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Designing Instruction for the Integration of Commercial Off the Shelf Games

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Title: Designing Instruction for the Integration of Commercial Off the Shelf Games


1
Designing Instruction for the Integration of
Commercial Off the Shelf Games
  • Dennis Charsky
  • Ithaca College

2
Computer based instruction
  • 1960s - 1980s - Present
  • CAI, CBI, CBT, CMI all the same
  • CBI stand alone instructional units
  • Role of the instructor was to find time to
    include
  • Low level skill acquisition
  • Learn facts, concepts, principles, application
  • NOT analysis, judge, evaluate, synthesis

3
Types of CBI
  • Tutorial
  • Drill and Practice
  • Game
  • Simulation

4
Drill and Practice
  • The learner is led through a series of practice
    exercises designed to increase fluency in a new
    skill or to refresh an existing one.
  • Drill
  • Drill and skill
  • Drill and kill

5
Telling Time
6
Improving Vocabulary
7
Drill and Practice Example
8
Tutorials
  • The CBI acts like a tutor by providing the
    learner with instructional content, practice
    activities assessments needed to master a given
    topic.
  • Procedural learning
  • Step by step

9
Tutorial Type to Learn 3
10
Simulations
  • The user learns from a computerized model based
    on a real life or imaginary situation, model,
    activity or phenomena.
  • Role playing activities
  • Activities done continuously
  • Risk free, safe environment

11
Flight Gear Simulator
12
Simulation Examples
  • Lemonade Stand
  • Virtual Frog
  • Stock Market
  • Business Sims

13
Instructional Games
  • Game are designed to teach people, typically
    children, about a certain subject or help them
    learn a skill as they play.
  • Much use of games without a computer
  • Game elements can include
  • competition and goals,
  • rules
  • challenges or challenging activities
  • choices
  • fantasy elements entertaining aspects

14
Jeopardy game
15
Splat Degree
16
Oregon Trail
17
Edutainment
  • Combination of Game elements with a tutorial or
    drill and practice
  • wolf in sheeps clothing
  • Disguise the learning with entertaining aspects
  • Drill Practice Game
  • Other types of CBI Game
  • Popular or familiar characters (Elmo)
  • Storyline (save the Queen, defeat the dragon)
  • Exogenous fantasy
  • The fun is clearly separated from the learning

18
Mighty Math Multiplication Division Even
tricky math topics are nothing but fun with the
colorful, interactive lessons in the Mighty Math
workbook series. Featuring approachable,
kid-friendly characters and plenty of challenge,
every page holds the promise of a math
breakthrough!
Sports Math Fractions Made Easy Become a math
all-star and help your child get excited about
learning fractions by showing them how math
applies to their favorite sports!
19
  • Mind Power Science
  • Experience the thrill of discovery with the
    program that brings science to life! In-depth
    lessons make the most of every educational
    moment, while interactive multimedia simulations
    and visual experiments put science concepts to
    work in the real world. The result an inspiring
    introduction to science that might just spark a
    lifetime fascination!

20
Typing of the Dead
21
COTS Integration
  • Commercial games Instructional activities
  • Purpose is entertainment, BUT learning may occur
  • Integrating instructional activities IS A MUST
  • Role of the instructor MUST changes from
  • Must find time to incorporate to reinforce
    learning (CBI Edutainment)
  • Guide or direct students in contemplating and
    relating the game to the curriculum/content

22
Integrating a COTS
  • Similar to integrating what Hooper and Rieber
    (1995) call an idea technology.
  • Idea technology provides learners with a context,
    problem, scenario, or experience that is very
    difficult if not impossible to provide students
  • Going to Mars
  • Mayor of Chicago
  • Experimenting with hydrochloric acid
  • Barbie Princess
  • Experience horror writing

23
Integrating a COTS
  • First to be done
  • Play the game extensively
  • Learn the game extensively
  • Know the content that will surround the game
  • Establish learning goals and objectives
  • Three types of Instructional Activities

24
Type I Facts, concepts, principles
  • Basic activities to help students learn the game
  • Write the rules of the game journal
  • Write the results of their actions, how the rules
    play out
  • Write down strategy, predict what they think will
    happen, analyze why it did
  • Compare
  • definitions of terms in the game against the
    terms in a text or given by the instructor.
  • Geography
  • Characters
  • Time
  • Dialogue
  • Context or setting

25
Type II Strategies and events
  • Compliment the events and game play
  • Activities should be relevant extension of the
    game
  • Writing tasks that utilizes some events in the
    game
  • Data collecting and analyzing from events in game
  • Debriefing activities
  • Correct the errors and misconceptions that
    students may develop
  • Focus around analyzing events in the game and how
    they are similar or different from the real
    content.
  • Turn the errors or oversimplifications in the
    game into teachable moments (Gikas Van Eck,
    2004).

