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Motivating Students with
      Math Games




       Doug Adams
         ALTEC
     dadams@altec.org
PowerPoint
http://slideshare.net/dadams.altec
Laser Sonic Spy

Using a protractor

Reading a protractor

Estimation

Angle of reflection/
angle of approach



        http://matrixgames.altec.org/
Why Games?

   21st Century Skills
The Millennial Generation
•   Millennials
•   Generation Y
•   N-Gen, Generation Next
•   Digital Natives
•   Oyayubizoku ( 親指族 )
    “Thumb Tribe”

“Kids say e-mail is, like, sooooo dead.”
– CNET News, July 18, 2007
The Millennial Generation
“Today’s students are no
  longer the people our
  educational system was
  designed to teach”
  – Mark Prensky
Characteristics of Digital
               Natives
•   Active
•   Multi-tasking
•   Non-linear thinking
•   Ubiquity
•   Technical Fluency
•   Feedback
•   Individualization
•   Risk-taking
•   Collaborative
Tapping into 21st Century Learners!

  Henry Jenkins               James Gee




                  2:30-3:30
Why Games?

Brain Research


The brain developed to solve
  problems related to surviving in an
  unstable outdoor environment that
  occur in near constant motion.
   – John Medina, Brain Rules
Why Games?

Brain Research

If you wanted to create an
   educational environment that
   is directly opposed to what
   the brain is good at doing,
   you would probably design
   something like the modern
   classroom.
  – John Medina, Brain Rules
Patterns
The human brain loves patterns. We see
 patterns all around, in everyday life, in
 nature, in manmade objects.




We see patterns even when they don’t exist
Emotion
• Our brains work best when there are
  emotions involved
  – Excitement
  – Engagement
  – Enthusiasm
  – Exploration

  – Frustration
Collaboration
Our brains want to work with others
Games…
…provide structured
 patterns

…create emotional connections

…encourage
 collaboration
“Better theories of learning are embedded
  in the video games many children play
  than in the schools they attend.”

  – James Paul Gee
    What Video Games Have to Teach
    Us About Learning and Literacy
What kinds of theories?
•   Student-centered learning
•   Peer teaching
•   Scaffolding
•   Feedback
•   Problem-solving
•   Empathy, role-play
•   Collaboration
•   Practice
•   Development of expertise
Frustration and Flow
Flow: the mental state of operation in which
the person is fully immersed in what he or she
is doing by a feeling of energized focus, full
involvement, and success in the process of
the activity. (Mihály Csíkszentmihályi)




                               Is good for a player when they learn that their
                               failure will never depend on luck, it's all because
                               they strived, learned and finally succeeded. And
           5:20                at the end, all the fun from this type of game
                               comes down to the joy of learning (
                               Gamasutra: The Art and Business of Making Games
                               )
Concerns about Games
• They cause violence
• They are just for boys
• They are just for kids
Scientific American
A pernicious excitement to learn and play _____ has
  spread all over the country, and numerous clubs for
  playing this game have been formed in cities and
  villages. Why should we regret this? It may be asked.
We answer, _____ is a mere amusement of very inferior
  character, which robs the mind of valuable time that
  might be devoted to nobler acquirements, while it affords
  no benefit whatever to the body.
_____ has acquired a high reputation as being a means to
  discipline the mind, but persons engaged in sedentary
  occupations should never practice this cheerless game;
  they require out-door exercises—not this sort of mental
  gladiatorship.
Scientific American, July, 1859
A pernicious excitement to learn and play chess has
  spread all over the country, and numerous clubs for
  playing this game have been formed in cities and
  villages. Why should we regret this? It may be asked.
We answer, chess is a mere amusement of very inferior
  character, which robs the mind of valuable time that
  might be devoted to nobler acquirements, while it affords
  no benefit whatever to the body.
Chess has acquired a high reputation as being a means to
  discipline the mind, but persons engaged in sedentary
  occupations should never practice this cheerless game;
  they require out-door exercises—not this sort of mental
  gladiatorship.
Challenges for Teachers
• Time
• Alignment with Standards
• Cost
  – Software
  – Hardware
• Assessment
  – Rubrics, participation, presentations
0



