Thursday, July 7, 2016

KSP684 - Best Practices for Using Games & Simulations in the Classroom

In the book Best Practices for Using Games & Simulations in the Classroom there is a ton of great information.  For this week's research we focused on guidelines for classroom management, assessment, and use of resources.  Below is an outline of the information provided:

Classroom Management:
  • Similar to hands-on activities
  • Teacher provides focus and expertise to keep things moving along
  • Peer tutoring is a natural occurrence during games
  • Bullying tends to not be an issue
  • Key Findings:
    • An actively involved teacher is essential.
    • Games encourage peer–to–peer tutoring.
    • Set clear behavioral expectations.
    • Do not use voice chat. It is a marker of real-world social status
    • Encourage real–time conversations about the game–between teams as well as among them.
    • Integration with administrative systems is a huge time saver. Reducing the administrative load on teachers removes a significant barrier to adoption.
  • Guidelines:
    • Teachers are content area experts
      • Keep students focused
      • Should not delegate either of these roles
      • Teachers need to be game experts too
      • Teachers need to be actively engaged during game play - game is not babysitter
      • Teachers need to be comfortable to facilitate games
      • No formal role exists in EduGames for teacher
      • Teachers should not play as equals with students - this can distract for subject matter and inhibit and discourage students
    • Games allow for collaboration and competition - these lead to natural peer tutoring
      • Student teachers focus on how to play the game (rules), how to navigate the software (strategies), and how to score points (math skills)
      • Teachers can encourage and actively promote peer tutoring rather than waiting for it to happen naturally
    • Setting clear expectations upfront is key to good behavior and management
      • Teachers biggest concern is students getting off task - this is not a major concern - just need to be monitoring and helping kids refocus.
    • No significantbehaviorall issues have been reported
      • Most cyber-bullying takes place beyond the school setting and control
      • Discussion boards can cause issues
      • Off topic and inappropriate commenting are an issue with using discussion boards and forums
      • Issues are best handled one-on-one
      • District established policies and standards of behavior should be followed
      • Have systems in place to handle issues and communicate with parents
      • Empower kids to police themselves and classmates
    • No voice chat
      • Has been reported to be major issue
    • Reflection and Real-time Conversations about the game
      • Between players and teams
      • Structured discussions
      • Help each other better understand the game, content, and how others play
Assessment:
  • Games can track and log all actions. THere is potential to conduct extremely sophisticated assessments.
  • Key Findings:
    • ŠProvide in–game and paper based assessments.
    • Game logs can provide a map to assess decision making.
    • Use external productivity tools (Word, Excel) to track and synthesize game experiences.
    • Assessing 21st Century Skills is an untapped opportunity for games to excel.
    • Make assessment results visible to all stakeholders to sustain support.
  • Guidelines
    • Provide in-game and paper assessments
      • Teachers are more comfortable with paper and pen
      • Tracking students in-game is deeper than paper
      • Using both is like using suspenders and a belt
    • Game logs can provide a map to assess decision making
      • When and how the students play the game can show how they think and problem solve
    • External Productivity tools for tracking and synthesizing game
      • Edugames can lead to insights for students and can be effective to show them how to write about their thoughts - chart them - quantify them
      • Game logs can be used for reflection and discussions
    • Assessing 21st-century skills
      • Track decision making strategies and providing feedback to the teacher.  
      • This use is still in its infancy
    • Make assessment results visible to all stakeholders to sustain support
      • Assessment needs to prove that what was intended to be learned was indeed learned.  
      • Administrators and parents want to know that learning is happening.  
      • Games that are not meeting expectations should be discontinued
      • External assessments add credibility
Support Resources:

  • Resources are evolving slower than the games. Peer-generated content can be found in blogs and on discussion boards - these are the most useful. Rapid-response user-created content is useful. Students can benefit from these resources as well - as long as they conform to the district policies.
  • Key Findings:
    • Online content support is the most effective because it is seamless with game play.
    • Blogs are a good source information, particularly in an arena that is evolving rapidly.
    • Online communities take longer to build for EduGames than for commercial games.
    • Discussion boards can be useful for students, but usage needs to be monitored.
    • Conferences are good places to meet other practitioners.
    • Resources should allow flexibility in how teachers
      access content – by lesson or by objective.
    • Reach out to developer companies. They want to hear from teachers and are accessible.
  • Guidelines:
    • Online content support is most effective because it is seamless with game play
      • Using textbook support can break the focus of the game - in-game support is more effective
    • Blogs are a good source of information
      • Examples:
        • Terra nova
        • RezEd
        • Educational Games Research
        • Dave McDivitt
        • Apopnophenia
        • Richard Carey
        • Education Business Blog
        • AHCI Lunch
        • Future Making Serious Games
    • Online communities take longer to build for EduGames than for commercial games
      • Online devotees of commercial games are robust groups of people
      • EduGames take longer to build the community because of a general lack of acceptance in mainstream education
    • Discussion boards
      • Useful to students but must be monitored.
      • Researching answers to games where content is expected to be mastered IS learning.
      • This research shows motivation
      • Using “cheat codes” to access information they have not earned is cheating.
      • Evaluate games based on their alignment with learning objectives
      • Pick games where there will be stealth learning rather than shortcuts
      • Discussion boards offer the most opportunity for bad behavior
    • Practitioner Conferences
      • Meet like-minded people
      • Sessions usually include games related content
      • Game friendly conferences:
        • ISTE
        • Texas Computer Education Association (TCEA)
        • Florida Education Technology Conference (FETC)
        • National Council of Social Studies (NCSS)
        • Games, Learning, & Society (GLS)
        • Serious Games Summit at the Games Developers Conference (GDC)
      • Budgets often restrict teachers from attending these conferences
    • Resources should allow flexibility in how teachers access content - by lesson or by objective
      • Online resources provide flexibility in presenting material
      • Teachers need to easily find content that speaks to their needs
    • Reach out to companies - they want to hear from teachers and are accessible
      • Teachers can let developers know what they need in games.  
      • Small companies are especially interested in feedback

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