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Gaming

Battling Depression through Video Games

Video games have the power of storytelling and elicit powerful responses from the human brain. Depression is a silent epidemic, and now many are crediting video games as a potential therapy for the infinite sadness. Sampson at Kernal shares these insights with us.

Posted by: Ryan Schaaf

Original Source

Maximilian Dichtl reads the news just like anyone else. He’s seen what politicians, psychologist, and concerned parents have to say about video games and their impact on children—that games cause violencebad grades and depression.

That last one really piques Dichtl’s interest, since he’s dealt with depression for most of his life. Now in his early 20s, Dichtl is still an avid gamer. He doesn’t blame gaming for kick-starting his depression. No, that would be when his mom and stepdad decided to start hitting him.

“It’s ironic that people look at this link between kids and video games and decide the games are what’s causing them to act a certain way,” Dichtl told the Kernel. “For me, video games were a way to escape the things that were causing my depression.”

Dichtl is one of many young gamers trying to upend the conventional wisdom about gaming and depression. He started a blog to chronicle his story, while developers and other gamers around the world are trying to prove that video games can be a healthy vehicle for dealing with despair.

They are running up against an entrenched narrative. In 2011, the New York Times made hay out of two separate studies that tracked the social characteristics of young gamers.

“For me, video games were a way to escape the things that were causing my depression.”

One, published in the journal Pediatrics, tracked more than 3,000 school children in Singapore over several years. The study found that heavy gamers—those who played more than 31 hours a week—were more likely to suffer from depression, anxiety, or social phobias. That same article cites a Chinese study, published in Archives of Pediatric & Adolescent Medicine, which found that teenagers who spent excessive amounts of time on the Internet in general were more likely to suffer from depression.

No longer a lonely pursuit

Folks like Dichtl (pictured right) don’t necessarily disagree with those sociological findings, but they do take issue with the assertions others make based on this evidence. He said too many critics paint with a broad brush when talking about the actual relationship between games and players.

“Whether you play Angry Birds on the train into work, slice a few fruits on your tablet while you are in the waiting room at the dentist, or spend eight hours a day perfecting whatever game it is you enjoy, we are all gamers,” Dichtl said. “It isn’t fair to fit every single one of us into this huge mold and then berate us, but media outlets do it anyways for their own motives.”

On the surface, Dichtl may look like the kind of young adult profiled in earlier studies, but he said his relationship with video games is more nuanced.

“We are all gamers.”

As an only child who moved around a lot following his parent’s divorce, it was hard to make friends and form the kind of social support network most teens need to navigate adolescence. In video games, however, he was able to connect with others, including his best friend. They met playing Call of Duty nine years ago and have forged a “brotherly bond.” Though they live across the country, a combination of MMORPG and video chat have allowed the two to stay close. These virtual friends were there for Dichtl as he dealt with a difficult home life and thoughts of suicide.

Dichtl has even found a career goal thanks to gaming. Though he currently works in distribution, a trip to a gaming conference inspired him to try and become a community coordinator—a liaison between online gaming communities and developers.

“Gaming has been a positive force in my life when a lot of people weren’t,” he said. “Some of the best friendships I have wouldn’t exist without video games.”

A more emotionally mature game

It’s not just players who are challenging the conventional wisdom related to video games and depression. The rise of indie game developers means the medium is changing and learning to address more emotionally mature issues.

“I think adulthood is extremely underrepresented in video games,” said Will O’Neill, a game developer from Toronto. “Adult in video games means violence and pornography a lot of the time, but rarely does it delve into what it means to be an adult.”

That’s something that O’Neill is trying to change with his first video game outing, Actual Sunlight. The free PC game is O’Neill’s autobiographical take on depression. Released in March 2013, the game was praised for how it handles such psychologically complex issues.

Like Dichtl, O’Neill is a longtime gamer who’s suffered from depression. He dabbles in several different kinds of creative expression—writing and stand-up comedy—but in the medium of video games, he’s found a unique vehicle for exploring depression. As where most video game protagonists grow in ability and gain more freedom as stories progress, in Actual Sunlight, the character has fewer options as the game goes on, simulating depression’s ability to make us feel trapped.

“That’s a feeling that can uniquely be recreated in video games,” he told the Kernel.

Some of the video game industry’s biggest players want games to grow up and begin reflecting the psychological and emotional complexity of other types of media.

O’Neill expects a lot of lifelong gamers to resonate with Actual Sunlight‘s themes. In his younger years, O’Neill allowed gaming to consume a significant amount of his time—time he said could have been better spent on other pursuits.

That’s why he wants to challenge the video game industry to mature, offering games and stories that will allow gamers to seek personal growth and insight.

It’s not just O’Neill. Some of the video game industry’s biggest players want games to grow up and begin reflecting the psychological and emotional complexity of other types of media.

“I know so many game developers, and so many of them are wonderful, smart, creative, considerate and adult, and somehow those personalities are not always reflected in the games that we make,” said freelance game writer Susan O’Connor at the Game Developers Conference in San Francisco in 2013.

In addition to gaining legitimacy as an artform, such a shift in the game development could allow users to reap greater emotional and psychological well being. Because at the end of the day, O’Neill, Dichtl, and others say the link between gaming and depression is all about the player’s individual relationship with the games they play.

“Depression lead me to my love of video games,” Dichtl said. “Video games did not make me depressed, or increase the severity of it.

“I actually believe that gaming has combated the depression to a level that is not detrimental to my well-being.”