26
Type III Theories and Models
  • Help students critique the entire game as theory
    or model of the content under study.
  • Assist students in developing their understanding
    of the game and the content
  • Concept mapping activities
  • Graphic organizers
  • Writing Essays or Research Papers
  • Re-design of the game to make it more realistic
  • Critique of the game as theoretical model

27
Sim/Game SimCity 3000
28
SimCity A few ideas
  • Type I Collect and chart all data
  • Tax rates
  • Population
  • Crime rate
  • Write your strategy and overarching goal
  • Type II Compare to Major Cities
  • Compare data collected in Type I to two major
    cities
  • Compare your strategies for dealing with problems
    with those cities strategies i.e. Laws and
    mandates enacted
  • Write a State of the City address look at other
    real addresses

29
SimCity A few ideas
  • Type III Research and Critical Analysis
  • Evaluate SimCity as a true to life simulation of
    city government noting both strengths and
    limitations and offer solutions for making the
    game better align with the real world.
  • SimCity has many biases in the game that make
    cities flourish. Describe those biases and note
    examples from real world cities in which those
    biases are true and instances in which they are
    false.

30
Sim/Game Civilization III
31
Civ III A few ideas
  • Type I Timeline and Events
  • Create a timeline of your civilization
  • Compare terms from game to history text
  • Map out your Technology Tree
  • Write goals for civilization and plan for
    achieving
  • Write your understanding of what it means to
    know history
  • Type II Comparisons and Strategies
  • Compare timeline to two other civilizations
  • Discussion Topic Could places to start cities?
    War, Why did you attack or someone attach you?
    Managing cities, how can you deal with your
    citizens?
  • Write a State of the Civilization Address
  • Write a declaration of war
  • Write a peace treaty

32
Civ III A few ideas
  • Type III Research and Critical Analysis
  • Some of your classmates had civilizations that
    eeked out a meager existence, while others
    civilization rose to supreme power. Why did some
    real civilizations rise to supreme statue while
    others did not? Use examples from real history to
    explain your answer.
  • Follow up Describe how did Civ III determine
    whether or not civilizations rose or fell? Plus
    critique your description offering alternative
    models or theories that would better align with
    real history.
  • Attached is your definition of what it means to
    know history that you wrote at the beginning of
    the unit. Please write a new definition that
    better encompasses your new understanding.
    Examples from both Civ III and real history
    should be included.

33
Conclusions
  • Last Tip
  • Budget your time wisely
  • Plan for sufficient amount of game play
  • Plan for sufficient amount of instructional time
  • "Every time I go to school I have to power down."
  • -a high school student
  • "Any teacher who can be replaced by a computer,
    should be."
  • -The Aging Sage

34
Final Thought
  • "When I watch children playing video games at
    home or in the arcades, I am impressed with the
    energy and enthusiasm they devote to the task.
    Mind you, these are not simple games.
  • They can take days or weeks to play they require
    a large amount of knowledge, exploration, and
    hypothesis testing. They require problem solving
    - saving the current state of the game and
    tentatively exploring novel states, then
    comparing the results, returning to the saved
    state when necessary. They require study and
    debate among fellow players and the reading of
    hint books. They require reflection.
  • In other words, the games require just the
    behavior we wish these same children would apply
    to schoolwork."
  • -Donald Norman www.jnd.org

35
References
  • Charsky, D. (2004). Evaluation of the
    Effectiveness of Integrating Concept Maps and
    Computer Games to Teach Historical Understanding.
    Unpublished Dissertation, University of Northern
    Colorado, Greeley, CO.
  • DeKanter, N. (2005). Gaming redefines
    interactivity for learning. TechTrends.49 (3)
    26-31.
  • Dempsey, J. V., Lucassen, B. A., Haynes, L. L.,
    Casey, M. S. (1996). Instructional applications
    of computer games. Paper presented at the
    American Education Research Association, New
    York, NY.Gikas, J., Van Eck, R. (2004).
    Integrating Video Games in the Classroom Where
    to Begin? Paper presented for the annual meeting
    of the National Learning Infrastructure
    Initiative, January 25-27, San Diego, CA.
  • Hannafin, M. J., Peck, K. L. (1988). The
    Design, Development and Evaluation of
    Instructional Software. New York MacMillan
    Publishing Company.
  • Hooper, S., Rieber, L.P. (1995). Teaching with
    technology. In A.C. Orstein (Ed.), Teaching
    Theory into practice (pp. 154-170). Boston Allyn
    and Bacon.
  • Johnson, D., Johnson, R. (1996). Cooperation
    and the use of technology. In D. Jonassen (Ed.),
    Handbook of research for educational
    communications and technology (pp. 1017-1044).
    New York Simon and Schuster,
  • Kirkley, S. and Kirkley, J. (2005) Creating next
    generation blended learning environments using
    mixed reality, video games and simulations.
    TechTrends, 49(3), pp. 42-53, 89.
  • Laveault, P., Corbeil, P. (1990). Assessing the
    impact of simulation games on learning A
    step-by-step approach. Simulation/games for
    learning, 20(1), 42-54.
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