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Pecha Kucha Super Mario

Super Mario Bros. Edition

Duyi Li

on 8 February 2016

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Transcript of Pecha Kucha Super Mario

EDST 332
Pecha Kucha
Duyi Li

Learning is like
playing a video game

Saving the princess from the boss?

Improving skills, discovering and completing adventure?
Zone of Proximal Development
Positive Transfer
Learning Process
Extrinsic Motivation
Intrinsic Motivation
Dopo aver iterato fino ad avere una sola gabbia
Short-term memory:
Attack pattern of the boss.

Long-term memory:
Tactics like how to jump and shot.
Learning goal and performance goal
Different Schema influences each player while they were making choices.
Every student as a player has a different schema.
Super Mario
Operant conditioning
Classical conditioning
A cute turtle
Negative transfer
Failure vs. the myth of errorless learning
Failure is the mother of success
Almost forget that! To complete the task, you have to kill the Boss (Tests)
Love it!
Collecting Marbles
just like
collecting coins
in Super Mario.
It helps students build self-regulation.
Adventure finished!
In school
Short-term Memory:

Memorize the answers on practice worksheets one night before taking the tests.
Long-term Memory:
Really understands the content and knowledge and be able to figure out the answer by oneself.

With other players' guidance, players could learn from each other.
Learning effective strategies other players use could help them to become better players.
It will be reinforced again and again during playing.
Die from touching it
Example in my Field placement
Through positive reinforcement and extrinsic motivations...
My name is SAT
White Identity
Know nothing about the game(Pre contact and contact)
Doubted themselves(Disintegration)
Got mad and hate the game (Reintegration)
Felt ashamed but unwilling to change(Pseudo-independent)
Accepted all of that and be confident(Immersion and emersion)
Become a better player(Autonomy)
What kind of player are you?
Extrinsic motivation?
Intrinsic motivation?
Learning goal?
Performance goal?
Cognitive Process
Have chance to win a lunch monthly with principle.
Player feels comfortable enough to say "I am a good player on Super Mario".
Improvements and progress counts!
Collecting coins.......
Pavlov, I.P. (1927).
Skinner, B.F. (1938)
Video game usually plays a bad role on learning, Can you think of any bad aspects of video games in this metaphor which could influence children negatively?
Full transcript