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Technology and gaming in education
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Transcript of Technology and gaming in education
Technology and gaming in education
Beaumie Kim
Associate Professor and Chair of Learning Sciences
Pratim Sengupta
Associate Professor and Research Chair of STEM Education
Werklund School of Education
Welcome
Webinar series by University of Calgary scholars
Information presented is a summary of the scholars’ research
Beaumie Kim
Associate Professor & the Chair of Learning Sciences, Werklund School of Education
PhD & MEd, University of Georgia (USA), BA Hanyang University (Korea)
Research focused on empowering learners as designers of their own and others’ learning (using games)
Twitter: @beaumiekim
Pratim Sengupta
Associate Professor of Learning Sciences and Research Chair of STEM Education, Werklund School of Education
Designs open-source programming languages and computer modeling tools
Researches how such tools can be part of a cultural transformation in K-12 classrooms and public spaces around innovation and scientific literacy
Twitter: @Pratim
Game play & design as learning
Engagement in schools vs. in games
Playful learning
Game design & learning
Examples of game design practices for learning
Supporting playful learning
Engagement
Wilians, Friesen & Milton, 2009), CEA (Canadian Education Association)
Game/play &
productive failure
Playful learning
Creative & improvised
Emotional – sense of who they are
Social – interaction, magic circle
Cognitive – making sense, creating meanings
Identity negotiation –diversity, curiosity, creativity
Game design & learning
Games are models of systems - systemic & rule-structured while dynamic when played (Gee, 2008; Zimmerman, 2013)
In creating games, learners need to understand and create a complex set of meanings (Kim & Bastani, 2016)
Playing and designing games:
• Construct new relationships with knowledge through the process of creating sharable artifacts (Kafai, 2006)
• Encourage learners' storytelling and identity expression (Ke, 2014)
• Promote critical thinking, systems thinking, problem-solving skills (Gee, 2008; Peppler et al., 2010)
Creating games
Problem-solving, decision-making, & evaluating designs
Developing systems thinking (game components, rules, feedback & balance)
Mixing of game genres & Improvising rule changes
Trivia to complex role-playing & strategy games
Kim & Bastani (2016)
Tentative systems in learners’ games
Race of Renaissance• Da Vinci, Galileo,
Gutenberg, Kepler as playable characters
Renaissance: Rebirth• Spread/impact of
knowledge
Kim & Bastani (2016; 2017)
Conceptualizing & recreating experiences
Re-conceptualize the Meso-American Ball game in Minecraftand incorporate cultural practices of the Aztecs• Game theme: Recreate the dark
experience of the actual Aztec game
Contextual wrapping of Aztec game theme through game design (Space and rituals)
Gupta & Kim (2016)
Algorithms & game design
Dungeoneering
Laser Escape
Marasco, Gatti Jr., Kim, Behjat, & Eggermont (2017)
"Once this idea was established, the project was explored in more detail with the problem definition. General game design aspects were outlined here, such as scoring, difficulty, levels, hints, audience, etc. As well as the fact that this game would be based off a routing algorithm to calculate the optimal path through the maze/doors."
Developing relationships with disciplines
Aggression game play & redesign for early math learners
Kim & Takeuchi (2018)
Playful coding through games
Sengupta, Kim & Shanahan (2017)
Supporting playful learning with games
Simple games are okay
Redesigning, adopting or modding games • Investigating & creating a complex set of meanings• Challenging systems and rules through game play and
design• Intended game goals vs. emergent player goals
Distributing the design responsibilities • Opportunities for deep learning (critical thinking,
problem-solving, systems thinking)• Opportunities for diverse expressions• Creating new relationships with knowledge
Opening up S,T,E,M
Modeling Engineering Design
Coding Designing for Use
STEM
Science as modeling
Maxwell’s model of field lines
Einstein’s Equation
Model of DNA
Modeling involves computation
… and computational thinking
Punchline: Programming becomes modeling in science
Some important mandates
Computational thinking
Integrated STEM
A complex image of learning
ViMAP + Sensors: One sensor controls the “turn”, other controls the “speed” of the Turtle
Learning Math = Modeling + Engineering Design + Coding
Engineering design
mathematical explanations. Their explanations made explicit the mathematical rela-
tionships between algorithmic elements (e.g., number of loops in their ViMAP pro-
gram) and the actions of the Turtle in every step (e.g., right turn), which in turn was
directly effected by the users’ actions (e.g., sensor reading generated by the user). We
consider this as evidence of the reflexivity between user-centered engineering design
and mathematical learning.
Figure 5: Jacinda and Tom’s user guides in User Testing 1 (Figure 5A, left) and User Testing 2
(Figure 5B, right). We annotated their user guides using the schematic shown in Figure 6.
Figure 6: A schematic for mechanistic explanations used by all groups in User Testing 2
Figure 7: Final version of Jacinda & Tom’s machine used during UT2
Making mathematics for others
mathematical explanations. Their explanations made explicit the mathematical rela-
tionships between algorithmic elements (e.g., number of loops in their ViMAP pro-
gram) and the actions of the Turtle in every step (e.g., right turn), which in turn was
directly effected by the users’ actions (e.g., sensor reading generated by the user). We
consider this as evidence of the reflexivity between user-centered engineering design
and mathematical learning.
Figure 5: Jacinda and Tom’s user guides in User Testing 1 (Figure 5A, left) and User Testing 2
(Figure 5B, right). We annotated their user guides using the schematic shown in Figure 6.
Figure 6: A schematic for mechanistic explanations used by all groups in User Testing 2
Figure 7: Final version of Jacinda & Tom’s machine used during UT2
Splitting (Confrey, 1994)
Modeling with gestures
The SQUARE Is a mathematical PHENOMENON that can be EXPERIENCED
Modeling with code
Modeling complexity in Public Spaces
Modeling with “real” code
Minnows are triangles, and triangles are squished rectangles
Coding Science @ Spark (opens Jan 22)
Open Source, Open Science @ UCalgary
Learn WITH your children; Play the long game
Don’t underestimate what children can accomplish with little help
The big three
Complex is easy • (playful coding and building + learning X) is easier than
learning X• coding in science = Modeling• innovation = renewal + disruption
Play the long game• learning NOT EQUAL TO assessment• Interest develops over the long term• teaching = learning with
Encourage thinking with objects• virtual and Physical• don’t dilute problems for children• make room for uncertainty
Thank you
Usable goodies
www.vimapk12.net: Website for downloading ViMAP programming language and activities. Designed for your STEM classroom
www.M3lab.org: Website for my research lab, papers, videos, etc.
Twitter: www.twitter.com/pratim, @pratim
Public education, Private code
New mandates on “coding” in public education
Thank you
Sign up for other UCalgary webinars,
download our eBooks,
and watch videos on the outcomes of our scholars’ research at
ucalgary.ca/explore/collections
Other webinar topics
For ideas on other UCalgary webinar topics,
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