 

 

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Game Face On: Gamification for Engaging Teachers in PD

Game Face On: Gamification for Engaging Teachers in PD

Original Source 

Posted By Ian Jukes

This article by Matt Baier, for Edutopia, published on February 19, 2015 outlines a professional development program that inspires teachers to feel the emotions of creativity, contentment, awe and wonder, excitement, curiosity, pride, surprise, love, relief, and joy while learning and developing skills that promote more effective use of technology tools.

Creativity, contentment, awe and wonder, excitement, curiosity, pride, surprise, love, relief, and joy. These are the ten emotions that game players experience, according to Jane McGonigal in Reality is Broken: Why Games Make Us Better and How They Change the World. Do teachers report feeling any of these emotions when they describe professional development? No (except for maybe relief when it’s over).

Conquering Technology

My colleague Kathy Garcia and I decided to create a professional development program that inspired teachers to feel these emotions while learning and developing skills toward more effective use of technology tools. We created a professional development game, accessed through the iTunes U platform, called Conquering Technology. Our teachers learn skills like taking advantage of the iPad’s accessibility features, digital workflows, creating their own iBooks, using Google Apps, and authoring their own iTunes U courses.

The critical component for success was for teachers to become self-motivated in advancing their skills. For inspiration, we incorporated badges, awards, levels, gift cards, and public recognition, as everyone is uniquely motivated. Our focus has remained on positive motivation rather than a fear of negative consequences.

Conquering Technology was created for the novice-to-advanced user. Starting with basic skills, faculty members progress through challenges with support resources available any time, anywhere. While some challenges develop general iPad skills, our focus revolved around using the iPad effectively and creatively in our 1:1 iPad educational environment. We didn’t have too much difficulty creating a list of skills in which our faculty should be proficient. Our challenge was determining how faculty would demonstrate their knowledge. We called each skill-learning unit with assessment a challenge and grouped them into levels, which in turn were grouped into episodes.

Motivation and Recognition

Each level has an associated badge that is displayed within faculty profiles on the Cathedral Catholic High School website once all challenges have been completed. We wanted faculty to be publicly recognized for their hard work, so when they pass all the levels in an episode, they earn a $50 gift certificate. In addition, they receive an award that is presented to them either in front of their class or at an all-faculty meeting. Public recognition is a key component — not only do we want to publicly acknowledge our pride, but it’s also critical in motivating some people.

All faculty members are expected to complete one episode per year. As an iPad school, we find that iTunes U is the perfect tool for delivering our professional development game. iTunes U is an outstanding platform for delivering a wide variety of content to an iPad. Videos, links, apps, documents, audio — anything from the iTunes Store, App Store, or iBook Store can be easily added. Even more importantly, any training content that we create ourselves can be easily delivered to our learners.

We use a private course with our faculty but have made the first two episodes public. The third episode is still in development and should be published before the 2015-2016 school year begins.

The first episode focuses on how teachers can use the iPad for themselves. The second episode focuses on how the teacher can use the iPad to manage his or her classes and engage students. The third episode will focus on how teachers can help students to use the iPad to create. The fourth will focus on helping students connect to the wider world (e.g. publish content, connect with other learners or professionals, etc.).

Accessible Resources

As technology trainers we saw several positive outcomes.First of all, there was a marked increase in teacher motivation to participate in our technology training. Even reluctant learners were willing to take part, and many of them reported that they appreciated the opportunity to have all of the necessary resources available to them on their own time. We saw much more buy-in than we expected across our whole faculty. We cannot seem to publish episodes fast enough for our most motivated teachers. This is a great problem to have.

In addition, teachers worked on the game on their own time. Even though we have professional development time set aside once a month, teachers were working on their own during prep periods, after school, and even on the weekends.

Another benefit is that more teachers would actually use the resources that we created. Kathy and I have made many tutorial videos and screencasts that unfortunately were not used as widely as we hoped. Now that they are part of Conquering Technology, they are being used more frequently by teachers.

Anyone can do this. Many of you probably already are. Let’s share and collaborate! Our courses are public and available for free in the iTunes U catalog. Use your iOS device to subscribe to Episode 1 and Episode 2. We’re proud of our work but are always eager to see what’s working in other schools as well. Please let us know about any technology-conquering PD you’ve used or created.

 

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Gaming

How Digital Games Help Teachers Make Connections to Lessons and Students

Katrina Schwartz at MindShift provides readers with several examples of how teachers are integrating digital games or gamifying learning experiences in classrooms. Math, History, Science, Social Studies – games have the potential to produce powerful learning experiences for students.

Minecraft Screenshot
Minecraft Screenshot

posted by: Ryan Schaaf

Original Source

It’s not unusual for educators to use analog games in the classroom, but as more classrooms gain access to technology, digital games are also making a strong showing. A recent Joan Ganz Cooney Center survey of 694 K-8 teachers found that 74 percent of those surveyed use digital games in the classroom, up from 50 percent two years ago. Many of the teachers finding the most success are good at creatively connecting the game back to the curriculum, while allowing it to maintain the qualities of a good game. These teachers are often more comfortable with games themselves, playing for fun in their spare time, and are thus more likely to see valuable classroom connections. It’s one thing to have empirical evidence that digital games are growing in popularity and another to get an in-depth look at how and why teachers see them as a valuable use of precious class time.

Introducing Global History

Zack Gilbert teaches a course called “Ancient Civilizations” at a middle school in Normal, Illinois. He’s been using game simulations in his classroom since 1995, but when he started playing the commercial game “Civilization IV” for fun he immediately recognized its potential to get sixth-graders hooked on history.

