Gamifying
Education - January 28, 2013
"What things
are most important to remember about gamifying education?"
After watching
this funny, yet engaging video I have to admit I learned a lot! Gaming, as a
whole, is new to me but I am anxious to learn more during this semester.
I will
remember a few important things about gamifying education, which include:
· Educational
games enable learning by engaging the user and keeping them interested. We
learn more if we are interested rather than being forced.
· Engaged
users care about the game that gives to apply learning in the game.
· Tangential
Learning promotes further self-education either during or after the conclusion
of the game. Tangential Learning, such as indexes or quotes, enhance the
playing/learning without getting in the way of the fun aspect of a game. In
short, it exposes learners to new concepts on their own.
In summary,
educational games keep the learner engaged because games are associated as
interesting and fun.
Gamification Education - January 28, 2013
Leave a blog posting about where your personal life story
intersects with this history and what, if any, ideas it triggers concerning the
game concept that you are developing.
Unfortunately,
my life story begins years before gaming (besides board games). However,
graduation failure is timeless and is often deemed undesirable for the students
who may need more assistance and engagement. Now, the students are interested
in all type of digital games, including educational games.
For many years,
I have played games on my digital and mobile devices, such as Words with
Friends and Hanging. I find these games entertaining and as a bonus, I learn
new (sometimes-odd) words. Those games are engaging, entertaining, and
educational.
I have not
delved into developing a game, as this is my first week of class. But, my
preliminary plan is to implement a game that involves healthy lifestyles (food
breakdowns, portions, exercise) for young adults. I would use these:
·
Trigger
Systems
·
Documentary
·
Research
assignment
My game my
change as I learn more each week.
Seven Ways to Reward
the Brain - January 30, 2013
After watching the TED video, some of my initial impressions
are that there is extensive research being conducted in the area of gaming and
how to engage users. His seven ways to reward the brain, where video games are
concerned, made perfect sense. In particular the last one: Other People.
Whether playing an educational game or simply a pleasure game with our peers
really does motivate us and provides the stimulation to stay engaged.
Collaborating with peers only helps motivate everyone playing the game.
Learning how our brain works and how it needs to be rewarded is my take away that will influence my approach to games for learning. Receiving an instant reward for even the smallest effort makes, you want to keep playing, therefore keep on learning. The reward schedule should be updated in real time to increase the wanting and liking aspect of the learning game.
Learning how our brain works and how it needs to be rewarded is my take away that will influence my approach to games for learning. Receiving an instant reward for even the smallest effort makes, you want to keep playing, therefore keep on learning. The reward schedule should be updated in real time to increase the wanting and liking aspect of the learning game.
Gamers Get Girls - January 30, 2013
I am a big fan
of graphic depiction rather than a bunch of words. The graphic was created in a
gaming style and was quite easy to follow. Most of all, the information in the
infographic told a very real, and true story that I have never thought about. Gamers
do get the girls!
As shown in
the graphic, there are more members playing online games than online dating
sites. Also, one of the biggest differences that I see is that the gamers are
casual and there are no expectations such as in an online dating site. With all
of the stress and uncertainty gone, the online gamers will open up with each other
establishing relationships that may go beyond online. In short, online gamers
feel good, act quickly, and get the girls. Great exercise!
Games Can Make The World Better - February 3, 2013
Jane McGonigal
from www.TED.com
After
watching Jane McGonigal speak in this video, the four things that make gamers
virtuosos grabbed my attention. These four qualities combined to develop great
super-empowered hopeful individuals.
·
Urgent
Optimism includes extreme self-motivation that results in a reasonable hope for
success rather than failure. I consider this positive engagement for an
educational game.
·
Social
Fabric occurs when playing a game with others, which results in building social
relationships that include collaboration, trust, and sharing values.
·
Blissful
Productivity motivates the gamer to keep playing a game rather than doing
something less productive or boring.
·
Epic
Meaning allows gamers to be connected and collaborate by sharing their progress
and what they learned while trying to complete a mission.
In short, these
four items should be an integral part of educational gaming now and certainly
in the future. Gonigal states by the end of the next decade we will be playing
21 billion hours of online games.
