moocs and educational gaming
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Moocs and Educational Gaming. By John Berglund Daniel Bottehsazan sean Brady. What are Moocs ?. A massive open online course Free web based distance learning program Pay for accreditation 2012 year of the MOOCs. History of Moocs. - PowerPoint PPT PresentationTRANSCRIPT
MOOCS AND EDUCATIONAL GAMING
BY JOHN BERGLUND DANIEL BOTTEHSAZAN SEAN BRADY
WHAT ARE MOOCS?
• A massive open online course
• Free web based distance learning program
• Pay for accreditation
• 2012 year of the MOOCs
HISTORY OF MOOCS
• 2008 the term MOOCs was coined by Dave Cormier and Brian Anderson
• Response to a course at University of Manitoba CCK08
• 25 paying students and 2200 free users
• Connectivism and connective knowledge
WHERE TO GET ACCREDITED
• UC Berkley
• Stanford
• Harvard
• Johns Hopkins
• 5-9 weeks with a certification of completion
VIDEO
• http://www.youtube.com/watch?v=eW3gMGqcZQc
EDUCATIONAL GAMING
• Games that are designed to help people expand concepts
• Understanding an historical event or culture.
• Games types are board, card and video game
HOW TO LOCATE EDUCATIONAL GAMES
• Try the internets!
• http://gaming.psu.edu/
• http://www.funbrain.com/
• http://www.youtube.com/watch?v=30oZ7WVdheg
WHY GAMING?
• 97% of US teens play digital games on a regular basis
• Gaming can be described as a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome
• Elements of “gamification” applied to traditional teaching increase motivation or engagement
FIVE MAJOR CHARACTERISTICS/CLAIMS:
• (1) are built on sound learning principles
• (2) provide more engagement for the learner
• (3) provide personalized learning opportunities
• (4) teach 21stcentury skills
• (5) provide an environment for authentic and relevant assessment
GAMES ARE BUILT ON SOUND LEARNING PRINCIPLES
• Play is an important element for healthy child development
• Children learn through imaginative play
• Games provide an opportunity to think, understand, prepare, and execute actions
• Games also are built with clear goals and provide immediate feedback
GAMES PROVIDE MORE ENGAGEMENT FOR THE LEARNER
• Digital games can be more engaging than regular classroom activities
• Ability to sustain engagement and motivation across time
• A European study demonstrated that gaming increased student motivation/engagement
GAMES PROVIDE PERSONALIZED LEARNING OPPORTUNITIES
• Identifies strengths and weaknesses
• Develops teaching strategies based on student need
• Provides engaging curriculum choices
GAMES TEACH 21ST CENTURY SKILLS
• Many games take advantage of technology that is familiar to students and use relevant situations
• Provides the ability to interact with other learners and trained professionals
•Games foster collaboration, problem-solving, and procedural thinking
PROVIDE AN ENVIRONMENT FOR AUTHENTIC AND RELEVANT ASSESSMENT
• Games provide a means for quantifying knowledge level and abilities
• Assessment occurs as the game engine evaluates players’ actions and provides immediate feedback
• Assessment occurs naturally in a game: players make progress or they don’t
• Analytical tools rate the success of students throughout the entire range of a game
EXAMPLE
• http://player.piksel.com/player.php?p=wow8r9la
REFERENCES
• http://en.wikipedia.org/wiki/Massive_open_online_course
• http://en.wikipedia.org/wiki/Educational_game
• http://gaming.psu.edu/
• http://www.youtube.com/watch?v=eW3gMGqcZQc
• http://researchnetwork.pearson.com/wp-content/uploads/Lit_Review_of_Gaming_in_Education.pdf