cartoon convo: exploring gaming in higher education

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Cartoon Convo: Exploring Gaming in Higher Education

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Page 1: Cartoon Convo: Exploring Gaming in Higher Education

Cartoon Convo:Exploring Gaming in Higher

Education

Page 2: Cartoon Convo: Exploring Gaming in Higher Education

Play is a very serious matter....It is an expression of our creativity; and creativity is at the very root of our ability to learn, to cope, and to become whatever we may be. (Rogers & Sharapan, 1994, p.1)

Page 3: Cartoon Convo: Exploring Gaming in Higher Education

Play and learn?

Page 4: Cartoon Convo: Exploring Gaming in Higher Education

Yes.

Page 5: Cartoon Convo: Exploring Gaming in Higher Education

What are you, five?

Page 6: Cartoon Convo: Exploring Gaming in Higher Education

? ? ? ?

Page 7: Cartoon Convo: Exploring Gaming in Higher Education

Learning games are for kids.

Page 8: Cartoon Convo: Exploring Gaming in Higher Education

No.

Page 9: Cartoon Convo: Exploring Gaming in Higher Education

Yes! It's all Leap Padand Playskool!

Page 10: Cartoon Convo: Exploring Gaming in Higher Education

No it isn't.

Page 11: Cartoon Convo: Exploring Gaming in Higher Education

I teach college.I hate computers.Will it even matter?

Page 12: Cartoon Convo: Exploring Gaming in Higher Education

That depends on you and

on your students!

Page 13: Cartoon Convo: Exploring Gaming in Higher Education

I can integrate learning games into my college classes?

Page 14: Cartoon Convo: Exploring Gaming in Higher Education

Yes! Games can be as useful for

adults as for children

Page 15: Cartoon Convo: Exploring Gaming in Higher Education

Prove it!

Page 16: Cartoon Convo: Exploring Gaming in Higher Education

No problem

!

OK!

Page 17: Cartoon Convo: Exploring Gaming in Higher Education

“An experiential technique, such as playing games, provides a deeper and wider-ranging experience than does a lecture, even though the experience may be different for everyone. Some research findings indicate that simulations and games are at least as effective as other methods in facilitating subject matter learning and can be highly effective in aiding retention.” (1)

Page 18: Cartoon Convo: Exploring Gaming in Higher Education

“Under some circumstances and for some students, gaming can be more effective than traditional methods of instruction in creating positive attitudes toward a topic” (2)

Page 19: Cartoon Convo: Exploring Gaming in Higher Education

What kind of games should I use?

Page 20: Cartoon Convo: Exploring Gaming in Higher Education

Decide what is the best fit for your class and what you want to accomplish.

Some games are electronic, others can be as simple as a scavenger hunt or round of “Identify the Shakespearean quote Jeopardy.”

Page 21: Cartoon Convo: Exploring Gaming in Higher Education

What can I teach using games?

Page 22: Cartoon Convo: Exploring Gaming in Higher Education

Some college level subjects can sometimes be too complex to be taught completely using games. Biochemistry, or abstract algebra, for example. However, games can be used to “spice up” a lesson, to review for a quiz, or to help students remember key ideas.

First identify your teaching goal, then select a game to supplement the lesson.

Page 23: Cartoon Convo: Exploring Gaming in Higher Education

Are there resources out there where I can find more information?

Where are they?

Page 24: Cartoon Convo: Exploring Gaming in Higher Education

There are many resources for teachers wishing to integrate gaming into their curriculum. For example:

http://www.gameprof.com/ Offers links to research, game information and colleagues who can offer help.

For adults learning English as a second language, http://esl.about.com offers a Top 5 list of materials for teaching adults English.

MSU MindGames offers information and resources at http://mindgames.msu.edu

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This seems like a lot of work.

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It is. Just like any decision to incorporate a new idea into a lesson plan, the decision to use games must be planned before it can be implemented.

Try starting small, say with a quiz show type review format before your next quiz. Then, review the quiz scores. Are they higher? Ask the students, did they think the game helped?

If so, go from there! If not, rethink your strategy and try again!

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Is it worth the effort?

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According to the Horizon Report of 2005, educational gaming will be a growing trend in universities for the next two to three years [or beyond!]. (3)

Page 29: Cartoon Convo: Exploring Gaming in Higher Education

Research suggests that gaming in its various forms can motivate and interest learners (Dempsey, Lucassen, Gilley & Rasmussen, 1993; Dempsey, Rasmussen & Lucassen, 1994; Jacobs & Dempsey, 1993; Lepper & Malone, 1987; Malone, 1980, 1983; Malone & Lepper, 1987; Malouf, 1988), increase retention of subject material (Dempsey et al., 1994; Jacobs & Dempsey, 1993; Pierfy, 1977), and improve reasoning skills and higher order thinking (Mayland, 1990; Rieber, in press; Wood & Stewart, 1987). (4)

Page 30: Cartoon Convo: Exploring Gaming in Higher Education

Incorporating gaming, even in higher education classrooms is fun AND useful!

Don't you think that's worth a shot?

Page 31: Cartoon Convo: Exploring Gaming in Higher Education

Where'd you get all this information, anyway?

Page 32: Cartoon Convo: Exploring Gaming in Higher Education

Works Cited

1. Somers, J. A., & Holt, M. E. (1993). What's in a game? A study of games as an instructional method in an adult education class.Innovative Higher Education, 17, 243–257.

2. Kolb, D.A. & Lewis, L.H. (1986). Facilitating experiential learning: Observations and reflections. In L.H. Lewis (Ed.) New directions for continuing education: Experiential and simulation techniques for teaching adults. San Francisco: Jossey-Bass.

3. Hogle, J. G. (1996). Considering games as cognitive tools: In search of effective "edutainment". University of Georgia: Department of Instructional Technology, ERIC Document Reproduction Service No. ED 425737.

4. New Media Consortium (2005).The Horizon Report – 2005 Edition.

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Good luck!

Have fun!

Page 34: Cartoon Convo: Exploring Gaming in Higher Education

Mario copyright Nintendo 1985Pacman copyright Namco 1980