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 What do we learn from games?  What are serious games?  Why are they important?  Why do they work?

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Presentation on theme: " What do we learn from games?  What are serious games?  Why are they important?  Why do they work?"— Presentation transcript:

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2  What do we learn from games?  What are serious games?  Why are they important?  Why do they work?

3  What kinds of games do young children play?  Role modeling!  How do young animals learn skills?  Playing!  What do you learn from Hide and Seek?  Hunting, tracking, hiding, observation

4  Visual selective attention: focus on what’s important  Situational awareness: absorb what’s happening around you  Are those contradictary?  Mental mapping: create a mental picture of what you have learned  Inductive discovery: learn by trial and error  Multitasking  Collaborating Marc Prensky

5  Improve visual attention  Over space (useful field of view)  Over time  Number of objects  University of Rochester study of action games  Unreal Tournament  Medal of Honor  Call of Duty

6  What is it?  What could it be? “What we're currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience.” Margaret Robertson

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8  Games to teach individual concepts  Multiplayer classrooms  Schools structured as games  Quest to Learn (NPR story) Quest to LearnNPR story

9  First person shooter teaches algebra  Average pre-test/post-test increase one grade level (75 students)  Underachieving students up to 3 grade levels.

10  Middle school students  Scientific inquiry  19 th century illness detectives  Improved success of lower achievers

11  Games engage people  Engaged people work longer, learn better  Along with a learning curve, there is a forgetting curve  People forget slower with games  … because they learned it better? But is there science behind this?

12 Experiential learning Inquiry-based learning Authenticity Self-efficacy Goal-setting Continual feedback Cooperation

13  Brain retains only the important  Important = emotionally significant  Releases dopamine in amygdala  Game playing increases dopamine But what about studies?

14 Business Economics Management Means of Test Scores

15 Geology Explorer  Lecture baseline  Web-based presentation  No significant increase  Virtual world game  15-40% increase Virtual Cell  Lecture baseline  Web-based presentation  13-30% increase  Virtual world game  30-63% increase North Dakota State University New generation, New paradigms …

16  Receive information rapidly  Parallel process  Multi-task  Prefer graphics first  Prefer random access  Thrive on instant gratification and frequent rewards  Fundamentally think and process information differently

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18  Military  Teach language and culture  In use for several years  Expanded to additional languages

19  Training done on simulators  First time a pilot flies a Boeing 777 is WITH PASSENGERS  Microsoft Flight Simulator effective

20  Cold Stone Creamery  Hilton Gardens  IBM

21 BoomerGen XGen Y TrainingToo much and I’ll leave Required to keep me Continuous and expected Learning StyleFacilitatedIndependentCollaborative and networked Problem solvingStructuredIndependentCollaborative FeedbackOnce per yearWeekly or dailyOn demand Task changingSlows me downNecessaryPart of my daily routine Lancaster & Stillman


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