games and gamification of college course content: examples and best practices

58
By Karl M. Kapp Bloomsburg University Gamification of Learning &Instruction February 28, 2014 EMAIL: [email protected] TWITTER: @kkapp BLOG: http://karlkapp.com/kappnotes/ Gamification of College Course Content: Examples and Best Practices

Upload: karl-kapp

Post on 27-Jan-2015

115 views

Category:

Education


3 download

DESCRIPTION

This presentation starts with three "Do's" in terms of using games within a classroom and then provides a number of example games from a variety of disciplines.

TRANSCRIPT

Page 1: Games and Gamification of College Course Content: Examples and Best Practices

By Karl M. KappBloomsburg UniversityGamification of Learning &InstructionFebruary 28, 2014EMAIL: [email protected]: @kkappBLOG: http://karlkapp.com/kapp‐notes/

Gamification of College Course Content: Examples and Best Practices

Page 2: Games and Gamification of College Course Content: Examples and Best Practices

12

34

Agenda

What isGamification?

Should I Embed GamesInto My Courses?

Are GamesEffective for Learning?

Why Play in Groups andMultiple Times?

5

Page 3: Games and Gamification of College Course Content: Examples and Best Practices

Use game-based mechanics, aesthetics and game thinking to engage people, motivate action,

promote learning, and solve problems.

Gamification

Page 4: Games and Gamification of College Course Content: Examples and Best Practices

Instruction with seriousgames yields higher learning gains than conventional 

instruction.

Page 5: Games and Gamification of College Course Content: Examples and Best Practices

Type of Knowledge/Retention

% Higher

Declarative 11%Procedural 14%Retention 9%

Percentages of Impact OverTraditional Training

17% Higher than Lectures

5% Higher than Discussion

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies

Page 6: Games and Gamification of College Course Content: Examples and Best Practices

FactType of Knowledge/Retention

% Higher

Declarative 11%Procedural 14%Retention 9%

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies

Wouters, P., van Nimwegen, C., van Oostendorp, H., & vam der S[el. E.D. (2013), February 4). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology. Advanced online publication. Doi: 10.1037/a0031311 39 Studies. Review of 39 studies 54% conducted in the last year.

Page 7: Games and Gamification of College Course Content: Examples and Best Practices

Type of Knowledge/Retention

% Higher

Declarative 11%Procedural 14%Retention 9%

Percentages of Impact

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies

It wasn’t the game, it was level of activity in the game.

In other words, the engagement of the learner in the game leads to learning.

Page 8: Games and Gamification of College Course Content: Examples and Best Practices

Games are more effective than traditional instruction when multiple sessions are 

involved.

Page 9: Games and Gamification of College Course Content: Examples and Best Practices

Conventional instruction  for a one‐off is better vs. one game session

Multiple game sessions better thanmultiple conventional sessions

Wouters, P., van Nimwegen, C., van Oostendorp, H., &  vam der S[el. E.D. (2013), February 4). A Meta‐Analysis of the Cognitive and Motivational Effects of Serious Games.  Journal of Educational Psychology. Advanced online publication. Doi: 10.1037/a0031311 39 Studies. 

Page 10: Games and Gamification of College Course Content: Examples and Best Practices

Games are more effective than traditional instruction when players work in groups.

Page 11: Games and Gamification of College Course Content: Examples and Best Practices

With serious games, both learners playing individually and those playing in a group learn more than the comparison group, but learners who play serious games in a group learn more.

Wouters, P., van Nimwegen, C., van Oostendorp, H., &  vam der S[el. E.D. (2013), February 4).  A Meta‐Analysis of the Cognitive and Motivational Effects of Serious Games.  Journal of Educational Psychology.  Advanced online publication. Doi: 10.1037/a003131139 Studies. 

Page 12: Games and Gamification of College Course Content: Examples and Best Practices

Games Must be Embedded into the Curriculum to be Effective for Learning.

Page 13: Games and Gamification of College Course Content: Examples and Best Practices

Example.

Page 14: Games and Gamification of College Course Content: Examples and Best Practices

Examples

Page 15: Games and Gamification of College Course Content: Examples and Best Practices

Business: Proposal Writing

Page 16: Games and Gamification of College Course Content: Examples and Best Practices

Learning to Write a Proposal

• Form students into companies (teams)• Provide Request for Proposal• Students develop:

– 40 page proposal– Working Prototype– Sales Presentation

Page 17: Games and Gamification of College Course Content: Examples and Best Practices
Page 18: Games and Gamification of College Course Content: Examples and Best Practices
Page 19: Games and Gamification of College Course Content: Examples and Best Practices

Science:Heat Flow and Thermal Conductivity

Page 20: Games and Gamification of College Course Content: Examples and Best Practices
Page 21: Games and Gamification of College Course Content: Examples and Best Practices
Page 22: Games and Gamification of College Course Content: Examples and Best Practices
Page 23: Games and Gamification of College Course Content: Examples and Best Practices
Page 24: Games and Gamification of College Course Content: Examples and Best Practices
Page 25: Games and Gamification of College Course Content: Examples and Best Practices