“When they’re building their first city, they have to look at the terrain around them. They have to look at the resources to see if this is a good place to build,” Gilbert said. Students often make mistakes in the game, and Gilbert has to restrain himself from trying to correct them immediately, instead letting them figure out where they went wrong. Students often build their cities on flood plains and watch as their citizens get sick and die. That experience prompts them to try a different approach next time. They now understand viscerally the devastation that choice would have brought to ancient civilizations.

“It all starts connecting,” Gilbert said. “When you get into the game it all connects to the state standards.” For example, if students build monuments in the game, they’re using math skills but also thinking about the artistic relevance of such a symbol. “You as the teacher need to know what your goal is for them, and then set them up so they can succeed,” Gilbert said. “If you have a good enough game, they’re going to gain more knowledge than you expect.”

Sandbox games are Gilbert’s favorites — there are lots of ways to win or lose, and students get to show off their creativity and critical thinking. He also thinks commercial games are some of the best tools because of their rich graphics and strong game mechanics. “Civilization IV” is sometimes criticized for not being historically accurate, but Gilbert sees that flaw as a teachable moment. “You can turn the things that might not be necessarily correct into learning experiences,” he said.

Gilbert points out that the hardest part of any teacher’s job is reaching a variety of learners, all at different stages of development and academic skill. He’s noticed that while not all his students love playing video games for class, struggling learners often come out of their shells and prove they can deliver some of the most innovative solutions. Succeeding in one area of class helps them gain confidence for other tasks, like writing and group projects.

This anecdotal observation bears out in the Cooney Center research, which found that 55 percent of teachers who use digital games report they are a good tool for motivating low-performing students. Teachers see that motivation translating into academic performance. too: 78 percent of teachers using digital games saw improved performance on curricular subjects due to gameplay, and 71 percent saw improvement in extracurricular subjects.

Like many other teachers, Gilbert says it can be hard to integrate games into the curriculum when the focus is overwhelmingly on standards and state tests. “Things are becoming more regimented in the classroom,” he said. He understands that many teachers don’t have time to rework their whole curriculum to include games, especially if they themselves aren’t comfortable with digital gameplay.

“Especially for ancient civilizations, you want to make it as exciting as you can,” Gilbert said. “This is their first real taste of history for the world; most kids have no concept of what the history is in other countries.” When playing the game, students build up their own civilizations in different time periods, making choices in five categories: government, legal, labor, economy and religion.

“It gives the kids a visual,” Gilbert said. “They’re actually acting out and making decisions on things that people who lived thousands of years ago would have had to make.” He acknowledges that games like “Civilization IV” aren’t appropriate for class use all the time and he doesn’t use them exhaustively. However, getting kids excited about the high stakes that historical figures faced is a great jumping-off point for writing assignments, discussions and interactive learning.

Gamifying Class

Students in Caryn Swark’s Grade 6 class (she teaches in Alberta, Canada) come to school and immediately find themselves immersed in a fictional world where the king has been kidnapped and they must rescue him. Students have avatars and “level up” throughout the year as they master different skills. This gamified environment is part of the class DNA, so it’s no surprise that Swark is also using digital games to help students engage and connect with the material she’s teaching.

“There’s a lot of games that are basically worksheets in disguise,” Swark said. “I try to avoid those games as much as possible. They’re not really games and kids aren’t stupid.” Like Gilbert, Swark believes there are lots of educational merits to some commercial games, especially if teachers think expansively about how to build on game narratives and skills.

Swark uses Nintendo DS games like “Professor Layton and the Curious Village,” a game that is basically like reading a novel embedded with math problems and puzzles. The first time she played it, Swark was struck by how similar some of the puzzles were to things she had asked students on worksheets. When kids play the game, they are doing lots of reading and math, but they like it.

Similarly, “Prodigy,” a commercial math computer game, is built around a wizarding world where students do battle by solving math problems. Swark wishes the math were a little more integrated, but students still find the game fun and engaging.

“Instead of thinking about a checklist of curricular needs that I have to meet, I think about how this fits into what I need,” Swark said. She has found that not only are kids more interested in what they’re learning through gameplay, but they stick with tricky problems longer, work together better and are more open to trying over and over again. The stakes are lower when a student fails within the game, and she doesn’t see any of the test anxiety that has begun to plague her students.

“Framing things in terms of gameplay helps get through blocks for kids who get to Grade 6 and are already convinced that they can’t learn,” Swark said. She’s seen her weaker students gravitate toward gameplay and make significant gains. Games are one part of her yearlong goals to break students of the notion that they will fail even when they try.

As a female teacher and a “gamer,” Swark has often found bringing games into the classroom helps her connect more to her male students. And students who are alienated socially have become popular because of their abilities to help others in games like “Minecraft.”

Swark got inspired to try games in her classroom after reading Lee Sheldon’s book, The Multiplayer Classroom: Designing Coursework as a Game, and jumped in feet first. She’s built on her success and retooled her failures, just as she’s asking her students to do with their schoolwork. Parents and administrators have been more supportive than she expected — she’s even suggested parents expose their struggling readers to fan fiction to get them reading.

But not all teachers work in such supportive environments. In those cases, or when an educator is more hesitant, Swark recommends teachers check out game-rating sites like “Graphite,” run by the nonprofit Common Sense Media, to choose games that clearly align with the grade and standards they teach. She also says it’s easier to start with overtly educational games and work up to the more open-ended games. Lastly, she says there’s a lot to learn from other educators.

“There’s a lot of people online who are doing this stuff,” Swark said. “They’re making lesson plans involving games, and you can find those. And then you don’t have to spend the time playing a video game for hours.”