Video Game
Seduction Secrets - February 4, 2013
I have to admit that I never considered video games as seductive
until after I read Mr. Stuart's article, The
seduction secrets of video game designers. As I progressed in the article, I
found myself understanding why the gaming theory is studied by many and can be
put to good use.
Starting with the love and desire to play video games
provides the motivation to solve a puzzle - learning is a puzzle. In
educational games, it is true that we like to experiment and figure things out
on our own based on prior knowledge or intuition. One of the main points that
made me stop and think was about being autonomous and having authority while
playing games. Reaching the highest level and climbing the highest mountain
make you self-important. The article goes on to explain that sometimes in real life,
we don't possess these two things, but a game can empower these.
Lastly, I want to reflect on feedback, which is essential
in learning and gaming in general. According to Mr. Stuart, "Disproportionate
feedback is an endorphin come-on." Wow, that is so true! Even in the games
I play, I become happy and proud that I receive feedback (the bigger the better)
for achieving a small task. Also, it makes the game more seductive and I therefore
become addicted to playing it.
Game Story - February 12, 2013
In the world
of kids, there is healthy food and unhealthy food. The game to targeted at
pre-teens and will engage them to play the game of making healthier choices
when eating a snack or meal. With two or more players, the players will search
for treasures that contain a food items and different portion sizes. The goal
is to have the players search for treasures in different locations in a virtual
store, get points for collected the best food choices, and lose points if the
choice was not healthy. There will be several levels of achievement, based on
points earned or lost. Rewards for each level will vary from extra points to
getting a piece of gum or candy for lower levels. Also, lurking in the background
will be a creature that can sabotage your bucket of healthy food if you are not
on guard. To win you must reach the top level and score more than 250 points by
choosing healthy foods.
I created a new theory called Cerebralstructivism that is a blend of Cognitivism and Constructivism learning theories. These two learning theories, in particular, are building blocks to learning through mental processes, using prior knowledge, applying newly learned knowledge, ultimately solving a problem. The problem solving process is where the learner actually learns what is being taught using well-constructed instructional design. Cerebralstructivism uses the learner's cognitive abilities and use of prior knowledge. Please let me know if you have any questions or concerns about this newly created learning theory - Cerebralstructivism. I thank you in advance!
How People Learn Quest - February 17,
2013
CerebralstructivismI created a new theory called Cerebralstructivism that is a blend of Cognitivism and Constructivism learning theories. These two learning theories, in particular, are building blocks to learning through mental processes, using prior knowledge, applying newly learned knowledge, ultimately solving a problem. The problem solving process is where the learner actually learns what is being taught using well-constructed instructional design. Cerebralstructivism uses the learner's cognitive abilities and use of prior knowledge. Please let me know if you have any questions or concerns about this newly created learning theory - Cerebralstructivism. I thank you in advance!
What are
your thoughts on blending these two learning theories and does it make sense to
you? If not, please share your thoughts here on my blog.
Also, as an Edtech
student I created this blended learning theory from I have learned and studied
in previous classes. I'd like your opinion...what can you add or omit from my
blended theory of Cerebralstructivism? Is the name representative of the
blended theory or does it make no sense at all to you?
This is a video game for riding horses targeted towards girls. Enjoy! - February 18, 2013
The Future of the
Internet and Games - February 24, 2013
The ever-changing new and improved uses of the Internet
intrigue me to say the least. I remember the first time I used the Internet and
how apprehensive yet curious I was. After reviewing the material from Kitdigital,
I am impressed by how they are pushing the envelope with their product
offerings. I especially am interested the gaming aspects in KitCosmos.
In particular, the fact that so many people own gaming
consoles and Kitdigital focuses on what the game players want. Beyond consoles,
games are now played on all kinds of devices including the burgeoning market of
handheld devices such as a tablet of cell phone. Downloading an engaging high
quality visual game of choice quickly and playing nearly instantly is
satisfying. Less frustration and no technical challenges lets the game player
do what they intended to do - play a game!
The food group representative graphic slides on the screen when the game is started by the player. This graphic represents a particular portion depicted by the circle on the hand. Each of the food groups have a different portion size which the player must accurately strike. There are points for the correct answer and after one wrong answer points are deducted from the score.
