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T h e    !
      Le t    e g in
        e s B                               es f
                                                 or L
                                                     ear ning



   G am        ging
                    The
                        Powe
                             r of
                                  Video
                                        Gam



       Le vera




Sunday, February 26, 12
Lucas
    Gillispie



    On Twitter:
   @PCSTech
Sunday, February 26, 12
www.edurealms.com


Sunday, February 26, 12
What game designers
             know about learning...

http://www.flickr.com/photos/mazakar/2217726325/

Sunday, February 26, 12
#1 PLAY IS POWERFUL




Sunday, February 26, 12
“The opposite of work is
      not play, it’s depression.”
                          Dr. Brian Sutton-Smith
                          Author: The Ambiguity of Play
Sunday, February 26, 12
“It is paradoxical that many
  educators and parents still
  differentiate between a time for
  learning and a time for play
  without seeing the vital
  connection
  between them.”
                          Leo F. Buscaglia,
                          USC




Sunday, February 26, 12
Flow
                                                           An optimal state
                                                              of intrinsic
                                                          motivation, where
                                                           a person is fully
                                                          immersed in what
                                                             he or she is
                                                                doing.
                                             ntmi hályi
                                 l y Cs iksze
                          Mihá

Sunday, February 26, 12
#2 IT’S ALL ABOUT MASTERY




Sunday, February 26, 12
Level 1



                          Level 50
Sunday, February 26, 12
Learning works best when
                          new challenges are
                          “pleasantly frustrating” in
                          the sense of being felt by
                          learners to be at the outer
                          edge of, but within their
                          “regime of competence”.
                          That is, these challenges
                          feel hard, but doable.
                          (Gee, 2007, p. 36).




Sunday, February 26, 12
#3 GAMERS CRAVE
                           ASSESSMENT




Sunday, February 26, 12
#4 IT’S OK TO FAIL




                          Text




Sunday, February 26, 12
“One of the counter
 intuitive things I
 needed to learn as a
 designer was that
 players enjoy
 failures more than
 success. As long as
 it’s diverse, they like
 to explore the failure
 space of a game.”

 -Will Wright, Game
 Designer
Sunday, February 26, 12
Failure is different in the classroom...
Sunday, February 26, 12
#5 TOGETHER, WE CAN
     OVERCOME THE TOUGHEST
                           BOSSES
Sunday, February 26, 12
Social Constructivism

Sunday, February 26, 12
#6 Epic Wins Are Possible




Sunday, February 26, 12
“In a good game we feel
    blissfully productive. We
    have clear goals and a
    heroic sense of purpose.”

    Jane McGonigal, Institute for the
    Future




Sunday, February 26, 12
Are your learners challenged with real-world
                 problems?
    Do they feel an epic win is possible?




Sunday, February 26, 12
12 Tips for
                          Bringing
            Video Games
                          Into Your
                    Classroom

Sunday, February 26, 12
1.             Read What The Experts Are Saying




Sunday, February 26, 12
#2 Talk to your learners about the
  games they play.




Sunday, February 26, 12
#3 Let your own children teach you
  about the games they play.




Sunday, February 26, 12
#4                Pick up a new game and play it.




Sunday, February 26, 12
#5                Put on your teacher lenses.




Sunday, February 26, 12
#6                Don’t overlook off-the-shelf games.




Sunday, February 26, 12
#7 Always start with your instructional
  goals in mind.




Sunday, February 26, 12
#8 Collaborate and share with other
  professionals.




Sunday, February 26, 12
#9 Make cookies for your IT staff; they
  can be powerful allies.




Sunday, February 26, 12
#10                     Get your principal on board.




Sunday, February 26, 12
#11                     Start in a safe place to fail.




Sunday, February 26, 12
#12                     Remember how to play.




Sunday, February 26, 12
Two Game-
                           Based
                          Projects
                  We’re Doing
                          With our
                          Learners
Sunday, February 26, 12
WoWinSchool
Sunday, February 26, 12
An Elective/Enrichment Class for
 Middle School Students




Sunday, February 26, 12
Blended/Hybrid Course

P aper less
        Granu
Porta          lar
      b le
 Freely A  vailable
                          Migrated to:
   Originally built
   in




Sunday, February 26, 12
Aligned to Common
             Core Standards
Sunday, February 26, 12
The
          Theme


Sunday, February 26, 12
Students
                             are
                          “Heroes”

Sunday, February 26, 12
Parallel
                           Reading
                          Assignment

Sunday, February 26, 12
Reflection
       on
       Life
   Experiences

Sunday, February 26, 12
Sunday, February 26, 12
Gamifying The
      Classroom




Sunday, February 26, 12
“Heroes”
         Not Students
            (Game
           Players)
Sunday, February 26, 12
“Lore
                          Keepers” Not
                            Teachers

Sunday, February 26, 12
Instead of
      Grades…




Sunday, February 26, 12
…experience points




                      I “Win” The Class
Sunday, February 26, 12
“Quests”
                      Not Assignments
Sunday, February 26, 12
Learner Choice
Sunday, February 26, 12
Stats and
                          Achievements
Sunday, February 26, 12
Sunday, February 26, 12
Sandbox
                                    No Subcription
                           Game
                                        Fees
        Locally
        Hosted
        Servers
                                Appropriate
        Flexible!               for all ages
                                    K-12
Sunday, February 26, 12
Buildings and
                           Structures




Sunday, February 26, 12
Contraptions




Sunday, February 26, 12
8-bit Art
Sunday, February 26, 12
A story about a
           girl...




