Presentation Transcript
Slide1: Learning Engagement through Fun andamp; Games: A Research Perspective
Dawn Mercer
and
Margot Wassenaar-Faber
Inukshuk A project sponsored in part by:
Slide2: Learning Engagement through Fun and Games Games and learning:
Motivate – fun and challenging
Learner-centered
Immediate feedback
Problem-solving
Active learning
Experiential learning
Problem-based learning
Slide3: Learning Engagement through Fun and Games Approaches to Game Design - Reiber (1996)
Exogenous Approach
Play is an overlay on predetermined content.
Enticement to engage in learning tasks that would otherwise be unpleasant (de Castell andamp; Jensen, 2005)
Endogenous Approach
Content is intrinsic to the game play
Learning is incidental to play – 'stealth learning' (Prensky, 2001)
Slide4: Learning Engagement through Fun and Games Examples in Biosciences
Chemania
Matching chemical names with sounds and formulae
Exogenous – play based drill andamp; practice
Bacteria Blitz
Locate fictional bacteria and identify tools and agents to eliminate them.
Endogenous - timed exploration
Slide5: Learning Engagement through Fun and Games Bacteria Blitz
Slide6: Learning Engagement through Fun and Games Learnings – 100% of users
Bacteria can be eliminated using different methods
Different bacteria are eliminated better by some chemicals that others
Slide7: Learning Engagement through Fun and Games Further Research:
Time comparison for knowledge acquisition
Slide8: Learning Engagement through Fun and Games
Slide9: Learning Engagement through Fun and Games Topic: Inorganic nomenclature
Instructional component: lecture series
Importance:
Consistency in the correct recognition in lab environment for the purposes of conducting lab exercises
Immediacy of nomenclature recognition
Slide10: Learning Engagement through Fun and Games Reinforcement provided by immediate feedback (i.e. correctness of response)
Option(s) for supporting cues (i.e. hint)
Integration of performance expectations (i.e. recommendation that a ‘task’ achieve a specific score within a specified time limit before proceeding to next level)
Slide11: Learning Engagement through Fun and Games
Slide12: Learning Engagement through Fun and Games Game 1 – auditory prompt
Madame Curie states the name of an ion;
the player must identify the correct formula from symbols on the screen.
Game modes:
Bunsen mode (10 questions)
Pasteur mode (15 questions)
Curie mode (20 questions)
Slide13: Learning Engagement through Fun and Games Game 2
The chemical formula is provided; the ‘player’ must identify the correct name.
Game modes:
Bunsen mode (10 questions)
Pasteur mode (15 questions)
Curie mode (20 questions)
Slide14: Learning Engagement through Fun and Games Demo
Slide15: Learning Engagement through Fun and Games
Slide16: Learning Engagement through Fun and Games
Slide17: Learning Engagement through Fun and Games Research:
Survey conducted in the Spring of 2006
Chm173 (Intro College Chemistry) students:
Gender: 64 female
61 male
Ages: under 20 years ï‚® 48
21 – 25 years  59
26 – 30 years  7
30+ years ï‚® 10
Semester affiliation: 88 semester 1
34 semester 2 (repeating)
Slide18: Learning Engagement through Fun and Games Results:
Learning value
Slide19: Learning Engagement through Fun and Games Results:
Value Added
Slide20: Learning Engagement through Fun and Games Further Research:
Correlation between the use of Chemania andamp; test/exam performance
Fall 2006 (210 – 240 students)
Spring 2007
Slide21: Learning Engagement through Fun and Games Further Development:
Expand the game to include naming of compounds by combination of cations andamp; anions
Explore modes in which students will be able to practice writing formulas (i.e. test requirement)
Make Chemania available to other courses in which chemical nomenclature is needed for review
(i.e., second semester general chemistry, organic chemistry, general biology)
Slide22: Learning Engagement through Fun and Games Technology Enhanced Learning Institute:
York University andamp; Seneca College
Partially funded by CLOE–Inukshuk Content Development Project
Content and Development:
Seneca College School of Communication Arts
Seneca College School of Computer Science
Seneca College School of Biological Sciences andamp; Applied Chemistry
Slide23: Learning Engagement through Fun and Games References
Castell, S. and Jenson, J. (2005). Serious Play: Challenges of Educational Game Design. Journal of Curriculum Studies.
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Prensky, M. (2002). The Motovation of Gameplay. On the Horozon, Vol. 10 No. 1.
Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds. Educational Technology Research and Development, Vol. 44 N o. 2.
Slide24: Learning Engagement through Fun and Games Game access
Through CLOE http://cloe.on.ca/
Bacteria Blitz (Temporary)
https://uwice.uwaterloo.ca/AngelUploads/Content/None-UW-LT3-CLOE-001/_team/Surface_Cleaning_Game/Cleaning%20Game/CleaningProject_v8.html
Chemania (Temporary)
http://contagion.edu.yorku.ca/Dima/Chem/
Slide25: Learning Engagement through Fun and Games Contact Information:
Dawn Mercer dawn.mercer@senecac.on.ca
Margot Wassenaar-Faber
Margot.Wassenaar-Faber@senecac.on.ca
Nick Taylor
nttaylor@rogers.com