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Gaming

Here’s How Gamer-Teachers Use Video Games in the Classroom

 

Digital games are being used more often to teach students. An impressive 74% of K-8 teachers were using digital games in their classrooms. That number is astounding! However, another interesting tidbit reported by a study conducted by Joan Ganz Cooney Center indicated over 80% of teachers play games in their free time. Jordan Shapiro, gaming author, categories four different gamer-teacher profiles and identifies their potential classroom integration habits.

posted by: Ryan Schaaf

Original Source

Games are being used much more widely in schools than they were when I first started writing about them 2 or 3 years ago. As of fall 2013, 74% of K-8 teachers were using digital games. 55% of these teachers have students playing digital games at least weekly, 9% daily. The games they are using are mostly designed to be educational, with only 5% playing commercial games, and 8% playing hybrids (commercial games adapted for education like MincraftEDU orSimCityEdu).

These insights come from Joan Ganz Cooney Center at the Sesame Workshop, who recently released a study surveying K-8 teachers in order to understand how they are implementing digital games in their classrooms.

It seems the majority of teachers (82%) play games in their own free time and that there is a relationship between personal game play and in class game use.

Here are four different gamer-teacher profiles that the study identifies.

The Dabblers (20%):

Dabblers “play digital games less often than their peers” and “report relatively low levels of comfort when using digital games with their students.” This doesn’t seem surprising. One must be well acquainted with the skills one’s trying to teach. In the Guide to Games and Learning that I wrote for MindshiftKQED, I explain how important it is for teachers to play the games they are using to teach. Just dabbling won’t lead to success.

Dabblers report facing “moderate barriers” to implementation and “moderate levels of support from parents, administrators, and fellow teachers.” But I’m curious what they mean by support. Because they also report low access to professional development resources and the best kind of support that schools can offer is training and resources. Certainly Dabblers understand this, they have 15.9 years of classroom experience on average.

Interestingly, although they don’t necessarily have high confidence in the efficacy of games, Dabblers are more likely than the others “to indicate positive or no changes” rather than “negative changes” in student behavior and classroom engagement. Perhaps they are using games so rarely that they seem innocuous, just another moment in a much busier day.

The Players (23%):

Players are “avid gamers, but teach with digital games the least often of the four profiles–just a few times a month.” At first, I assumed this group must be fanboy gamers who wanted to preserve the purity of games as entertainment–that once you add educational content it is no longer a game, but suddenly work. I was wrong.

It turns out the Players “demonstrate concerted efforts” to implement digital game based teaching methods, but they report many barriers and “the lowest level of support from parents, administrators, and fellow teachers.” Perhaps these are folks who grew up playing Mortal Kombat under the early video game stigma. Maybe they’ve internalized some level of paranoia about external authorities’ perceptions of gaming in general. I’m just guessing.

The Players are the “most likely group to say that games haven’t changed student behavior or content delivery.” And on average, they’ve spent 14.5 years teaching (the national average for K-8 teachers).

The Barrier Busters (22%):

“Digital games are a common pastime” for this group. Barrier Busters use games with their students regularly–at least weekly. They “express high levels of comfort employing them in instruction.” But these Barrier Busters “face a high number of barriers.” Still, they take advantage of more professional development opportunities than the others. They use the largest variety of games/devices, and they use them both for content delivery and assessment.

I imagine these to be the rebels, the revolutionaries. These are the new rule-breakers. Gone is the old stereotype of the hippy English teacher, standing on desks and suggesting that students choose their own grades. The new cool progressive teacher found him or herself during the Silicon Valley boom. These teachers are entrepreneurial disruptors, not tie-dyed liberal activists. The Barrier Busters are motivated by innovation and the idea of overcoming barriers while taking the initiative to seek out opportunities for self improvement.

They have been teaching, on average, for 13.6 years and are “more likely than other groups to notice changes in student conflict after introducing games–for better and for worse.” It seems likely, however, that the more one implements games, the more changes one will see.

The Naturals (34%):

Naturals play games often and teach with them often–at least weekly. This group seems to take games for granted. It is not an innovation, just another teaching tool among many. Maybe they’ve already stepped into the future and integrated games, as fully as the chalkboard, into their image of what it means to teach.

Naturals “uses games to deliver core content more often than supplemental content.” Games are not a special side activity they sometimes use, but a central part of their teaching repertoire. Naturals report “the fewest barriers and the highest levels of support from the school community,” which may speak more to their perceptions than it does to the actual school circumstances.

Not surprisingly, Naturals have been teaching less than the other groups, only 12.3 years, on average. And their perception is that games just work. More than the other groups, they see the efficacy of game-based learning “in improving student knowledge, skills, and motivation.”

The full study, with great insights about how digital games are being used in the classroom is available here.

Jordan Shapiro is author of FREEPLAY: A Video Game Guide to Maximum Euphoric Bliss, and MindShift’s Guide To Games And Learning For information on Jordan’s upcoming books and events click here.

Categories
Gaming

How to Choose Learning Games That Don’t Bore Kids

 

What makes a learning game interesting and exciting for kids?  Sophia Dalal, a Common Sense Media intern, recently interviewed her 14-year-old brother about what makes a game great for learning. She also ran focus groups with more than 20 teens to understand how they evaluate learning games. Here’s what some of these savvy kids had to say.

Source: Minecraft Screenshot
Source: Minecraft Screenshot

posted by: Ryan Schaaf

Original Source

Student voices shape the way we rate and review on Graphite. Common Sense Media intern Sophia Dalal recently interviewed her 14-year-old brother, Kavi, about what makes a game great for learning. She also ran focus groups with more than 20 teens to understand how they evaluate learning games. Here’s what some of these savvy kids had to say.

