make in a manner similar to a resource allocation game; the difference is that in a strategy game the player is competing against another person for resources such as a land. In Chess, a player uses strategies against another player to make moves.


(p. 38-41)
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Types of Games 2

Building, puzzle solving, exploring, helping, role playing

-Building game such as Jenga or Minecraft in which a player tries to create an object out of given materials.
-Puzzle solving game in which a player tries to figure something out based on given clues. A good example is Clue. The puzzle is "Who did it?" and the pieces are scattered around the board and the player figure out who did what..
-Exploring games such a Scavenger hunt in which the players interact within the environment looking for items of value.
-Helping games usually involve a player to help another player to solve problems
-Role play is a game type in which a player assumes a role that he or she usually does not perform in real life such as a doctor to understand an issue or solve a problem from a different perspective.

Kapp, Blair, and Mesch, 2014, p. 38-41
Photo by Nomadic Lass

Gamification

Game-based mechanics to engage people and solve problems
“Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problem” (Kapp, 2012, p. 10).

Gamification in Education
http://edtechreview.in/news/324-examples-gamification-in-education

Example

ClassDojo

Gamification is to Game as
Part is to Whole
Piece is to Puzzle
Slice is to Pie
Steering wheel is to Car

Kapp, Blair, & Mesch, 2014, p. 56
Photo by sciencesque

Serious Game

Use game mechanics in a specific domain
"A series game is an experience designed using game mechanics and game thinking to educate individuals in a specific content domain. There are serious games for leadership, sale techniques, and other business topics as well as many serious games in the realm of healthcare” (Kapp, 2012, p. 15).

Examples: http://goo.gl/kjP11y
Photo by sickmouthy

Simulation

“Simulation is a realistic, controlled-risk environment where learners can practice behaviors and experience the impacts of decisions” (Kapp, Blair, & Mesch, 2014, p. 58).
Photo by Josh Bancroft

NASA Simulation

Second Life: Immersive Learning
Photo by janet.powell

Aldrich(2009)

Aldrich (2009)
summarized succinctly the connection among
games, simulation, and virtual worlds. According
to Aldrich (2009), games use fun and engaging
activities to provide entertainment and assist
people in learning specific ideas or skills. Simulations
which share some characteristics of games
often come with rigorously structured scenarios
to help people develop specific competencies that
can be applied to the real world. Virtual worlds
often allow multiple players in three-dimensional
social learning environments which can house
games and simulations. (Chou & Hart, 2013, p. 231)

Why Games

Kapp, Blair, & Mesch, 2014, p. 21

Creating interactivity in learning

Photo by Kalexanderson

Providing Opportunities

For deep thought and reflection
Photo by Werner Kunz

Overcoming disengagement

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Positively change behavior

Authentic Practice

4 Ways to Gamify

  • Gamify grading
  • Award students with badges
  • Integrate educational video games
  • Stir up a little competition
  • Source: Modern Educator's Blog

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Adopted from Kapp, Blair, & Mesch (2014, p. 44-45)

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