Sunday, February 26, 12
Questions?



Sunday, February 26, 12
Sunday, February 26, 12
Sunday, February 26, 12

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Let The Games Begin

  • 1. T h e ! Le t e g in e s B es f or L ear ning G am ging The Powe r of Video Gam Le vera Sunday, February 26, 12
  • 2. Lucas Gillispie On Twitter: @PCSTech Sunday, February 26, 12
  • 4. What game designers know about learning... http://www.flickr.com/photos/mazakar/2217726325/ Sunday, February 26, 12
  • 5. #1 PLAY IS POWERFUL Sunday, February 26, 12
  • 6. “The opposite of work is not play, it’s depression.” Dr. Brian Sutton-Smith Author: The Ambiguity of Play Sunday, February 26, 12
  • 7. “It is paradoxical that many educators and parents still differentiate between a time for learning and a time for play without seeing the vital connection between them.” Leo F. Buscaglia, USC Sunday, February 26, 12
  • 8. Flow An optimal state of intrinsic motivation, where a person is fully immersed in what he or she is doing. ntmi hályi l y Cs iksze Mihá Sunday, February 26, 12
  • 9. #2 IT’S ALL ABOUT MASTERY Sunday, February 26, 12
  • 10. Level 1 Level 50 Sunday, February 26, 12
  • 11. Learning works best when new challenges are “pleasantly frustrating” in the sense of being felt by learners to be at the outer edge of, but within their “regime of competence”. That is, these challenges feel hard, but doable. (Gee, 2007, p. 36). Sunday, February 26, 12
  • 12. #3 GAMERS CRAVE ASSESSMENT Sunday, February 26, 12
  • 13. #4 IT’S OK TO FAIL Text Sunday, February 26, 12
  • 14. “One of the counter intuitive things I needed to learn as a designer was that players enjoy failures more than success. As long as it’s diverse, they like to explore the failure space of a game.” -Will Wright, Game Designer Sunday, February 26, 12
  • 15. Failure is different in the classroom... Sunday, February 26, 12
  • 16. #5 TOGETHER, WE CAN OVERCOME THE TOUGHEST BOSSES Sunday, February 26, 12
  • 18. #6 Epic Wins Are Possible Sunday, February 26, 12
  • 19. “In a good game we feel blissfully productive. We have clear goals and a heroic sense of purpose.” Jane McGonigal, Institute for the Future Sunday, February 26, 12
  • 20. Are your learners challenged with real-world problems? Do they feel an epic win is possible? Sunday, February 26, 12
  • 21. 12 Tips for Bringing Video Games Into Your Classroom Sunday, February 26, 12
  • 22. 1. Read What The Experts Are Saying Sunday, February 26, 12
  • 23. #2 Talk to your learners about the games they play. Sunday, February 26, 12
  • 24. #3 Let your own children teach you about the games they play. Sunday, February 26, 12
  • 25. #4 Pick up a new game and play it. Sunday, February 26, 12
  • 26. #5 Put on your teacher lenses. Sunday, February 26, 12
  • 27. #6 Don’t overlook off-the-shelf games. Sunday, February 26, 12
  • 28. #7 Always start with your instructional goals in mind. Sunday, February 26, 12
  • 29. #8 Collaborate and share with other professionals. Sunday, February 26, 12
  • 30. #9 Make cookies for your IT staff; they can be powerful allies. Sunday, February 26, 12
  • 31. #10 Get your principal on board. Sunday, February 26, 12
  • 32. #11 Start in a safe place to fail. Sunday, February 26, 12
  • 33. #12 Remember how to play. Sunday, February 26, 12
  • 34. Two Game- Based Projects We’re Doing With our Learners Sunday, February 26, 12
  • 36. An Elective/Enrichment Class for Middle School Students Sunday, February 26, 12
  • 37. Blended/Hybrid Course P aper less Granu Porta lar b le Freely A vailable Migrated to: Originally built in Sunday, February 26, 12
  • 38. Aligned to Common Core Standards Sunday, February 26, 12
  • 39. The Theme Sunday, February 26, 12
  • 40. Students are “Heroes” Sunday, February 26, 12
  • 41. Parallel Reading Assignment Sunday, February 26, 12
  • 42. Reflection on Life Experiences Sunday, February 26, 12
  • 44. Gamifying The Classroom Sunday, February 26, 12
  • 45. “Heroes” Not Students (Game Players) Sunday, February 26, 12
  • 46. “Lore Keepers” Not Teachers Sunday, February 26, 12
  • 47. Instead of Grades… Sunday, February 26, 12
  • 48. …experience points I “Win” The Class Sunday, February 26, 12
  • 49. “Quests” Not Assignments Sunday, February 26, 12
  • 51. Stats and Achievements Sunday, February 26, 12
  • 53. Sandbox No Subcription Game Fees Locally Hosted Servers Appropriate Flexible! for all ages K-12 Sunday, February 26, 12
  • 54. Buildings and Structures Sunday, February 26, 12
  • 57. A story about a girl... Sunday, February 26, 12