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Games in the Classroom

Some Struggles Teachers Face Using Games in the Classroom

http://ww2.kqed.org/mindshift/2014/11/24/some-struggles-teachers-face-using-games-in-the-classroom/

the Joan Ganz Cooney Center found that 74 percent of K-8 teachers surveyed use digital games for instruction in some way and 55 percent use them weekly.

Confused About Ed Tech Tools? New Rating Site for Apps and Games

http://ww2.kqed.org/mindshift/2013/07/09/for-overwhelmed-educators-new-site-rates-ed-tech-tools/

Video Games That Bring Civics Class to Life

http://ww2.kqed.org/mindshift/2012/10/09/video-games-that-bring-civics-class-to-life/

MIT Education Arcade: http://education.mit.edu/

LGN Learning Games Network: http://learninggamesnetwork.org/about

 

tabletop games in library

Games and gaming as a type of collection and library service is growing in libraries around the world. This growth has led to many questions about library practices related to this type of collection. You are invited to help clarify library practices related to tabletop game collections by taking this 15 minute survey.

http://bit.ly/TableTopGameSurvey

The purpose of this survey is to gather information from all types of libraries on how they are cataloging, processing, and circulating their tabletop game collections. Your information is valuable no matter the size or scope of your local collection. This information will be included anonymously in an article on library tabletop game collections and made available in a digital repository. Our goal is to use this information to guide best practices for tabletop game collection development and circulation in libraries.

The deadline for this survey is July 30, 2015.

games and psychometrics

Could Video Games Measure Skills That Tests Can’t Capture?

http://ww2.kqed.org/mindshift/2014/08/11/could-video-games-measure-skills-that-tests-cant-capture/

applying the mechanics of games to the science of psychometrics — the measurement of the mind.

Scholars like James Paul Gee believe video games actually come much closer to capturing the learning process in action than traditional fill-in-the-bubble tests. My note: Duh...

Schwartz’s theory of assessment focuses on choice. He argues that the ultimate goal of education is to create independent thinkers who make good decisions. And so we need assessments that test how students think, not what they happen to know at a given moment.

more on games and gamification in this IMS blog:

https://blog.stcloudstate.edu/ims/?s=gaming

https://blog.stcloudstate.edu/ims/?s=gamification

grants for games

Jumpstarting Innovation in Education Technology through SBIR

http://ies.ed.gov/blogs/research/post/Jumpstarting-Innovation

The U.S. Department of Education’s Small Business Innovation Research program, operated out of the Institute of Education Sciences (IES), funds projects to develop education technology products designed to support student learning and teacher practice in general or special education.

Recently, ED/IES SBIR announced its 2015 awards. There are 21 awards in all, covering a range of topics and forms of technology. For example, Zaption is designing a mobile app to help teachers integrate video into science instruction; Speak Agent is building an app to help students with speech disabilities to communicate; and Lingo Jingo is developing a platform to help teachers guide English learners. (To view short video demos of the eight new Phase II projects, see this playlist.)

The 2015 awards highlight two trends that have emerged in the ED/IES SBIR portfolio in recent years –games for learning and bridging the research-to-practice gap in education.

Trend #1: Games for Learning

  • Strange Loop Games to build a virtual world to engage students in learning about ecosystems,
  • Kiko Labs to develop mini games to strengthen young children’s thinking and memory skills, and
  • Schell Games to create a futuristic “ball and stick” molecular modeling kit and app to augment chemistry learning.

For a playlist including videos of these games and 19 others out of the ED/IES SBIR program, see here.

The games for learning trend echoes the movement surrounding games in the field, and is highlighted by recent ED sponsored events including ED Games Week in Washington, DC, last September and the Games for Learning Summit in New York City, in April. Both events convened stakeholders to showcase games and discuss the potential barriers and opportunities for collaboration necessary to accelerate the creation of highly effective games for learning. Stay tuned for more information and initiatives on games for learning out of ED’s Office of Technology.

Trend #2: Bridging the Research-to-Practice Gap

  • Mindset Works, which built on results from prior research including a 2002 IES research grant, to successfully propose a 2010 ED/IES SBIR project to develop SchoolKit. This multimedia platform enables broad distribution of the growth mindset intervention which teaches students to understand that intelligence can be developed through effort and learning. SchoolKit is now in use in more than 500 schools across the country, including half the middle schools in Washington, DC.
  • Teachley, which received a 2013 ED/IES SBIR award to develop math game apps and a teacher implementation dashboard building on findings from prior research including a 2010 IES research grant. The intervention is now used in hundreds of schools around the country, and the apps have been downloaded more than 500,000 times.
  • Learning Ovations is building on two prior IES research grants in their 2014 ED/IES SBIR project. The prior IES funding supported the research team as they developed and evaluated an intervention to improve children’s reading outcomes,. This award is supporting the development of an implementation platform to enable large-scale use of this evidence-based intervention across settings. The project is scheduled to end in 2016, after which the platform will be launched.