       Arcademic Skill Builders

Elementary

Math & Language Arts

Single & multiplayer




     http://arcademicskillbuilders.com
0




Goal:
 Use emerging technology games and
 digital tools in after-school programs to
 improve middle school mathematics
 achievement of students in urban and
 rural schools not making AYP.
  Ratio & Proportion
  Linear Equations
  Data & Statistics

     http://matrixgames.altec.org
0



              Plotter Penguin

Linear equations
•Coordinates
•Adding to X and Y
•Rise and run
•Slope
•Enemy boss




        http://matrixgames.altec.org
0



             Laser Sonic Spy
Using a protractor

Reading a protractor

Estimation

Angle of reflection/
angle of approach
0



       Vocabulary Ranker
Multiplayer

Understanding
vocabulary

Finding examples

Peer review
0



Engaging Videos with Teaching Guides
0

Project-Based Learning :: MathTube




          Extreme Shoebox Makeover:
  http://www.youtube.com/user/matrixlearning
Math and Economics
• Planning and goal setting (Club Penguin)
• Auctioning and bidding systems
• Virtual stock exchanges
  – MarketWatch
  – Hollywood Stock Exchange
Economics in Virtual Worlds
• Thousands of buy and sell
  transactions occur daily,
  as players trade items
  within the game
• Economic transactions
  impact on real world
• Real economic and social
  models can be explored
City of Heroes
   Survey of Discussion Topics 7/15/09


• Speculative markets
• Variants on auction
  strategies
• Market functions and
  mechanics
• Arbitrage
• “Trading transparency”
Protea's Guide to Market Participation
“The instant resolution nature of the consignment house has an interesting effect on
   steady-state properties of the market. Let’s suppose for a moment that the system is
   seeded with a large number of random entries for both bids and postings:
   (b1 b2 … bN) and
   (p1 p2 … pN)
   The subscripts here denote increasing denominations of [currency], i.e. both the bids
   and postings are sorted within their own pools.
   As long as any bids are higher than any postings, the system will resolve transactions
   and remove those bids and postings from play. If there are any bids and postings left,
   which we would expect in many instances, there are by definition two domains in the
   market afterwards:
   (b1 b2 … bM) ... (pM+1 pM+2 … pN)
   That is, the highest remaining bid is lower than the lowest remaining posting. In other
   words, these two domains – known as the bid pool and the sell pool - are disjoint.
   They have in a very tangible sense become two separate markets.”
Sources
Don't Bother Me Mom--I'm Learning! by Marc Prensky – Paragon House Publishers (2006)
What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee –
    Palgrave Macmillan; 2nd edition (2007)
How Computer Games Help Children Learn by David Williamson Shaffer – Palgrave
    Macmillan (2008)
Born Digital: Understanding the First Generation of Digital Natives by John Palfrey – Basic
    Books (2008)
Grand Theft Childhood: The Surprising Truth About Violent Video Games and What
    Parents Can Do by Lawrence Kutner – Simon & Schuster (2008)
Brain Rules by John Medina – Pear Press (2008) http://www.brainrules.net/

“Reality Bytes: Eight Myths About Video Games Debunked” by Henry Jenkins
   http://www.pbs.org/kcts/videogamerevolution/impact/myths.html
Federation of American Scientists - Summit on Educational Games (2006)
   http://www.fas.org/gamesummit/
“Games, Motivation, and Learning” - White Paper (PDF)
   http://caspianlearning.co.uk/Whtp_Games_Motivation_Learning.pdf
“You Play World of Warcraft? You're Hired! Why multiplayer games may be the best kind of
   job training” by John Seely Brown and Douglas Thomas (Wired Magazine, April, 2006)
   http://www.wired.com/wired/archive/14.04/learn.html

Games in Education video by Mark Wagner and Michael Guerena of the Orange County
  (CA) Department of Education's Educational Technology group --
  http://video.google.com/videoplay?docid=6117726917684965691
Web Sites
This Presentation – http://www.slideshare.net/dadams.altec

4Kids – http://4kids.org
Arcademic Skill Builders – http://www.arcademicskillbuilders.com
Matrix Games -- http://matrixgames.altec.org/

Dimension Math (fee-based) -- http://www.dimensionm.com/
Mr. Nussbaum -- http://www.mrnussbaum.com/mathcode.htm
Oswego County School District -- http://resources.oswego.org/games/
National Library of Virtual Manipulatives – http://nlvm.usu.edu/en/nav/vlibrary.html
Club Penguin – http://clubpenguin.com
Virtual Stock Exchange – http://vse.marketwatch.com/Game/Homepage.aspx
Hollywood Stock Exchange – http://hsx.com/


