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Play . Analyze . Create 
Using Games in Education 
Andy Petroski 
Director & Assistant Professor of Learning 
Technologies 
Harrisburg University of Science & Technology
Andy Petroski 
Director of Learning Technologies 
Assistant Professor of Learning 
Technologies 
Harrisburg University 
@apetroski 
apetroski@harrisburgu.edu 
LTMS 
Harrisburg 
University 
CAELT
play . analyze . create: using games in education
Play.analyze.create using games in ed
   
story character goal 
mechanics  
   
obstacles feedback levels
games in education
game attributes & learning 
(a) contextual bridging, (b) high time-on-task, 
(c) motivation and goal orientation, even after failure, 
(d) providing learners with cues, hints and partial 
solutions to keep them progressing, 
(e) personalization of learning, and 
(f) infinite patience
multiple intelligences
Flow Channel 
balance 
Flow: The Psychology of Optimal Experience 
Mihaly Csikszentmihalyi Challenge Skill
Courtesy of Jeff Mummert: www.linkedin.com/in/jeffmummert 
Bloom's Taxonomy
Courtesy of Jeff Mummert: www.linkedin.com/in/jeffmummert 
www.loticonnection.com 
HEAT Framework
Submrge.org
create games to learn
games in education 
Students Games 
Effective 
Teaching & 
Learning 
Strategies 
Educators 
Improved Learning Outcomes 
21st Century Skills
types of educational games 
Simple Games Simulated 
Environments 
Adventure 
Worlds 
•Primarily single player 
•Drill and Practice 
•Game show / TV show 
themes 
•Content driven 
•Limited play time / 
sessions 
•Primarily single player 
•Decision making 
•Job / life themes 
•Variable driven 
•Moderate play time / 
sessions 
•Multiplayer 
•Planning and decisions 
•Fantasy themes 
•Experience driven 
•Expansive play time / 
sessions
simple games Simple Games 
•Primarily single player 
•Drill and Practice 
•Game show / TV show 
themes 
•Content driven 
•Limited play time / 
sessions 
Examples
simple games 
Benefits 
•Lots of existing games & templates 
•“Easy” to create 
•Simple to implement 
•Simple to play 
•Targeted content 
•Content can easily be changed / 
adapted 
Simple Games 
•Primarily single player 
•Drill and Practice 
•Game show / TV show 
themes 
•Content driven 
•Limited play time / 
sessions
simple games Simple Games 
•Primarily single player 
•Drill and Practice 
•Game show / TV show 
themes 
•Content driven 
•Limited play time / 
sessions
simple games 
Limitations 
•Memorization and identification 
•Limited feedback 
•Story and character is difficult to pull-off 
•Multiplayer is competition only 
•Limited motivation over time 
•Requires little teacher interaction 
Simple Games 
•Primarily single player 
•Drill and Practice 
•Game show / TV show 
themes 
•Content driven 
•Limited play time / 
sessions
simulated environments 
Examples 
Simulated 
Environments 
•Primarily single player 
•Decision making 
•Job / life themes 
•Variable driven 
•Moderate play time / 
sessions
simulated environments 
Benefits 
•Targeted content 
•Multimodal interaction 
•Story / path intensive 
•Character driven 
•Each play can be a different experience 
•Requires teacher interaction 
Simulated 
Environments 
•Primarily single player 
•Decision making 
•Job / life themes 
•Variable driven 
•Moderate play time / 
sessions
simulated environments Simulated 
Environments 
•Primarily single player 
•Decision making 
•Job / life themes 
•Variable driven 
•Moderate play time / 
sessions
simulated environments 
Limitations 
•Somewhat limited availability 
•Difficult to create yourself (team) 
•Cannot customize the experience 
•Confined environment 
•Multiplayer is primarily competition 
•Takes time to play, including 
orientation 
Simulated 
Environments 
•Primarily single player 
•Decision making 
•Job / life themes 
•Variable driven 
•Moderate play time / 
sessions
adventure worlds 
Examples 
Adventure 
Worlds 
•Multiplayer 
•Planning and decisions 
•Fantasy themes 
•Experience driven 
•Expansive play time / 
sessions
adventure worlds 
Benefits 
•Open experiences 
•Environment intensive 
•Multimodal interaction 
•Customizable through Modding 
•Recording (Machinima) 
•Customizable avatar 
•Collaboration as well as competition 
•Requires teacher interaction 
Adventure 
Worlds 
•Multiplayer 
•Planning and decisions 
•Fantasy themes 
•Experience driven 
•Expansive play time / 
