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Erasmus+ Erasmus+ Bringing GBL to the next level: using the Toolkit in class Thomas Wernbacher & Alex Pfeiffer Donau University, Austria
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Jun 14, 2018

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Erasmus+ Erasmus+

Bringing GBL to the next

level:

using the Toolkit in class

Thomas Wernbacher & Alex Pfeiffer

Donau University, Austria

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Overview

Part I: Introduction into Game Based Learning (GBL)

Part II: Presentation of the Toolkit

Part III: Workshop

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INTRODUCTION INTO GBL

Part I

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What is a game?

“Play is a free activity…being ‘not serious,’ but at the same time absorbing the player intensely... It is an activity connected with no material interest… It proceeds within its own proper boundaries of time and space according to fixed rules...“ (Huizinga, 1938)

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What is a game?

„Playing a game is the voluntary attempt to overcome unnecessary obstacles“ (Suits, 1978)

„Games make us happy because they are hard work that we choose for ourselves, and it turns out that almost nothing makes us happier than good, hard work (Mc Gonigal, 2011)

Common amongs most definitions:

Goals

Rules

Feedback

Voluntariness

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Digital games arrived in the center of society:

69% „heads of household“ play

75% youngsters and teenagers play

40% of all players are female (due to casual revolution)

Every fourth player is older than 50

The mean age is 35, actively playing for ~ 12 years

The revenue of video game industry 2012 was ~ 13 billion US Dollars (movie industry: 11 billion US Dollars) (Sources: Entertainment Software Association; JIM Studie 2013(Quelle: Entertainment Software Association; JIM Studie 2013)

Who plays digital games?

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What do we play? (www.statista.com, stats for PC games 2015)

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Title Total US/EU play hours 1. League of Legends 1,292,502,456 2. World of Warcraft 622,378,909 3. Minecraft 371,635,651 4. Heroes of Newerth 184,520,156 5. Diablo III 172,907,605 6. Battlefield 3 171,852,550 7. MapleStory 165,503,651 8. StarCraft II 163,980,293 9. World Of Tanks 145,702,931 10. Call of Duty MF3 126,754,082

What do we play and how long?

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Immersion (Ijsselsteijn, 2000)

presence, escapism, FLOW

Identification (Hartmann & Schramm, 2005)

projection, search for role models

Autonomy (Ryan, Rigby &Przybylski, 2010)

freedom of making errors, freedom of exploration

emotional freedom (Jansz, 2005)

Self-Efficacy (Ryan et al., 2010; Klimmt, 2004)

rewards, feedback, input-output relation

Relatedness (Yee, 2007)

social contacts, team play

Competition (Vorderer et al., 2003)

Why do we play?

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What about violent video games?

„Third Person Effect“: persons who are not actively consuming media tend to be more critical as history shows: books, opera, theatre, novels, cinema, jazz, rock music, the smartphone…

„Theory of Moral Panics“: questions of transfer and impact need to be discussed scientifically

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What about violent video games?

There are two major problems in research:

causality: What was there first – the chicken = violent

video games or the egg = violent behavior?

and…

validity: how can violent behavior be messured?

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Person Behavior Violent

Video

Games

Direct Correlation?

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Aggression

Self-Confidence

Social Competence

Media Literacy

Social Inclusion

Family

Media Habits

Exposure to Violent Games

Behavior

Moderated Correlation

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Information Processing

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Meta Studies on Violence and Video Game Play

10%

90%

0%

20%

40%

60%

80%

100%

?

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Studies showing low to moderate

correlations between video game

play and violent behavior

Causality could however not be

proven

Exception: „High Risk Player“

labile personality structure

no safety net in terms of stable

relationships

strong influence of external stimuli

Summary

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„If Pac-Man had affected us

as kids, we'd all be running

around in dark rooms,

munching pills and

listening to repetitive

electronic music“

(Brigstocke)

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Game Based Learning as use of digital or analogue games for educational purposes: Commercial Games (from Indie to Triple A)

Learning Games (Serious Games)

Board or Hybrid Board Games

Gamification (using game mechanics in non-game environments)

What is Game Based Learning?

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„Serious Games“ can serve as

powerful educational tool (Annetta, 2008)

Games foster situated learning

processes (Wernbacher, 2012)

Games provide freedom to experiment

and to make mistakes (Osterweil, 2007)

Games demand active participation of

the player (Jenkins, 2001)

“lost in hyperspace“ - some students are

overwhelmed by interactive games (Otter &

Johnson, 2000)

Game progress is not equal to learning

progress (Linderoth, 2010)

High demandings to the IT infrastructure (Baek, 2008)

Students need guidance and tutoring in

order to learn something, not all students

are digital natives (Wagner, 2009)

Does Game Based Learning Work?

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What about other positive effects?