The new ED/IES SBIR 2015 awards continue the research-to-practice trend. An award to Foundations in Learning furthers basic research from a 2013 National Science Foundation grant (NSF); an award to SimInsights builds on 2005 and 2008 IES research projects and a 2011 Defense Advanced Research Project Agency (DARPA) research project; and an award to Apprendris advances a prior 2012 IES research project and  prior 2010 and 2013 NSF research projects.

More on Zaption in this blog:

https://blog.stcloudstate.edu/ims/?s=zaption

More on games and gamification in this blog:

https://blog.stcloudstate.edu/ims/?s=games

https://blog.stcloudstate.edu/ims/?s=gamification

video games Norway

Literature, Ethics, Physics: It’s All In Video Games At This Norwegian School

http://blogs.kqed.org/mindshift/2014/07/literature-ethics-physics-its-all-in-video-games-at-this-norwegian-school/

game-based learning seems to be a misnomer, as the learning is not based on games, but enhanced by them. Commercial games are repurposed and modified to support curricular goals, as opposed to driving them. Of course, learning can and should also be based on games, as they are valid texts that can be studied in and of themselves, but it is important to see video games as elastic tools whose potential uses exceed their intended purpose.

My note: game-enhanced learning can be safely classified under “gamification”:

Gamification is defined as the process of applying game mechanics and game thinking to the real world to solve problems and engage users (Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199; Kapp, 2012).

More on the issue of gaming and gamification (including coding) in Scandinavian countries:

https://blog.stcloudstate.edu/ims/?s=finland

Recommendations for games and gaming at LRS

Gaming and Gamification in academic and library settings (paper)
Short URL: http://scsu.mn/1F008Re 

Based on the literature regarding games, gaming, gamification, game-based learning, and serious games, several clear trends emerge:

  1. Gaming and gamification in the sense of game-based learning is about using games and game-like tactics in the education process, for greater engagement and better learning outcomes. However, this is only the first level of such initiative. The second and higher level is about involving students in the game-building and gamification of the learning process (as per Vygotsky’s Zone of…) thus achieving student-centered and experiential learning.
  2. When hosting games and gaming in any library, “in-person” or electronic/online games are welcome but not sufficient to fulfill their promise, especially in an academic library. Per (1), an academic library has the responsibility to involve students and guide them in learning how to engage in the building process required in true game-based learning.
  3. Game-based learning, gaming and gamification in particular, in educational (academic library) settings must consider mobile devices and the BYOD movement in particular as intrinsic parts of the entire process. Approaching the initiative primarily by acquiring online “in-person” games, or game consoles has the same limited educational potential as only hosting games, rather than elevating the students to full guided engagement with game-based learning. If public relations and raised profile are the main goals for the academic library, such an approach is justified. If the academic library seeks to maximize the value of game-based learning, then the library must consider: a. gaming consoles, b. mobile devices as part of a BYOD initiative and c. cloud-based / social games, such as MineCraft, SimCity etc.
  4. Design for game-based learning, gaming and gamification in educational (academic library) settings must include multiple forms of assessment and reward, e.g. badges, leaderboards and/or certificates as an intrinsic part of the entire process. Merely hosting games in the academic library cannot guarantee true game-based learning. The academic library, as the forefront of a game-based learning initiative on campus, must work with faculty on understanding and fine tuning badges and similar new forms of assessment and reward, as they effectively implement large scale game-based learning, focused on the students’ learning gains.