sessions
adventure worlds Adventure 
Worlds 
•Multiplayer 
•Planning and decisions 
•Fantasy themes 
•Experience driven 
•Expansive play time / 
sessions
adventure worlds 
Limitations 
•Somewhat limited availability 
•Very difficult to create yourself 
•Takes time to play, including 
orientation 
•Play needs to occur over multiple 
sessions 
•Requires teacher interaction 
•Themes may not relate to every 
student 
Adventure 
Worlds 
•Multiplayer 
•Planning and decisions 
•Fantasy themes 
•Experience driven 
•Expansive play time / 
sessions
www.edweb.net 
Game-Based Learning Community 
learn more
Earth & Space Science 
Engineering & Technology 
Languages & Music 
PLAY GAMES 
https://www.filamentgames.com/ 
Language & Literacy 
Life Sciences 
Physical Sciences 
Cognitive Skills 
Math and Social Studies 
FREE Client Games 
Fee-Based Games ($0.99 - $12.00)
Fossil Forensics 
https://www.filamentgames.com 
Teacher Code 
B2SL-7GJJ
Questions / Comments
Andy Petroski 
Director of Learning Technologies 
Assistant Professor of Learning 
Technologies 
Harrisburg University 
@apetroski 
apetroski@harrisburgu.edu 
LTMS 
Harrisburg 
University 
CAELT

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Play.analyze.create using games in ed

  • 1. Play . Analyze . Create Using Games in Education Andy Petroski Director & Assistant Professor of Learning Technologies Harrisburg University of Science & Technology
  • 2. Andy Petroski Director of Learning Technologies Assistant Professor of Learning Technologies Harrisburg University @apetroski apetroski@harrisburgu.edu LTMS Harrisburg University CAELT
  • 3. play . analyze . create: using games in education
  • 5.    story character goal mechanics     obstacles feedback levels
  • 7. game attributes & learning (a) contextual bridging, (b) high time-on-task, (c) motivation and goal orientation, even after failure, (d) providing learners with cues, hints and partial solutions to keep them progressing, (e) personalization of learning, and (f) infinite patience
  • 9. Flow Channel balance Flow: The Psychology of Optimal Experience Mihaly Csikszentmihalyi Challenge Skill
  • 10. Courtesy of Jeff Mummert: www.linkedin.com/in/jeffmummert Bloom's Taxonomy
  • 11. Courtesy of Jeff Mummert: www.linkedin.com/in/jeffmummert www.loticonnection.com HEAT Framework
  • 14. games in education Students Games Effective Teaching & Learning Strategies Educators Improved Learning Outcomes 21st Century Skills
  • 15. types of educational games Simple Games Simulated Environments Adventure Worlds •Primarily single player •Drill and Practice •Game show / TV show themes •Content driven •Limited play time / sessions •Primarily single player •Decision making •Job / life themes •Variable driven •Moderate play time / sessions •Multiplayer •Planning and decisions •Fantasy themes •Experience driven •Expansive play time / sessions
  • 16. simple games Simple Games •Primarily single player •Drill and Practice •Game show / TV show themes •Content driven •Limited play time / sessions Examples
  • 17. simple games Benefits •Lots of existing games & templates •“Easy” to create •Simple to implement •Simple to play •Targeted content •Content can easily be changed / adapted Simple Games •Primarily single player •Drill and Practice •Game show / TV show themes •Content driven •Limited play time / sessions
  • 18. simple games Simple Games •Primarily single player •Drill and Practice •Game show / TV show themes •Content driven •Limited play time / sessions
  • 19. simple games Limitations •Memorization and identification •Limited feedback •Story and character is difficult to pull-off •Multiplayer is competition only •Limited motivation over time •Requires little teacher interaction Simple Games •Primarily single player •Drill and Practice •Game show / TV show themes •Content driven •Limited play time / sessions
  • 20. simulated environments Examples Simulated Environments •Primarily single player •Decision making •Job / life themes •Variable driven •Moderate play time / sessions
  • 21. simulated environments Benefits •Targeted content •Multimodal interaction •Story / path intensive •Character driven •Each play can be a different experience •Requires teacher interaction Simulated Environments •Primarily single player •Decision making •Job / life themes •Variable driven •Moderate play time / sessions
