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Digital Game Based Learning DGBL

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Title: Digital Game Based Learning DGBL


1
Digital Game Based Learning (DGBL)
  • By Danielle Ponti

2
Three Factors that led to a recent interest in
DGBL
  • Ongoing research by proponents of DGBL have
    published many articles and books.
  • 2. Children have become disengaged with
    traditional instruction.
  • 3. Increased popularity of games.

3
What Is DGBL
  • Creating the proper context for learners plays a
    central role in all successful games.
  • Digital game designers must create a common
    context that all players will find motivating and
    engaging.
  • The stigma that games are play and not work
    has been largely overcome.
  • A majority of people feel that games can be
    engaging, effective and have a place in learning.

4
Piaget Beliefs Gaming Effectiveness
  • Piaget believed that intellectual maturation over
    the lifespan of an individual depends on the
    cycle of assimilation and accommodation.
  • Cognitive Disequilibrium is the key to this
    process.
  • Games embody Cognitive Disequilibrium and good
    games constantly require input from the learner
    and provide feedback.
  • Games thrive as teaching tools when they create a
    continuous cycle of cognitive disequilibrium and
    resolution while allowing the player to be
    successful.

5
Games Effectiveness Continued
  • Anchored instruction
  • Feedback
  • Behaviorism
  • Constructivism
  • Narrative Psychology
  • And More.

6
Why Games Work
  • Games are engaging, entertaining and fun
  • Motivate participation and persistence
  • Interactive and utilize active learning
    techniques
  • Use multiple modalities of learning
  • Provide immediate feedback
  • Can provide a safe and inexpensive means of
    simulating and practicing real world experiences
  • In contrast to exams, games are seen as stress
    reducers rather than stress inducers
  • Help to regulate comprehension, ie teachers see
    strengths and weaknesses and adjust lesson
    accordingly
  • Games capitalize on the virtues of play.

7
Implementing DGBL
  • There are three approaches
  • 1. Have students build games from scratch.
  • 2. Have educators and/or developers build
    educational games from scratch to teach students.
  • 3. Integrate commercial off-the-shelf games into
    the classroom.

8
Current societal contextual characteristics to be
considered when designing a game
  • Speed
  • Parallel vs. Linear Processing
  • Active vs. Passive Engagement
  • Quick adaptation and Problem Solving
  • Immediate Reward
  • The Importance of Fantasy.

9
Learning Occurs
  • If the game is motivating and engaging
  • When the learner repeats a desired emotional or
    cognitive behavior based on the interaction and
    feedback they get from the game.
  • The learner constructs knowledge through doing,
    reflecting, understanding, and applying.
  • The key moment occurs during the debriefing
    process.

10
Positive Aspects of Games
  • Stimulation games that would expand students
    common knowledge, provide real life experiences
    they may never encounter, and have the potential
    to enhance logical-thinking skills.
  • The students vocabulary could also expand
    because many games introduce new words that must
    be understood in order to play the game.
  • Mental agility would improve.

11
Positive Aspects of Games Continued
  • Studies consistently found that games promote
    learning and/or reduce instructional time across
    multiple disciplines and ages.
  • Games Embody well-established principles and
    models of learning.
  • What must be learned is directly related to the
    environment in which you learn and demonstrate
    it.
  • Games make use of the play principle.

12
What Needs to Be Done Now
  • Research explaining why DGBL is engaging and
    effective.
  • Practical guidance for how games can be
    integrated into the learning process to maximize
    their learning potential.
  • A balance between the needs of the curriculum and
    structure of the game must be achieved.

13
My Opinion
  • Todays students are technologically advanced and
    do not know how to live without the technology
    that is available to them. Teachers are almost
    forced to compete with this while engaging the
    learner. By utilizing DGBL in the classroom the
    students are actively engaged in the learning
    process and are learning the necessary skills and
    subject matter while simultaneously having fun.
    I believe that DGBL should be used in the
    classroom.

14
Resources
  • Garcia, G . (2005). Digital game learning. In  B.
    Hoffman (Ed.), Encyclopedia of Educational
    Technology. Retrieved December 3, 2006, from
    http//coe.sdsu.edu/eet/articles/digitalgamlearn/s
    tart.htm
  • Van Eck, Richard. Digital Game-Based Learning.
    Educase. Apr. 2006
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