Recommendations for LRS

  1. In regard to LRS, the gaming and gamification process must be organized and led by faculty, including housing and distributing the hardware, software and applications, when needed.
  2. The attached paper and the respective conclusions summarized in four points demand educational and experiential background, which is above the limits of the LRS staff. In addition, the LRS staff has clearly admitted that the pedagogical value of gaming and gamification is beyond their interest. This recommendation is not contradicting to the fact and opportunity for LRS staff to participate in the process and contribute to the process; it just negates the possibility of staff mandating and leading the process, since it will keep the gaming and gamification process on a very rudimentary level.
  3. The process must be further led by faculty with a terminal degree in education (Ph.D.) and experience in the educational field, since, as proved by the attached paper and 4 point conclusion, the goal is not a public-library type of hosting activities, but rather involving students in a pedagogically-sound creative process, with the respective opportunity for assessment and future collaboration with instructors across campus. This recommendation is not contradicting the fact and opportunity for LRS library faculty to participate actively in the process and contribute to the process. It just safeguards from restricting the process to the realm of “public-library” type of hosting activities, but failing to elevate them to the needs of an academic campus and connecting with instructors across campus.
  4. This conclusions adhere to and are derived from the document recommended by the LRS dean, discussed and accepted by LRS faculty in 2013 about new trends and directions in academic libraries, namely diversification of LRS faculty; breaking from the traditional library mold of including faculty from different disciplines with different opinions and ideas.

Gender, Identity, and Video Games

Gender, Identity, and Video Games

Thursday, February 19, 2015

Northrop — Best Buy Theater

Video game demos: 3-4:15pm

Discussion: 4:15-5:30pm

Join us for a discussion about the structural inequalities and prejudices present within the video games culture and industry from a variety of viewpoints. We will explore the ways underrepresented genders and races historically have been treated in technological sectors and how they are specifically manifested in video game culture. We will hear from scholars, students, and members of the broader community in the Twin Cities. Before the event, participate in a social exhibition of games made by students and local developers. Light refreshments will be provided.

http://ias.umn.edu/2015/02/19/games/

Amy Elizabeth Neeser
Research Services & Plant Sciences Librarian

Experts@Minnesota Communications Lead

University of Minnesota
85 Magrath Library
1984 Buford Ave | Saint Paul, MN 55108

(612) 624-7899

games for building and exploration

Beyond Minecraft: Games That Inspire Building and Exploration

http://blogs.kqed.org/mindshift/2013/11/beyond-minecraft-games-that-inspire-building-and-exploration/

1. Garry’s Mod 

garryscreenshotGarry’s Mod (GMod) is a sandbox game like Minecraft but instead of building and exploring, students use a fun physics engine that simulates things like gravity and mass. They also use a virtual toy box of assets from Valve Software’s popular games. The tool is a step up in complexity from the elegant simplicity of Minecraft, but with Garry’s Mod, students are exposed to physics concepts while having madcap fun.

2. Kerbal Space Program

kerbal_screenshotKerbal Space Program has a robust physics engine too, but it’s more focused than Garry’s Mod. Players purchase rocket parts, put them together, and then see if they can get a ship into orbit, to one of two moons, or even to another planet. These aren’t easy tasks, so play is focused on trial and error testing, and, like Minecraft, seeking help from the community is part of a successful strategy.

3. Sound Shapes 

soundshapes_screenshotSound Shapes is a visually stunning platform puzzle game set to a rich musical soundscape. Even better: students can create and share their own levels – like interactive sheet music — using sounds and objects unlocked by playing the platform game. It’s an accessible entry point into musical composition as well as game design, and provides an experience that builds on the creativity of Minecraft while offering something wholly unique for music lovers.

4. DIY

DIYFor creative kids who want to get their hands dirty, check out DIY, a site where students can find things to build, instructions for how to build them, and ways to share their creations with others. All projects are aligned to 50 skills that run the gamut from outdoors to indoors, and feature various challenges to complete and cool badges to earn and display.

5. STENCYL

screen568x568Computer programming is a great next step for students who love to mod Minecraft or toy around with the redstone resource (which simulates basic logic and circuitry). One solid entry-level tool is Stencyl, a game creation program focused on codeless, cross-platform game making. By snapping blocks of code together, students can create games that can be published and played on a variety of platforms including mobile phones.

6. CODECADEMY

Codecademy is a web-based, self-paced site that teaches actual industry-standard languages like PHP, Javascript, Python, Ruby, HTML, and CSS. While students don’t create publishable games like they would in Stencyl, their learning is purpose-driven and contextualized, e.g. JavaScript for web development or Ruby for app development. And students do get to see their code’s output directly onscreen.

Minecraft has introduced a lot of youth to games as well as the critical thinking, problem solving, and creation skills necessary for self-motivated learning. The games and sites on this list have the potential to extend that learning, providing fresh outlets for self-expression in the digital world and beyond.

More on gaming in this blog:

https://blog.stcloudstate.edu/ims/?s=minecraft

https://blog.stcloudstate.edu/ims/?s=games

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