Q. What makes a game great for learning?

Kavi, 9th grade: There are textbooks that try to teach you things like history or algebra just with the facts. There are some games with goals to teach you things like algebra or history the same way. That’s not very exciting. I don’t play games just to input information.

Maya, 7th grade: It’s important to have a balance between learning elements and how fun a game is. It has to have an intriguing plot that makes you want to keep playing. And there have to be objectives so you always have a challenge to work for.

Joby, 8th grade: You need to have some influence over what happens in a game. In real life, are you really going to stand back and watch everything happen around you? You need to have a say in what happens. Otherwise you might as well watch a movie instead of playing a game.

Q. What’s most engaging about games?

Kavi: What’s really engaging for me is the story. All the best games build really good worlds just like a good book creates a fantastic and believable world. There’s no other type of media where you are the first person character and you have to make real-time decisions.

Tess, 8th grade: Creativity is what I love in games because I like to make things. I think Pixton is fun because you get to create comics, and you can personalize them the way you want. You have power and more control over the whole thing.

Katherine, 8th grade: I think humor makes games really engaging. With humor, you can tell that the game maker put a lot of time and thought into it.

Q. Is it important to be challenged?

Lionel, 8th grade: Competition is important. If games have competition, kids want to play them over and over until they beat the other person. They’re motivated to learn without realizing it.

Joby: The goal of a game should change over time. In Minecraft, your very first goal is to build a place to live. After that you have to go mining to get to various levels of achievement. The goal is always moving and that makes you push even harder.

Steven, 8th grade: I like a game that’s not going in a predictable sequence. A good game needs a surprise element. You don’t know if this or that is going to happen next.

Tess: Having a goal is really important. In Sims you’re building things not just to take a screen shot and say, “Yay, I built this.” You’re building for the goal of having someone live in it and have a life there.

Q. What about the look and feel of a game?

Kavi: Beauty is really important. Ugly games are an instant turn off. I’ve played games with no dialogue and no other characters. Journey is incredibly moving because the space is so beautiful. A complex environment that feels real is also important. In my opinion that’s done best when you’re plopped into a realistic 3D world, although I’ve seen it happen other ways, like by creating sound environments. They do that in Sound Shapes — an incredible learning game.

Katherine: Colors are important. If you want people to stay on a game you have to engage them with colorful graphics. When you’re looking for games to play, you’re less likely to click on the ones that are gray and boring.

Joby: The smoothness of the interface is important. If buttons are organized it’s easier to find what you’re looking for than if they’re randomly placed.

Q. Anything else?

Kavi: It’s important to remember that games are another art form, like a book or paintings or music. And I think the most important stuff you get out of a game is the same stuff you get out of art … things like emotions or appreciating beauty.

Maya: I think that a website for teachers to find sources for learning is really helpful because then they can find resources and see if people think they’re good or not and how well they teach things. And if they don’t want to pay a lot of money before they find out what the game is about, they can find out whether they really like it or not. I think that’s really helpful.

Kids’ Ideas Will Affect Graphite

We learned so much from interviewing these teens:

  • Engaging games with style are central to learning and not just a “nice to have.”
  • Personalization features and the ability to create things or make decisions empower kids and help them learn.
  • Worlds, stories, and characters that are stylistically unique draw kids in.
  • Striving to meet a goal — especially if there’s competition — can make kids try harder.

We have a similar take on games. But to hear kids echo what we’ve been thinking about — evaluating games in their own unique way — was affirming.

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Gaming

24 Video Games You Can Say Yes To After School

Learning comes in all shapes and sizes. As soon as children arrive home from school they plug into their digital devices to connect and escape. However, learning does not have to stop outside of the classroom. Jeff Haynes, Senior Editor at Common Sense Media provides parents with 24 educational video games children can use for learning. This list also provides a wonderful resource for teachers to provide to parents for learning at home.

Posted by: Ryan Schaaf

Original Source

Summer’s over, and school’s back in session. Time to pull the plug on your kids’ video games, right? Not so fast, Mom and Dad. To the great relief of kids everywhere, it turns out video games and school are not incompatible. New studies on the effects that playing games has on kids indicate positive benefits for learning, thinking, social-emotional skills building, and, yes, even school performance.

Games provide new ways to engage with various subjects, whether it’s learning about math through an air-traffic-control simulator or practicing musical timing with a dance app. So the next time you see your kid playing a strategy or music game, know that he or she may actually be learning history or working on physical fitness. Below, we have recommendations of apps and games to support every subject on your elementary, junior high, or high school student’s schedule.

Math

Elementary School: Math Blaster Online, 7+
Do your little ones need help with equations? Math Blaster Online gives them plenty of practice as they join the Blaster Academy to save the universe using their math skills. It also lets your kids team up with other players to solve problems together in a safe, socially positive online environment.

Middle School: Monkey Tales: The Valley of the Jackal, 10+
The Valley of the Jackal is part of the math-focused Monkey Tales series, which tasks players with taking on a villain named Huros Stultas in his plan to resurrect the ancient Egyptian god Wepwawet. Using logic, strategy, and math skills, players defeat booby traps, fight mummies, and explore underground temples in an attempt to save the world. The game gauges how well your child does with its puzzles, and it ramps up the difficulty accordingly, so there’s always a challenge for players to test what they’ve learned.

High School: Sector 33 App, 12+
Sector 33 gives kids an idea of how math works in the real world, as they take on the role of an air traffic controller, directing flights to San Francisco International Airport. Players must not only gauge distance, time, and the rate of speed of each plane, they also have to balance flight plans, delays, and other complications.