The points in the score board can be used, by the player, to buy healthy treats such as frozen yogurt or chocolate covered almonds, etc. The rewards are used as learning tools for healthy eating along with the interactive game.
(Story) – Toy –
Puzzle – Game – March 5, 2013
How to play the Meal Portion Challenge you ask? Good
question! The person playing the game selects a basic avatar (in this diagram
the blue stick person). This avatar is controlled by the player using the mouse
(to shoot at the correct answer) and the arrow keys to move around in the right
half of the screen. The bug bombs can explode on the hand resulting in losing
points and if the player bombs them first they earn points towards treats.The food group representative graphic slides on the screen when the game is started by the player. This graphic represents a particular portion depicted by the circle on the hand. Each of the food groups have a different portion size which the player must accurately strike. There are points for the correct answer and after one wrong answer points are deducted from the score.
The points in the score board can be used, by the player, to buy healthy treats such as frozen yogurt or chocolate covered almonds, etc. The rewards are used as learning tools for healthy eating along with the interactive game.
The hands move up and down and shift making it more
difficult to hit. The hands are large for this exercise, but I will make them
smaller for the game (once I get the story in better standing) and create all
of them.
My Puzzles - March 17, 2013
Learners are
Tweens.
One: The
hands representing the portion of food for the food groups move around in a
spiral type fashion as the food groups flash on the screen. To solve the puzzle
the learner must shoot the correct hand portion graphic that represents the
food group. The more they miss the faster the hands move around the screen
making it more difficult to shoot. The more correct answers the slower the
hands move and the higher the score.
Two: Each food group graphic is displayed on the
left side and the learner must choose the correct hand portion graphic for that
group (on the right side of the screen). The learner will first shoot the food
group then the portion graphic. If the answer is correct then a star displays or
if the answer is incorrect then a bomb displays. At the end of the game, the
food group graphic explodes on the screen.
Sploder Game - March 17, 2013
Quest: Narrative Games Zork 1 - April
21, 2013
I learned from reading other's reflections that I should probably keep a
map of where I go just in case I may get lost playing this game. I never needed
it, however. After playing for about 20 or so minutes I managed to open the
mailbox and read the welcome letter about the game then discarded it. I went
into a house and entered a few rooms. The descriptions of the rooms was all
narrative which, to me, was quite boring. I am so accustomed to the visual
aspect of gaming even way back when I played Pong or Ms. PacMan.
I believe that this type of narrative game had an initial impact on the
future of gaming in that is did describe a surreal world of a place that the
player could move around from place to place in their imagination. Then, the
imagination leads to the actual visual games we play now and in the future.
Make a Free Flash Game
Story Toy Puzzle 2 - April 21, 2013
Learners are
Tweens.
One: The
hands representing the portion of food for the food groups move around in a
spiral type fashion as the food groups flash on the screen. To solve the puzzle
the learner must shoot the correct hand portion graphic that represents the
food group. The more they miss the faster the hands move around the screen
making it more difficult to shoot. The more correct answers the slower the
hands move and the higher the score.
Two: Each food group graphic is displayed on the
left side and the learner must choose the correct hand portion graphic for that
group (on the right side of the screen). The learner will first shoot the food
group then the portion graphic. If the answer is correct then a star displays or
if the answer is incorrect then a bomb displays. At the end of the game, the
food group graphic explodes on the screen.
How does the
story end in a winning state for the player? As stated in the previous
paragraph, I thought the food group graphic could explode (not gruesome, just a
simple flashy graphic) to catch the attention of the player. However, the
player does need to receive feedback on their game score. During the game the
learner earns healthy treats that can be collected at the end and are cumulative.
For example, the first level the leaner earns a cup of vanilla frozen yogurt,
but as they progress successfully in the game they earn different toppings
(such as nuts, dark chocolate chips, fruit, etc.). The learner with the most
toppings on the healthier snack wins by high score.
So, I ask
you all the help me with ending my story in a winning state by providing me
constructive feedback:
Questions:
Please post
your comments at the bottom of this page.
