Game Type Slides.
description
Transcript of Game Type Slides.
All Games are Not the
Same• Use the right
game to teach the right content.
• Instructional strategies apply to game design.
Designing Performance-Based Instruction
Facts Concepts Rules
- Elaborating- Organizing- Association
- Examples- Non-Examples- Attribute Classification
- If-Then- Cause/Effect- Concept Application
Procedures Principles Problem-Solving
- Whole to Part Review- Learn Parts- Assemble Procedure
- Teach Model- Behavior Checklist- Examples
- Multiple Scenarios- Professional Experiences- Realistic Application
Facts
• Designing for Facts– Elaboration-links new information with
relevant prior knowledge• Superordinate-context of new fact• Coordinate-compare/contrast
JargonAcronyms
Memorization
Facts
• Designing for Facts– Organizing—Placing facts into a
logical grouping (chunking)• Tables• Diagrams• Lists• Models• Mnemonics
JargonAcronyms
Memorization
Roy G. Biv
Declarative Knowledge
Games
MatchingMultiple Choice
Organization-Drag/Drop
www.gadgetsgamesandgizmos.com © Karl M. Kapp 2007
Combine First-Person with Teaching Facts
Combine First-Person with Teaching Facts
http://www.kaplaneduneering.com/kappnotes/index.php/2007/05/accidental-learning-and-power-of/
Researchers have found that the human brain has a natural affinity for narrative construction.
Yep, people tend to remember facts more accurately if they encounter them in a story rather than in a list.
And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent.
Concepts
• Designing for Concepts– Concept is a class of items that share common
features and is known by a common name.• Example, Non-Example• Attribute Classification
CategoriesAbstract
Concrete
ConceptualKnowledge Games
ExamplesNon-Examples
Results of Conceptual Understanding
Conceptual Orienteering
Conceptual Orienteering
Triggers Episodic Memory
Rules
• Designing for Rules– Rule is a statement that expresses a relationship
between concepts.• If-Then• Cause/Effect• Concept Application
Moisture causes out of tolerance
If hot, then avoid.
Procedures
• Designing for Procedures– Procedure is a sequence of steps the learner
performs to accomplish a task.• Whole to Part Review• Learn Parts• Assemble Procedure
SOPsSoftware Processes
Step-by-Step
www.gadgetsgamesandgizmos.com © Karl M. Kapp 2007
Principles
• Designing for Principles– Principle is a non-sequential guideline that must
be adapted to a specific situation. • Teach Model• Behavior Checklist• Examples
Soft Skills
Trouble Shooting
Leadership
Example
Enspire Learning: http://www.enspire.com/
Enspire Learning: http://www.enspire.com/
Enspire Learning: http://www.enspire.com/
Problem-Solving
• Designing for Problem-Solving– Problem is previously un-encountered situation
that requires the application of previously learned concepts, rules, procedures, principles
• Teach Model• Behavior Checklist• Examples
Problem SolvingKnowledge Games
Branching Simulation
Virtual 3D Environments
Problem SolvingKnowledge Games
Energy efficiency certification requires a field test.
Energy ObservationEnergy Observation
Interplay Energy, in partnership with the Residential Energy Services Network (RESNET) created a simulation to measure applied knowledge and understanding like a physical field test.
Objectives included:•Gas line leak detection•Ambient CO testing•Unvented appliance testing (ovens and stove top burners primarily)•Proper equipment usage•Appliance identification•Combustion appliance Zone (CAZ) understanding•Worst Case Depressurization•Vented Appliance (furnace, boilers, water heaters) tests: spillage, CO, draft
Objectives included:•Gas line leak detection•Ambient CO testing•Unvented appliance testing (ovens and stove top burners primarily)•Proper equipment usage•Appliance identification•Combustion appliance Zone (CAZ) understanding•Worst Case Depressurization•Vented Appliance (furnace, boilers, water heaters) tests: spillage, CO, draft
Inventory ObservationInventory Observation
Kapp, K. & O’Driscoll T. ( 2010) Learning in 3D: Adding a new dimension to enterrpise learning and collaboration. Pfeffier. PP.416.Kapp, K. & O’Driscoll T. ( 2010) Learning in 3D: Adding a new dimension to enterrpise learning and collaboration. Pfeffier. PP.416.
Learners journey through a series of activities designed
to synthesize conceptual learning.
Learning changes from being Disembodied and Transactional to Embodied, Relational and Experiential.
Recommendation
• Match the appropriate content type with the appropriate game type.
• Match the appropriate content type with the appropriate game type.
Fostering Pro-Social Fostering Pro-Social BehaviorBehavior
Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. Journal of Personality and Social Psychology. Vol. 98 . No. 2., 211-221.Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. Journal of Personality and Social Psychology. Vol. 98 . No. 2., 211-221.
28% helped to pick up pencils
33% helped to pick up pencils
67% helped to pick up pencils
22% intervened
56% intervened
First Experiment indicated that playing the game Darfur is Dying resulted in a greater willingness to help the Darfurian people than reading a text conveying same information.
Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.
Second Experiment indicated that playing the game Darfur is Dying resulted in a greater role taking and willingness to help than either game watching or text reading.
Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.