Science

Elementary School: Lifeboat to Mars, 8+
Young scientists can experiment with creating a brand-new ecosystem on Mars to help support terrestrial life on Earth. Players can choose to work on microbes or on animal and plant missions to accomplish the task of terraforming the red planet. Even cooler, once they’ve finished a few missions, players can design their own missions for other players to try.

Middle School: Spore, 11+
Can you design and develop the perfect creature? Spore lets you develop a species from its microscopic origins to an intelligent, social alien life form that can venture into space and interact with other sentient life forms. This is a great way for your young scientist to explore the methods and ideas behind biology.

High School: Solar System for iPad, 13+
Bring stargazing to life for teens with this far-out collection of astronomy facts, photos, and animations. The app focuses on our solar system in particular, with information about the sun, planets, moons, asteroid belts, and more. Kids can learn about gravity, patterns (such as rotations around the sun), and each planet and moon, including facts about diameter, mass, volume, gravity, and atmosphere.

Language Arts

Elementary School: My Reading Tutor, 5+
My Reading Tutor builds on the basics of early reading skills to help strengthen kids’ literacy. Phonics, letter sounds, and more are presented in a fun, engaging manner, and kids can even record their voices as they read stories. Parents can track their children’s progress in the reading tasks to see how well they’re doing and what they need help on.

Middle School: Duolingo App, 12+
Whether your kids need help with a foreign language class or are simply interested in learning a new language, Duolingo can help. In a friendly environment, the app provides practice in basic words, phrases, and sentence structure in six languages. Players can test what they’ve learned against the computer or other players in competitive games or help translate Web pages for other users around the world.

High School: Shakespeare in Bits: A Midsummer’s Night Dream, 13+
Shakespeare is a staple of high school English, but the old English text is challenging.Shakespeare in Bits helps make the Bard more accessible, with animated characters acting out the plays and multiple ways to understand confusing or obscure words.

History/Social Studies

Elementary School: Oregon Trail, 9+
Oregon Trail has been teaching and entertaining kids for more than 40 years. The game continues to innovate through digital versions that provide realistic story lines and context. Players take on the role of a wagon leader directing settlers from Missouri to Oregon in 1800s America while dealing with issues such as disease, food, and weather.

Middle School: Sid Meier’s Civilization V, 11+
With a total of 43 playable civilizations from around the world, Civilization V is an ideal supplement to history class. Players lead a civilization from the Stone Age to the future with a range of political, scientific, or military goals, learning how cultural, ideological, and geographical factors can change a world’s geopolitical landscape.

High School: Tropico 4, 15+
Political analysts frequently talk about unstable or corrupt countries that spring up around the world, but how many times do you get the chance to run your own? Tropico 4 makes you president of your own island and lets you choose factions to appease according to your political goals. A parody of political simulations, Tropico 4 will make teens laugh — and teach them at the same time.

Music

Elementary School: Just Dance: Disney Party, 5+
You don’t have to be a fan of Disney classics such as “It’s a Small World” to love Just Dance: Disney Party. Players imitate characters on-screen that are dancing to hit songs from Disney movies and TV shows. The completely contagious game teaches how movement and music work together in a fun, social environment.

Middle School: GarageBand, 10+
GarageBand has exactly what fledgling musicians need to take their music to the next level. Kids can record vocals and instruments and mix tracks to create — and share — new songs while learning essential audio-engineering and composition skills. It’s like having a professional recording studio in the palm of your hand.

High School: The Beatles: Rock Band, 14+
The Beatles created classic, timeless music, and this Rock Band will take teens on a magical mystery tour of their entire career. Similar to the other Rock Band games, you can sing and play drums, bass, or guitar on 45 remastered Beatles tracks. 

Art

Elementary School: Art Academy, 8+
Art Academy is more than a video game — it’s a fun art tutorial. The game walks you through the basics of drawing, shading, and other skills so you can apply them to real-life creations.

Middle School: Scribble Press App, 10+
With more than 500 writing and drawing tools and 50 pre-made story templates, Scribble Presslets kids write and illustrate their own tales. This is kid-led learning at its creative best, as kids choose which type of writing or storytelling they want to try — for example, greeting cards or full books — as well as whether they prefer private sharing or online or print publishing.

High School: Scoot & Doodle, 13+
If you’re looking for a way for kids to collaborate on artwork or projects, Scoot & Doodle is the solution. Teens can gather up to nine Google+ friends to work on a single shared artwork, communicate their ideas via video and voice chat, and share the final products via social media channels.

PE

Elementary School: Zumba Kids, 6+
Want to get your little ones’ blood flowing? Zumba Kids takes kid-friendly songs from pop artists and lets them perform 30 routines in a wide variety of dance genres. Plus, they get to imitate the kids dancing on-screen, who provide lots of positive reinforcement through each song.

Middle School: Wii Fit U, 10+
Wii Fit U turns getting physically fit into a game. In between the many mini-games and activities, kids will learn that moving their bodies can be fun and yield meaningful results. Wii Fit U comes with a pedometer to help track your steps taken, calories burned, and distance traveled so you can make fitness progress even away from the game.

High School: Dance Central 3, 13+
The most advanced dance game on the market, Dance Central 3 tracks every bit of your body, making you a better dancer as you perform routines for more than 60 popular songs. This game includes a new story mode for dancers to move through, as well as a dance tournament for up to eight players and even a fitness mode that acts as a serious workout for dedicated players.

Social Skills

Elementary School: Sesame Street: Once Upon A Monster, 6+
Parents who want to make sure their kids learn about friendship, generosity, and other positive life skills should look no further than Sesame Street: Once Upon A Monster. An interactive experience wherein players engage with characters from the show, the game teaches as it lets kids play active roles in stories and participate in entertaining games.