1. Based on the audience of Tweens, do
you think the learners will be engaged playing this game through? If not, can
you provide your recommendations?
2. Is there anything important to this
learning to eat healthier goal that I am leaving out and should consider
adding?
3. Other than engagement and scoring, do
you have any thoughts on the method of evaluation I should use to improve the
game?
4. Based on my learning theory of
Cerebralstructivism (posted above) the learners use prior knowledge (consuming
food), apply newly learned ideas (portion sizes), and solving a goal
(ultimately eating the right portion and eating healthier). Do you agree or
disagree with this?
Thank you!
How People Learn Quest -
February 17, 2013/April 24, 2013
Cerebralstructivism
I created a new theory called Cerebralstructivism that is a blend of Cognitivism and Constructivism learning theories. These two learning theories, in particular, are building blocks to learning through mental processes, using prior knowledge, applying newly learned knowledge, ultimately solving a problem. The problem solving process is where the learner actually learns what is being taught using well-constructed instructional design. Cerebralstructivism uses the learner's cognitive abilities and use of prior knowledge. Please let me know if you have any questions or concerns about this newly created learning theory - Cerebralstructivism. I thank you in advance!
I created a new theory called Cerebralstructivism that is a blend of Cognitivism and Constructivism learning theories. These two learning theories, in particular, are building blocks to learning through mental processes, using prior knowledge, applying newly learned knowledge, ultimately solving a problem. The problem solving process is where the learner actually learns what is being taught using well-constructed instructional design. Cerebralstructivism uses the learner's cognitive abilities and use of prior knowledge. Please let me know if you have any questions or concerns about this newly created learning theory - Cerebralstructivism. I thank you in advance!
After reading this I
decided to update my learning theory graphic adding the assessment and
feedback, which is vital to effective teaching and learning.
Also, as an Edtech
student I created this blended learning theory from I have learned and studied
in previous classes. I'd like your opinion...what can you add or omit from my
blended theory of Cerebralstructivism? Is the name representative of the
blended theory or does it make no sense at all to you?
Update 4-24-2013
Peer reviewer Bret Crane
provides the following constructive feedback: " As John Bransford discusses in the How People Learn reading,
assessment and feedback is key to learning (or effective teaching for that
matter), and this illustrates the interdependency of the mind, and the
environment and the actions that are taken by the learner, and the need to look
at how they interact, not just the examination of one aspect." After
reading this feedback I decided to update my original learning theory graphic
adding assessment and feedback. Both of these are vital to effective teaching
and learning in any environment.
After doing some
additional research on the importance of assessment and feedback in game-based
learning I discovered that there is work to be done. One of the points I read stressed
the fact that without properly designed games, there is nothing to assess.
Also, currently most assessments are generally summative (performed at the end
of the game), and that there needs to be more focus on performing formative assessments (feedback while playing
the game). Formative assessment would provide information to the instructor
about the student strengths and weaknesses and how to improve the game to
ensure the learners are engaged and that the learning is successful.
Narrative Game 2 - April 24, 2013
I got
frustrated relatively quickly and sought out help and found some easy to follow
walkthroughs. That made the game playing less frustrating for me. After the
introduction I went back to my house (look cottage) and found a piece of paper.
I got the paper and then typed map to get it. I got some pebbles by the beach.
Went to the well and looked in the put my pebbles in the bucket, etc.
This was not
a very fun game, in my opinion. The peasant moved slower than I am used to, but
the graphics and sounds reminded me of games from the 1980's timeframe. These
type of quests make me appreciate the unbelievable improvements in gaming over
the years.
Final Project Feedback - May 12, 2013
- Considering
the feedback you received, what about your game design project are you
most excited about?
I am mostly excited about that the respondents liked the fact that the
target audience was Tween (who are now making more choices on their own) and
the fact that they also believed what was learned playing this game would be
retained well.
- Through
the process of presentation and feedback, what elements of your game
design project would you consider changing or reworking and why?
I would add in a social media aspect to the game. I would consider asking
the students to use a camera or smart phone and upload (and share) pictures of
their portions of their favorite foods.
