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Gamers in the Main Office Inevitable Instructors
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Gamers in the Main Office

May 19, 2015

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Gamers in the Main Office
Breakout Session Presentation, ISTE Leadership Symposium, Epic Leadership: Beyond the Hype, ISTE Annual Conference, San Antonio, 2013.
Session Debrief
http://inevitablebetrayal.shivtr.com/pages/iste2013epic
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Page 1: Gamers in the Main Office

Gamers in the Main Office

Inevitable Instructors

Page 2: Gamers in the Main Office

Dashboards and Authentic Assessment

Page 3: Gamers in the Main Office

Overview

• Welcome

• Our Backgrounds

• Why and how are we looking to innovate? o i.e. How do Administrators look at innovation?

• Immersive Learning Faculty Challenge

• Findings

Page 4: Gamers in the Main Office

Our Backgrounds

Joseph Doan, Educational Technologist, CFE

Texas A&M University - Corpus Christi (TAMUCC.edu)

Page 5: Gamers in the Main Office

Our Backgrounds

• ~10,000 students representing 48 states and 67 foreign countries

• Bachelor's, master’s and doctoral degrees in the five colleges: Business, Education, Liberal Arts, Nursing and Health Sciences and Science and Engineering

• Student-to-Faculty Ratio: 20:1

Page 6: Gamers in the Main Office

Our Backgrounds

Chris Luchs, Associate Dean, CTE

Colorado Community Colleges Online

Colorado Community College System (CCCS.edu)

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• 13 Community Colleges

• Over 162,000 Students Annually

• In AY '12, Awarded 6,550 Associate Degrees and 7,685 Certificates

• 42% of degrees were in Health Sciences

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Why and how are we looking to innovation?

Why

• Improve student performance and persistence

• Improve student engagement

• Improve critical thinking skills

• Reduce Student Attrition

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Why and how are we looking to innovation?

How

• Is it sustainable?

• Cost = Cost + Training Time + Cost of switching + Cost of Reporting

• Impact: How many for how long?

• Duration: what is the timeline for return?

Page 10: Gamers in the Main Office

Immersive Learning Faculty Challenge Grant

CCCS Presidential Initiative

Specifics:

• $3 Million total one time funding disbursed over three years

• Funds could be used for professional development, developing curriculum, purchasing licenses, events, overload pay, and release time.

Page 11: Gamers in the Main Office

Immersive Learning Faculty Challenge Grant

Considerations:

• Applicants had to estimate Cost of Implementation

• Sustainability: Required a team of faculty

• Accessibility: Required ADA/ 508 compliance/ consideration

Page 12: Gamers in the Main Office

Immersive Learning Faculty Challenge Grant

Considerations:

• IP: All materials required to be Creative Commons 3.3 licensed

• Impact: Estimate faculty and students affected

• Collaboration: Required collaboration between colleges and/or disciplines

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Immersive Learning Faculty Challenge Grant

What did we do?

Page 14: Gamers in the Main Office

Games Based Learning MOOC

http://gamesmooc.shivtr.com

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Games MOOC

Page 16: Gamers in the Main Office

Games MOOC Offerings

•Summer 2012•Intro to Game Based Learning

•Fall 2012•Intro to Game Based Learning II

•Spring 2013•Apps, AR ( Augmented Reality) and ARG

•Summer 2013•Immersive Environments

Page 17: Gamers in the Main Office

Numbers So Far

•Total Participants– 717 •Total Site Visits – 236,096•Total Page Views – 348,899•Videos of Live Sessions - 84

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Live Events Online

•Mon Noon Google Hangout Week Overview•Tue 6 pm Guest Speaker (60 mins)•Wed 7 pm #gamemooc tweetchat (60 mins)•Fri Office Hours•Sat 11 am Live Tour and Gameplay

Page 19: Gamers in the Main Office

NMC Horizon Report

2103 Higher Education EditionMassively Open Online Courses in Practice

Games MOOC

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Fall 2013 Games MOOC•Makers ( Makers Movement)

•Hackers ( Hackathon)

•Gamers ( Making Games)

Page 21: Gamers in the Main Office

World of Warcraft in Business

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World of Warcraft in Business

• Intro to Business

• Intro to Macroeconomics

• Virtual Goods

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World of Warcraft in Business

• Focus is on Entrepreneurship for BUS115

• Application of class concepts

• Do not focus on Game play

• Lots of student reflection

Page 24: Gamers in the Main Office

CCCS Hackathon Project

Round 2 Funding

2013-2014

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What is a Hackathon?

• Working intensely for an extended amount of time on a problems or creative project

• Groups

• Usually overnight: 24-48 hours

• Common goal

Page 26: Gamers in the Main Office

Wikipedia Definition (remixed)

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Purpose

• To Research, Develop, Execute and Evaluate the Hackathon methodology and implement best practices into CSC classes and others

Page 28: Gamers in the Main Office

Project Outbreak

Augmented Reality Game

Page 29: Gamers in the Main Office
Page 30: Gamers in the Main Office

Epistemic Frame

Page 31: Gamers in the Main Office

Ground Zero

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Page 33: Gamers in the Main Office

MedTag Algorithm

Computational ThinkingLudic Fallacy

Page 34: Gamers in the Main Office

Augmented Reality

• Tagwhat

• Aurasma

Page 35: Gamers in the Main Office

Findings

Round 1 will be reported on Sept. 13th.

Round 2 applications have been awarded and will present an update on Sept 13th as well.

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Findings

Observations:

• Lurking as Slow Deliberate Culture Change

• Legitimized innovation and exploration

• Sparked interest from all faculty

• Helped identify Innovators and Leaders

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Findings

Observations:

• Built excitement and creative tension

• Focused on Assessment and New forms of Assessment

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Findings

Observations:

• Provided funding for targeted areas of professional development

o Assessmento Student Engagemento Student Retention

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Wrapping things up

Administrators:

• Completion, Transfer & Attritiono Fundingo Recruitment

Page 40: Gamers in the Main Office

Wrapping Things Up

Administrators:

Page 41: Gamers in the Main Office

Wrapping Things Up

Administrators:

• Professional Development