Middle School: Thomas Was Alone, 10+
Thomas Was Alone is a unique puzzle game. It doesn’t focus on graphics, complex control schemes or tense gameplay; instead, the two-dimensional game tells a story about friendship and human relationships. With humor, well-paced storytelling, and an emphasis on diversity and trusting others, Thomas Was Alone will stay in players’ minds long after they’ve finished it.

High School: Papers, Please, 15+
Papers, Please manages to meld social and historical commentary with an exercise in making ethical decisions and navigating their consequences, forcing you to think during every portion of the game. Players take on the role of an immigration inspector in a communist nation, approving or rejecting applicants seeking to enter the country. As political events change throughout the story, players will need to handle situations such as terrorist attacks, asylum seekers, and the undocumented while also dealing with the effects of their choices. 

Categories
Gaming

Digital Gaming and Simulations: Real World Relevance and Classroom Applications

This post, originally appearing in Corwin Connects in June of 2014, is a tie-in to Making School a Game Worth Playing: Digital Games in the Classroom; a book written by myself and Nicky Mohan examining the potential of using digital games and simulations as instructional tools. Below you will find several suggestions for implementing digital game-based learning into your K-12 classroom.

Angry Birds Space : Rovio
Angry Birds Space : Rovio

Posted by: Ryan Schaaf

Original Source

Do you remember back in school when you were learning something and wondered why you were learning it? When would you ever use ancient world history, or exponential equations, or that dreaded algebra? When I was a freshman in high school, a student asked my teacher how they would use imaginary numbers in the real world. Sadly, my teacher didn’t know the answer off the top of her head. She had to ask the math chair for the answer. The next day, she informed the student with the good question that it was used in electrical engineering.

Do you think this student from my academic heyday was interested in imaginary numbers afterwards? Do you feel the teacher made a positive impression on the relevance of this topic?

Every concept must be immediately relevant to students. They must see that one day, when the situation calls for it, they will use what they are learning in the classroom in their future experiences. The classroom must prepare students for the real world.

How can teachers bring this type of real world learning into the classroom? Learning through scenarios, simulations, and practical applications – situated learning experiences are the key to establishing relevance for students. How can teachers implement this intense focus on embedding curriculum into real world situations?

One of the teaching approaches teachers can embrace is using digital games and simulations during instruction. Games and simulations are rich in scenarios and have an amazing ability to embed information into their storylines or gameplay. With so many digital games and simulations available across numerous platforms such as web browsers, tablets, computers, and handheld devices, teachers have a wide crop of games to choose from.

Here are five strategies for teachers to embrace digital games and simulations for deep and powerful learning.

 Set Up a Scenario

This should be a fun and creative scenario to establish interest, relevance, and a connection to the concepts students are learning. For example, if a teacher is instructing their students on dividing numbers, then use a scenario such as cutting up apples for a pie or slicing pizza pies. Here is a game that students can play that aligns with the apple-cutting scenario mentioned above. Click here to visit KidsNumbers.com.

Although some storylines may be silly, bizarre, and complete fantasy, many of the embedded scenarios student gamers will find themselves in will be engaging and mentally transferrable to the real world. In other words, if an alien is measuring something using the metric system, the students will focus on the concept and mentally suspend the storyline for a brief moment. By doing so, the student will experience the information or accomplish the challenges set forth by the embedded assessment tactics of the game. The student gamers resume their gameplay unaware of the deep learning and assessment occurring during their fun— engaging in the digital game-based learning experience.

Use Questioning and Subject Discussions to Connect Gameplay to Lesson Content

The connection between in-class instruction and the gaming and simulation experience will be clumsy and an uneasy transition without the help of questioning and classroom discussions. These questions and discussions can occur naturally before, during, and after the gaming and simulation experience. For example, the teacher is asking questions such as, “Why must the apples be divided up equally? Why does the number start large and end up small in the quotient? What does each number represent in the problem in relations to dividing up apples? What other situations can you think of where division would be needed?” Teachers must remember to vary the questions they ask according to Bloom’s Taxonomy.

Use Strategic Classroom Observation to Differentiate Instruction

The digital game or simulation is not a teacher; it isn’t even a person. However, it will keep students engaged during the learning and practice portion of a lesson. Teachers must use this valuable time to observe student performance and use the gaming and simulation time to reteach students that may be experiencing difficulty with the concept. This also promotes the opportunity to differentiate instruction for students that are gifted or having learning challenges. Another potential strategy is to form a buddy system. Pair students that are academically strong in the lesson to a struggling learner. This form of peer coaching will help the struggling learners by providing a learning buddy to assist them with questions.

School/ Home Connections

If you are tired of the ‘death by worksheet’ mentality when assigning homework or recommending extra practice to parents for their children, send the name of a digital game home that matches the concepts they are presently learning at school with directions explaining how to access it. *It is important to be cognizant of the students’ access to digital devices at home. Teachers must try to select games accessible to all devices.*

The ‘Center’ 

Many classrooms have an area devoted to center activities — either a place students go when they are finished with their work or a station they visit during a subject activity block such as Language Arts (stations may include: Reading group, writing center, listening center, etc.). Most classrooms now have a desktop computer connected to the internet. Teachers can easily find and curate digital games and simulations for students to use independently during centers time. They must simply teach students how to access the list of digital games they will use at this learning station.

