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Blair Peterson

Education Week: Digital Gaming Goes Academic - 1 views

  • Digital games for learning academic skills change depending on each student’s ability and course of action. Such games provide personalized feedback in real time—something a traditional classroom often doesn’t offer.
  • “The technology and the research have evolved to the point where we can actually have a sense of the impact games are having on learning,”
  • “One of the things we can do for these kids,” he says, “is to give them exposure to different contexts that they would never otherwise encounter.”
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  • The authenticity of the role-play is the key thing.”
  • Crystal Island, which targets 8th grade science students, begins as the students virtually arrive on the island with their research teams. Soon after their arrival, people on the island begin to fall sick, and it is up to the student to determine the origin of the outbreak.
  • Each 6th grader takes a digital-media class for an introduction to the concepts and can continue to a more specialized digital-based class in 7th and 8th grades.
  • art of the challenge of designing games for K-12 students, Tarr says, is figuring out how to measure achievement against learning objectives. Figuring out that piece is essential to designing an effective educational game, he says.
  • “The current way that we run schools is not well suited to learner-centered approaches,” he says.
  • It’s a misconception among some people that games will do the whole job. If you ask students to play a game, they will play a game, but they won’t try to learn from it,” he says. “The teacher very much needs to know what objectives they want from the game.”
  • “All games have to have some kind of assessment; otherwise, you don’t know whether you won or not,”
Blair Peterson

Game On | edtechdigest.com - 0 views

  • When the school was created, a research and design studio known as Mission Lab was integrated into the design of the school by founding partner Institute of Play. The goal of Mission Lab is to help teachers teach the way they wish they could — the way they dream of engaging their students, were it not for the lack of support and other obstacles that often get in the way. Mission Lab supports teachers by pairing them with a game designer and a curriculum designer (staffed by the Institute of Play) who help make the teacher’s vision a reality, providing support throughout the process of design and implementation.
  • Teachers in their first year at the school have two weekly curriculum meetings built into their schedule, and meetings for returning teachers are scheduled on an as-needed basis, usually once a week.
  • he mission narrative, or context, is developed once the teacher, game designer, and curriculum designer have identified the big ideas, learning goals, and standards for the trimester.
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  • The dystopian fiction mission is called ‘The Blurred Line,’ as it asks students, “What is the line between dystopia and utopia?”
  • A quest focuses on a particular learning goal, discrete skill, or area of content that students can learn in several days or weeks. Each quest ends with at least one deliverable that helps the students move towards completing their mission, and it relates to the narrative of the mission in a logical and meaningful way.
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    Interesting explanation of using games to learn at Quest to Learn school.
Blair Peterson

A 'Stealth Assessment' Turns to Video Games to Measure Thinking Skills - Technology - T... - 0 views

  • new methods to measure skills like critical thinking, creativity, and persistence.
  • "A lot of important stuff happens when playing games," Ms. Shute said. "You're just doing. You're in the process."
  • "Wouldn't it be lovely to actually pass along the log files of what students did in order to look at their scientific-inquiry skills?"
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  • She looks first to the core competencies—critical thinking, empathy, persistence—that she wants to test, then breaks them down into smaller goals
  • student's grasp of systems thinking—understanding the complex relationships among parts of a whole—might ask players to complete tasks that show information gathering, developing hypotheses, and tracing causal relationships.
  • If instructors know where students need the most help, they can quickly tweak their courses—and their games
  • Taiga Park requires players to look for the cause of a widespread fish die-off in a virtual river by "interviewing" park rangers, environmental scientists, and the owners of a logging company. While students learn about pH levels and runoff, they also come away with lessons on data analysis, complex cause-and-effect relationships, and communication.
  • found that she could use routine assignments—like peer reviews and summaries of research material—to analyze her students' higher-order thinking skills. All assignments can be linked back to a larger skill, she says. "Evidence is everywhere."
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    Using video games for learning and assessing student learning.
Blair Peterson

Shantanu Sinha: Motivating Students and the Gamification of Learning - 1 views

  • "If we build a game in which someone is demotivated or disengaged for 45 seconds, we know we need to improve." Forty-five seconds! Imagine if we thought this way in education. I think I went years demotivated at school when I was growing up. And, that's likely the norm, not the exception.
  • Most games are fairly non-judgmental.
  • Most games give you a sense of immediate success and progress
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  • ost games encourage you to push your own personal boundaries.
Blair Peterson

Teach like a video game: Use assessment as learning and motivation - cleanapple.com - M... - 0 views

  • When my students play games, they expect to get immediate, specific, and meaningful feedback that leads to improvement or a detailed analysis of their performance.
  • Halo is one of the deepest and most descriptive assessor I’ve ever seen.
  • I should be focused on describing their performance more than evaluating their product. I should also be looking for more opportunities to do this in small, sometimes informal ways, while students are learning and give students a chance to reflect on the descriptions I provide. This way, they can apply these reflections and learn better. This way, assessment becomes less extrinsic – performing for a grade reward – and more intrinsic –
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  • game designers carefully plan in micro-motivators to keep players feeling challenged and rewarded.
Shabbi Luthra

Augmented Reality Game Lets Kids Be the Scientists | 'Vanished' Game Mixes Online and R... - 0 views

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