  • 22. simulated environments Simulated Environments •Primarily single player •Decision making •Job / life themes •Variable driven •Moderate play time / sessions
  • 23. simulated environments Limitations •Somewhat limited availability •Difficult to create yourself (team) •Cannot customize the experience •Confined environment •Multiplayer is primarily competition •Takes time to play, including orientation Simulated Environments •Primarily single player •Decision making •Job / life themes •Variable driven •Moderate play time / sessions
  • 24. adventure worlds Examples Adventure Worlds •Multiplayer •Planning and decisions •Fantasy themes •Experience driven •Expansive play time / sessions
  • 25. adventure worlds Benefits •Open experiences •Environment intensive •Multimodal interaction •Customizable through Modding •Recording (Machinima) •Customizable avatar •Collaboration as well as competition •Requires teacher interaction Adventure Worlds •Multiplayer •Planning and decisions •Fantasy themes •Experience driven •Expansive play time / sessions
  • 26. adventure worlds Adventure Worlds •Multiplayer •Planning and decisions •Fantasy themes •Experience driven •Expansive play time / sessions
  • 27. adventure worlds Limitations •Somewhat limited availability •Very difficult to create yourself •Takes time to play, including orientation •Play needs to occur over multiple sessions •Requires teacher interaction •Themes may not relate to every student Adventure Worlds •Multiplayer •Planning and decisions •Fantasy themes •Experience driven •Expansive play time / sessions
  • 28. www.edweb.net Game-Based Learning Community learn more
  • 29. Earth & Space Science Engineering & Technology Languages & Music PLAY GAMES https://www.filamentgames.com/ Language & Literacy Life Sciences Physical Sciences Cognitive Skills Math and Social Studies FREE Client Games Fee-Based Games ($0.99 - $12.00)
  • 32. Andy Petroski Director of Learning Technologies Assistant Professor of Learning Technologies Harrisburg University @apetroski apetroski@harrisburgu.edu LTMS Harrisburg University CAELT

Editor's Notes

  • #2: Have people chat where they are from.
  • #3: Andy Games and simulations at Harrisburg University
  • #4: Andy What level? Elementary Middle School High School Higher Ed Other How have you used games in your classroom? – pull this poll from the other session. Demonstrating/using a simulation Playing an educational game Discussing a commercial game Using “gamification” techniques Other I have not used games in the classroom
  • #5: Poll Title: How have you used games in the classroom? http://www.polleverywhere.com/multiple_choice_polls/Ei7uze7Fnb9E5tU
  • #6: Andy Game elements and learning Game format vs. game design (7 minutes) Games are not inherently fun; fun doesn’t just happen. It is carefully planned, designed, iterated upon and executed. Most games are composed of the following elements: Story (what happened before I started playing, what information do the players need to begin…) [except in abstractions; Flow, Tetris, Peggles, Bejewled, …] Character(s) / Role(s) (who are the cast of characters, what is my role in the world, …) Goal (like movies games follow a structure where the goes on a journey with the purpose of achieving a goal. In some instances the goal is unknown but is revealed to the player during the journey) Obstacle(s) (these are things that players must overcome; a level boss, mastery of a skill, proficiency in a subject area, …) Status / Feedback (reward systems) (what happens when the player overcomes an obstacle, how is advancement expressed [fireworks, gold stars, achievements, pay increase,] most often this feedback is related to what motivates the player Levels: are used to validate performance or break content into smaller chunks. Successful games and experiences are interwoven with these elements. It’s when story, challenges, rewards, and achievements are in balance that we perceive the experience as fun.
  • #7: Andy Educational games can’t just be fun. There has to be a learning outcome. This was put together by a graduate student – Nancy Konopka for a presentation on games and simulations for learning It is a representation of how games support learning principles and educational outcomes and how game mechanics are connected to learning principles.