These strategies will help teachers (and parents for that matter) leverage the engagement and motivation students have for playing digital games in the context of learning with digital gaming. The only real potential implementation mistake teachers or parents may face is pretending digital games will teach their child or student. As wonderful as games and simulations are, they are not teachers and never should be treated as such. Teachers and parents must use digital games and simulations in the proper manner — as valuable learning tools.

Ryan Schaaf

Ryan Schaaf is the Assistant Professor of Educational Technology at Notre Dame of Maryland University, and a faculty associate for the Johns Hopkins University School of Education Graduate Program, with over 15 years in the education field. He is the co-author of Making School a Game Worth Playing.

Categories
Gaming

6 Ways To Find Video Games You Can Teach With

Digital games are being touted as instructional tools with incredible teaching in the classroom. Written by Ryan Schaaf and posted on March 15, 2014 via TeachThought, the article describes 6 strategies teachers, administrators and even parents can use to find potential digital games for learning. 

Minecraft: Image Courtesy of C. Schaaf
Minecraft: Image Courtesy of C. Schaaf

posted by:  Ryan Schaaf

Original Source

Many people, whether young or old, male or female, introverted or extroverted, love playing video games. Why is this form of media so enticing for such a wide range of people?

The constant feedback and reward, the visual and audio stimulation, the player interaction, the variety of genres and game types, the rich storylines, and the opportunities for competition and collaboration are just a few of the enticing reasons players come back for more.

The Video Game Phenomenon

By 2016, global video game sales are expected to exceed 80 billion dollars a year. In Apple’s App Store and Google Play, the #1 app category downloaded to mobile devices such as smartphones, tablets, and media players is games. Whether using video games as a learning tool or a digital babysitter, more parents are exposing their children to digital games at an earlier age.

If you visit a restaurant, grocery store, or shopping mall, then chances are you see more and more children using their parent’s devices for hands-on, brains-on gaming experiences.

Digital Games: Teacher-Approved

More and more educators are turning to video games to engage their students in hands-on, brains-on learning. The Joan Ganz Cooney Center in collaboration with BrainPOP published Teacher Attitudes about Digital Games in the Classroom back in 2012. The report summarized the results of a national survey of 500 K-8 teachers using digital games in their classroom. Some highlights from the survey data include:

* 70% of the teachers agreed that using digital games increases motivation and engagement with content and curriculum.

* 62% of teachers indicated games make it easier to differentiate lessons for the wide range of learners in their classroom.

* 60% of teachers observed that games foster more collaboration amongst students.

* Negative classroom experiences using digital games were below 10%.

Further evidence of positive teacher attitudes towards digital games is also present in the 2009 PBS report Digitally Inclined Teachers Increasingly Value Media and Technology. The report, summarizing the results of a national survey of almost 1,500 teachers, indicated teachers are making significant progress in adopting digital media in schools.

Teachers value many different types of digital media, with games and activities for student use in school topping the list at 65%. Despite their popularity with students and teachers, it is a struggle to find digital games relevant for instruction.

These six strategies might prove useful when finding instructional digital games.

6 Strategies To Find Video Games You Can Teach With

1. Google It

This might seem too good to be true, but in most cases teachers will hit pay dirt. Using a search engine, enter content-specific search terms to find browser-based games. Search terms like “probability interactive digital games” or “food chain interactive games online” produce a robust list for previewers to choose from. In many cases, these digital games are free.

2. Skim App Stores

The App Store and Google Play now contain over 1 million apps each and the number is growing exponentially. More and more educational gaming apps are added each day. With BYOD initiatives and the popularity of tablets in schools, this strategy can provide an assortment of educational games for students to use in class.

Making it a habit to skim these sections, and even following a service like Humble Bundle, can be an easy way to find new games as well.

3. Use PC Platforms: Steam, Green Man Gaming, And More

The 1980s provided the first PC games. Where in the World is Carmen SanDiego, Number Munchers, and The Oregon Trail were just some of the digital games from the dawn of the personal computer. Nowadays, there are many popular titles specifically designed to be instructional; targeting specific learning objectives. Despite the decline in desktop computer sales over the years, personal computer games are still immensely popular and relatively easy to install and use with students in an individual, small-group, or whole-group manner.

4. Use Accessible, Popular Video Games

This might be a hard sell for some administrators, but it has been done before with success. In 2010, Learning and Teaching Scotland in partnership with Futurelab conducted surveys, interviews, and observations of console gaming in the classroom.

The study found students and teachers enjoyed the learning experiences present in game-based learning and offered opportunities to engage in activities that enhance learning. Although there are many obstacles to implementing console gaming in the classroom (namely content, violence in gaming, and money), students will be enthralled with the amazing graphics and immersive storylines present in professionally-produced commercial games.

5. Use An RSS Reader

This is a great way to discover new content, and can take just a few minutes a day. Set up your feedly (or other RSS reader) to grab articles from rockpapershotgun, ign, joystiq, and others to get a constant feed of info on video games that you can skim, save, and delete at your leisure.

6. Word Of Mouth

The power of sharing is alive and well in the field of education.

Teachers enjoy sharing new strategies, tools, and instructional approaches with others, because the pay-off of helping colleagues and/or students succeed is rewarding. Using new tools or instructional materials invigorates the classroom and the practice of teaching. Due to the abundance of digital games and the unlimited potential for teacher creativity in lesson planning, ideas will only spread and evolve.

Conclusion

The digital generations go home and tune in to a wide variety of media. Schools should not be a place they turn-off their digital lives. Educators will fail to reach them in the digital and media-rich reality they are growing up in. It is essential to use the tools of the digital generations to stay relevant in their ever-changing, never-static existences.

Digital games can be a tool with limitless potential for learning.