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Where Do Educational Games Come From?

Flickr:Flickingrbrad

Increasingly, digital games are cropping up everywhere in education. And that’s stimulated a flurry of activity leading to the expectation that no longer are learning games only likely to come from traditional education companies, but a wide variety of sources.

The expectation-setting stats and statements, at least, are straightforward. Both the New Media Consortium’s 2012 Horizon Report on higher education and its 2011 Horizon Report for K-12 put game-based learning in the mainstream (defined as adopted by about 20% of institutions) in the next two-to-three years. “The greatest potential of games for learning lie in their ability to foster collaboration and engage students deeply in the process of learning,” noted the 2012 higher ed collaborative effort of NMC educators and research centers.

Then there’s the expectation of the “demand” side: students. An Educause survey last October found 37% of college students use educational games or simulations – and 15% wished their instructors used them more often. Project Tomorrow’s national Speak Up report released in April found that 52% of middle school students wanted their “ultimate” school to have games and simulations.

Now, it appears, the “supply” side is responding, building on a base of learning game research from this century – or simply taking advantage of heightened expectations. No matter what the motivation, it provides evidence a perceived K-20 trend toward games may actually be real and is spurring activity from places not always thought as hotbeds of hard-core learning game development.

CONSUMER

Consumer and learning game worlds have long been separate, with some notable crossovers (Where in the World is Carmen Sandiego and SimCity are two early standouts). But motivated companies are trying to make consumer crossovers more common and even more structured. Continue reading

GameDesk Opens New Game-Based School

GameDesk

By Andrew Miller

GameDesk, an organization that’s developing a variety of game-based learning initiatives, is venturing into new terrain with the opening of a new school and the development of new digital tools, with millions of dollars in funding from both the Bill and Melinda Gates Foundation and AT&T.

The PlayMaker School, funded by the Bill and Melinda Gates Foundation, will open in Los Angeles on September 7, with 60 students in 6th grade, and will operate as a “school within a school” at New Roads, an independent middle school.

Like Quest to Learn, the game-based school in New York, PlayMaker will incorporate principles of game-based learning into the entire instructional model, but with an additional focus on making and discovering. The goal is to engage students in both high-tech and low-tech games and modular, instructional activities. Individual students will work with an “Adventure Map” that will guide them to choose their own path, allowing for students to control how they learn and when they learn it. These modules will be not only individual tasks, but will also include group work. In a unit on kinetic and potential energy, for example, students will watch videos, play games, create digital roller-coasters, and create real-life models.

With ongoing formative assessments tied not only to the Common Core, but also practical digital skills, collaboration, critical thinking, and social emotion learning principles, the focus is meant to go beyond traditional schooling goals. Instruction will focus on providing context for the content, whereby students understand the relevance of what they’re learning. Teachers will play the roles of questioners, facilitators, and reflective agents.

More information will soon be released about the specifics of the program.

SCALING UP

Lucien Vattel, the executive director of GameDesk, said he wants to scale the company’s tools and learning models to schools and other groups across the country. To that end, the company received $3.8 million from AT&T to fund two new initiatives: a learning laboratory called Learning Center, which will include a “classroom of the future” where new digital tools will be developed, tested, evaluated, and aligned with academic standards; and free access to an online portal of Continue reading

What’s the Difference Between Games and Gamification?

Minecraft

Perhaps the best way to think about games in education is not to automatically call everything that looks like fun a “learning game.” Lumping all digital game approaches together makes no more sense than a toddler’s inclination to call every four-legged animal a “doggie.”

Game interest is definitely on the upswing in K-12 and higher education. It seems almost cyclical: every several years, almost in sync with the acceptance of new technologies (such as multimedia CD-ROM, then online, then mobile), there’s a surge of activity with games in education.

But everything game-like is not a game. And while game purists may wince at this simplification, it helps to consider games in education in terms of gamification, simulation and (simply) games. The three approaches aren’t always exclusive – they’re more of a continuum, or a Venn diagram’s overlapping circles – but they are notably different.

