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Blowing up the grade book : What games have taught us about how to save our schools
Transcript of Blowing up the grade book : What games have taught us about how to save our schools
Clinical Asst. Professor, Boise State University Dr. Chris Haskell Artwork by David Stanley The paradigm will change... The Game What games do... Allow us choice
Offer multiple pathways
Credit ALL successes
Allow us to collect meaningful artifacts Let us learn from failure
Allow leveling up
Influence the story They are fun! Student 2.0 UNIQUE Masters of informal learning consumers of knowledge Failure not an option tests do not compute Learning FORMAL INFORMAL Failure ...is a tool for learning... ...a creative device... ...a sign we have to revisit our design strategy. ...an opportunity for growth... Super-learners Future teachers must know the tools of their students! No Homework
No Due Dates
Better Tracking The future of education... To do List... • "The Game" as it currently exists.
• What's wrong with it now and how we can fix it?
• Changing the rules of the game.
• How and why we built a new system of learning?
• What does the classroom of the future look like in a game-based approach? Twitter @haskell #3dgamelab #WCCCE What's wrong with the way school works? "Our Job as educators is to loosen the restrictions on they learn and apply the context to they learn." HOW WHAT We play a class! - Experience Points
- Allow and reward failure
- Multiple paths
- Define a winning condition
- Quest-based learning What games have taught us about how to save our schools. Homework! Equity School is not fair. ...shows which students have the best support systems and school-schema.
...assumes that non-school time can be regulated.
...serves as punishment for many students who lack the skills or support. Due Dates ...effectively DELAY the start of work.
...are often arbitrary.
...limit the amount of work that CAN be done by students.
...are a tool for teachers rather than students. Student Choice "Educational gaming is NOT just playing games to learn, but making learning a game." Choice Ranking Selection Rewards Approval Progress Every other digital system students interact with values and leverages their beliefs and decisions. Schema This Prezi (Not a Rickroll) James Paul Gee Developers and researchers are working in every area of game-based learning, including games that are goal-oriented, social game environments, non-digital games that are easy to construct and play; games developed expressly for education; and commercial games that lend themselves to refining team and group skills. Role-playing, collaborative problem solving, and other forms of simulated experiences are recognized for having broad applicability across a wide range of disciplines. (Gee, 2010; Haskell, 2012; Smith, 2012) Gaming IS solving complex problems Students say... "I like that we can do Game Lab easily at home and here." "It is fun and easier to learn with." "I like it because there isn't a chance of me losing my work." "I like that I can study while playing games." What are we doing? - Big Ideas (Hey! We just did that.)
- Modeling: Quest-based PD
- Examples: Play though Real Curriculum
- Create your own quest
- Play and talk through the experience
- Next Steps "Educational gaming is NOT just playing games to learn, but making learning a game." Students say... "I like that we can do Game Lab easily at home and here." "It is fun and easier to learn with." "I like it because there isn't a chance of me losing my work." "I like that I can study while playing games." Industrial Age School Design Information Age School Design vs. Student's check-list Sense-making
Social intellegence (Boys too!)
Novel and adaptive thinking
New-media literacies Digital mindset
Cognitive load management
virtual collaboration Collaborative 21st Century Student's check-list Follow instructions
Be on time
Geography/History Work Hard! email@example.com What do we know? In 2013... It was designed for a different time. Schools are always a reflection... ...of the societies they serve. 19th-20th Century