learning thru play e a games’ next generation of games by q&a consulting gigi ramadan

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LEARNING THRU PLAY E A Games’ Next Generation of Games By Q&A Consulting Gigi Ramadan

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LEARNING THRU PLAY

E A Games’ Next Generation of Games

By Q&A ConsultingGigi Ramadan

Contructivist Approach offers best learning and entertainment: Myst Online as a model for argument

www.youtube.com/watch?v=odlpo-Uzvnw

Img source: mystjourney.com

What makes an online game exciting, interesting, social or more educational than

another game?

Learners learn by doing instead of

watching or listening to a description of how

something worksImg source: mystjourney.com

LEARNER EXPERIENCE AND GAME PLAY

Myst Online URU live is an open source massively multiplayer online adventure game

Players interact with others to solve puzzles and advance the story.

“…not pre-specified, information from many sources is essential.

Performance is related to the process of construction.”

(Ertmer, p58)

Img source: mystjourney.com

Img source: downloads.info

Learner choice

Learner creation

Learner constructs own reality

LEARNING METHODSInstructional goals and

objectives are negotiated, not imposed.” (Jonassen, p11)

Focus on realistic approaches to real world

problems rather than utilize predetermined instructional sequences.” (Jonassen, p11)

Img source: mystjourney.com

Img source: mmorpg.com

LEARNING METHODS

Players communicate with others using a "Ki", an artifact which provides a special interface

Uncover clues and solve puzzles together

Img source: mystjourney.com

LEARNING VARIABLES “Learning occurs through our interactions with the environment” (Jonassen,

p6)

A world that persistently changes depending on player actions 

“an environment in which students can explore the

ideas being learned” (Jonassen, 1996, p238)

“constrained problem spaces that resemble existing problems in the real world” (Jonassen, 1996, p237)

Img source: mystonline.com

INSTRUCTIONAL STRATEGIES

fans access tools to create new content

Gameplay created by the community

““providing learners with the observation and manipulation tools necessary for exploring and testing objects in that part of the world” (Jonassen, 1996, p.239)

Img source: mystjourney.comImg source: mystjourney.com

Img source: mystjourney.com

LEARNING OUTCOME

The ultimate goal was a continuation of the storyline and new content

“And the world changed. Pulled through darknessMy ears ring with emptiness Until a place enfolds meLike none I have seen.I smell the tang of oceanA gull wheels above meWater slaps wood pilesBirds cry unseen…”by a player

Learning allowed to form own vision of reality based on their mental processes, interpretations, experiences (Jonassen, p.9)

Img source: mystjourney.com

LEARNING OUTCOME

To cooperate, collaborate and work in teams

To make effective and ethical decisions under stress

To take prudent risks in pursuit of objectives

To employ scientific deduction

To quickly master and apply new skills and information

To think laterally and strategically

To persist and solve difficult problems

TRANSFER METHODS Involvement of authentic tasks anchored in meaningful contexts and engagement of the learner in the actual use of the tools in real-world situations.(E&N)

Img source: huffingtonpost.com

Img source: downloads.info

ASSESSMENT METHODS – REFLECTION

Journals for Reflection

Forums for debate sharing and critique by peers

Img source: mystomline.com

“Assessment is embedded/integrated in the activity not distinct from it.

(Jonassen, p12)

FEEDBACK METHODS

Immediate

Chat with team members

Comments on Blogs

Img source: mystonlinecom

Ertmer, P. A., & Newby, T. J. (1993). Behaviorism, Cognitivism, Constructivism: Comparing Critical Features from an Instructional Design Perspective. Performance Improvement Quarterly, 6(4), 50-72.

Jonassen, D. H. (1991). Objectivism versus Constructivism: Do We Need a New Philosophical Paradigm? Educational Technology Research and Development, 39(3), 5-14.

Jonassen, D.H. (1996). Microworld Learning Environments: Immersion in Action. In Computers in the Classroom- Mindtools for Critical Thinking (pp.237-253). Englewood Cliffs, New Jersey: Merrill, Prentice Hall.

Duffy, T., & Cunningham, D. (1996). Constructivism: Implications for the design and delivery of instruction. In D. H. Jonassen (Ed.), Handbook of Research for Educational Communications and Technology (pp.170-198). New York: Simon and Schuster Macmillan.

REFERENCES