11. Roles of Failure
Experiences of failure create opportunities for learning.
• Deep learning and mastery
• Allows players to take risks
• The penalty of failure is low: within games, failed
strategies can be followed by trying new strategies.
24. Where were you when MLK gave the “I
Have A Dream Speech”?
25. There now is enough content
to choke on...
Teachers must provide
emotional learning
opportunities...
Sp ot!
eet
e Sw
Th
Learning beyond the surface: engaging the cognitive, affective and spiritual dimensions within the curriculum
Michael T. Buchanan; Brendan Hyde 2008
26. if EMOTION IS LEARNING'S
GOLD STANDARD Amygdala
Fear
Rewards
HOW
Do we foster affective
learning experiences?
27.
28. EMOTION IS LEARNING'S
GOLD STANDARD Amygdala
Fear
Rewards
•Affinity Spaces
•Situated Learning
•Social Learning
30. Why Use Game-Based Design?
Practice Effort-One must practice what is being learned
before it can be mastered.
• Active learning
• Social/Community
• Goal oriented
• Interactive
• Risk free environment
31. Why Use Game-Based Learning
Design?
Game-based learning design allows active and critical
learning to take place (Gee, 2007).
1. Learning to experience the world in a new (affective)
way.
2. Potential to join and collaborate within a new affinity
group.
3. Developing resources for future learning and problem-
solving in the semiotic domains the game is related to.
4. Learning how to think about semiotic domains as design
spaces that engage and manipulate people in certain
ways, (emotional ways ideally).
32. Gaming History (70 Years ago)
1958: Tennis For Two
By William Higinbotham as a "Cure for Boredom"
Similar games with Chess and Tic-Tac-Toe date back
to 1947, but Tennis was the first which had a visual
display outside of vacuum tube lights on a switch board.
1961: Space War
Custom software, custom hardware, vector graphics
First interface was an old gutted electronic organ.
Used a standard raster screen. Later Atari re-built the game
and turned it into an arcade cabinet which required $0.25 to play.
Became a huge money-maker + Started Arcade Industry.
33. Gaming History
1972: Pong
Started "Household Gaming Console" Trend.
1980s: Nintendo & Sega
The 1980s saw a huge boom in game development. Hundreds of companies
started producing video games. Some focused solely on software while others
focused on only hardware. Nintendo began its policy of "Marketing To the Poor"
Not just technology evolved, Ideas also evolved, were built upon, and spread (Game Genres, Rules, Inputs etc...)
1990s: Games For Windows & 3D Graphics
Saw the beginning of an "Educational Games" movement, the industry continued evolving, bettering
its technology, its hardware, its software, its business practices, etc...
2000s-Present:
Touch Screen & Motion Control devices become the new input standard. Controllers are becoming obsolete, and
games are recognized as a medium of "Speech" by U.S. Supreme Court equal to Books, TV, and Movies.
52. Dopamine
• Dopamine is associated with the reward system of the
brain.
• Dopamine is released in the brain when we play video
games.
• Provides feelings of enjoyment
and reinforcement to motivate
the learner.
55. Leaderboards
Leaderboards visually display where a
user stands in regards to other users.
• Uses points, levels, or achievements
• Drives players to earn more
achievements
• Emotional connection
• Social engagement
62. Flow-"being Not too Easy
in the zone" Not too Hard
63. Building A Game:
For a Designer It's Like Starting With a Ball of Clay...
http://kara.allthingsd.com/files/
2009/09/
MatrixWeNeedGuns-20080503-084
716-250x177.jpg
Or like writing a book,
Or drawing on a blank sheet of paper.
The "Behind the Scenes"
stuff is like putting on a
stage play, or a magic
show that the audience
participates in.
64. Like an Educational Choose-Your-Own Adventure Book
which has all the dynamics of a film as well as the
dynamics of a social interactive space for learning.
65. Unreal Engine & Source Engine have already been used
for building learning tools and we can do the same in little
time without needing a massive budget.
The military has been using simulations and
"Serious Games" to train Pilots, Snipers, Engineers, even
Combat Surgeons for years. These same tools can easily
be applied at the University level for any career.