GAMIFICATION

Gamification is the current bright-shiny of the three terms – and, as a result, is the most used and frequently misused. But the cleanest definition is straightforward: gamification is adding game elements and mechanics to things that aren’t designed to be games.

Providing feelings of competence, of being in control and that the outcome matters is critical, “and marketers (and frankly most people) don’t really have a clue.”

Outside of education, some call these “reward, recognition and motivation programs.” And Alex Chisholm, executive director of the Learning Games Network, a spin-off from the MIT Education Arcade and University of Wisconsin, shared an equivalent perspective recently when he noted that saying you’re going to “gamify” something in education means you’re applying game design principles to motivate and inspire learners.

In apps and software, this is commonly interpreted as adding point systems (sometimes with competitive student leaderboards), badges for accomplishments and levels of progression. One of the highest profile examples of this approach is the Khan Academy, which layers avatars, energy points and badges on top of completing traditional math activities.

But gamification can be done well or poorly.

“The first place people go with gamification is ‘rewards.’ There can be dragons,” says Scott Dodson, a gamification expert and executive with Bobber Interactive. “Rewards done wrong Continue reading

What Makes Educational Games Work?

As the gaming in education continues to grow, one of the foremost experts in the field, Constance Steinkuehler, makes the case for why it’s important to pay attention to what works in gaming and how it could be applied to learning.

At the recent Aspen Ideas Festival, Steinkuehler, who’s now a Senior Policy Analyst at the Office of Science and Technology Policy in the Executive Office of the President, spoke with author and researcher John Seely Brown about some of the more prominent issues in gaming and education.

WHY GAMES?

In this video, she makes a case for the importance of investing in learning more about games and education. “It will engage [players] in a level of problem solving that’s stunning — and call it fun,” she says.

Continue reading

Six Great Online Games for Summer Learning

PBS Learning Media

Build-A-Fish interactive game

By Almetria Vaba

Summer can be a great opportunity to leverage a child’s interest in specific subjects, like science or history, with their fascination for digital games. PBS LearningMedia, launched a year ago, has a robust collection of free interactive games to experiment, manipulate, and investigate.

Amusement Park Physics
How do physics laws affect amusement park ride design? Find out by designing your own roller coaster in this interactive from Annenberg Learner. Discover how physics laws are used to design a variety of amusement park rides. Understand how physics keep riders safe while providing a thrill.

Cooking with Sugar
In this interactive activity adapted from the Exploratorium, learn how different ingredients and the application of heat influence how different types of candy are made. This activity presents a scientific definition of sugar, including an illustration of a sugar molecule; explains how candy makers prevent crystallization from ruining their creations; and addresses the question: Is sugar bad for your teeth?

Build-a-Fish
In this interactive activity from Shedd Aquarium, design a fish that has the right adaptations, or traits, to help it survive in a reef environment. Choose a body, mouth, and color/pattern, then release your fish into the ocean reef to search for food and evade predators. Steer your fish around the reef to see how well it survives with the traits that you gave it. Design a fish and release it into Continue reading

Video Game Portal Enters the Classroom

Valve

By Andrew Miller

Video game company Valve is going deep into the education world with a new initiative using Steam, their free online game platform where users can download games and communicate and play with other players. The initiative is called Steam for Schools, and a free educational version is now available to teachers to use in the classroom.

What makes it unique for schools is that all functionality unrelated to education is disabled and only certain games are made available for teachers and students.

The first major games used in Steam for Schools are Portal and Portal 2. In the games, the main character solves puzzles and problems in a three-dimensional world. As it’s explained on the site: “Players primarily interact with the world by using a hand-held portal device to place interconnected portals on walls, floors, or ceilings. Once a pair of portals is positioned any object entering through one portal will exit though the other.” In addition to these two versions of the Continue reading