- What
surprises did you encounter throughout the design, presentation, and
feedback process?
I was a bit surprised that the respondents did not agree that the game was
engaging for this audience, but I believe that adding a social interactive component
will help with this.
- What are your
hopes, plans, or considerations regarding the development of your game
concept?
I am not a teacher, but I am required to educate my adult technical
writers. With that said, I am going to work with my Instructional Designers and
create an educational game using social media (my team spans the US and India).
Everyone has a phone and I believe it would make the dry teachings more
engaging for all.



RE: How People Learn
ReplyDeleteKara,
I love the name "cerebralstructivism." To me, it gets to the core of what we hope to do as educators: build the minds of our students.
Of the four elements that Bransford described in his "How People Learn" framework, your mash-up appears to fall mainly under the learner-centered element. I believe this element is so crucial because students who are allowed some choice about what study will naturally be more excited to learn. Also, as we prepare students to live in the world of tomorrow, it is essential that they learn how to become expert problem-solvers rather than mere possessors of knowledge, which is what the constructivism aspect of your mash-up highlights.
Thank you for taking the time to read and comment on my posting!
DeleteKara
Hi Kara,
ReplyDeleteI like a lot of your set-up for the bug bombs and portion size. I think this is more of a toy or puzzle than the story, but that's fine too. For story, it seems like you have them shopping (for some reason) and as they make a shopping cart full of choices to create meals for a week (or a party or whatever) then you can directly add up the good and bad stuff right from the food labels, which would also get that habit going. This could be a trainer for looking at the labels.
The reasons that the bug bombs seems more like a toy or puzzle is that there is little "context." and the story doesn't go very far, where shopping might come form some need and end up with some meals etc.
I really like the hand pointing which seems like it could reinforce a method that they could transfer into the real world - that is very cool. Also the bugs dropping are just creepy - which is excellent motivation to work fast and not fail. I guess if you do fail enough then your meal is ruined and you go hungry. hehe.
Very nice work on this idea.
Hello Kara~
ReplyDeleteThis is a comment on your blog entry for How People Learn Quest - February 17, 2013: Cerebralstructivism
You ask the question, “What are your thoughts on blending these two learning theories (Cognitivism and Constructivism) and does it make sense to you?” I would say that yes it does make sense. One of the problems I have with the trifecta of learning theories: behaviorism, cognitivism, and contructivism, is that they seem to compartmentalize learning into very boundaries, whether that is regarding the internal workings of the mind, the environment, or the actions of the learner. To me it makes perfect sense to expand those boundaries to include other influences into the notion of how a person learns.As John Bransford discusses in the How People Learn reading, assessment and feedback is key to learning (or effective teaching for that matter), and this illustrates the interdependency of the mind, and the environment and the actions that are taken by the learner, and the need to look at how they interact, not just the examination of one aspect.
Great mash up :)
~Bret Crane
EducatOr
How People Learn
ReplyDeleteI completely agree with the idea that learning takes place while solving problems. I think learning is very much an interaction between what we know, new material, and a problem at hand. For this reason, the mixing of your theories does make sense. Many of these learning theories are new to me, and I have found that no single theory really addresses the concept of how people learn.
I had a student ask me an interesting question the other day. He asked "how did you find answers to problems before Google?". It was a simple question, but it kind of goes at the heart of what you are saying. Our students are used to confronting a problem, searching for a solution, and then weighing the options based on what they already know. This is basically what you have mashed in this learning theory. Great job!
How People Learn
ReplyDeleteI definitely think that the pieces of your learning theory mash-up fit together in a way that makes sense. I, too, believe that learning comes as a result of building connections between the things we already know and the new things we encounter. When we are able to base learning experiences on solid background knowledge, everything comes more easily - the connections build naturally and the problem-solving seems like a logical evolution of ideas.
I have experienced far more situations since beginning this program that have challenged the bounds of my prior knowledge than any other learning experience has required. Those times when I feel like I'm arriving on the scene with deficient skills or knowledge, I realize that I am working far harder and longer to accomplish the tasks at hand, even though I know that I am cognitively capable.
I think cerebralstructivism works. Nice job.