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The instructional practices and assessments discussed or shown in this presentation are not intended as an endorsement by the U. S. Department of Education.

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Presentation on theme: "The instructional practices and assessments discussed or shown in this presentation are not intended as an endorsement by the U. S. Department of Education."— Presentation transcript:

1 The instructional practices and assessments discussed or shown in this presentation are not intended as an endorsement by the U. S. Department of Education.

2 Real Games for Real STEM Education
—Scot Osterweil The Education Arcade/MIT DOEMSP Regional Meeting 30 March 2010

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5 A personal example with blocks.

6 The player’s motivations are entirely
intrinsic and personal.

7 The Four Freedoms of Play
Freedom to Experiment Freedom to Fail Freedom to Try on Identities Freedom of Effort

8 GAMES The player’s motivations are entirely intrinsic and personal.
How do we channel play into learning activities while still allowing for play’s fundamentally open-ended nature? GAMES

9 In games we willingly submit to arbitrary rules and structures in pursuit of mastery, but only if we can continue to be playful. GAMES

10 The Four Freedoms of Play
= The Four Freedoms of Learning The Four Freedoms of School (as currently embodied)

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12 “What the world needs is…
Grand Theft Calculus

13 Without playfulness a game is just going through the motions.

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15 Work Play Learning Fun

16 Learning Fun

17 The Lure of the Labyrinth labyrinth.thinkport.org

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19 Keep in Mind: Activity Structure Narrative

20 Waker gambit.mit.edu

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22 Game Activity Not about memorizing solutions - about learning strategies, processes, habits of mind Players understand that “wrong” answers are part of getting the right answer Learning to think like a scientist, mathematician, engineer, artist Players build a scaffolding for future learning Engaging with content in a context Activities that are tactile, offer sensory satisfaction

23 Game Structure Multiple passage through challenge (tokens)
Partial reward for partial success– clear incentives for more success Emerging ideas No brick walls Not just one way to win No time pressure - enables collaboration Conversation

24 Game Narrative A game world that allows players to explore their identity Not patronizing or flattering Non-gendered A game world that embodies the subject matter.

25 Students can play game like any gamer
Teacher can bring game into class, relate experience of game to new subject Students undertake that subject with the enthusiasm of an expert Teacher can even use class to discuss future game play strategies – begin to model meta- cognition Individual saved games give evidence of students progress

26 Real Games for Real STEM Education
—Scot Osterweil The Education Arcade/MIT DOEMSP Regional Meeting 30 March 2010


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