Gaming for Computer Science Instruction[part 2] Andrew Phelps Director, Game Design & Development College of Computing & Information Sciences Rochester.

Slides:



Advertisements
Similar presentations
Economic Education and How People Learn Scott Simkins, Interim Director Academy for Teaching and Learning (ATL) North Carolina A&T State University Acknowledgements:
Advertisements

Introduction 1.How do you use technology now? 2.What helps? 3.What hinders? Definition of Technology Computers Software Internet Digital cameras and camcorders.
Valentin Razmov, Richard Anderson {valentin,
C H A P T E R 10 Social Constructivist Approaches
Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context Tüzün, H. (2007). Blending video games.
Activating Prior Knowledge and Interest
CONSTRUCTIVISM.
Teaching Roles for Instructional Software Nashae Lumpkin.
PROFESSIONALDEVELOPMET PROGRAMME PROGRAMME 14 April 2011.
Student Centered Learning
Good Slide vs. Bad Slide - The Bad 1.Title is not changed. 2.The Challenge statement is not "stated as an instructional dilemma or problem." 3.Although.
Sharie Kranz. Technology & Pedagogy “One of the enduring difficulties about technology and education is that a lot of people think about technology first.
INTERDISCIPLINARY SUMMER SCHOOL Concept Map Kojuri J M.D. Cardiologist.Interventionist Associate professor of SUMS.
 A set of objectives or student learning outcomes for a course or a set of courses.  Specifies the set of concepts and skills that the student must.
Chapter 2: Understanding and conceptualizing interaction Question 1.
Rediscovering Research: A Path to Standards Based Learning Authentic Learning that Motivates, Constructs Meaning, and Boosts Success.
The Cognitive Load Theory
 1. Which is not one of the six principles that address crucial issues fundamental to all school math programs? A. Curriculum B. Assessment C. Measurement.
Technology in High Schools Kenyon Walker & Fawzia Rashid.
Higher-Level Cognitive Processes
A Framework for Inquiry-Based Instruction through
ACM SIGCSE ‘04 Using Real Compiler Source Code for Teaching Graduate Compiler Design Elizabeth White Nina Stewart Computer Science Department George Mason.
Simplicity First: Use of Tools in Undergraduate CS and IS Teaching By David Naugler and Ken Surendran Southeast Missouri State University Computer Science.
PRESENTED BY: RUBY JERNIGAN The Impact of Project Based Learning.
Chapter 10 Constructivist Learning Theory, Problem Solving, and Transfer.
Teaching and Learning at NWIC The Connection Between Active Learning and Student Success.
Gaming for Computer Science Instruction[part 2] Andrew Phelps Director, Game Design & Development College of Computing & Information Sciences Rochester.
Young Learners See the Future Presented by Penny Currier and Sandy Van Sciver.
Problem-Based Learning. Process of PBL Students confront a problem. In groups, students organize prior knowledge and attempt to identify the nature of.
Vygotsky’s Zone of Proximal Development (ZPD) Don Martin EPSY 6304 Cognition and Development UT-Brownsville Professor Garcia By PresenterMedia.comPresenterMedia.com.
Boys’ Literacy Me Read? No Way!. Modules ConsistentFlexible Introductory Module:Module 2: Resources #1 Key MessagesModule 3: Oral Language #5 Barriers.
Gouri Banerjee, Ph. D. Dept. Math & IT, Emmanuel College Boston, Massachusetts. 1 Gouri Banerjee Blended Learning Environments, 2010.
8 th Grade Integers Natalie Menuau EDU Prof. R. Moroney Summer 2010.
The Evolution of ICT-Based Learning Environments: Which Perspectives for School of the Future? Reporter: Lee Chun-Yi Advisor: Chen Ming-Puu Bottino, R.
Best Practices for Higher Education and K-12 Distance Education Programs Aubrey D. Crook, M.Ed. © 2006.
Selected Teaching-Learning Terms: Working Definitions...
Problem-Solving Approach of Allied Health Learning Community.
Teaching with Data Cathy Manduca Iowa State University, 2005.
 Presented by:  Dr.Cherry Steffen  Kennesaw State University.
How to Apply it in the Classroom Elicit ideas Elaboration & Reconstruc- tion Frequent problem based activities Variety of info. & resources Collaboration.
Agenda What is “learner-centered”? ~Think of Time Activity ~ Learner-Centered: In Our Own Words Effective Instructional Strategies for the Learner- Centered.
MOOCS AND EDUCATIONAL GAMING BY JOHN BERGLUND DANIEL BOTTEHSAZAN SEAN BRADY.
Teaching Roles for Instructional Software Eric Sharp EDMS 6474.
© 2009 McGraw-Hill Higher Education. All rights reserved. 1 CHAPTER 10 Social Constructivist Approaches © 2011 McGraw-Hill Higher Education. All rights.
Teaching Children About Food Safety Food Safety Professional Development for Early Childhood Educators.
Copyright © May 2014, Montessori Centre International.
Boulder Valley Public Schools Sheltered Instruction.
Teaching and Learning Cycle and Differentiated Instruction A Perfect Fit Rigor Relevance Quality Learning Environment Differentiation.
Active Learning in an Interactive Classroom Kurt O’Connor IDT 600 Spring 2012.
Learning Communities at Ventura College. What are learning communities? Interdisciplinary learning Importance of sense of community for learning Student.
UDL & DIFFERENTIATION BY: KYEONSHAE’ RICHARDSON THURSDAY MAY 12, 2016 EDU673: INSTRUCT. STRAT. FOR DIFFERENTIATED TEACH & LEARN.
UDL & DIFFERENTIATION (DI) Melody Murphy Week 4 Discussion.
21st Centruy Approaches to Teaching Physics
Learning Assessment Techniques
5 E’s - Instructional Model
Standards-Based Assessment Linking up with Authentic Assessment
6 Technology, Digital Media, and Curriculum Integration
Inquiry-based learning and the discipline-based inquiry
How learners learn in my teaching world…
Blended Online Instruction
Software Name (Function Type)
PROJECT/PROBLEM-BASED LEARNING: Who’s Doing the Thinking?
Formative Assessment Classroom Techniques (FACTs)
Teaching with Instructional Software
Strategies and Techniques
Jeopardy! Game Copyright © by Sarah Wood
CS7067 E-Learning: Principles & Practice II
2014 Mathematics SOL Institutes Grade Band: Geometry
CONSTRUCTIVISM Submitted To: Ma’am Misbah Yasmeen BPGCW (Air University)
Presentation transcript:

Gaming for Computer Science Instruction[part 2] Andrew Phelps Director, Game Design & Development College of Computing & Information Sciences Rochester Institute of Technology

Problems with an objects-first approach (CC2001): Problems with materials Lack of experience Object-oriented thinking not natural for the introductory course Libraries & GUI’s overwhelm the student May not be reinforced in upper level courses Programming Education Hurdles

Students don’t have the conceptual framework to understand object-oriented programmingP – toy problems without reference to current understanding Too hard to go to applications made up of objects and relationships from individual classes Need to teach control structures, etc along with object-oriented programming techniques All of this leads to a decline in student enrollment and self-efficacy in computing as a profession!

Perceived Problem Gulf of Expectation: Today’s student is motivated by games, modding, music-lists and collaborative computing. In contrast, today’s programming classroom is (still) isolationist, focused on syntax rather than intellectual meat, and revolves around toy problems that can often be solved with a calculator, which sidesteps real learning.

Perceived Problem Divisional Groups: Upper Division Groups: Have learned the introductory material and have “suffered through” to get to the “good stuff” (i.e. the game engine courses) Lower Division Groups: Are just arriving on campus eager to change the world, but don’t know how to get started. Zero Meaningful Interaction

Strategies for Successful Objects First Experiences ● Using gaming ideas as a basis for teaching. ● Teaching design before coding syntax ● Immediate feedback for actions ● Teaching object-oriented concepts early ● Showing the relationships between classes ● Carrying object-oriented concepts into later courses ● No “toy problems” – tie programming to real-world problem solving

Approach Create a virtual environment that allows students to realize game- world-like achievement / artifacts, and allows for socialization across the capability gap.

Background Logo (now MIT [26] Karel the Robot [27] PigWorl d [31] CMU [28][29][30] NYU [32] SecondLife [secondlife.com] NGP Moose Crossing We wanted something that felt more game- world like in terms of graphics, interactions, and social constructs, but that also preserved the compilation / authorship process common to first-year computing curricula. SAGE[UNT] DXFramework [U of M]

Introducing M.U.P.P.E.T.S.: The Multi-User Programming Pedagogy for Enhancing Traditional Study: Will not dictate curriculum (although objects first is best ) Will not dictate collaboration level (although more is better)

What is it? C# & Java IDE User Created Objects Shared 3D Environment Collaborative virtual environment Integrated IDE Ability to compile, instantiate, debug and recompile from inside the environment (or VS2005) Ability for students to share objects and interact.

Impact as a Teaching Aid ● Show class relationships ● Composition to create new objects from other objects ● Association to show a “knows of” relationship between objects ● Ability to display a UML diagram showing relationships visually. A trooper avatar exploring his own class diagram

Collaborative & Constructivist Learning Classroom exercises based on constructivist principles, using M.U.P.P.E.T.S. as a scaffold as knowledge is gained. 1.There is no sense of universal truth. Instead, the learner constructs knowledge, and therefore a concept of truth, through interactions with the real world combined with past experiences. 2.The formation of new knowledge must be built upon knowledge already constructed by the learner. 3.Learning is framed through social interaction with others including peers and experts. 4.Meaningful learning can only occur when the learner is engaged in complex, authentic tasks

Collaborative & Constructivist Learning “the instructional use of small groups so that students work together to maximize their own and each other’s learning” (with an emphasis on interdependence) Collaborative projects are encouraged to break the cultural mode.

Anecdotal Success ● They think they learned more (not clear that they actually did) ● Closer to their goals and expectations? ● More relevant to their peers? Table 1: Mean Ranks for Perceived Amount Learned by Assignment Type Work previously presented by A. Phelps, C Egert, K Bierre and P Ventura at SIGCSE 2006

Breaking Down Barriers ● TankBrain ● Tag ● Gomoku ● OMGZ, an Art1sT in teh comp l4b!!!11!!one Gomoku by D. Parks and E. Huyer, Tank Brian by Prof. K. Bierre’s 219 Class, Robot by Michael P. Clark. All rights reserved, Rochester Institute of Technology

A Quick Tour of M.U.P.P.E.T.S. Andrew Phelps Director, Game Design & Development Rochester Institute of Technology

Acknowledgements ● RIT Provost’s Learning Initiatives Grants ● RIT Information Technology Department ● RIT Entertainment Technology Lab ● Microsoft Research (John Nordlinger and others)

Contact Information Andrew M. Phelps Director, Game Design & Development Associate Professor Interactive Media Group Department of Information Technology College of Computing & Info. Sciences Rochester Institute of Technology andysgi.rit.edu MUPPETS.RIT.EDU SlipField game by RIT Information Technology students ©