Marc Prensky’s Web site – http://www.marcprensky.com/writing/
Henry Jenkins’ blog – http://henryjenkins.org
http://altec.org

  Doug Adams
dadams@altec.org

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Motivating Students With Math Games

  • 1. Motivating Students with Math Games Doug Adams ALTEC dadams@altec.org
  • 3. Laser Sonic Spy Using a protractor Reading a protractor Estimation Angle of reflection/ angle of approach http://matrixgames.altec.org/
  • 4. Why Games? 21st Century Skills
  • 5. The Millennial Generation • Millennials • Generation Y • N-Gen, Generation Next • Digital Natives • Oyayubizoku ( 親指族 ) “Thumb Tribe” “Kids say e-mail is, like, sooooo dead.” – CNET News, July 18, 2007
  • 6. The Millennial Generation “Today’s students are no longer the people our educational system was designed to teach” – Mark Prensky
  • 7. Characteristics of Digital Natives • Active • Multi-tasking • Non-linear thinking • Ubiquity • Technical Fluency • Feedback • Individualization • Risk-taking • Collaborative
  • 8. Tapping into 21st Century Learners! Henry Jenkins James Gee 2:30-3:30
  • 9. Why Games? Brain Research The brain developed to solve problems related to surviving in an unstable outdoor environment that occur in near constant motion. – John Medina, Brain Rules
  • 10. Why Games? Brain Research If you wanted to create an educational environment that is directly opposed to what the brain is good at doing, you would probably design something like the modern classroom. – John Medina, Brain Rules
  • 11. Patterns The human brain loves patterns. We see patterns all around, in everyday life, in nature, in manmade objects. We see patterns even when they don’t exist
  • 12. Emotion • Our brains work best when there are emotions involved – Excitement – Engagement – Enthusiasm – Exploration – Frustration
  • 13. Collaboration Our brains want to work with others
  • 14. Games… …provide structured patterns …create emotional connections …encourage collaboration
  • 15. “Better theories of learning are embedded in the video games many children play than in the schools they attend.” – James Paul Gee What Video Games Have to Teach Us About Learning and Literacy
  • 16. What kinds of theories? • Student-centered learning • Peer teaching • Scaffolding • Feedback • Problem-solving • Empathy, role-play • Collaboration • Practice • Development of expertise
  • 17. Frustration and Flow Flow: the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity. (Mihály Csíkszentmihályi) Is good for a player when they learn that their failure will never depend on luck, it's all because they strived, learned and finally succeeded. And 5:20 at the end, all the fun from this type of game comes down to the joy of learning ( Gamasutra: The Art and Business of Making Games )
  • 18. Concerns about Games • They cause violence • They are just for boys • They are just for kids
  • 19. Scientific American A pernicious excitement to learn and play _____ has spread all over the country, and numerous clubs for playing this game have been formed in cities and villages. Why should we regret this? It may be asked. We answer, _____ is a mere amusement of very inferior character, which robs the mind of valuable time that might be devoted to nobler acquirements, while it affords no benefit whatever to the body. _____ has acquired a high reputation as being a means to discipline the mind, but persons engaged in sedentary occupations should never practice this cheerless game; they require out-door exercises—not this sort of mental gladiatorship.
  • 20. Scientific American, July, 1859 A pernicious excitement to learn and play chess has spread all over the country, and numerous clubs for playing this game have been formed in cities and villages. Why should we regret this? It may be asked. We answer, chess is a mere amusement of very inferior character, which robs the mind of valuable time that might be devoted to nobler acquirements, while it affords no benefit whatever to the body. Chess has acquired a high reputation as being a means to discipline the mind, but persons engaged in sedentary occupations should never practice this cheerless game; they require out-door exercises—not this sort of mental gladiatorship.
  • 21. Challenges for Teachers • Time • Alignment with Standards • Cost – Software – Hardware • Assessment – Rubrics, participation, presentations
  • 22.
  • 23. 0 Arcademic Skill Builders Elementary Math & Language Arts Single & multiplayer http://arcademicskillbuilders.com