GroupGroup Results by AssessmentPre Post Final

Game Mean .378

5 .447 .5136

Std. Deviation .167 .168 .169N 140 125 100

TaskMean RatingBefore

Mean RatingAfter

DifferenceAfter-Before

Calculate volume of 3-D shape 2.83 4.00 1.17

Calculate surface area of 3-D shape 2.33 3.83 1.50

Understand concept of conductivity and heat flow 1.50 3.82 2.32

Understand relationship between conductivity & heat flow. 1.17 3.17 2.00

Apply heat flow formula 1.00 3.33 2.33

Understand difference between dead and live load 1.50 3.33 1.83

Preliminary Survival Master Results

Page 26: Games and Gamification of College Course Content: Examples and Best Practices

Teaching Algebra

Page 27: Games and Gamification of College Course Content: Examples and Best Practices

http://www.forbes.com/sites/jordanshapiro/2013/07/01/it‐only‐takes‐about‐42‐minutes‐to‐learn‐algebra‐with‐video‐games/

Dragon Box 2

Students who played at least 1.5 hours, 92.9% achieved mastery. Of those students who played at least 1 hour, 83.8% achieved mastery. Of those students who played at

least 45 minutes, 73.4% achieved mastery.

Page 28: Games and Gamification of College Course Content: Examples and Best Practices

Grammar

Page 29: Games and Gamification of College Course Content: Examples and Best Practices

Grading Game

http://www.gradinggame.com/

Page 30: Games and Gamification of College Course Content: Examples and Best Practices
Page 31: Games and Gamification of College Course Content: Examples and Best Practices

Literature

Page 32: Games and Gamification of College Course Content: Examples and Best Practices
Page 33: Games and Gamification of College Course Content: Examples and Best Practices
Page 34: Games and Gamification of College Course Content: Examples and Best Practices
Page 35: Games and Gamification of College Course Content: Examples and Best Practices

Political Science: Elections

Page 36: Games and Gamification of College Course Content: Examples and Best Practices
Page 37: Games and Gamification of College Course Content: Examples and Best Practices
Page 38: Games and Gamification of College Course Content: Examples and Best Practices
Page 39: Games and Gamification of College Course Content: Examples and Best Practices
Page 40: Games and Gamification of College Course Content: Examples and Best Practices
Page 41: Games and Gamification of College Course Content: Examples and Best Practices

Political Science: Geopolitical

Page 42: Games and Gamification of College Course Content: Examples and Best Practices
Page 43: Games and Gamification of College Course Content: Examples and Best Practices

Working with People: Decision Making

Page 44: Games and Gamification of College Course Content: Examples and Best Practices
Page 45: Games and Gamification of College Course Content: Examples and Best Practices
Page 46: Games and Gamification of College Course Content: Examples and Best Practices
Page 47: Games and Gamification of College Course Content: Examples and Best Practices

Working with People: Ethics

Page 48: Games and Gamification of College Course Content: Examples and Best Practices
Page 49: Games and Gamification of College Course Content: Examples and Best Practices
Page 50: Games and Gamification of College Course Content: Examples and Best Practices
Page 51: Games and Gamification of College Course Content: Examples and Best Practices

Resources• Survival Master; Heatflow and Conductivity

– http://gaming2learn.org/survival_master/ft2014/

• DragonBox Algebra Game– http://www.dragonboxapp.com/

• The Grading Game– http://www.gradinggame.com/

• Win the Whitehouse– http://www.gamesforchange.org/play/win-the-white-house/

• eLECTIONS: Your Adventure in Politics– http://www.ciconline.org/Resource/elections-your-adventure-in-politics

• Quandry Game– http://www.quandarygame.org/play

• Research Ethics– http://ori.hhs.gov/TheLab/TheLab.shtml

• Lord of the Flies Game– http://www.nobelprize.org/educational/literature/golding/index.html

• English as a Second Language– http://traceeffects.state.gov/

Page 52: Games and Gamification of College Course Content: Examples and Best Practices

Finding Educational Games

Page 53: Games and Gamification of College Course Content: Examples and Best Practices
Page 54: Games and Gamification of College Course Content: Examples and Best Practices
Page 55: Games and Gamification of College Course Content: Examples and Best Practices
Page 56: Games and Gamification of College Course Content: Examples and Best Practices
Page 57: Games and Gamification of College Course Content: Examples and Best Practices
Page 58: Games and Gamification of College Course Content: Examples and Best Practices

Resources• List of Games and Simulations

– http://www.clarkchart.com/

• Political Science Related Games– https://www.icivics.org/

• Science and Medical Related Games– http://edheads.org/– http://www.nobelprize.org/educational/

• Games with an Agenda– http://www.gamesforchange.org/