Trends in Digital Game Based Learning (DGBL). What does DGBL mean to you?

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Presentation transcript:

Trends in Digital Game Based Learning (DGBL)

What does DGBL mean to you?

Brain Training By Daniel Floyd This video was taken from:

Chocolate Covered Broccoli Are edu-tainment games like chocolate covered broccoli?

Benefits of DGBL Tangential learning is possible through well-designed games. Games can support collaboration, problem-solving and communication in learning communities. Games increase engagement as they are designed to have the appropriate balance between success and frustration in order to keep players motivated to persevere. (Flow) Games often provide instant feedback and reward as students master activities or levels, and give students ownership and control of their own progress. Integrating game-based learning into the the curriculum allows for increasing computer literacy skills, problem solving skills and real world applications. Some games require systems thinking whereby students no longer look at things in terms of discrete items. "Griffiths refers to the merits associated with using digital games with special-needs children. For example, he cites a case where video or digital games had a calming effect on a seven- year-old child with autism. Griffiths also provides research data that suggests that adolescents with attention deficit disorder may experience improvements in “grades, sociability, and organizational skills” when using educational video games" (Griffiths, 2003). Today's generation of learners “think and process information fundamentally differently than their predecessors.” (Prensky, 2001). Game based learning gives teacher the opportunity to speak their language.Prensky, 2001

Evolution of DGBL

Game based learning has been around for generations. The evolution of GBL has moved to now include Digital game based learning (DGBL).

Evolution of DGBL Types of games: INSERT TYPES OF GAMES HERE

Trends of DGBL Where is DGBL Going? Individualized instruction through the use of games Meeting prescribed Learning Outcomes (PLO’s) 21 st Century literacy skills: – Collaboration – Problem Solving – Dfdgadg – Asdgagasfg

Focus Questions for DGBL What do we want the class to focus on while they play games? 1.Asgvafsg 2.Asfgdsfg 3.Gfgdsfgfghf 4.Gwerbrgbb

Discussion How do we harness the engagement and enthusiasm for recreational games to enhance learning? Quick Facts: – To date WoW players have spent 5.93 million years playing online (that's 51,946,800,000 hours) – 3 billion hours spent playing video games globally every week

What Does This Mean For learning? This video was taken from :

Questions from TED Talk 1. sdfsdfgfdsdfg 2. dsgfdsgdfsg 3. dfadsfsdaf 4. DSGSDA

“QUOTE” “zzzzzzzzzzzzzzzzzzzzzzz”