  • #8: Andy There are several other game attributes that are particularly useful for learning such as (a) contextual bridging, (b) high time-on-task, (c) motivation and goal orientation, even after failure, (d) providing learners with cues, hints and partial solutions to keep them progressing, (e) personalization of learning, and (f) infinite patience.
  • #9: Constructivism - Gardner’s Theory of multiple Intelligences Text Chat: Have you heard of multiple intelligences? Human’s have more than just cognitive intelligence and knowledge that can be measured by standard assessments. Logical and linguistic are the two intelligences most often focused on and measured as part of standardized tests and IQ tests. In his theory, Gardner emphasizes that not all students do well in only focusing on two primary intelligences and there should be a broader vision of education, where teachers use different methodologies, exercises and activities to reach all students, not just those who excel at linguistic and logical intelligence Games and simulations provide environments where multiple intelligences can be addressed and those that are weaker in linguistic and logical intelligence can still thrive and learn (and develop their linguistic and logical competencies)
  • #10: Andy Text chat: Have you heard of flow theory? Flow and Cycles of Expertise This concept that the brain can get overwhelmed is accounted for in game design by leveling. There are two design concepts related to leveling that we can apply to learning design to improve our learning ROI. Flow: Combination and balance of use of existing skills (ability) with acquiring new skills (challenge) that keeps the person engaged. Otherwise, if something is too challenging it’s frustrating. If it’s too easy, it’s boring. Goal: stay on the line or a little above or a little below. Cycles of Expertise: Learners practicing skills until they are nearly automatic, then having those skills fail that cause the learners to think again and learn new skills. (Pacing) Analogous to riding a bike. When you’re learning or experiencing something new you’re biking up hill. When you’re using something you know you’re biking down hill. An example of these strategies in a game would be: 1st Level = pretty easy (Who Wants to Be a Millionaire?) 2nd Level = knowledge + some new challenges 3rd Level = knowledge, but need to apply it a little faster 4th Level = knowledge + some new challenges Final Level = Cumulative application (really, really hard, but really fun and engaging) How is most learning structured? Module 1: new stuff Module 2: more new stuff Module 3: more new stuff Module 4: more new Module 5: Summary Assessment
  • #11: bit.ly/X4FKJD Plog, glog and mod examples
  • #12: bit.ly/X4FKJD Plog, glog and mod examples
  • #13: Jeff
  • #14: Andy Quest to learn Supports a dynamic curriculum that uses the underlying design principles of games to create academically challenging, immersive, game-like learning experiences for students. Games and other forms of digital media also model the complexity and promise of “systems.” Understanding and accounting for this complexity is a fundamental literacy of the 21st century. 6th-12th grade school launched in fall 2009 http://q2l.org/
  • #15: Andy Update This - Poll: Which type of game(s) would you like to implement in your classroom? (multi select)
  • #16: Andy
  • #17: Andy Kahoot https://getkahoot.com/ iPad Games Study Island Immune Attack Dimension M http://www.dimensionu.com/math/ Poll: Which simple games are you using for education? Text chat: Any other games that you use or know of that might fit into this category?
  • #18: Andy
  • #19: Andy
  • #20: Andy
  • #21: Andy Angry Birds Lemonade Stand iCivics http://www.icivics.org/ Virtual Worlds simulations Hot Shot Business http://disney.go.com/hotshot/hsb2/index.html Jason Project Poll: Which simulated environments are you using for education Text chat: Any other games that you use or know of that might fit into this category?
  • #22: Andy
  • #23: Andy
  • #24: Andy
  • #25: Andy Sims Civilization Minecraft http://www.youtube.com/watch?v=RI0BN5AWOe8 http://minecraftedu.com/ World of Warcraft Virtual Worlds Poll: Which adventure worlds are you using for education? Text chat: Any other games that you use or know of that might fit into this category?
  • #26: Andy
  • #27: Andy
  • #28: Andy
  • #32: Should be at 243 minutes to start this screen 10 minutes for this screen Andy/Charles
  • #33: Andy Games and simulations at Harrisburg University