playing to learn: using commercial video games in education conference on information technology...
TRANSCRIPT
Playing to Learn: Using Commercial Video Games in
Education
Conference on Information TechnologyOctober 19-22, 2008
Landon K. Pirius, Ph.D.
Inver Hills Community College
Introduction
• Developed from multiple perspectives– Generation X– 25 years of game experience– U of M graduate– Dissertation work– 10 years in online education
Does it Have to be Boring?
• “There is no rule that says education has to be boring. In fact, people learn best when they are engaged and entertained.” (University of NC, Greensville, Econ 201).
Resources
• Wikis:– http://games4learning.pbwiki.com/
• Blogs:– http://game-culture.blogspot.com/– http://www.secretlair.com/index.php?/
clickableculture/C90/• Pew Internet and American Life Project:
– “Teens, Video Games, and Civics” (2008)• CBS News
– “In Depth: Gender Gap” (2003)• Scholastic
– “The New Gender Gap” (2004)
Resources
• My dissertation:– Abstract– Reference list
• Journals:– http://www.gamesandculture.com/news/– http://gamestudies.org/0601/archive– http://www.nickyee.com/daedalus/
• Organizations:– www.glsconference.com – http://www.digra.org/
Educational Problem• Disengagement and disinterest• Education competes with other activities• Gender gap – boys!
– 44% of university students– 40% of university graduates– Dramatic reversal in the last 30 years– White, boys is the only demographic to raise its high
school dropout rate since 2000.
Source: CBS, 2003
Educational Hypothesis
• Utilize games and simulations– To engage– To stimulate learning– To have fun
Statistics
• 97% of teens aged 12-17 play video games– 99% of boys; 94% of girls
• 50% played “yesterday”• Platform– 86% play on consoles– 73% play PCs– 60% on handhelds– 48% on mobile devices (cell phones)
Source: Pew, 2008
Statistics• Popular genres– Racing (74%)– Puzzle (72%)– Sports (68%)– Strategy (59%)– Simulation (49%)– MMORPG (21%)– Virtual worlds (10%)
Source Pew, 2008
Statistics
• 24% of teens play alone entirely; 76% play with others (social)
• 47% play online with those they know offline
• 27% play online with those they met online
Source: Pew, 2008
Literature
• Potential:– Critical thinking– Problem solving– Experience-based learning– Flow– Collaboration, competition – Role-playing– Hands-on– Communication, reflection
Literature
• Results:– Increased motivation to learn if playing– Learning how to solve complex, multi-issue
problems– Develop deeper, more insightful social
narratives– Transferability of interaction and leadership
skills offline– Empowerment and social responsibility– Immediate feedback with rewards or reprisals– Higher scores on exams (exp. vs. control)
Simulations
• Civilization
• Flight Simulator
• Sim City
• Other
Civilization• “Advanced players develop a model of
how geography, politics, and economics interact to produce historical outcomes.”
• http://civworld.gameslearningsociety.org/index.php
• Teach players to play game, then:– Play historical scenarios– Build custom scenarios– Produce knowledge
Flight Simulator
• Military training
• Civilian training
• Microsoft’s Flight Simulator– http://
www.fsinsider.com/product/Pages/InfoEducators.aspx
Sim City• Ervin Elementary– http://www.fi.edu/fellows/fellow3/apr99/simcity
2000/index.htm
• Other uses– Climate– Alternative energy– Environmental education– City planning– Urban design
Other Simulators
• The Sims• Railroad Tycoon• Rollercoaster Tycoon• Colonization• Ace Combat• Spore – guide your creature through
5 stages of civilization
Games
• Neverwinter Nights
• World of Warcraft
• Second Life
• Other
Neverwinter Nights
• Used with permission from Kathleen Hansen and Nora Paul, professors of journalism at the University of Minnesota.
• NWN.wmv
World of Warcraft• Play, Pedagogy, and Engagement– http://www.youtube.com/watch?v=rZ3Zn_VEV2
0
• Economics– Auction house– Value of goods/services– Supply/demand
• Qualitative methods class– Interview techniques
World of Warcraft
• My Course (Spring 2009)– Subjective culture• Social formations/relationships, behaviors,
norms/expectations, language, rules, rituals, gestures/emotes, roles/role-modeling
– Identity– Gender– Citizenship
Second Life
• Second Life Education Wiki
Second Life
• Marketing Concepts – Todd Johnson– Evaluate existing marketing efforts– Develop new marketing campaign
inside Second Life
• Law in the Court of Public Opinion – Rebecca Nelson– http://blogs.law.harvard.edu/cyberone/
Second Life
• Science Labs – Will Ober– http://www.k12.com/– Virtual lab scenario that supports
experimentation for high school students– Collaborative problem solving– Pattern recognition– Classification of material behaviors– Specialization
Second Life
• Chinese language learning – Second Life Chinese Island (SLCI)– http://vudat.msu.edu/1500/– Learn Chinese through immersion and
completing a scavenger hunt.
• Human Communication and Technology –Tanya Joosten– http://uwmsecondlife.blogspot.com/
Other Games
• Guitar Hero
• Rock Band
• Nintendo Wii
Strategies for Success
• Facilitate (be there!)• Experimentation• Exploration and manipulation• Opportunities for failure• Build in reflection• Role-playing• Immediate feedback• Cooperation and competition
An Educational Opportunity• Through facilitated instruction using
games and simulations, students may:– Engage– Learn– Communicate– Persist– Have fun– Share information– Create knowledge– Innovate
Keeping Connected
• Games4Learning Wiki– http://games4learning.pbwiki.com/• Create an account• Submit request for access• I will grant access• Create a profile page and contribute
Questions?
• Landon K. Pirius– [email protected]