  • 24. 0 Goal: Use emerging technology games and digital tools in after-school programs to improve middle school mathematics achievement of students in urban and rural schools not making AYP. Ratio & Proportion Linear Equations Data & Statistics http://matrixgames.altec.org
  • 25. 0 Plotter Penguin Linear equations •Coordinates •Adding to X and Y •Rise and run •Slope •Enemy boss http://matrixgames.altec.org
  • 26. 0 Laser Sonic Spy Using a protractor Reading a protractor Estimation Angle of reflection/ angle of approach
  • 27. 0 Vocabulary Ranker Multiplayer Understanding vocabulary Finding examples Peer review
  • 28. 0 Engaging Videos with Teaching Guides
  • 29. 0 Project-Based Learning :: MathTube Extreme Shoebox Makeover: http://www.youtube.com/user/matrixlearning
  • 30. Math and Economics • Planning and goal setting (Club Penguin) • Auctioning and bidding systems • Virtual stock exchanges – MarketWatch – Hollywood Stock Exchange
  • 31. Economics in Virtual Worlds • Thousands of buy and sell transactions occur daily, as players trade items within the game • Economic transactions impact on real world • Real economic and social models can be explored
  • 32. City of Heroes Survey of Discussion Topics 7/15/09 • Speculative markets • Variants on auction strategies • Market functions and mechanics • Arbitrage • “Trading transparency”
  • 33. Protea's Guide to Market Participation “The instant resolution nature of the consignment house has an interesting effect on steady-state properties of the market. Let’s suppose for a moment that the system is seeded with a large number of random entries for both bids and postings: (b1 b2 … bN) and (p1 p2 … pN) The subscripts here denote increasing denominations of [currency], i.e. both the bids and postings are sorted within their own pools. As long as any bids are higher than any postings, the system will resolve transactions and remove those bids and postings from play. If there are any bids and postings left, which we would expect in many instances, there are by definition two domains in the market afterwards: (b1 b2 … bM) ... (pM+1 pM+2 … pN) That is, the highest remaining bid is lower than the lowest remaining posting. In other words, these two domains – known as the bid pool and the sell pool - are disjoint. They have in a very tangible sense become two separate markets.”
  • 34. Sources Don't Bother Me Mom--I'm Learning! by Marc Prensky – Paragon House Publishers (2006) What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee – Palgrave Macmillan; 2nd edition (2007) How Computer Games Help Children Learn by David Williamson Shaffer – Palgrave Macmillan (2008) Born Digital: Understanding the First Generation of Digital Natives by John Palfrey – Basic Books (2008) Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do by Lawrence Kutner – Simon & Schuster (2008) Brain Rules by John Medina – Pear Press (2008) http://www.brainrules.net/ “Reality Bytes: Eight Myths About Video Games Debunked” by Henry Jenkins http://www.pbs.org/kcts/videogamerevolution/impact/myths.html Federation of American Scientists - Summit on Educational Games (2006) http://www.fas.org/gamesummit/ “Games, Motivation, and Learning” - White Paper (PDF) http://caspianlearning.co.uk/Whtp_Games_Motivation_Learning.pdf “You Play World of Warcraft? You're Hired! Why multiplayer games may be the best kind of job training” by John Seely Brown and Douglas Thomas (Wired Magazine, April, 2006) http://www.wired.com/wired/archive/14.04/learn.html Games in Education video by Mark Wagner and Michael Guerena of the Orange County (CA) Department of Education's Educational Technology group -- http://video.google.com/videoplay?docid=6117726917684965691
  • 35. Web Sites This Presentation – http://www.slideshare.net/dadams.altec 4Kids – http://4kids.org Arcademic Skill Builders – http://www.arcademicskillbuilders.com Matrix Games -- http://matrixgames.altec.org/ Dimension Math (fee-based) -- http://www.dimensionm.com/ Mr. Nussbaum -- http://www.mrnussbaum.com/mathcode.htm Oswego County School District -- http://resources.oswego.org/games/ National Library of Virtual Manipulatives – http://nlvm.usu.edu/en/nav/vlibrary.html Club Penguin – http://clubpenguin.com Virtual Stock Exchange – http://vse.marketwatch.com/Game/Homepage.aspx Hollywood Stock Exchange – http://hsx.com/ Marc Prensky’s Web site – http://www.marcprensky.com/writing/ Henry Jenkins’ blog – http://henryjenkins.org
  • 36. http://altec.org Doug Adams dadams@altec.org