Learning Technologies and Games in Education Flashcards
MOOC (stands for)
Massive
Open
Online
Course
MOOCs
Pros
- Variety of courses
- Free
- Self paced
- Access to education for many
Cons
- Completion rates are lower than 10%
- Students typically stop watching videos after 4 minutes
- Hidden costs of textbooks
- Hard to detect cheating
- Requires a lot of preparation ahead of time (>100 hours)
Intelligent Tutoring Systems
Computed systems that provide immediate, adaptive feedback for students
Adapted and customized to student needs
Do not necessarily need teacher intervention
*Zone of proximal development
Intelligent Tutoring Systems (how it works)
- Tutor asks main question
- Student gives initial answer
- Tutor gives short feedback on the quality of the answer
- Tutor and student collaboratively interact via expectation and misconception tailored dialogue
- Tutor verifies that student understands (e.g., Do you understand?)
Simulations
*Situated Cognition
Complex computer models
Simulate real world problems and authentic contexts
Can help students understand complex issues
Can allow students to conduct experiments or visualize phenomena that would not be possible in classroom
What is a game?
“one or more causally linked series of challenges in a simulated environment” - Adams and Rollings
“a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome” - Salen and Zimmerman
“A series of meaningful choices”- Sid Meier
Games as content
Some research shows that games can help players learn domain-specific content such as history, match, science, and language
Games as Bait
Players may want to play games because of non-educational reasons, but as a side effect of playing, they learn something that contributes to their success in school and non-academic domains
One key contribution to this learning is not necessarily the game itself, but the community building that occurs outside of the game through blogs, wikis, and discussion pages
Games as Assessment
Games have the potential to transform how we do assessment because the assessment is happening as the student is playing the game
The game can then inform itself and dynamically change as it assesses the students’ progresss
Games as architecture for engagement
Games are socially situated learning environments that involved competition, collaboration, dynamic situations, story-telling, and constructivist situations.
As such, players are motivated to engage in games
What sorts of things are we learning in games?
Urgent optimism
- Motivation & Self-Confidence
Social Fabric
- Collaboration & Social Skills
Blissful Productivity
- Flow & Happiness
Epic Meaning
- Connection to meaningful topics
Blissful Productivity
A mental state of operation in which a person is performing an activity is fully immersed in a feelings of energized focus, full involvement, and enjoyment in the process of the activity
*Flow and happiness
Mind and body is stretched to its limits in a voluntary effort to accomplish something difficult and worthwhile
Motivation/Engagement/Persistance
Serious games and Simulations
Games that simulate real-word problems
Problem solving is the focus
Simulate real world situations and communication
Role-playing and immersion is critical
Virtual Internships
Situated cognition
Authentic activity
Communities of practice
4 key elements
Core problem
Characters & Setting
Activities & Deliverables
Simulation tool