SlideShare a Scribd company logo
Dr. Leigh Zeitz
University of Northern Iowa
zeitz@uni.edu
Drzreflects.com
 What is it?
 Who does it?
 Does it make a difference?
 Things to consider
Gaming to Learn:  Research Meets Classroom Practice
thefuntheory.comTinyurl.com/UNIbottlebank
 Rule-based
 Variable and QuantifiableOutcome
 Diff Outcomes = Diff Points
 Player works to control outcome
 Game provides timely feedback
 Player cares about the outcome
 Mastery = Leveling up
Xperience Points Leveling Up
united.com
games Gaming
tinyurl.com/TheMathBlaster
Gaming to Learn:  Research Meets Classroom Practice
An organized social
system using positive
and negative
feedback to direct a
player towards a
desired goal.
microsoft
An organized social
system using positive
and negative
feedback to direct a
learner towards a
desired goal.
iclipart.com
Gaming to Learn:  Research Meets Classroom Practice
Gaming to Learn:  Research Meets Classroom Practice
 Optimal Experiences
 Clear Goals
 Immediate Feedback
 Challenges/Skills Balance
 Action/Awareness Align
 No Distractions
 Failure Not a Problem
 Activity is its Own Reward
Mihaly Csikszentmihalyi
Gaming to Learn:  Research Meets Classroom Practice
Gaming to Learn:  Research Meets Classroom Practice
 Trends in Serious Gaming for Education
 Young et al (2012)
 Reviewed 300+ articles
 Math
 Science
 Language Learning
 History
 Inconclusive findings
 Mixed results
 Gamers more engaged
 Useful in achieving deeper learning
 More successful when learning and gaming
objectives aligned
 Language acquisition, composition, language
arts
 Games as learner-centered environments
 Immersive experiences
 Kindergarteners learned language faster than
control group
 Language pedagogy more aligned with gaming
 History-based video games engaging
 Useful in middle school economics
 Useful to integrate SimCity, Age of Empires
and Civilization into history curriculum
 Instead of requiring outside reading, include
the content in the gaming situation
 Transfer requires reflection
 Difficulty level needs to align with skill level
 Poor design can’t be hidden in game world
 Boys communicated about the game
 Girls communicated more generally
 Instructor must scaffold as necessary
 Can gaming be useful in the classroom?
 Is it worth the time?
 What does gaming teach besides content?
 What’s cheating?
 What is the diff btwn Gamification and Game-
based Learning?
If we teach today
as we taught yesterday,
we rob our children of their tomorrow.

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Gaming to Learn: Research Meets Classroom Practice

  • 1. Dr. Leigh Zeitz University of Northern Iowa zeitz@uni.edu Drzreflects.com
  • 2.  What is it?  Who does it?  Does it make a difference?  Things to consider
  • 5.  Rule-based  Variable and QuantifiableOutcome  Diff Outcomes = Diff Points  Player works to control outcome  Game provides timely feedback  Player cares about the outcome  Mastery = Leveling up
  • 10. An organized social system using positive and negative feedback to direct a player towards a desired goal. microsoft
  • 11. An organized social system using positive and negative feedback to direct a learner towards a desired goal. iclipart.com
  • 14.  Optimal Experiences  Clear Goals  Immediate Feedback  Challenges/Skills Balance  Action/Awareness Align  No Distractions  Failure Not a Problem  Activity is its Own Reward Mihaly Csikszentmihalyi
  • 17.  Trends in Serious Gaming for Education  Young et al (2012)  Reviewed 300+ articles  Math  Science  Language Learning  History
  • 18.  Inconclusive findings  Mixed results  Gamers more engaged  Useful in achieving deeper learning  More successful when learning and gaming objectives aligned
  • 19.  Language acquisition, composition, language arts  Games as learner-centered environments  Immersive experiences  Kindergarteners learned language faster than control group  Language pedagogy more aligned with gaming
  • 20.  History-based video games engaging  Useful in middle school economics  Useful to integrate SimCity, Age of Empires and Civilization into history curriculum  Instead of requiring outside reading, include the content in the gaming situation
  • 21.  Transfer requires reflection  Difficulty level needs to align with skill level  Poor design can’t be hidden in game world  Boys communicated about the game  Girls communicated more generally  Instructor must scaffold as necessary
  • 22.  Can gaming be useful in the classroom?  Is it worth the time?  What does gaming teach besides content?  What’s cheating?  What is the diff btwn Gamification and Game- based Learning?
  • 23. If we teach today as we taught yesterday, we rob our children of their tomorrow.

Editor's Notes

  • #9: Math blasters, Oregon Trail, Number Munchers, Reader Rabbit, Where in the World is Carmen San Diego
  • #13: Regular sign-in
  • #14: Go to Adventures zeitz reg