Games promote civic outcomes

including helping others,

learning about problems in

society, exploring moral issues,

making decisions about how a

community should be run (Bers, 2010)

After playing „Super Monkey Ball“ students showed significantly more dexterity and enhanced skills in a chirurgical simulation

(Rosser et al., 2007)

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Challenges and Opportunities I

50 minute sessions with very limited possibilities to break with the

traditional teacher-centered frontal-lectures as well as to make more

project-centered work with the collaboration between

subjects/teachers

Classrooms are too small for the big groups (average of 30 pupils

per class)

Pupils not used to a more open classroom arrangement or project

work that spans a few weeks (in terms of setting their own goals;

setting milestones and working on a deadline)...

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Challenges and Opportunities II

In general, pupils have a lack in basic competences – e.g. reading,

language-skills

Trying to encourage other colleagues to work with tablets, 1st step is

to help them to make a blog for their class.

Trying parts of the inverted or flipped classroom method and include

GBL in it - which means, becoming fit in making learning videos with

screencast software.

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Methods

Montessori-pedagogy: students have 2 hours of free work every

school day, in which they can also work and play with Apps/Games

on tablets. This requires a very careful preparation in relation to

learning content and learning environment.

Frontal-lecture-style (due to time pressure, 50-minute-sessions and

the enormous curriculum for external testings) with few open

sessions for project work (often problematic due to the challenging

behaviour of some pupils); computers are still just used in computer-

related subjects.

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Wishes for future education

We must think bigger than merely in subjects – on the one hand we

have to consider the so called 21st century skills (we should teach

our pupils for the challenging future) on the other hand for the

teachers as well (wouldn’t it be great to work together on material for

projects between subjects?!).

This would also lead to a change in the 50-minute-dictation that – in

my opinion – just leads to more stress along all relevant

„shareholders“ in a school-system!

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Digital Natives? (Prensky, 2001)

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1. do not want to be lectured to.

2. want to be respected and to have their opinions valued.

3. want to follow their own interests and passions.

4. want to create, using the tools of their time.

5. want to work with their peers on projects.

6. want to make decisions and share control.

7. want to connect with their peers to express and share their

opinions, in class and around the world.

8. want to cooperate and compete with each other.

9. want an education that is not just relevant, but real.

Digital natives…

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“…no single phenomenon

reflects the positive potential of

human nature as much as

intrinsic motivation, the

inherent tendency to seek out

novelty and challenges, to

extend and exercise one's

capacities, to explore, and to

learn.” (Ryan & Deci, 2000)

Why does Game Based Learning work?

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Some Statistics

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Best Practice Austria

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Future and Reality of Gaming – F.R.O.G.

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THE TOOLKIT

Part II

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First, the analysis tool identifies the

pedagogical potential of a

specific game

The application tool then adapts

this potential for use in

educational practice

Finally, the online-platform uses the

pedagogical dimension as a

common ground for dynamic

competence-building

Structure of the Toolkit

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Commercial Games

Game Database

EXAMPLE „Minecraft“ in Physics, Geography…

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Commercial Games

Game Database

EXAMPLE „Kerbal Space Program“ in Science Education…

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Commercial Games

Game Database

EXAMPLE „Brain Age“ in Maths

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Commercial Games

Game Database

EXAMPLE „Bioshock Infine“ for discussion moral

decision making

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Serious Games

Game Database

EXAMPLE „ReMission“ in Biology for teaching resilience and discussing cancer treatments

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Board Games

Game Database

EXAMPLE „Train“ in History for discussing logistics of the Holocaust

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Gamification

Game Database

EXAMPLE „Run Zombies Run“ in Sports

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AR & VR Games

Game Database

EXAMPLE „Pokemon Go“ for enhancing computational

thinking & creative communication (ISTE Standards)

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Escape the Room

Game Database

EXAMPLE „Breakout Room“ for teaching problem solving skills

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The TOOLKIT

Part II

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WORKSHOP

Part III

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WORKSHOP

Build groups of up to 3-5 people

Choose 3+ games – we brought plenty!

Play the game(s)

Please tell us about your personal experiences

1. What is the game about?

2. Which competences can be gained using the game?

3. Do you think this game could be used in your class?

4. For which purposes could it be used?

Create a game entry an a project using the Toolkit

Present your top game (or top 3,4,5… games)

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A brief (and not complete) overview of effects

a) Cognitive Effects

Problem Solving, Spatial Skills, Induction…

b) Emotional Effects

Joy, Anger, Fear….

c) Motivational Effects

Self-Efficacy, Empowerment, Achievement Motivation…

d) Behavioral Effects

Communication, Cooperativeness, Management Skills…

e) Knowledge

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Where do i get the games?

Thomas W/USB Stick (PC/MAC)

Thomas K/iOS Games (iPad)

Michaela/Board Games

Ask Alex/Thomas for more games:

www.gog.com

www.humblebundle.com

The Guidebook

Or your own favourite games!

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•PC/MAC (DRM free)

–Braid

–Lure of the Labyrinth

–A new Beginning

–Theme Hospital

–Incredipede

–Machinarium

–Antichamber

–The Swapper

–To the Moon…

• iPad

–Badland

–Geometry Dash

–KAMI

–Monument Valley

–The Room

–Thomas was alone

–…

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Tools

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Teamwork

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real

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Thank You

[email protected]

[email protected]